Sample records for short video shows

  1. Using Short Videos to Teach Research Ethics

    NASA Astrophysics Data System (ADS)

    Loui, M. C.

    2014-12-01

    Created with support from the National Science Foundation, EthicsCORE (www.natonalethicscenter.org) is an online resource center for ethics in science and engineering. Among the resources, EthicsCORE hosts short video vignettes produced at the University of Nebraska - Lincoln that dramatize problems in the responsible conduct of research, such as peer review of journal submissions, and mentoring relationships between faculty and graduate students. I will use one of the video vignettes in an interactive pedagogical demonstration. After showing the video, I will ask participants to engage in a think-pair-share activity on the professional obligations of researchers. During the sharing phase, participants will supply the reasons for these obligations.

  2. Enhanced visual short-term memory in action video game players.

    PubMed

    Blacker, Kara J; Curby, Kim M

    2013-08-01

    Visual short-term memory (VSTM) is critical for acquiring visual knowledge and shows marked individual variability. Previous work has illustrated a VSTM advantage among action video game players (Boot et al. Acta Psychologica 129:387-398, 2008). A growing body of literature has suggested that action video game playing can bolster visual cognitive abilities in a domain-general manner, including abilities related to visual attention and the speed of processing, providing some potential bases for this VSTM advantage. In the present study, we investigated the VSTM advantage among video game players and assessed whether enhanced processing speed can account for this advantage. Experiment 1, using simple colored stimuli, revealed that action video game players demonstrate a similar VSTM advantage over nongamers, regardless of whether they are given limited or ample time to encode items into memory. Experiment 2, using complex shapes as the stimuli to increase the processing demands of the task, replicated this VSTM advantage, irrespective of encoding duration. These findings are inconsistent with a speed-of-processing account of this advantage. An alternative, attentional account, grounded in the existing literature on the visuo-cognitive consequences of video game play, is discussed.

  3. Intensive video gaming improves encoding speed to visual short-term memory in young male adults.

    PubMed

    Wilms, Inge L; Petersen, Anders; Vangkilde, Signe

    2013-01-01

    The purpose of this study was to measure the effect of action video gaming on central elements of visual attention using Bundesen's (1990) Theory of Visual Attention. To examine the cognitive impact of action video gaming, we tested basic functions of visual attention in 42 young male adults. Participants were divided into three groups depending on the amount of time spent playing action video games: non-players (<2h/month, N=12), casual players (4-8h/month, N=10), and experienced players (>15h/month, N=20). All participants were tested in three tasks which tap central functions of visual attention and short-term memory: a test based on the Theory of Visual Attention (TVA), an enumeration test and finally the Attentional Network Test (ANT). The results show that action video gaming does not seem to impact the capacity of visual short-term memory. However, playing action video games does seem to improve the encoding speed of visual information into visual short-term memory and the improvement does seem to depend on the time devoted to gaming. This suggests that intense action video gaming improves basic attentional functioning and that this improvement generalizes into other activities. The implications of these findings for cognitive rehabilitation training are discussed. Copyright © 2012 Elsevier B.V. All rights reserved.

  4. Showing R-Rated Videos in School.

    ERIC Educational Resources Information Center

    Zirkel, Perry A.

    1999-01-01

    Since 1990, there have been at least six published court decisions concerning teachers' use of controversial videos in public schools. A relevant district policy led the Colorado Supreme Court to uphold a teacher's termination for showing 12th graders an R-rated 1900 Bertolucci film on fascism. Implications are discussed. (MLH)

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

    PubMed

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

    2017-01-01

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

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

    PubMed Central

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

    2018-01-01

    A great many of empirical researches have proved that longtime exposure to violent video game can lead to a series of negative effects. Although research has focused on the neural basis of the correlation between violent video game and aggression, little is known whether the spontaneous brain activity is associated with violent video game exposure. To address this question, we measured the spontaneous brain activity using resting-state functional magnetic resonance imaging (fMRI). We used the amplitude of low-frequency fluctuations (ALFF) and fractional ALFF (fALFF) to quantify spontaneous brain activity. The results showed there is no significant difference in ALFF, or fALFF, between violent video game group and the control part, indicating that long time exposure to violent video games won’t significantly influence spontaneous brain activity, especially the core brain regions such as execution control, moral judgment and short-term memory. This implies the adverse impact of violent video games is exaggerated. PMID:29375416

  7. The effect of a short animated educational video on knowledge among glaucoma patients.

    PubMed

    Al Owaifeer, Adi Mohammed; Alrefaie, Shaimaa Mohammed; Alsawah, Zainah Mohameddia; Al Taisan, Abdulaziz Ahmed; Mousa, Ahmed; Ahmad, Sameer I

    2018-01-01

    To evaluate the effectiveness of an educational video in increasing knowledge among glaucoma patients and to determine the factors that may influence a patient's level of knowledge. This was a pre-post intervention study on adult glaucoma patients attending the outpatient service at King Khaled Eye Specialist Hospital. The intervention tested was a short educational video that was edited specifically for this study. All patients completed a pre-video and post-video knowledge questionnaire; moreover, sociodemographic and clinical characteristics were obtained. The total number of patients included was 196. The mean age of patients was 55.7±15.5 years. Overall, 55.1% were males, 29.6% were illiterate, 85.2% resided in an urban area, 62.8% had a low income, and 41.8% were unemployed. The mean pre-intervention knowledge score was 6 out of 17, and the post-intervention score was 11.1 ( P ≤0.001). Predictors of a poor knowledge score were old age (>60 years), female sex, illiteracy, rural residence, low income, unemployment, and a negative family history of glaucoma. The evaluated video intervention was effective in a short-term increase in knowledge among glaucoma patients. This tool may serve as an alternative to traditional educational methods.

  8. Distributing and Showing Farmer Learning Videos in Bangladesh

    ERIC Educational Resources Information Center

    Bentley, Jeffery W.; Van Mele, Paul; Harun-ar-Rashid, Md.; Krupnik, Timothy J.

    2016-01-01

    Purpose: To describe the results of showing farmer learning videos through different types of volunteers. Design/Methodology/Approach: Semi-structured interviews with volunteers from different occupational groups in Bangladesh, and a phone survey with 227 respondents. Findings: Each occupational group acted differently. Shop keepers, tillage…

  9. 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…

  10. Short-term change detection for UAV video

    NASA Astrophysics Data System (ADS)

    Saur, Günter; Krüger, Wolfgang

    2012-11-01

    In the last years, there has been an increased use of unmanned aerial vehicles (UAV) for video reconnaissance and surveillance. An important application in this context is change detection in UAV video data. Here we address short-term change detection, in which the time between observations ranges from several minutes to a few hours. We distinguish this task from video motion detection (shorter time scale) and from long-term change detection, based on time series of still images taken between several days, weeks, or even years. Examples for relevant changes we are looking for are recently parked or moved vehicles. As a pre-requisite, a precise image-to-image registration is needed. Images are selected on the basis of the geo-coordinates of the sensor's footprint and with respect to a certain minimal overlap. The automatic imagebased fine-registration adjusts the image pair to a common geometry by using a robust matching approach to handle outliers. The change detection algorithm has to distinguish between relevant and non-relevant changes. Examples for non-relevant changes are stereo disparity at 3D structures of the scene, changed length of shadows, and compression or transmission artifacts. To detect changes in image pairs we analyzed image differencing, local image correlation, and a transformation-based approach (multivariate alteration detection). As input we used color and gradient magnitude images. To cope with local misalignment of image structures we extended the approaches by a local neighborhood search. The algorithms are applied to several examples covering both urban and rural scenes. The local neighborhood search in combination with intensity and gradient magnitude differencing clearly improved the results. Extended image differencing performed better than both the correlation based approach and the multivariate alternation detection. The algorithms are adapted to be used in semi-automatic workflows for the ABUL video exploitation system of Fraunhofer

  11. Physics Reality Show

    NASA Astrophysics Data System (ADS)

    Erukhimova, Tatiana

    The attention span of K-12 students is very short; they are used to digesting information in short snippets through social media and TV. To get the students interested in physics, we created the Physics Reality Show: a series of staged short videos with duration no longer than a few minutes. Each video explains and illustrates one physics concept or law through a fast-paced sequence of physics demonstrations and experiments. The cast consists entirely of physics undergraduate students with artistic abilities and substantial experience in showing physics demonstrations at current outreach events run by the department: Physics Shows and Physics & Engineering Festival. Undergraduate students are of almost the same age as their high-school audience. They are in the best position to connect with kids and convey their fascination with physics. The PI and other faculty members who are involved in the outreach advise and coach the cast. They help students in staging the episodes and choosing the most exciting and relevant demonstrations. Supported by the APS mini-outreach Grant.

  12. Short video interventions to reduce mental health stigma: a multi-centre randomised controlled trial in nursing high schools.

    PubMed

    Winkler, Petr; Janoušková, Miroslava; Kožený, Jiří; Pasz, Jiří; Mladá, Karolína; Weissová, Aneta; Tušková, Eva; Evans-Lacko, Sara

    2017-12-01

    We aimed to assess whether short video interventions could reduce stigma among nursing students. A multi-centre, randomised controlled trial was conducted. Participating schools were randomly selected and randomly assigned to receive: (1) an informational leaflet, (2) a short video intervention or (3) a seminar involving direct contact with a service user. The Community Attitudes towards Mental Illness (CAMI) and Reported and Intended Behaviour Scale (RIBS) were selected as primary outcome measures. SPANOVA models were built and Cohen's d calculated to assess the overall effects in each of the trial arms. Compared to the baseline, effect sizes immediately after the intervention were small in the flyer arm (CAMI: d = 0.25; RIBS: d = 0.07), medium in the seminar arm (CAMI: d = 0.61; RIBS: d = 0.58), and medium in the video arm (CAMI: d = 0.49 RIBS: d = 0.26; n = 237). Effect sizes at the follow-up were vanishing in the flyer arm (CAMI: d = 0.05; RIBS: d = 0.04), medium in the seminar arm (CAMI: d = 0.43; RIBS: d = 0.26; n = 254), and small in the video arm (CAMI: d = 0.22 RIBS: d = 0.21; n = 237). Seminar had the strongest and relatively stable effect on students' attitudes and intended behaviour, but the effect of short video interventions was also considerable and stable over time. Since short effective video interventions are relatively cheap, conveniently accessible and easy to disseminate globally, we recommend them for further research and development.

  13. The Use of Concept Maps in Creating a Short Video with Students

    ERIC Educational Resources Information Center

    Gocsál, Ákos; Tóth, Renáta

    2016-01-01

    This paper presents the results of an experimental project in which media students created a short video. The students in groups of 4 or 5 used concept maps for collected their ideas about organizing the project. The analysis of the concept maps revealed that two groups were product-oriented, one group was workflow-oriented, and two groups used…

  14. Satisfaction with Online Teaching Videos: A Quantitative Approach

    ERIC Educational Resources Information Center

    Meseguer-Martinez, Angel; Ros-Galvez, Alejandro; Rosa-Garcia, Alfonso

    2017-01-01

    We analyse the factors that determine the number of clicks on the "Like" button in online teaching videos, with a sample of teaching videos in the area of Microeconomics across Spanish-speaking countries. The results show that users prefer short online teaching videos. Moreover, some features of the videos have a significant impact on…

  15. Intelligent keyframe extraction for video printing

    NASA Astrophysics Data System (ADS)

    Zhang, Tong

    2004-10-01

    Nowadays most digital cameras have the functionality of taking short video clips, with the length of video ranging from several seconds to a couple of minutes. The purpose of this research is to develop an algorithm which extracts an optimal set of keyframes from each short video clip so that the user could obtain proper video frames to print out. In current video printing systems, keyframes are normally obtained by evenly sampling the video clip over time. Such an approach, however, may not reflect highlights or regions of interest in the video. Keyframes derived in this way may also be improper for video printing in terms of either content or image quality. In this paper, we present an intelligent keyframe extraction approach to derive an improved keyframe set by performing semantic analysis of the video content. For a video clip, a number of video and audio features are analyzed to first generate a candidate keyframe set. These features include accumulative color histogram and color layout differences, camera motion estimation, moving object tracking, face detection and audio event detection. Then, the candidate keyframes are clustered and evaluated to obtain a final keyframe set. The objective is to automatically generate a limited number of keyframes to show different views of the scene; to show different people and their actions in the scene; and to tell the story in the video shot. Moreover, frame extraction for video printing, which is a rather subjective problem, is considered in this work for the first time, and a semi-automatic approach is proposed.

  16. Nonchronological video synopsis and indexing.

    PubMed

    Pritch, Yael; Rav-Acha, Alex; Peleg, Shmuel

    2008-11-01

    The amount of captured video is growing with the increased numbers of video cameras, especially the increase of millions of surveillance cameras that operate 24 hours a day. Since video browsing and retrieval is time consuming, most captured video is never watched or examined. Video synopsis is an effective tool for browsing and indexing of such a video. It provides a short video representation, while preserving the essential activities of the original video. The activity in the video is condensed into a shorter period by simultaneously showing multiple activities, even when they originally occurred at different times. The synopsis video is also an index into the original video by pointing to the original time of each activity. Video Synopsis can be applied to create a synopsis of an endless video streams, as generated by webcams and by surveillance cameras. It can address queries like "Show in one minute the synopsis of this camera broadcast during the past day''. This process includes two major phases: (i) An online conversion of the endless video stream into a database of objects and activities (rather than frames). (ii) A response phase, generating the video synopsis as a response to the user's query.

  17. How long do the short-term violent video game effects last?

    PubMed

    Barlett, Christopher; Branch, Omar; Rodeheffer, Christopher; Harris, Richard

    2009-01-01

    How long do the effects of the initial short-term increase in aggression and physiological arousal last after violent video game play? Study 1 (N=91) had participants complete pre- and postvideo game measures of aggressive thoughts, aggressive feelings, and heart rate. Then, participants completed Time 3 measures after 4 min or 9 min of delay. Study 2 employed a similar procedure, but had participants (N=91) complete the hot sauce paradigm to assess aggressive behavior after a 0, 5, or 10 min delay. First, results indicated that aggressive feelings, aggressive thoughts, aggressive behavior, and heart rate initially increased after violent video game play. Second, results of the delay condition revealed that the increase in aggressive feelings and aggressive thoughts lasted less than 4 min, whereas heart rate and aggressive behavior lasted 4-9 min. Copyright 2009 Wiley-Liss, Inc.

  18. The effects of short interactive animation video information on preanesthetic anxiety, knowledge, and interview time: a randomized controlled trial.

    PubMed

    Kakinuma, Akihito; Nagatani, Hirokazu; Otake, Hiroshi; Mizuno, Ju; Nakata, Yoshinori

    2011-06-01

    We designed an interactive animated video that provides a basic explanation-including the risks, benefits, and alternatives-of anesthetic procedures. We hypothesized that this video would improve patient understanding of anesthesia, reduce anxiety, and shorten the interview time. Two hundred eleven patients scheduled for cancer surgery under general anesthesia or combined general and epidural anesthesia, who were admitted at least 1 day before the surgery, were randomly assigned to the video group (n = 106) or the no-video group (n = 105). The patients in the video group were asked to watch a short interactive animation video in the ward. After watching the video, the patients were visited by an anesthesiologist who performed a preanesthetic interview and routine risk assessment. The patients in the no-video group were also visited by an anesthesiologist, but were not asked to watch the video. In both groups, the patients were asked to complete the State-Trait Anxiety Inventory and a 14-point scale of knowledge test before the anesthesiologist's visit and on the day of surgery. We also measured interview time. There was no demographic difference between the 2 groups. The interview time was 34.4% shorter (video group, 12.2 ± 5.3 minutes, vs. no-video group, 18.6 ± 6.4 minutes; 95% confidence interval [CI] for the percentage reduction in time: 32.7%- 44.3%), and knowledge of anesthesia was 11.6% better in the video group (score 12.5 ± 1.4 vs. no-video group score 11.2 ± 1.7; 95% CI for the percentage increase in knowledge: 8.5%-13.9%). However, there was no difference in preanesthetic anxiety between the 2 groups. Our short interactive animation video helped patients' understanding of anesthesia and reduced anesthesiologists' interview time.

  19. Problem-based learning using patient-simulated videos showing daily life for a comprehensive clinical approach

    PubMed Central

    Ohira, Yoshiyuki; Uehara, Takanori; Noda, Kazutaka; Suzuki, Shingo; Shikino, Kiyoshi; Kajiwara, Hideki; Kondo, Takeshi; Hirota, Yusuke; Ikusaka, Masatomi

    2017-01-01

    Objectives We examined whether problem-based learning tutorials using patient-simulated videos showing daily life are more practical for clinical learning, compared with traditional paper-based problem-based learning, for the consideration rate of psychosocial issues and the recall rate for experienced learning. Methods Twenty-two groups with 120 fifth-year students were each assigned paper-based problem-based learning and video-based problem-based learning using patient-simulated videos. We compared target achievement rates in questionnaires using the Wilcoxon signed-rank test and discussion contents diversity using the Mann-Whitney U test. A follow-up survey used a chi-square test to measure students’ recall of cases in three categories: video, paper, and non-experienced. Results Video-based problem-based learning displayed significantly higher achievement rates for imagining authentic patients (p=0.001), incorporating a comprehensive approach including psychosocial aspects (p<0.001), and satisfaction with sessions (p=0.001). No significant differences existed in the discussion contents diversity regarding the International Classification of Primary Care Second Edition codes and chapter types or in the rate of psychological codes. In a follow-up survey comparing video and paper groups to non-experienced groups, the rates were higher for video (χ2=24.319, p<0.001) and paper (χ2=11.134, p=0.001). Although the video rate tended to be higher than the paper rate, no significant difference was found between the two. Conclusions Patient-simulated videos showing daily life facilitate imagining true patients and support a comprehensive approach that fosters better memory. The clinical patient-simulated video method is more practical and clinical problem-based tutorials can be implemented if we create patient-simulated videos for each symptom as teaching materials.  PMID:28245193

  20. Problem-based learning using patient-simulated videos showing daily life for a comprehensive clinical approach.

    PubMed

    Ikegami, Akiko; Ohira, Yoshiyuki; Uehara, Takanori; Noda, Kazutaka; Suzuki, Shingo; Shikino, Kiyoshi; Kajiwara, Hideki; Kondo, Takeshi; Hirota, Yusuke; Ikusaka, Masatomi

    2017-02-27

    We examined whether problem-based learning tutorials using patient-simulated videos showing daily life are more practical for clinical learning, compared with traditional paper-based problem-based learning, for the consideration rate of psychosocial issues and the recall rate for experienced learning. Twenty-two groups with 120 fifth-year students were each assigned paper-based problem-based learning and video-based problem-based learning using patient-simulated videos. We compared target achievement rates in questionnaires using the Wilcoxon signed-rank test and discussion contents diversity using the Mann-Whitney U test. A follow-up survey used a chi-square test to measure students' recall of cases in three categories: video, paper, and non-experienced. Video-based problem-based learning displayed significantly higher achievement rates for imagining authentic patients (p=0.001), incorporating a comprehensive approach including psychosocial aspects (p<0.001), and satisfaction with sessions (p=0.001). No significant differences existed in the discussion contents diversity regarding the International Classification of Primary Care Second Edition codes and chapter types or in the rate of psychological codes. In a follow-up survey comparing video and paper groups to non-experienced groups, the rates were higher for video (χ 2 =24.319, p<0.001) and paper (χ 2 =11.134, p=0.001). Although the video rate tended to be higher than the paper rate, no significant difference was found between the two. Patient-simulated videos showing daily life facilitate imagining true patients and support a comprehensive approach that fosters better memory. The clinical patient-simulated video method is more practical and clinical problem-based tutorials can be implemented if we create patient-simulated videos for each symptom as teaching materials.

  1. Excessive users of violent video games do not show emotional desensitization: an fMRI study.

    PubMed

    Szycik, Gregor R; Mohammadi, Bahram; Hake, Maria; Kneer, Jonas; Samii, Amir; Münte, Thomas F; Te Wildt, Bert T

    2017-06-01

    Playing violent video games have been linked to long-term emotional desensitization. We hypothesized that desensitization effects in excessive users of violent video games should lead to decreased brain activations to highly salient emotional pictures in emotional sensitivity brain regions. Twenty-eight male adult subjects showing excessive long-term use of violent video games and age and education matched control participants were examined in two experiments using standardized emotional pictures of positive, negative and neutral valence. No group differences were revealed even at reduced statistical thresholds which speaks against desensitization of emotion sensitive brain regions as a result of excessive use of violent video games.

  2. Scientists feature their work in Arctic-focused short videos by FrontierScientists

    NASA Astrophysics Data System (ADS)

    Nielsen, L.; O'Connell, E.

    2013-12-01

    on presenting what they're passionate about, not get bogged down by basic groundwork. Vlogs and short video bios showcase the enthusiasm and personality of the scientists, an important ingredient in crafting compelling videos. Featured scientists become better communicators, and learn to bring their research to life. When viewers see that genuine wonder, they can be motivated to ask questions and pursue more information about the topic, broadening community participation. The website interface opens the door to audience discussion. Digital media is a community builder, an inclusive tool that lets people continents-apart engage with compelling stories and then interact. Internet videos have become a means of supplementing face-to-face education; video reaches people, it's informal self-education from the comfort of one's own computer screen. FS uses videos and social media as part of an education outreach effort directed at lifelong learners. We feature not only scientists, but also teachers who've gone into the field to add to their own science knowledge, and to bring back new lessons for their students. Students who are exposed to FS videos see science in action in the professional world, which might inspire them in a STEM academic and career path, encouraging the next generation of researchers, as well as scientific and environmental literacy.

  3. 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.

  4. 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.

  5. Use of mobile video show for community behavior change on maternal and newborn health in rural Ethiopia.

    PubMed

    Desta, Binyam Fekadu; Mohammed, Hajira; Barry, Danika; Frew, Aynalem Hailemichael; Hepburn, Kenneth; Claypoole, Christine

    2014-01-01

    A number of factors affect Ethiopia's efforts to meet Millennium Development Goals 4 and 5 to reduce maternal and newborn mortality. The Maternal and Newborn Health in Ethiopia Partnership (MaNHEP) project, as part of its overall strategy, implemented behavior change communication interventions to increase women's demand for and use of antenatal, birth, and postnatal services. Seeking to reach "media-dark" areas, MaNHEP implemented a mobile video show focused on maternal and newborn health. We report on the effect of the mobile video show on community knowledge, attitudes, and beliefs regarding maternal and newborn health, especially regarding care-seeking behavior and use of a skilled attendant for birth and postnatal care. Two main data sources are used: qualitative data gathered through mobile video show participant discussions in 31 randomly selected kebeles (villages with about 1000 households) and focus groups in 4 kebeles (2 from each region), and quantitative data generated from 510 randomly selected adults participating in MaNHEP's endline survey. Qualitative data were thematically analyzed by the research team, and the accuracy of the transcriptions and categorization was also checked. The mobile video show reached a total of 28,389 mostly young or adult females in 51 kebeles. At endline, mobile video show attendees (vs nonattendees) reported significantly (P < .001) higher rates of recall of key MaNHEP messages about use of health extension workers for pregnancy registration, labor and birth notification, and postnatal care. Qualitative analysis yielded 3 overarching themes: mirrors to the community (the portrayal is accurate); call to action (we have to change this); and improvement ideas (suggested positive actions). The entertaining nature and local organization of the mobile video show event encouraged attendance. Building the video around recognizable characters (particularly the husbands) contributed to bringing about desired changes in people

  6. Computer Security Awareness Guide for Department of Energy Laboratories, Government Agencies, and others for use with Lawrence Livermore National Laboratory`s (LLNL): Computer security short subjects videos

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Not Available

    Lonnie Moore, the Computer Security Manager, CSSM/CPPM at Lawrence Livermore National Laboratory (LLNL) and Gale Warshawsky, the Coordinator for Computer Security Education & Awareness at LLNL, wanted to share topics such as computer ethics, software piracy, privacy issues, and protecting information in a format that would capture and hold an audience`s attention. Four Computer Security Short Subject videos were produced which ranged from 1-3 minutes each. These videos are very effective education and awareness tools that can be used to generate discussions about computer security concerns and good computing practices. Leaders may incorporate the Short Subjects into presentations. After talkingmore » about a subject area, one of the Short Subjects may be shown to highlight that subject matter. Another method for sharing them could be to show a Short Subject first and then lead a discussion about its topic. The cast of characters and a bit of information about their personalities in the LLNL Computer Security Short Subjects is included in this report.« less

  7. The development and evaluation of mini-GEMs - short, focused, online e-learning videos in geriatric medicine.

    PubMed

    Garside, Mark J; Fisher, James M; Blundell, Adrian G; Gordon, Adam L

    2018-01-01

    Mini Geriatric E-Learning Modules (Mini-GEMs) are short, focused, e-learning videos on geriatric medicine topics, hosted on YouTube, which are targeted at junior doctors working with older people. This study aimed to explore how these resources are accessed and used. The authors analyzed the viewing data from 22 videos published over the first 18 months of the Mini-GEM project. We conducted a focus group of U.K. junior doctors considering their experiences with Mini-GEMS. The Mini-GEMs were viewed 10,291 times over 18 months, equating to 38,435 minutes of total viewing time. The average viewing time for each video was 3.85 minutes. Learners valued the brevity and focused nature of the Mini-GEMs and reported that they watched them in a variety of settings to supplement clinical experiences and consolidate learning. Watching the videos led to an increase in self-reported confidence in managing older patients. Mini-GEMs can effectively disseminate clinical teaching material to a wide audience. The videos are valued by junior doctors due to their accessibility and ease of use.

  8. The LivePhoto Physics videos and video analysis site

    NASA Astrophysics Data System (ADS)

    Abbott, David

    2009-09-01

    The LivePhoto site is similar to an archive of short films for video analysis. Some videos have Flash tools for analyzing the video embedded in the movie. Most of the videos address mechanics topics with titles like Rolling Pencil (check this one out for pedagogy and content knowledge—nicely done!), Juggler, Yo-yo, Puck and Bar (this one is an inelastic collision with rotation), but there are a few titles in other areas (E&M, waves, thermo, etc.).

  9. Facilitation or disengagement? Attention bias in facial affect processing after short-term violent video game exposure

    PubMed Central

    Liu, Yanling; Lan, Haiying; Teng, Zhaojun; Guo, Cheng; Yao, Dezhong

    2017-01-01

    Previous research has been inconsistent on whether violent video games exert positive and/or negative effects on cognition. In particular, attentional bias in facial affect processing after violent video game exposure continues to be controversial. The aim of the present study was to investigate attentional bias in facial recognition after short term exposure to violent video games and to characterize the neural correlates of this effect. In order to accomplish this, participants were exposed to either neutral or violent video games for 25 min and then event-related potentials (ERPs) were recorded during two emotional search tasks. The first search task assessed attentional facilitation, in which participants were required to identify an emotional face from a crowd of neutral faces. In contrast, the second task measured disengagement, in which participants were required to identify a neutral face from a crowd of emotional faces. Our results found a significant presence of the ERP component, N2pc, during the facilitation task; however, no differences were observed between the two video game groups. This finding does not support a link between attentional facilitation and violent video game exposure. Comparatively, during the disengagement task, N2pc responses were not observed when participants viewed happy faces following violent video game exposure; however, a weak N2pc response was observed after neutral video game exposure. These results provided only inconsistent support for the disengagement hypothesis, suggesting that participants found it difficult to separate a neutral face from a crowd of emotional faces. PMID:28249033

  10. Facilitation or disengagement? Attention bias in facial affect processing after short-term violent video game exposure.

    PubMed

    Liu, Yanling; Lan, Haiying; Teng, Zhaojun; Guo, Cheng; Yao, Dezhong

    2017-01-01

    Previous research has been inconsistent on whether violent video games exert positive and/or negative effects on cognition. In particular, attentional bias in facial affect processing after violent video game exposure continues to be controversial. The aim of the present study was to investigate attentional bias in facial recognition after short term exposure to violent video games and to characterize the neural correlates of this effect. In order to accomplish this, participants were exposed to either neutral or violent video games for 25 min and then event-related potentials (ERPs) were recorded during two emotional search tasks. The first search task assessed attentional facilitation, in which participants were required to identify an emotional face from a crowd of neutral faces. In contrast, the second task measured disengagement, in which participants were required to identify a neutral face from a crowd of emotional faces. Our results found a significant presence of the ERP component, N2pc, during the facilitation task; however, no differences were observed between the two video game groups. This finding does not support a link between attentional facilitation and violent video game exposure. Comparatively, during the disengagement task, N2pc responses were not observed when participants viewed happy faces following violent video game exposure; however, a weak N2pc response was observed after neutral video game exposure. These results provided only inconsistent support for the disengagement hypothesis, suggesting that participants found it difficult to separate a neutral face from a crowd of emotional faces.

  11. Video document

    NASA Astrophysics Data System (ADS)

    Davies, Bob; Lienhart, Rainer W.; Yeo, Boon-Lock

    1999-08-01

    The metaphor of film and TV permeates the design of software to support video on the PC. Simply transplanting the non- interactive, sequential experience of film to the PC fails to exploit the virtues of the new context. Video ont eh PC should be interactive and non-sequential. This paper experiments with a variety of tools for using video on the PC that exploits the new content of the PC. Some feature are more successful than others. Applications that use these tools are explored, including primarily the home video archive but also streaming video servers on the Internet. The ability to browse, edit, abstract and index large volumes of video content such as home video and corporate video is a problem without appropriate solution in today's market. The current tools available are complex, unfriendly video editors, requiring hours of work to prepare a short home video, far more work that a typical home user can be expected to provide. Our proposed solution treats video like a text document, providing functionality similar to a text editor. Users can browse, interact, edit and compose one or more video sequences with the same ease and convenience as handling text documents. With this level of text-like composition, we call what is normally a sequential medium a 'video document'. An important component of the proposed solution is shot detection, the ability to detect when a short started or stopped. When combined with a spreadsheet of key frames, the host become a grid of pictures that can be manipulated and viewed in the same way that a spreadsheet can be edited. Multiple video documents may be viewed, joined, manipulated, and seamlessly played back. Abstracts of unedited video content can be produce automatically to create novel video content for export to other venues. Edited and raw video content can be published to the net or burned to a CD-ROM with a self-installing viewer for Windows 98 and Windows NT 4.0.

  12. Video Skimming and Characterization through the Combination of Image and Language Understanding Techniques

    NASA Technical Reports Server (NTRS)

    Smith, Michael A.; Kanade, Takeo

    1997-01-01

    Digital video is rapidly becoming important for education, entertainment, and a host of multimedia applications. With the size of the video collections growing to thousands of hours, technology is needed to effectively browse segments in a short time without losing the content of the video. We propose a method to extract the significant audio and video information and create a "skim" video which represents a very short synopsis of the original. The goal of this work is to show the utility of integrating language and image understanding techniques for video skimming by extraction of significant information, such as specific objects, audio keywords and relevant video structure. The resulting skim video is much shorter, where compaction is as high as 20:1, and yet retains the essential content of the original segment.

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

    PubMed Central

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

    2015-01-01

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

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

    PubMed

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

    2015-01-01

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

  15. The use of video clips in teleconsultation for preschool children with movement disorders.

    PubMed

    Gorter, Hetty; Lucas, Cees; Groothuis-Oudshoorn, Karin; Maathuis, Carel; van Wijlen-Hempel, Rietje; Elvers, Hans

    2013-01-01

    To investigate the reliability and validity of video clips in assessing movement disorders in preschool children. The study group included 27 children with neuromotor concerns. The explorative validity group included children with motor problems (n = 21) or with typical development (n = 9). Hempel screening was used for live observation of the child, full recording, and short video clips. The explorative study tested the validity of the clinical classifications "typical" or "suspect." Agreement between live observation and the full recording was almost perfect; Agreement for the clinical classification "typical" or "suspect" was substantial. Agreement between the full recording and short video clips was substantial to moderate. The explorative validity study, based on short video clips and the presence of a neuromotor developmental disorder, showed substantial agreement. Hempel screening enables reliable and valid observation of video clips, but further research is necessary to demonstrate the predictive value.

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

    PubMed

    Tseng, Wei-Che; Hsieh, Ru-Lan

    2013-06-01

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

  17. Satellite Video Shows Movement of Major U.S. Winter Storm

    NASA Image and Video Library

    2014-02-12

    A new NASA video of NOAA's GOES satellite imagery shows three days of movement of the massive winter storm that stretches from the southern U.S. to the northeast. Visible and infrared imagery from NOAA's GOES-East or GOES-13 satellite from Feb. 10 at 1815 UTC/1:15 p.m. EST to Feb. 12 to 1845 UTC/1:45 p.m. EST were compiled into a video made by NASA/NOAA's GOES Project at NASA's Goddard Space Flight Center in Greenbelt, Md. In the video, viewers can see the development and movement of the clouds associated with the progression of the frontal system and related low pressure areas that make up the massive storm. The video also shows the snow covered ground over the Great Lakes region and Ohio Valley that stretches to northern New England. The clouds and fallen snow data from NOAA's GOES-East satellite were overlaid on a true-color image of land and ocean created by data from the Moderate Resolution Imaging Spectroradiometer or MODIS instrument that flies aboard NASA's Aqua and Terra satellites. On February 12 at 10 a.m. EST, NOAA's National Weather Service or NWS continued to issue watches and warnings from Texas to New England. Specifically, NWS cited Winter Storm Warnings and Winter Weather Advisories were in effect from eastern Texas eastward across the interior section of southeastern U.S. states and across much of the eastern seaboard including the Appalachians. Winter storm watches are in effect for portions of northern New England as well as along the western slopes of northern and central Appalachians. For updates on local forecasts, watches and warnings, visit NOAA's www.weather.gov webpage. NOAA's Weather Prediction Center or WPC noted the storm is expected to bring "freezing rain spreading into the Carolinas, significant snow accumulations are expected in the interior Mid-Atlantic states tonight into Thursday and ice storm warnings and freezing rain advisories are in effect across much of central Georgia. GOES satellites provide the kind of continuous

  18. Changes in salivary testosterone concentrations and subsequent voluntary squat performance following the presentation of short video clips.

    PubMed

    Cook, Christian J; Crewther, Blair T

    2012-01-01

    Previous studies have shown that visual images can produce rapid changes in testosterone concentrations. We explored the acute effects of video clips on salivary testosterone and cortisol concentrations and subsequent voluntary squat performance in highly trained male athletes (n=12). Saliva samples were collected on 6 occasions immediately before and 15 min after watching a brief video clip (approximately 4 min in duration) on a computer screen. The watching of a sad, erotic, aggressive, training motivational, humorous or a neutral control clip was randomised. Subjects then performed a squat workout aimed at producing a 3 repetition maximum (3RM) lift. Significant (P<0.001) relative (%) increases in testosterone concentrations were noted with watching the erotic, humorous, aggressive and training videos (versus control and sad), with testosterone decreasing significantly (versus control) after the sad clip. The aggressive video also produced an elevated cortisol response (% change) and more so than the control and humorous videos (P<0.001). A significant (P<0.003) improvement in 3RM performance was noted after the erotic, aggressive and training clips (versus control). A strong within-individual correlation (mean r=0.85) was also noted between the relative changes in testosterone and the 3RM squats across all video sessions (P<0.001). In conclusion, different video clips were associated with different changes in salivary free hormone concentrations and the relative changes in testosterone closely mapped 3RM squat performance in a group of highly trained males. Thus, speculatively, using short video presentations in the pre-workout environment offers an opportunity for understanding the outcomes of hormonal change, athlete behaviour and subsequent voluntary performance. Copyright © 2011 Elsevier Inc. All rights reserved.

  19. The Use of Short, Animated, Patient-Centered Springboard Videos to Underscore the Clinical Relevance of Preclinical Medical Student Education.

    PubMed

    Adam, Maya; Chen, Sharon F; Amieva, Manuel; Deitz, Jennifer; Jang, Heeju; Porwal, Aarti; Prober, Charles

    2017-07-01

    Medical students often struggle to appreciate the clinical relevance of material taught in the preclinical years. The authors believe videos could be effectively used to interweave a patient's illness script with foundational basic science concepts. In collaboration with four other U.S. medical schools, educators at the Stanford University School of Medicine created 36 short, animated, patient-centered springboard videos (third-person, narrated accounts of authentic patient cases conveying foundational pathophysiology) in 2014. The videos were used to introduce students to 36 content modules, created as part of a microbiology, immunology, and infectious diseases curriculum. The videos were created with input from faculty content experts and in some cases medical students, and were piloted using a flipped classroom pedagogical approach in January 2015-June 2016. Student feedback from course evaluations and focus groups was analyzed using a mixed-methods approach. On the course evaluations, the majority of students rated the patient-centered videos positively, and the majority of comments on the videos were positive, highlighting both enhanced engagement and enhanced learning and retention. Comments from focus groups mirrored the course evaluation comments and highlighted different usage patterns for the videos. The authors will continue to gather and analyze data from schools using the videos as part of their core preclinical curriculum, and will produce similar videos for use in other areas of undergraduate medical education. These videos could support students' review of content taught previously and be repurposed for use in continuing and graduate medical education, as well as patient education.

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

    PubMed

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

    2015-05-01

    Mood, as a long-term affective state, is thought to modulate short-term emotional reactions in animals, but the details of this interplay have hardly been investigated experimentally. Apart from a basic interest in this affective system, mood is likely to have an important impact on animal welfare, as bad mood may taint all emotional experience. In the present study about mood - emotion interaction, 29 sheep were kept under predictable, stimulus-rich or unpredictable, stimulus-poor housing conditions, to induce different mood states. In an experiment, the animals were confronted with video sequences of social interactions of conspecifics showing agonistic interactions, ruminating or tolerantly co-feeding as stimuli of different valences. Emotional reactions were assessed by measuring frontal brain activity using functional near-infrared spectroscopy and by recording behavioral reactions. Attentiveness of the sheep decreased from videos showing agonistic interactions to ruminating sheep to those displaying co-feeding sheep. Seeing agonistic interactions was also associated with a deactivation of the frontal cortex, specifically in animals living under predictable, stimulus-rich housing conditions. These sheep generally showed less attentiveness and locomotor activity and they had their ears in a forward position less often and in a backward position more often than the sheep from the unpredictable, stimulus-poor conditions. Housing conditions influenced how the sheep behaved, which can either be thought to be mediated by mood or by the animals' previous experience with stimulus-richness in their housing conditions. Frontal cortical activity may not depend on valence only, but also on the perceptual channel through which the stimuli were perceived. Copyright © 2015 Elsevier B.V. All rights reserved.

  1. Effects of a Short Video-Based Resident-as-Teacher Training Toolkit on Resident Teaching.

    PubMed

    Ricciotti, Hope A; Freret, Taylor S; Aluko, Ashley; McKeon, Bri Anne; Haviland, Miriam J; Newman, Lori R

    2017-10-01

    To pilot a short video-based resident-as-teacher training toolkit and assess its effect on resident teaching skills in clinical settings. A video-based resident-as-teacher training toolkit was previously developed by educational experts at Beth Israel Deaconess Medical Center, Harvard Medical School. Residents were recruited from two academic hospitals, watched two videos from the toolkit ("Clinical Teaching Skills" and "Effective Clinical Supervision"), and completed an accompanying self-study guide. A novel assessment instrument for evaluating the effect of the toolkit on teaching was created through a modified Delphi process. Before and after the intervention, residents were observed leading a clinical teaching encounter and scored using the 15-item assessment instrument. The primary outcome of interest was the change in number of skills exhibited, which was assessed using the Wilcoxon signed-rank test. Twenty-eight residents from two academic hospitals were enrolled, and 20 (71%) completed all phases of the study. More than one third of residents who volunteered to participate reported no prior formal teacher training. After completing two training modules, residents demonstrated a significant increase in the median number of teaching skills exhibited in a clinical teaching encounter, from 7.5 (interquartile range 6.5-9.5) to 10.0 (interquartile range 9.0-11.5; P<.001). Of the 15 teaching skills assessed, there were significant improvements in asking for the learner's perspective (P=.01), providing feedback (P=.005), and encouraging questions (P=.046). Using a resident-as-teacher video-based toolkit was associated with improvements in teaching skills in residents from multiple specialties.

  2. Predictors of severe trunk postures among short-haul truck drivers during non-driving tasks: an exploratory investigation involving video-assessment and driver behavioural self-monitoring.

    PubMed

    Olson, R; Hahn, D I; Buckert, A

    2009-06-01

    Short-haul truck (lorry) drivers are particularly vulnerable to back pain and injury due to exposure to whole body vibration, prolonged sitting and demanding material handling tasks. The current project reports the results of video-based assessments (711 stops) and driver behavioural self-monitoring (BSM) (385 stops) of injury hazards during non-driving work. Participants (n = 3) worked in a trailer fitted with a camera system during baseline and BSM phases. Descriptive analyses showed that challenging customer environments and non-standard ingress/egress were prevalent. Statistical modelling of video-assessment results showed that each instance of manual material handling increased the predicted mean for severe trunk postures by 7%, while customer use of a forklift, moving standard pallets and moving non-standard pallets decreased predicted means by 12%, 20% and 22% respectively. Video and BSM comparisons showed that drivers were accurate at self-monitoring frequent environmental conditions, but less accurate at monitoring trunk postures and rare work events. The current study identified four predictors of severe trunk postures that can be modified to reduce risk of injury among truck drivers and showed that workers can produce reliable self-assessment data with BSM methods for frequent and easily discriminated events environmental.

  3. Using a Video Split-Screen Technique To Evaluate Streaming Instructional Videos.

    ERIC Educational Resources Information Center

    Gibbs, William J.; Bernas, Ronan S.; McCann, Steven A.

    The Media Center at Eastern Illinois University developed and streamed on the Internet 26 short (one to five minutes) instructional videos about WebCT that illustrated specific functions, including logging-in, changing a password, and using chat. This study observed trainees using and reacting to selections of these videos. It set out to assess…

  4. Lawrence Livermore National Laboratory`s Computer Security Short Subjects Videos: Hidden Password, The Incident, Dangerous Games and The Mess; Computer Security Awareness Guide

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    NONE

    A video on computer security is described. Lonnie Moore, the Computer Security Manager, CSSM/CPPM at Lawrence Livermore National Laboratory (LLNL) and Gale Warshawsky, the Coordinator for Computer Security Education and Awareness at LLNL, wanted to share topics such as computer ethics, software piracy, privacy issues, and protecting information in a format that would capture and hold an audience`s attention. Four Computer Security Short Subject videos were produced which ranged from 1--3 minutes each. These videos are very effective education and awareness tools that can be used to generate discussions about computer security concerns and good computing practices.

  5. Toward Dietary Assessment via Mobile Phone Video Cameras.

    PubMed

    Chen, Nicholas; Lee, Yun Young; Rabb, Maurice; Schatz, Bruce

    2010-11-13

    Reliable dietary assessment is a challenging yet essential task for determining general health. Existing efforts are manual, require considerable effort, and are prone to underestimation and misrepresentation of food intake. We propose leveraging mobile phones to make this process faster, easier and automatic. Using mobile phones with built-in video cameras, individuals capture short videos of their meals; our software then automatically analyzes the videos to recognize dishes and estimate calories. Preliminary experiments on 20 typical dishes from a local cafeteria show promising results. Our approach complements existing dietary assessment methods to help individuals better manage their diet to prevent obesity and other diet-related diseases.

  6. Late bedtimes, short sleeping time, and longtime video-game playing are associated with low back pain in school-aged athletes.

    PubMed

    Yabe, Yutaka; Hagiwara, Yoshihiro; Sekiguchi, Takuya; Momma, Haruki; Tsuchiya, Masahiro; Kuroki, Kaoru; Kanazawa, Kenji; Koide, Masashi; Itaya, Nobuyuki; Itoi, Eiji; Nagatomi, Ryoichi

    2018-05-01

    Low back pain is a significant problem for school-aged athletes. Although some risk factors relating to sports activities have been reported, the effect of lifestyles on low back pain in school-aged athletes is not clear. The purpose of this study was to elucidate the association between lifestyles, such as wake-up time, bedtime, sleeping time, and TV-viewing or video-game-playing time per day and low back pain of school-aged athletes. A cross-sectional study was conducted with school-aged athletes (aged 6-15 years, n = 6441) using a self-reported questionnaire and multivariate logistic regression models were used for analyses. Variables considered in the models were gender, age, body mass index, team levels, number of days in practice per week, number of hours in practice per day, and lifestyles. The frequency of low back pain was 5.0% (n = 322). Late bedtime, short sleeping time, and long video-game-playing time per day were significantly associated with low back pain. There was no significant association between low back pain and wake-up time or TV-viewing time per day. Unhealthy life-style choices, such as late bedtimes, short sleeping time, and longtime video-game playing, were associated with low back pain in school-aged athletes.

  7. Short Project-Based Learning with MATLAB Applications to Support the Learning of Video-Image Processing

    NASA Astrophysics Data System (ADS)

    Gil, Pablo

    2017-10-01

    University courses concerning Computer Vision and Image Processing are generally taught using a traditional methodology that is focused on the teacher rather than on the students. This approach is consequently not effective when teachers seek to attain cognitive objectives involving their students' critical thinking. This manuscript covers the development, implementation and assessment of a short project-based engineering course with MATLAB applications Multimedia Engineering being taken by Bachelor's degree students. The principal goal of all course lectures and hands-on laboratory activities was for the students to not only acquire image-specific technical skills but also a general knowledge of data analysis so as to locate phenomena in pixel regions of images and video frames. This would hopefully enable the students to develop skills regarding the implementation of the filters, operators, methods and techniques used for image processing and computer vision software libraries. Our teaching-learning process thus permits the accomplishment of knowledge assimilation, student motivation and skill development through the use of a continuous evaluation strategy to solve practical and real problems by means of short projects designed using MATLAB applications. Project-based learning is not new. This approach has been used in STEM learning in recent decades. But there are many types of projects. The aim of the current study is to analyse the efficacy of short projects as a learning tool when compared to long projects during which the students work with more independence. This work additionally presents the impact of different types of activities, and not only short projects, on students' overall results in this subject. Moreover, a statistical study has allowed the author to suggest a link between the students' success ratio and the type of content covered and activities completed on the course. The results described in this paper show that those students who took part

  8. STEREOVIDEO YouTube channel: Short educational videos for the on-line learning of the stereographic projection technique in Structural Geology

    NASA Astrophysics Data System (ADS)

    Insua-Arevalo, Juan M.; Alvarez-Gomez, Jose A.; Castiñeiras, Pedro; Tejero-Lopez, Rosa; Martinez-Diaz, Jose J.; Rodriguez-Peces, Martin J.

    2017-04-01

    STEREOVIDEO channel (https://www.youtube.com/user/geostereovideo) is a YouTube channel of short educational videos (<5 min) focused on learning the handling of the stereographic projection technique applied to Structural Geology (also to Engineering Geology). This type of videos aims to reinforce the traditional classroom lessons with the use of communication technologies resources. Such a reinforcing facilitates the possibility to deepen more on conceptual aspects once the students dominate the representation tool helping them to develop their own critical thinking skills. After three years of being launched on-line (on 2014), we analyze the broadcast and acceptance of the channel by the academic community. For this purpose we have taken into account two different sources: (1) the analytics tool from YouTube (subscriptions, views, countries, comments from the users, type of device for viewing), and (2) our own survey among users (students and teachers) to get their opinion about the videos. By January, 2017 (date of sending of this abstract), the channel has a total of 650 subscriptions, with more than 85,000 views all around the world, mainly in Spanish speaking countries (as the videos are in Spanish). The main devices for viewing the videos are PCs, but is noteworthy the use of smart phones and tablets. The video users, both students and teachers, value this type of content positively.

  9. An Emerging Learning Design for Student-Generated "iVideos"

    ERIC Educational Resources Information Center

    Kearney, Matthew; Jones, Glynis; Roberts, Lynn

    2012-01-01

    This paper describes an emerging learning design for a popular genre of learner-generated video projects: "Ideas Videos" or "iVideos." These advocacy-style videos are short, two-minute, digital videos designed "to evoke powerful experiences about educative ideas" (Wong, Mishra, Koehler & Siebenthal, 2007, p1). We…

  10. Physics Girl: Where Education meets Cat Videos

    NASA Astrophysics Data System (ADS)

    Cowern, Dianna

    YouTube is usually considered an entertainment medium to watch cats, gaming, and music videos. But educational channels have been gaining momentum on the platform, some garnering millions of subscribers and billions of views. The Physics Girl YouTube channel is an educational series with PBS Digital Studios created by Dianna Cowern. Using Physics Girl as an example, this talk will examine what it takes to start a short-form educational video series, including logistics and resources. One benefit of video is that every failure is documented on camera and can, and will, be used in this talk as a learning tool. We will look at the channels demographical reach, discuss best practices for effective physics outreach, and survey how online media and technology can facilitate good and bad learning. The aim of this talk is to show how videos are a unique way to share science and enrich the learning experience, in and out of a classroom.

  11. Another Way of Tracking Moving Objects Using Short Video Clips

    ERIC Educational Resources Information Center

    Vera, Francisco; Romanque, Cristian

    2009-01-01

    Physics teachers have long employed video clips to study moving objects in their classrooms and instructional labs. A number of approaches exist, both free and commercial, for tracking the coordinates of a point using video. The main characteristics of the method described in this paper are: it is simple to use; coordinates can be tracked using…

  12. Extended image differencing for change detection in UAV video mosaics

    NASA Astrophysics Data System (ADS)

    Saur, Günter; Krüger, Wolfgang; Schumann, Arne

    2014-03-01

    Change detection is one of the most important tasks when using unmanned aerial vehicles (UAV) for video reconnaissance and surveillance. We address changes of short time scale, i.e. the observations are taken in time distances from several minutes up to a few hours. Each observation is a short video sequence acquired by the UAV in near-nadir view and the relevant changes are, e.g., recently parked or moved vehicles. In this paper we extend our previous approach of image differencing for single video frames to video mosaics. A precise image-to-image registration combined with a robust matching approach is needed to stitch the video frames to a mosaic. Additionally, this matching algorithm is applied to mosaic pairs in order to align them to a common geometry. The resulting registered video mosaic pairs are the input of the change detection procedure based on extended image differencing. A change mask is generated by an adaptive threshold applied to a linear combination of difference images of intensity and gradient magnitude. The change detection algorithm has to distinguish between relevant and non-relevant changes. Examples for non-relevant changes are stereo disparity at 3D structures of the scene, changed size of shadows, and compression or transmission artifacts. The special effects of video mosaicking such as geometric distortions and artifacts at moving objects have to be considered, too. In our experiments we analyze the influence of these effects on the change detection results by considering several scenes. The results show that for video mosaics this task is more difficult than for single video frames. Therefore, we extended the image registration by estimating an elastic transformation using a thin plate spline approach. The results for mosaics are comparable to that of single video frames and are useful for interactive image exploitation due to a larger scene coverage.

  13. Creating Micro-Videos to Demonstrate Technology Learning

    ERIC Educational Resources Information Center

    Frydenberg, Mark; Andone, Diana

    2016-01-01

    Short videos, also known as micro-videos, have emerged as a platform for sharing ideas, experiences, and life events on online social networks. This paper shares preliminary results of a study involving students from two universities who created six-second videos using the Vine mobile app to explain or illustrate technology concepts. An analysis…

  14. Underwater Communications for Video Surveillance Systems at 2.4 GHz

    PubMed Central

    Sendra, Sandra; Lloret, Jaime; Jimenez, Jose Miguel; Rodrigues, Joel J.P.C.

    2016-01-01

    Video surveillance is needed to control many activities performed in underwater environments. The use of wired media can be a problem since the material specially designed for underwater environments is very expensive. In order to transmit the images and videos wirelessly under water, three main technologies can be used: acoustic waves, which do not provide high bandwidth, optical signals, although the effect of light dispersion in water severely penalizes the transmitted signals and therefore, despite offering high transfer rates, the maximum distance is very small, and electromagnetic (EM) waves, which can provide enough bandwidth for video delivery. In the cases where the distance between transmitter and receiver is short, the use of EM waves would be an interesting option since they provide high enough data transfer rates to transmit videos with high resolution. This paper presents a practical study of the behavior of EM waves at 2.4 GHz in freshwater underwater environments. First, we discuss the minimum requirements of a network to allow video delivery. From these results, we measure the maximum distance between nodes and the round trip time (RTT) value depending on several parameters such as data transfer rate, signal modulations, working frequency, and water temperature. The results are statistically analyzed to determine their relation. Finally, the EM waves’ behavior is modeled by a set of equations. The results show that there are some combinations of working frequency, modulation, transfer rate and temperature that offer better results than others. Our work shows that short communication distances with high data transfer rates is feasible. PMID:27782095

  15. Underwater Communications for Video Surveillance Systems at 2.4 GHz.

    PubMed

    Sendra, Sandra; Lloret, Jaime; Jimenez, Jose Miguel; Rodrigues, Joel J P C

    2016-10-23

    Video surveillance is needed to control many activities performed in underwater environments. The use of wired media can be a problem since the material specially designed for underwater environments is very expensive. In order to transmit the images and videos wirelessly under water, three main technologies can be used: acoustic waves, which do not provide high bandwidth, optical signals, although the effect of light dispersion in water severely penalizes the transmitted signals and therefore, despite offering high transfer rates, the maximum distance is very small, and electromagnetic (EM) waves, which can provide enough bandwidth for video delivery. In the cases where the distance between transmitter and receiver is short, the use of EM waves would be an interesting option since they provide high enough data transfer rates to transmit videos with high resolution. This paper presents a practical study of the behavior of EM waves at 2.4 GHz in freshwater underwater environments. First, we discuss the minimum requirements of a network to allow video delivery. From these results, we measure the maximum distance between nodes and the round trip time (RTT) value depending on several parameters such as data transfer rate, signal modulations, working frequency, and water temperature. The results are statistically analyzed to determine their relation. Finally, the EM waves' behavior is modeled by a set of equations. The results show that there are some combinations of working frequency, modulation, transfer rate and temperature that offer better results than others. Our work shows that short communication distances with high data transfer rates is feasible.

  16. Headlines: Planet Earth: Improving Climate Literacy with Short Format News Videos

    NASA Astrophysics Data System (ADS)

    Tenenbaum, L. F.; Kulikov, A.; Jackson, R.

    2012-12-01

    One of the challenges of communicating climate science is the sense that climate change is remote and unconnected to daily life--something that's happening to someone else or in the future. To help face this challenge, NASA's Global Climate Change website http://climate.nasa.gov has launched a new video series, "Headlines: Planet Earth," which focuses on current climate news events. This rapid-response video series uses 3D video visualization technology combined with real-time satellite data and images, to throw a spotlight on real-world events.. The "Headlines: Planet Earth" news video products will be deployed frequently, ensuring timeliness. NASA's Global Climate Change Website makes extensive use of interactive media, immersive visualizations, ground-based and remote images, narrated and time-lapse videos, time-series animations, and real-time scientific data, plus maps and user-friendly graphics that make the scientific content both accessible and engaging to the public. The site has also won two consecutive Webby Awards for Best Science Website. Connecting climate science to current real-world events will contribute to improving climate literacy by making climate science relevant to everyday life.

  17. 78 FR 34370 - Revisions to Electric Quarterly Report Filing Process; Notice of Availability of Video Showing...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-06-07

    ... DEPARTMENT OF ENERGY Federal Energy Regulatory Commission [Docket No. RM12-3-000] Revisions to Electric Quarterly Report Filing Process; Notice of Availability of Video Showing How To File Electric Quarterly Reports Using the Web Interface Take notice that the Federal Energy Regulatory Commission (Commission) is making available on its Web site ...

  18. The Impact of Short-Term Video Games on Performance among Children with Developmental Delays: A Randomized Controlled Trial

    PubMed Central

    Hsieh, Ru-Lan; Lee, Wen-Chung; Lin, Jui-Hsiang

    2016-01-01

    This prospective, randomized controlled study investigated the effects of short-term interactive video game playing among children with developmental delays participating in traditional rehabilitation treatment at a rehabilitation clinic. One hundred and one boys and 46 girls with a mean age of 5.8 years (range: 3 to 12 years) were enrolled in this study. All patients were confirmed to suffer from developmental delays, and were participating in traditional rehabilitation treatment. Children participated in two periods of 4 weeks each, group A being offered intervention of eight 30-minute sessions of interactive video games in the first period, and group B in the second, in addition to the traditional rehabilitation treatment. The physical, psychosocial, and total health of the children was periodically assessed using the parent-reported Pediatric Quality of Life Inventory-Generic Core Scales (PedsQL); and the children’s upper extremity and physical function, transfer and basic mobility, sports and physical functioning, and global functioning were assessed using the Pediatric Outcomes Data Collection Instrument. Parental impact was evaluated using the PedsQL-Family Impact Module for family function, PedsQL-Health Satisfaction questionnaire for parents’ satisfaction with their children’s care and World Health Organization-Quality of Life-Brief Version for quality of life. Compared with the baseline, significant improvements of physical function were observed in both groups (5.6 ± 19.5, p = 0.013; 4.7 ± 13.8, p = 0.009) during the intervention periods. No significant improvement of psychosocial health, functional performance, or family impact was observed in children with developmental delays. Short-term interactive video game play in conjunction with traditional rehabilitation treatment improved the physical health of children with developmental delays. Trial Registration: ClinicalTrials.gov NCT02184715 PMID:26983099

  19. The Impact of Short-Term Video Games on Performance among Children with Developmental Delays: A Randomized Controlled Trial.

    PubMed

    Hsieh, Ru-Lan; Lee, Wen-Chung; Lin, Jui-Hsiang

    2016-01-01

    This prospective, randomized controlled study investigated the effects of short-term interactive video game playing among children with developmental delays participating in traditional rehabilitation treatment at a rehabilitation clinic. One hundred and one boys and 46 girls with a mean age of 5.8 years (range: 3 to 12 years) were enrolled in this study. All patients were confirmed to suffer from developmental delays, and were participating in traditional rehabilitation treatment. Children participated in two periods of 4 weeks each, group A being offered intervention of eight 30-minute sessions of interactive video games in the first period, and group B in the second, in addition to the traditional rehabilitation treatment. The physical, psychosocial, and total health of the children was periodically assessed using the parent-reported Pediatric Quality of Life Inventory-Generic Core Scales (PedsQL); and the children's upper extremity and physical function, transfer and basic mobility, sports and physical functioning, and global functioning were assessed using the Pediatric Outcomes Data Collection Instrument. Parental impact was evaluated using the PedsQL-Family Impact Module for family function, PedsQL-Health Satisfaction questionnaire for parents' satisfaction with their children's care and World Health Organization-Quality of Life-Brief Version for quality of life. Compared with the baseline, significant improvements of physical function were observed in both groups (5.6 ± 19.5, p = 0.013; 4.7 ± 13.8, p = 0.009) during the intervention periods. No significant improvement of psychosocial health, functional performance, or family impact was observed in children with developmental delays. Short-term interactive video game play in conjunction with traditional rehabilitation treatment improved the physical health of children with developmental delays. ClinicalTrials.gov NCT02184715.

  20. Real Science: MIT Reality Show Tracks Experiences, Frustrations of Chemistry Lab Students

    ERIC Educational Resources Information Center

    Cooper, Kenneth J.

    2012-01-01

    A reality show about a college course--a chemistry class no less? That's what "ChemLab Boot Camp" is. The 14-part series of short videos is being released one episode at a time on the online learning site of the Massachusetts Institute of Technology. The novel show follows a diverse group of 14 freshmen as they struggle to master the…

  1. Authoring Data-Driven Videos with DataClips.

    PubMed

    Amini, Fereshteh; Riche, Nathalie Henry; Lee, Bongshin; Monroy-Hernandez, Andres; Irani, Pourang

    2017-01-01

    Data videos, or short data-driven motion graphics, are an increasingly popular medium for storytelling. However, creating data videos is difficult as it involves pulling together a unique combination of skills. We introduce DataClips, an authoring tool aimed at lowering the barriers to crafting data videos. DataClips allows non-experts to assemble data-driven "clips" together to form longer sequences. We constructed the library of data clips by analyzing the composition of over 70 data videos produced by reputable sources such as The New York Times and The Guardian. We demonstrate that DataClips can reproduce over 90% of our data videos corpus. We also report on a qualitative study comparing the authoring process and outcome achieved by (1) non-experts using DataClips, and (2) experts using Adobe Illustrator and After Effects to create data-driven clips. Results indicated that non-experts are able to learn and use DataClips with a short training period. In the span of one hour, they were able to produce more videos than experts using a professional editing tool, and their clips were rated similarly by an independent audience.

  2. Enhanced conflict monitoring via a short-duration, video-assisted deep breathing in healthy young adults: an event-related potential approach through the Go/NoGo paradigm.

    PubMed

    Cheng, Kok Suen; Chang, Yun Fah; Han, Ray P S; Lee, Poh Foong

    2017-01-01

    Practitioners of mindfulness are reported to have greater cognitive control especially in conflict monitoring, response inhibition and sustained attention. However, due to the various existing methods in each mindfulness practices and also, the high commitment factor, a barrier still exists for an individual to pick up the practices. Therefore, the effect of short duration deep breathing on the cognitive control is investigated here. Short duration guided deep breathing videos consisting of 5, 7 and 9 min respectively were created and used on subjects training. The effect on cognitive control was assessed using a Go/NoGo task along with event-related potential (ERP) measurements at Fz, Cz, and Pz. From the study, the significant outcome showed at the follow-up session in which participants engaged for 5 min deep breathing group showed a profound NoGo N2 amplitude increment as compared to the control group, indicating an enhanced conflict monitoring ability. An inverse relationship between the NoGo N2 amplitude and the breathing duration is observed as well at the follow-up session. These results indicated the possibility of performing short duration deep breathing guided by a video to achieve an enhanced conflict monitoring as an alternative to other mindfulness practices and 5 min is found to be the optimum practice duration. This study is the first to establish a relationship between deep breathing and conflict monitoring through ERP. The study population of young adults taken from the same environment reduces the variance in ERP results due to age and environment. A larger sample size would provide a greater statistical power. A longer duration of deep breathing should be investigated to further clarify the relationship between the practice duration and the NoGo N2 amplitude. The result can be split by gender and analyzed separately due to the different brain structure of males and females.

  3. 60. Same view, showing technicians hosing down the timbers. Shortly ...

    Library of Congress Historic Buildings Survey, Historic Engineering Record, Historic Landscapes Survey

    60. Same view, showing technicians hosing down the timbers. Shortly after this photograph was made, the timbers were completely submerged in water, held down by heavy concrete castings. - Wabash & Erie Canal, Lock No. 2, 8 miles east of Fort Wayne, adjacent to U.S. Route 24, New Haven, Allen County, IN

  4. Web Audio/Video Streaming Tool

    NASA Technical Reports Server (NTRS)

    Guruvadoo, Eranna K.

    2003-01-01

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

  5. The Important Elements of a Science Video

    NASA Astrophysics Data System (ADS)

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

    2012-12-01

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

  6. Das Deutschlandspiegelvideo (The View-of-Germany-Videos).

    ERIC Educational Resources Information Center

    Pentecost, Gislind E.

    1993-01-01

    Describes View-of-Germany-Videos, published by the Goethe Institute. The videos are authentic, entertaining, and very versatile in usefulness. In addition they are short, thus easily incorporated into a lesson plan, and free of charge, making them accessible to any educational establishment. (AB)

  7. Short term exposure to attractive and muscular singers in music video clips negatively affects men's body image and mood.

    PubMed

    Mulgrew, K E; Volcevski-Kostas, D

    2012-09-01

    Viewing idealized images has been shown to reduce men's body satisfaction; however no research has examined the impact of music video clips. This was the first study to examine the effects of exposure to muscular images in music clips on men's body image, mood and cognitions. Ninety men viewed 5 min of clips containing scenery, muscular or average-looking singers, and completed pre- and posttest measures of mood and body image. Appearance schema activation was also measured. Men exposed to the muscular clips showed poorer posttest levels of anger, body and muscle tone satisfaction compared to men exposed to the scenery or average clips. No evidence of schema activation was found, although potential problems with the measure are noted. These preliminary findings suggest that even short term exposure to music clips can produce negative effects on men's body image and mood. Copyright © 2012 Elsevier Ltd. All rights reserved.

  8. Video Denoising via Dynamic Video Layering

    NASA Astrophysics Data System (ADS)

    Guo, Han; Vaswani, Namrata

    2018-07-01

    Video denoising refers to the problem of removing "noise" from a video sequence. Here the term "noise" is used in a broad sense to refer to any corruption or outlier or interference that is not the quantity of interest. In this work, we develop a novel approach to video denoising that is based on the idea that many noisy or corrupted videos can be split into three parts - the "low-rank layer", the "sparse layer", and a small residual (which is small and bounded). We show, using extensive experiments, that our denoising approach outperforms the state-of-the-art denoising algorithms.

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

    NASA Astrophysics Data System (ADS)

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

    1999-12-01

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

  10. Porn video shows, local brew, and transactional sex: HIV risk among youth in Kisumu, Kenya

    PubMed Central

    2011-01-01

    Background Kisumu has shown a rising HIV prevalence over the past sentinel surveillance surveys, and most new infections are occurring among youth. We conducted a qualitative study to explore risk situations that can explain the high HIV prevalence among youth in Kisumu town, Kenya Methods We conducted in-depth interviews with 150 adolescents aged 15 to 20, held 4 focus group discussions, and made 48 observations at places where youth spend their free time. Results Porn video shows and local brew dens were identified as popular events where unprotected multipartner, concurrent, coerced and transactional sex occurs between adolescents. Video halls - rooms with a TV and VCR - often show pornography at night for a very small fee, and minors are allowed. Forced sex, gang rape and multiple concurrent relationships characterised the sexual encounters of youth, frequently facilitated by the abuse of alcohol, which is available for minors at low cost in local brew dens. For many sexually active girls, their vulnerability to STI/HIV infection is enhanced due to financial inequality, gender-related power difference and cultural norms. The desire for love and sexual pleasure also contributed to their multiple concurrent partnerships. A substantial number of girls and young women engaged in transactional sex, often with much older working partners. These partners had a stronger socio-economic position than young women, enabling them to use money/gifts as leverage for sex. Condom use was irregular during all types of sexual encounters. Conclusions In Kisumu, local brew dens and porn video halls facilitate risky sexual encounters between youth. These places should be regulated and monitored by the government. Our study strongly points to female vulnerabilities and the role of men in perpetuating the local epidemic. Young men should be targeted in prevention activities, to change their attitudes related to power and control in relationships. Girls should be empowered how to

  11. Porn video shows, local brew, and transactional sex: HIV risk among youth in Kisumu, Kenya.

    PubMed

    Njue, Carolyne; Voeten, Helene A C M; Remes, Pieter

    2011-08-08

    Kisumu has shown a rising HIV prevalence over the past sentinel surveillance surveys, and most new infections are occurring among youth. We conducted a qualitative study to explore risk situations that can explain the high HIV prevalence among youth in Kisumu town, Kenya We conducted in-depth interviews with 150 adolescents aged 15 to 20, held 4 focus group discussions, and made 48 observations at places where youth spend their free time. Porn video shows and local brew dens were identified as popular events where unprotected multipartner, concurrent, coerced and transactional sex occurs between adolescents. Video halls - rooms with a TV and VCR - often show pornography at night for a very small fee, and minors are allowed. Forced sex, gang rape and multiple concurrent relationships characterised the sexual encounters of youth, frequently facilitated by the abuse of alcohol, which is available for minors at low cost in local brew dens. For many sexually active girls, their vulnerability to STI/HIV infection is enhanced due to financial inequality, gender-related power difference and cultural norms. The desire for love and sexual pleasure also contributed to their multiple concurrent partnerships. A substantial number of girls and young women engaged in transactional sex, often with much older working partners. These partners had a stronger socio-economic position than young women, enabling them to use money/gifts as leverage for sex. Condom use was irregular during all types of sexual encounters. In Kisumu, local brew dens and porn video halls facilitate risky sexual encounters between youth. These places should be regulated and monitored by the government. Our study strongly points to female vulnerabilities and the role of men in perpetuating the local epidemic. Young men should be targeted in prevention activities, to change their attitudes related to power and control in relationships. Girls should be empowered how to negotiate safe sex, and their poverty should

  12. Perioperative outcomes of video- and robot-assisted segmentectomies.

    PubMed

    Rinieri, Philippe; Peillon, Christophe; Salaün, Mathieu; Mahieu, Julien; Bubenheim, Michael; Baste, Jean-Marc

    2016-02-01

    Video-assisted thoracic surgery appears to be technically difficult for segmentectomy. Conversely, robotic surgery could facilitate the performance of segmentectomy. The aim of this study was to compare the early results of video- and robot-assisted segmentectomies. Data were collected prospectively on videothoracoscopy from 2010 and on robotic procedures from 2013. Fifty-one patients who were candidates for minimally invasive segmentectomy were included in the study. Perioperative outcomes of video-assisted and robotic segmentectomies were compared. The minimally invasive segmentectomies included 32 video- and 16 robot-assisted procedures; 3 segmentectomies (2 video-assisted and 1 robot-assisted) were converted to lobectomies. Four conversions to thoracotomy were necessary for anatomical reason or arterial injury, with no uncontrolled bleeding in the robotic arm. There were 7 benign or infectious lesions, 9 pre-invasive lesions, 25 lung cancers, and 10 metastatic diseases. Patient characteristics, type of segment, conversion to thoracotomy, conversion to lobectomy, operative time, postoperative complications, chest tube duration, postoperative stay, and histology were similar in the video and robot groups. Estimated blood loss was significantly higher in the video group (100 vs. 50 mL, p = 0.028). The morbidity rate of minimally invasive segmentectomy was low. The short-term results of video-assisted and robot-assisted segmentectomies were similar, and more data are required to show any advantages between the two techniques. Long-term oncologic outcomes are necessary to evaluate these new surgical practices. © The Author(s) 2016.

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

    NASA Astrophysics Data System (ADS)

    Kim, Wonjun; Park, Jimin; Kim, Changick

    2008-08-01

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

  14. Educational videos for practitioners attending Baby Friendly Hospital Initiative workshops supporting breastfeeding positioning, attachment and hand expression skills: Effects on knowledge and confidence.

    PubMed

    Wallace, Louise M; Ma, Yuanying; Qiu, Li Qian; Dunn, Orla M

    2018-04-26

    UNICEF Baby Friendly Initiative (BFHI) is the global standard for maternity and community services requiring all practitioners to be trained to support mothers in the essential skills of supporting positioning and attachment, and hand expression. These studies aim to rigorously assess knowledge in nurses, midwives, and doctors in these skills, tested before and after watching short videos demonstrating these skills. Practitioners were attending BFHI education, and the video study was additional. In Phase 1 clinicians in England were randomised to one of two videos (practitioner role play or clinical demonstration). The results showed improvements in knowledge and confidence, and a preference for clinical demonstration by mothers and infants. The clinical demonstration video was evaluated in China in Phase 2 where expert trainers viewed the video after completing the BHFI workshop, and in Phase 3 practitioners viewed the video before the BHFI workshop. Phase 2 with expert trainers only showed improvement in knowledge of hand expression but not positioning and attachment. In Phase 3 clinicians showed improved knowledge for both skills. In all Phases there were statistically significant improvements in confidence in practice in both skills. Viewing short videos increased knowledge, particularly about teaching hand expression, and confidence in both skills. Copyright © 2018. Published by Elsevier Ltd.

  15. Video games do affect social outcomes: a meta-analytic review of the effects of violent and prosocial video game play.

    PubMed

    Greitemeyer, Tobias; Mügge, Dirk O

    2014-05-01

    Whether video game play affects social behavior is a topic of debate. Many argue that aggression and helping are affected by video game play, whereas this stance is disputed by others. The present research provides a meta-analytical test of the idea that depending on their content, video games do affect social outcomes. Data from 98 independent studies with 36,965 participants revealed that for both violent video games and prosocial video games, there was a significant association with social outcomes. Whereas violent video games increase aggression and aggression-related variables and decrease prosocial outcomes, prosocial video games have the opposite effects. These effects were reliable across experimental, correlational, and longitudinal studies, indicating that video game exposure causally affects social outcomes and that there are both short- and long-term effects.

  16. Latest Highlights from our Direct Measurement Video Collection

    NASA Astrophysics Data System (ADS)

    Vonk, M.; Bohacek, P. H.

    2014-12-01

    Recent advances in technology have made videos much easier to produce, edit, store, transfer, and view. This has spawned an explosion in a production of a wide variety of different types of pedagogical videos. But with the exception of student-made videos (which are often of poor quality) almost all of the educational videos being produced are passive. No matter how compelling the content, students are expected to simply sit and watch them. Because we feel that being engaged and active are necessary components of student learning, we have been working to create a free online library of Direct Measurement Videos (DMV's). These videos are short high-quality videos of real events, shot in a way that allows students to make measurements directly from the video. Instead of handing students a word problem about a car skidding on ice, we actually show them the car skidding on ice. We then ask them to measure the important quantities, make calculations based on those measurements and solve for unknowns. DMV's are more interesting than their word problem equivalents and frequently inspire further questions about the physics of the situation or about the uncertainty of the measurement in ways that word problems almost never do. We feel that it is simply impossible to a video of a roller coaster or a rocket and then argue that word problems are better. In this talk I will highlight some new additions to our DMV collection. This work is supported by NSF TUES award #1245268

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

    PubMed

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

    2005-11-01

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

  18. Geoscience Videos and Their Role in Supporting Student Learning

    ERIC Educational Resources Information Center

    Wiggen, Jennifer; McDonnell, David

    2017-01-01

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

  19. The Short Life and Ignominious Death of ALA Video and Special Projects.

    ERIC Educational Resources Information Center

    Handman, Gary

    1991-01-01

    Discussion of videocassettes in our culture and the function of video collections in libraries focuses on the creation and demise of a unit sponsored by the American Library Association, the ALA Video and Special Projects. The unit's role is discussed and funding decisions that led to its demise are explained. (LRW)

  20. Video Super-Resolution via Bidirectional Recurrent Convolutional Networks.

    PubMed

    Huang, Yan; Wang, Wei; Wang, Liang

    2018-04-01

    Super resolving a low-resolution video, namely video super-resolution (SR), is usually handled by either single-image SR or multi-frame SR. Single-Image SR deals with each video frame independently, and ignores intrinsic temporal dependency of video frames which actually plays a very important role in video SR. Multi-Frame SR generally extracts motion information, e.g., optical flow, to model the temporal dependency, but often shows high computational cost. Considering that recurrent neural networks (RNNs) can model long-term temporal dependency of video sequences well, we propose a fully convolutional RNN named bidirectional recurrent convolutional network for efficient multi-frame SR. Different from vanilla RNNs, 1) the commonly-used full feedforward and recurrent connections are replaced with weight-sharing convolutional connections. So they can greatly reduce the large number of network parameters and well model the temporal dependency in a finer level, i.e., patch-based rather than frame-based, and 2) connections from input layers at previous timesteps to the current hidden layer are added by 3D feedforward convolutions, which aim to capture discriminate spatio-temporal patterns for short-term fast-varying motions in local adjacent frames. Due to the cheap convolutional operations, our model has a low computational complexity and runs orders of magnitude faster than other multi-frame SR methods. With the powerful temporal dependency modeling, our model can super resolve videos with complex motions and achieve well performance.

  1. Video game use and cognitive performance: does it vary with the presence of problematic video game use?

    PubMed

    Collins, Emily; Freeman, Jonathan

    2014-03-01

    Action video game players have been found to outperform nonplayers on a variety of cognitive tasks. However, several failures to replicate these video game player advantages have indicated that this relationship may not be straightforward. Moreover, despite the discovery that problematic video game players do not appear to demonstrate the same superior performance as nonproblematic video game players in relation to multiple object tracking paradigms, this has not been investigated for other tasks. Consequently, this study compared gamers and nongamers in task switching ability, visual short-term memory, mental rotation, enumeration, and flanker interference, as well as investigated the influence of self-reported problematic video game use. A total of 66 participants completed the experiment, 26 of whom played action video games, including 20 problematic players. The results revealed no significant effect of playing action video games, nor any influence of problematic video game play. This indicates that the previously reported cognitive advantages in video game players may be restricted to specific task features or samples. Furthermore, problematic video game play may not have a detrimental effect on cognitive performance, although this is difficult to ascertain considering the lack of video game player advantage. More research is therefore sorely needed.

  2. VIDEO MODELING BY EXPERTS WITH VIDEO FEEDBACK TO ENHANCE GYMNASTICS SKILLS

    PubMed Central

    Boyer, Eva; Miltenberger, Raymond G; Batsche, Catherine; Fogel, Victoria

    2009-01-01

    The effects of combining video modeling by experts with video feedback were analyzed with 4 female competitive gymnasts (7 to 10 years old) in a multiple baseline design across behaviors. During the intervention, after the gymnast performed a specific gymnastics skill, she viewed a video segment showing an expert gymnast performing the same skill and then viewed a video replay of her own performance of the skill. The results showed that all gymnasts demonstrated improved performance across three gymnastics skills following exposure to the intervention. PMID:20514194

  3. Video modeling by experts with video feedback to enhance gymnastics skills.

    PubMed

    Boyer, Eva; Miltenberger, Raymond G; Batsche, Catherine; Fogel, Victoria

    2009-01-01

    The effects of combining video modeling by experts with video feedback were analyzed with 4 female competitive gymnasts (7 to 10 years old) in a multiple baseline design across behaviors. During the intervention, after the gymnast performed a specific gymnastics skill, she viewed a video segment showing an expert gymnast performing the same skill and then viewed a video replay of her own performance of the skill. The results showed that all gymnasts demonstrated improved performance across three gymnastics skills following exposure to the intervention.

  4. Concerning the Video Drift Method to Measure Double Stars

    NASA Astrophysics Data System (ADS)

    Nugent, Richard L.; Iverson, Ernest W.

    2015-05-01

    Classical methods to measure position angles and separations of double stars rely on just a few measurements either from visual observations or photographic means. Visual and photographic CCD observations are subject to errors from the following sources: misalignments from eyepiece/camera/barlow lens/micrometer/focal reducers, systematic errors from uncorrected optical distortions, aberrations from the telescope system, camera tilt, magnitude and color effects. Conventional video methods rely on calibration doubles and graphically calculating the east-west direction plus careful choice of select video frames stacked for measurement. Atmospheric motion is one of the larger sources of error in any exposure/measurement method which is on the order of 0.5-1.5. Ideally, if a data set from a short video can be used to derive position angle and separation, with each data set self-calibrating independent of any calibration doubles or star catalogues, this would provide measurements of high systematic accuracy. These aims are achieved by the video drift method first proposed by the authors in 2011. This self calibrating video method automatically analyzes 1,000's of measurements from a short video clip.

  5. Creating Micro-Videos to Demonstrate Technology Learning and Digital Literacy

    ERIC Educational Resources Information Center

    Frydenberg, Mark; Andone, Diana

    2016-01-01

    Purpose: Short videos, also known as micro-videos, have emerged as a platform for sharing ideas, experiences and life events via online social networks. This paper aims to share preliminary results of a study, involving students from two universities who created six-second videos using the Vine mobile app to explain or illustrate technological…

  6. Web-video-mining-supported workflow modeling for laparoscopic surgeries.

    PubMed

    Liu, Rui; Zhang, Xiaoli; Zhang, Hao

    2016-11-01

    As quality assurance is of strong concern in advanced surgeries, intelligent surgical systems are expected to have knowledge such as the knowledge of the surgical workflow model (SWM) to support their intuitive cooperation with surgeons. For generating a robust and reliable SWM, a large amount of training data is required. However, training data collected by physically recording surgery operations is often limited and data collection is time-consuming and labor-intensive, severely influencing knowledge scalability of the surgical systems. The objective of this research is to solve the knowledge scalability problem in surgical workflow modeling with a low cost and labor efficient way. A novel web-video-mining-supported surgical workflow modeling (webSWM) method is developed. A novel video quality analysis method based on topic analysis and sentiment analysis techniques is developed to select high-quality videos from abundant and noisy web videos. A statistical learning method is then used to build the workflow model based on the selected videos. To test the effectiveness of the webSWM method, 250 web videos were mined to generate a surgical workflow for the robotic cholecystectomy surgery. The generated workflow was evaluated by 4 web-retrieved videos and 4 operation-room-recorded videos, respectively. The evaluation results (video selection consistency n-index ≥0.60; surgical workflow matching degree ≥0.84) proved the effectiveness of the webSWM method in generating robust and reliable SWM knowledge by mining web videos. With the webSWM method, abundant web videos were selected and a reliable SWM was modeled in a short time with low labor cost. Satisfied performances in mining web videos and learning surgery-related knowledge show that the webSWM method is promising in scaling knowledge for intelligent surgical systems. Copyright © 2016 Elsevier B.V. All rights reserved.

  7. To Spice Up Course Work, Professors Make Their Own Videos

    ERIC Educational Resources Information Center

    Young, Jeffrey R.

    2008-01-01

    College faculty members have recently begun creating homemade videos to supplement their lectures, using free or low-cost software. These are the same technologies that make it easy for students to post spoof videos on YouTube, but the educators are putting the tools to educational use. Students tune in to the short videos more often than they…

  8. Automated Music Video Generation Using Multi-level Feature-based Segmentation

    NASA Astrophysics Data System (ADS)

    Yoon, Jong-Chul; Lee, In-Kwon; Byun, Siwoo

    The expansion of the home video market has created a requirement for video editing tools to allow ordinary people to assemble videos from short clips. However, professional skills are still necessary to create a music video, which requires a stream to be synchronized with pre-composed music. Because the music and the video are pre-generated in separate environments, even a professional producer usually requires a number of trials to obtain a satisfactory synchronization, which is something that most amateurs are unable to achieve.

  9. Creating Math Videos: Comparing Platforms and Software

    ERIC Educational Resources Information Center

    Abbasian, Reza O.; Sieben, John T.

    2016-01-01

    In this paper we present a short tutorial on creating mini-videos using two platforms--PCs and tablets such as iPads--and software packages that work with these devices. Specifically, we describe the step-by-step process of creating and editing videos using a Wacom Intuos pen-tablet plus Camtasia software on a PC platform and using the software…

  10. Online Video Modules for Improvement in Student Learning

    ERIC Educational Resources Information Center

    Lancellotti, Matthew; Thomas, Sunil; Kohli, Chiranjeev

    2016-01-01

    The objective of this teaching innovation was to incorporate a comprehensive set of short online video modules covering key topics from the undergraduate principles of marketing class, and to evaluate its effectiveness in improving student learning. A quasiexperimental design was used to compare students who had access to video modules with a…

  11. Tiny videos: a large data set for nonparametric video retrieval and frame classification.

    PubMed

    Karpenko, Alexandre; Aarabi, Parham

    2011-03-01

    In this paper, we present a large database of over 50,000 user-labeled videos collected from YouTube. We develop a compact representation called "tiny videos" that achieves high video compression rates while retaining the overall visual appearance of the video as it varies over time. We show that frame sampling using affinity propagation-an exemplar-based clustering algorithm-achieves the best trade-off between compression and video recall. We use this large collection of user-labeled videos in conjunction with simple data mining techniques to perform related video retrieval, as well as classification of images and video frames. The classification results achieved by tiny videos are compared with the tiny images framework [24] for a variety of recognition tasks. The tiny images data set consists of 80 million images collected from the Internet. These are the largest labeled research data sets of videos and images available to date. We show that tiny videos are better suited for classifying scenery and sports activities, while tiny images perform better at recognizing objects. Furthermore, we demonstrate that combining the tiny images and tiny videos data sets improves classification precision in a wider range of categories.

  12. Digital Video Projects of, by, and for New Teachers: The Multiple Educational Functions of Creating Multimedia

    ERIC Educational Resources Information Center

    Halter, Christopher; Levin, James

    2014-01-01

    A three year study of digital video creation in higher education investigated the impact that creating short digital videos by university students in their final class of a teacher education program had on those students. Each student created a short video reflecting on the process of how he/she became a teacher. An analysis of the videos…

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

    PubMed

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

    2016-11-01

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

  14. Dashboard Videos

    NASA Astrophysics Data System (ADS)

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

    2012-11-01

    Last school year, I had a web link emailed to me entitled "A Dashboard Physics Lesson." The link, created and posted by Dale Basier on his Lab Out Loud blog, illustrates video of a car's speedometer synchronized with video of the road. These two separate video streams are compiled into one video that students can watch and analyze. After seeing this website and video, I decided to create my own dashboard videos to show to my high school physics students. I have produced and synchronized 12 separate dashboard videos, each about 10 minutes in length, driving around the city of Lawrence, KS, and Douglas County, and posted them to a website.2 Each video reflects different types of driving: both positive and negative accelerations and constant speeds. As shown in Fig. 1, I was able to capture speed, distance, and miles per gallon from my dashboard instrumentation. By linking this with a stopwatch, each of these quantities can be graphed with respect to time. I anticipate and hope that teachers will find these useful in their own classrooms, i.e., having physics students watch the videos and create their own motion maps (distance-time, speed-time) for study.

  15. Hierarchical structure for audio-video based semantic classification of sports video sequences

    NASA Astrophysics Data System (ADS)

    Kolekar, M. H.; Sengupta, S.

    2005-07-01

    A hierarchical structure for sports event classification based on audio and video content analysis is proposed in this paper. Compared to the event classifications in other games, those of cricket are very challenging and yet unexplored. We have successfully solved cricket video classification problem using a six level hierarchical structure. The first level performs event detection based on audio energy and Zero Crossing Rate (ZCR) of short-time audio signal. In the subsequent levels, we classify the events based on video features using a Hidden Markov Model implemented through Dynamic Programming (HMM-DP) using color or motion as a likelihood function. For some of the game-specific decisions, a rule-based classification is also performed. Our proposed hierarchical structure can easily be applied to any other sports. Our results are very promising and we have moved a step forward towards addressing semantic classification problems in general.

  16. Science documentary video slides to enhance education and communication

    NASA Astrophysics Data System (ADS)

    Byrne, J. M.; Little, L. J.; Dodgson, K.

    2010-12-01

    Documentary production can convey powerful messages using a combination of authentic science and reinforcing video imagery. Conventional documentary production contains too much information for many viewers to follow; hence many powerful points may be lost. But documentary productions that are re-edited into short video sequences and made available through web based video servers allow the teacher/viewer to access the material as video slides. Each video slide contains one critical discussion segment of the larger documentary. A teacher/viewer can review the documentary one segment at a time in a class room, public forum, or in the comfort of home. The sequential presentation of the video slides allows the viewer to best absorb the documentary message. The website environment provides space for additional questions and discussion to enhance the video message.

  17. 75 FR 27824 - Announcement of the Career Videos for America's Job Seekers Challenge

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-05-18

    ... DEPARTMENT OF LABOR Employment and Training Administration Announcement of the Career Videos for... produce short (1-3 minute) videos focusing on one of 15 occupations' daily activities, necessary Knowledge, Skills, and Abilities (KSAs), and career pathways. Video makers are free to choose which occupation to...

  18. Effects of Prosocial, Neutral, and Violent Video Games on Children's Helpful and Hurtful Behaviors.

    PubMed

    Saleem, Muniba; Anderson, Craig A; Gentile, Douglas A

    2012-01-01

    Recent research reveals that playing prosocial video games increases prosocial cognitions, positive affect, and helpful behaviors [Gentile et al., 2009; Greitemeyer and Osswald, 2009, 2010, 2011]. These results are consistent with the social-cognitive models of social behavior such as the general learning model [Buckley and Anderson, 2006]. However, no experimental studies have examined such effects on children. Previous research on violent video games suggests that short-term effects of video games are largely based on priming of existing behavioral scripts. Thus, it is unclear whether younger children will show similar effects. This research had 9-14 years olds play a prosocial, neutral, or violent video game, and assessed helpful and hurtful behaviors simultaneously through a new tangram measure. Prosocial games increased helpful and decreased hurtful behavior, whereas violent games had the opposite effects. © 2012 Wiley Periodicals, Inc.

  19. Video game players show higher performance but no difference in speed of attention shifts.

    PubMed

    Mack, David J; Wiesmann, Helene; Ilg, Uwe J

    2016-09-01

    Video games have become both a widespread leisure activity and a substantial field of research. In a variety of tasks, video game players (VGPs) perform better than non-video game players (NVGPs). This difference is most likely explained by an alteration of the basic mechanisms underlying visuospatial attention. More specifically, the present study hypothesizes that VGPs are able to shift attention faster than NVGPs. Such alterations in attention cannot be disentangled from changes in stimulus-response mappings in reaction time based measurements. Therefore, we used a spatial cueing task with varying cue lead times (CLTs) to investigate the speed of covert attention shifts of 98 male participants divided into 36 NVGPs and 62 VGPs based on their weekly gaming time. VGPs exhibited higher peak and mean performance than NVGPs. However, we did not find any differences in the speed of covert attention shifts as measured by the CLT needed to achieve peak performance. Thus, our results clearly rule out faster stimulus-response mappings as an explanation for the higher performance of VGPs in line with previous studies. More importantly, our data do not support the notion of faster attention shifts in VGPs as another possible explanation. Copyright © 2016 Elsevier B.V. All rights reserved.

  20. VLSI-based video event triggering for image data compression

    NASA Astrophysics Data System (ADS)

    Williams, Glenn L.

    1994-02-01

    Long-duration, on-orbit microgravity experiments require a combination of high resolution and high frame rate video data acquisition. The digitized high-rate video stream presents a difficult data storage problem. Data produced at rates of several hundred million bytes per second may require a total mission video data storage requirement exceeding one terabyte. A NASA-designed, VLSI-based, 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 (DC-like) or short term (AC-like) changes caused by spatial translation, dilation, appearance, disappearance, or color change in a video object. Pre-trigger and post-trigger storage techniques are then adaptable to archiving only the significant video images.

  1. VLSI-based Video Event Triggering for Image Data Compression

    NASA Technical Reports Server (NTRS)

    Williams, Glenn L.

    1994-01-01

    Long-duration, on-orbit microgravity experiments require a combination of high resolution and high frame rate video data acquisition. The digitized high-rate video stream presents a difficult data storage problem. Data produced at rates of several hundred million bytes per second may require a total mission video data storage requirement exceeding one terabyte. A NASA-designed, VLSI-based, 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 (DC-like) or short term (AC-like) changes caused by spatial translation, dilation, appearance, disappearance, or color change in a video object. Pre-trigger and post-trigger storage techniques are then adaptable to archiving only the significant video images.

  2. Video Modeling by Experts with Video Feedback to Enhance Gymnastics Skills

    ERIC Educational Resources Information Center

    Boyer, Eva; Miltenberger, Raymond G.; Batsche, Catherine; Fogel, Victoria

    2009-01-01

    The effects of combining video modeling by experts with video feedback were analyzed with 4 female competitive gymnasts (7 to 10 years old) in a multiple baseline design across behaviors. During the intervention, after the gymnast performed a specific gymnastics skill, she viewed a video segment showing an expert gymnast performing the same skill…

  3. Don't Just Sit There - Do Something!: Engaging and Empowering U.S. Adults Through Short, Funny, Internet Videos About Climate Change

    NASA Astrophysics Data System (ADS)

    Portlock, J.; Laird, H.

    2015-12-01

    Communitopia, a 501(c)3 organization, uses humor, new media, and the short video format to engage and empower audiences and improve climate literacy. Our main project, the Don't Just Sit There - Do Something! video series (http://djst.tv), takes the complex subject of climate science, breaks it down into digestible nuggets of short, funny video, and couples it with easy actions viewers can take to make a difference. The series has 25 episodes so far, and more than 80,000 views on YouTube. We are reaching our target audience of high-school-age and adult viewers in the United States (94% of viewers are known to fit this demographic). Don't Just Sit There - Do Something! uses a strategic model for breaking through the fear and dread around climate change in the general population. It uses humor, positivity and brevity to frame the issue, and gives the audience simple actions designed to empower in each self-contained episode. We approach each piece of the climate puzzle with scientific rigor, and cite all our sources. Our approach is light-hearted and fun, because it is a more productive way to have a conversation about tough issues than scolding and guilt. The series is ongoing, and we are always focused on climate change. To determine the efficacy of our approach and efforts, we measure video views and other metrics through our YouTube channel, compile feedback and comments through YouTube and other social media outlets, and track actions taken through web metrics (click-through rates). We are also currently working with the Behavioral and Community Health Sciences Department at the University of Pittsburgh Graduate School of Public Health to evaluate the videos' impact. From August-October 2015, we are using an online survey to evaluate the Don't Just Sit There - Do Something! series. We will assess viewers' climate change education and awareness, commitment to support action steps that alleviate climate change, and inclination to support policy action before and

  4. Developing Communication Competence Using an Online Video Reflection System: Pre-Service Teachers' Experiences

    ERIC Educational Resources Information Center

    Bower, Matt; Cavanagh, Michael; Moloney, Robyn; Dao, MingMing

    2011-01-01

    This paper reports on how the cognitive, behavioural and affective communication competencies of undergraduate students were developed using an online Video Reflection system. Pre-service teachers were provided with communication scenarios and asked to record short videos of one another making presentations. Students then uploaded their videos to…

  5. Cosmic Concepts: A Video Series for Scaffolded Learning

    NASA Astrophysics Data System (ADS)

    Eisenhamer, Bonnie; Summers, Frank; Maple, John

    2016-01-01

    Scaffolding is widely considered to be an essential element of effective teaching and is used to help bridge knowledge gaps for learners. Scaffolding is especially important for distance-learning programs and computer-based learning environments. Preliminary studies are showing that when students learn about complex topics within computer-based learning environments without scaffolding, they fail to gain a conceptual understanding of the topic. As a result, researchers have begun to emphasize the importance of scaffolding for web-based as well as in-person instruction.To support scaffolded teaching practices and techniques, while addressing the needs of life-long learners, we have created the Cosmic Concepts video series. The series consists of short, one-topic videos that address scientific concepts with a special emphasis on those that traditionally cause confusion or are layered with misconceptions. Each video focuses on one idea at a time and provides a clear explanation of phenomena that is succinct enough for on-demand reference usage by all types of learners. Likewise, the videos can be used by educators to scaffold the scientific concepts behind astronomical images, or can be sequenced together to create well-structured pathways for presenting deeper and more layered ideas. This approach is critical for communicating information about astronomical discoveries that are often dense with unfamiliar concepts, complex ideas, and highly technical details. Additionally, learning tools in video formats support multi-sensory presentation approaches that can make astronomy more accessible to a variety of learners.

  6. Development of a video decision aid to inform parents on potential outcomes of extreme prematurity.

    PubMed

    Guillén, Ú; Suh, S; Wang, E; Stickelman, V; Kirpalani, H

    2016-11-01

    The objective of the study is to develop and validate a video-based parental decision aid about the outcomes of extremely premature infants. Thirty-one clinicians and 30 parents of extremely premature infants (<26 weeks gestation) previously underwent semi-structured interviews to assess perceptions of antenatal counseling. Interviewees recommended a video. A video was iteratively developed, with final validation by three groups: clinicians (n=16), parents with a history of extreme prematurity (n=14) and healthy 'naïve' women without prior knowledge of prematurity (n=13). Two iterations of the video were created. Following a simulated counseling session, an eight-question survey and the State-Trait Anxiety Inventory (STAI) were administered to parents and 'naïve' participants to assess usefulness and stress provocation. The final 10-min video shows six children/parent dyads of former 23 to 25 week premature children with a wide range of outcomes. This video was well accepted by clinicians as well as parent and 'naïve' participants, who perceived it as 'balanced' with a 'neutral' message. The video was felt to provide useful information and insight on prematurity. The final version of the video did not induce anxiety: parents STAI-S 36.1±12.1; 'naïve' 30.2±8.9. A short video showing the range of outcomes of extreme prematurity has been produced. It is well accepted and does not increase levels of anxiety as measured by the STAI. This video may be a useful and non-stress-inducing aid at the time of counseling parents facing extreme prematurity.

  7. Self Occlusion and Disocclusion in Causal Video Object Segmentation

    DTIC Science & Technology

    2015-12-18

    computation is parameter- free in contrast to [4, 32, 10]. Taylor et al . [30] perform layer segmentation in longer video sequences leveraging occlusion cues...shows that our method recovers from errors in the first frame (short of failed detection). 4413 image ground truth Lee et al . [19] Grundman et al . [14...Ochs et al . [23] Taylor et al . [30] ours Figure 7. Sample Visual Results on FBMS-59. Comparison of various state-of-the-art methods. Only a single

  8. The Impact of Video Length on Learning in a Middle-Level Flipped Science Setting: Implications for Diversity Inclusion

    NASA Astrophysics Data System (ADS)

    Slemmons, Krista; Anyanwu, Kele; Hames, Josh; Grabski, Dave; Mlsna, Jeffery; Simkins, Eric; Cook, Perry

    2018-05-01

    Popularity of videos for classroom instruction has increased over the years due to affordability and user-friendliness of today's digital video cameras. This prevalence has led to an increase in flipped, K-12 classrooms countrywide. However, quantitative data establishing the appropriate video length to foster authentic learning is limited, particularly in middle-level classrooms. We focus on this aspect of video technology in two flipped science classrooms at the middle school level to determine the optimal video length to enable learning, increase retention and support student motivation. Our results indicate that while assessments directly following short videos were slightly higher, these findings were not significantly different from scores following longer videos. While short-term retention of material did not seem to be influenced by video length, longer-term retention for males and students with learning disabilities was higher following short videos compared to long as assessed on summative assessments. Students self-report that they were more engaged, had enhanced focus, and had a perceived higher retention of content following shorter videos. This study has important implications for student learning, application of content, and the development of critical thinking skills. This is particularly paramount in an era where content knowledge is just a search engine away.

  9. Long-Time Exposure to Violent Video Games Does Not Show Desensitization on Empathy for Pain: An fMRI Study.

    PubMed

    Gao, Xuemei; Pan, Wei; Li, Chao; Weng, Lei; Yao, Mengyun; Chen, Antao

    2017-01-01

    As a typical form of empathy, empathy for pain refers to the perception and appraisal of others' pain, as well as the corresponding affective responses. Numerous studies investigated the factors affecting the empathy for pain, in which the exposure to violent video games (VVGs) could change players' empathic responses to painful situations. However, it remains unclear whether exposure to VVG influences the empathy for pain. In the present study, in terms of the exposure experience to VVG, two groups of participants (18 in VVG group, VG; 17 in non-VVG group, NG) were screened from nearly 200 video game experience questionnaires. And then, the functional magnetic resonance imaging data were recorded when they were viewing painful and non-painful stimuli. The results showed that the perception of others' pain were not significantly different in brain regions between groups, from which we could infer that the desensitization effect of VVGs was overrated.

  10. New Educational Video Series From AGU

    NASA Astrophysics Data System (ADS)

    Adamec, Bethany Holm; Sollosi, Derek

    2013-04-01

    A new video series entitled Live Education Activity Resource Network (LEARN) With AGU was recently launched. This series of short Earth and space science-related videos is designed to give K-12 formal and informal educators the tools they need to try new hands-on activities with their students. Research indicates that hands-on learning and problem solving are important ways for students to learn, but educators do not always know where to begin or think that they need a lot of materials to do a hands-on activity (which often is not the case).

  11. Debunking a Video on Youtube as an Authentic Research Experience

    ERIC Educational Resources Information Center

    Davidowsky, Philip; Rogers, Michael

    2015-01-01

    Students are exposed to a variety of unrealistic physical experiences seen in movies, video games, and short online videos. A popular classroom activity has students examine footage to identify what aspects of physics are correctly and incorrectly represented. Some of the physical phenomena pictured might be tricks or illusions made easier to…

  12. A technical report on video-assisted thoracoscopy in thoracic spinal surgery. Preliminary description.

    PubMed

    Regan, J J; Mack, M J; Picetti, G D

    1995-04-01

    This report is a preliminary description of the efficacy of video-assisted thoracoscopic surgery in thoracic spinal procedures that otherwise require open thoracotomy. This report sought to describe the efficacy of video-assisted thoracoscopic surgery in thoracic spinal procedures that otherwise require open thoracotomy. In a landmark study that compared video-assisted thoracoscopic surgery for peripheral lung lesions with thoracotomy, video-assisted thoracoscopic surgery reduced postoperative pain, improved early shoulder girdle function, and shortened hospital stay. Video-assisted thoracoscopic surgery was performed in 12 thoracic spinal patients (herniated nucleus pulposus, infection, tumor, or spinal deformity) and is described in detail in this report. Video-assisted thoracoscopic surgery in thoracic spinal surgery resulted in little postoperative pain, short intensive care unit and hospital stays, and little or no morbidity. In the short follow-up period, there was no post-thoracotomy pain syndrome nor neurologic sequelae in these patients. Operative time decreased dramatically as experience was gained with the procedure. Given consistently improving surgical skills, a number of thoracic spinal procedures using video-assisted thoracoscopic surgery, including thoracic discectomy, internal rib thoracoplasty, anterior osteotomy, corpectomy, and fusion, can be performed safely with no additional surgical time or risk to the patient.

  13. Early substance consumption and problematic use of video games in adolescence

    PubMed Central

    Coëffec, Adélaïde; Romo, Lucia; Cheze, Nathalie; Riazuelo, Hélène; Plantey, Sophie; Kotbagi, Gayatri; Kern, Laurence

    2015-01-01

    Substance use as well as use of video games is frequent among young people. The purpose of this research was to study the links between the use of video games and the consumption of various substances such as alcohol, tobacco or cannabis at adolescence. In order to do so, 1423 students from middle and high schools filled an auto-questionnaire that included questions on age, gender, year of study, use of video games and consumptions of alcohol (Alcohol Use Disorders Identification Test Short version, AUDIT-C), tobacco (Heaviness of Smoking Index, HSI), and cannabis (Cannabis Abuse Screening Test, CAST). We found that 92.1% of teens use video games and 17.7% have a problematic use of video games (PUVG). Furthermore, results show that substance consumption seems frequent with 19.8 and 8.3% of participants having hazardous alcohol and cannabis consumptions respectively and 5.2% having a moderate to high tobacco dependence. Video gamers consumed significantly more alcohol and gamers with PUVG started their substance consumption (alcohol, tobacco, and cannabis) earlier. PUVG was found to be negatively correlated to age at first substance consumption, but positively correlated to the time spent playing video games. However, it was not correlated to risks of substance dependence (scores of AUDIT-C, HSI, and CAST). Finally, our results are consistent with the literature, in regard to frequency of substance use and use of video games in adolescence. These data will allow for a better consideration of prevention strategies and future care in this particular field. PMID:25972826

  14. Early substance consumption and problematic use of video games in adolescence.

    PubMed

    Coëffec, Adélaïde; Romo, Lucia; Cheze, Nathalie; Riazuelo, Hélène; Plantey, Sophie; Kotbagi, Gayatri; Kern, Laurence

    2015-01-01

    Substance use as well as use of video games is frequent among young people. The purpose of this research was to study the links between the use of video games and the consumption of various substances such as alcohol, tobacco or cannabis at adolescence. In order to do so, 1423 students from middle and high schools filled an auto-questionnaire that included questions on age, gender, year of study, use of video games and consumptions of alcohol (Alcohol Use Disorders Identification Test Short version, AUDIT-C), tobacco (Heaviness of Smoking Index, HSI), and cannabis (Cannabis Abuse Screening Test, CAST). We found that 92.1% of teens use video games and 17.7% have a problematic use of video games (PUVG). Furthermore, results show that substance consumption seems frequent with 19.8 and 8.3% of participants having hazardous alcohol and cannabis consumptions respectively and 5.2% having a moderate to high tobacco dependence. Video gamers consumed significantly more alcohol and gamers with PUVG started their substance consumption (alcohol, tobacco, and cannabis) earlier. PUVG was found to be negatively correlated to age at first substance consumption, but positively correlated to the time spent playing video games. However, it was not correlated to risks of substance dependence (scores of AUDIT-C, HSI, and CAST). Finally, our results are consistent with the literature, in regard to frequency of substance use and use of video games in adolescence. These data will allow for a better consideration of prevention strategies and future care in this particular field.

  15. Incorporating Active Learning with Videos: A Case Study from Physics

    ERIC Educational Resources Information Center

    Lee, Kester J.; Sharma, Manjula D.

    2008-01-01

    Watching a video often results in passive learning and does not actively engage students. In this study, a class of 20 HSC Physics students were introduced to a teaching model that incorporated active learning principles with the watching of a video that explored the Meissner Effect and superconductors. Students would watch short sections of the…

  16. Illustrating Geology With Customized Video in Introductory Geoscience Courses

    NASA Astrophysics Data System (ADS)

    Magloughlin, J. F.

    2008-12-01

    For the past several years, I have been creating short videos for use in large-enrollment introductory physical geology classes. The motivation for this project included 1) lack of appropriate depth in existing videos, 2) engagement of non-science students, 3) student indifference to traditional textbooks, 4) a desire to share the visual splendor of geology through virtual field trips, and 5) a desire to meld photography, animation, narration, and videography in self-contained experiences. These (HD) videos are information-intensive but short, allowing a focus on relatively narrow topics from numerous subdisciplines, incorporation into lectures to help create variety while minimally interrupting flow and holding students' attention, and manageable file sizes. Nearly all involve one or more field locations, including sites throughout the western and central continental U.S., as well as Hawaii, Italy, New Zealand, and Scotland. The limited scope of the project and motivations mentioned preclude a comprehensive treatment of geology. Instead, videos address geologic processes, locations, features, and interactions with humans. The videos have been made available via DVD and on-line streaming. Such a project requires an array of video and audio equipment and software, a broad knowledge of geology, very good computing power, adequate time, creativity, a substantial travel budget, liability insurance, elucidation of the separation (or non-separation) between such a project and other responsibilities, and, preferably but not essentially, the support of one's supervisor or academic unit. Involving students in such projects entails risks, but involving necessary technical expertise is virtually unavoidable. In my own courses, some videos are used in class and/or made available on-line as simply another aspect of the educational experience. Student response has been overwhelmingly positive, particularly when expectations of students regarding the content of the videos is made

  17. DIY Video Abstracts: Lessons from an ultimately successful experience

    NASA Astrophysics Data System (ADS)

    Brauman, K. A.

    2013-12-01

    A great video abstract can come together in as little as two days with only a laptop and a sense of adventure. From script to setup, here are tips to make the process practically pain-free. The content of every abstract is unique, but some pointers for writing a video script are universal. Keeping it short and clarifying the message into 4 or 5 single-issue segments make any video better. Making the video itself can be intimidating, but it doesn't have to be! Practical ideas to be discussed include setting up the script as a narrow column to avoid the appearance of reading and hunting for a colored backdrop. A lot goes into just two minutes of video, but for not too much effort the payoff is tremendous.

  18. Show and Tell: Video Modeling and Instruction Without Feedback Improves Performance but Is Not Sufficient for Retention of a Complex Voice Motor Skill.

    PubMed

    Look, Clarisse; McCabe, Patricia; Heard, Robert; Madill, Catherine J

    2018-02-02

    Modeling and instruction are frequent components of both traditional and technology-assisted voice therapy. This study investigated the value of video modeling and instruction in the early acquisition and short-term retention of a complex voice task without external feedback. Thirty participants were randomized to two conditions and trained to produce a vocal siren over 40 trials. One group received a model and verbal instructions, the other group received a model only. Sirens were analyzed for phonation time, vocal intensity, cepstral peak prominence, peak-to-peak time, and root-mean-square error at five time points. The model and instruction group showed significant improvement on more outcome measures than the model-only group. There was an interaction effect for vocal intensity, which showed that instructions facilitated greater improvement when they were first introduced. However, neither group reproduced the model's siren performance across all parameters or retained the skill 1 day later. Providing verbal instruction with a model appears more beneficial than providing a model only in the prepractice phase of acquiring a complex voice skill. Improved performance was observed; however, the higher level of performance was not retained after 40 trials in both conditions. Other prepractice variables may need to be considered. Findings have implications for traditional and technology-assisted voice therapy. Copyright © 2017 The Voice Foundation. Published by Elsevier Inc. All rights reserved.

  19. Long-Time Exposure to Violent Video Games Does Not Show Desensitization on Empathy for Pain: An fMRI Study

    PubMed Central

    Gao, Xuemei; Pan, Wei; Li, Chao; Weng, Lei; Yao, Mengyun; Chen, Antao

    2017-01-01

    As a typical form of empathy, empathy for pain refers to the perception and appraisal of others’ pain, as well as the corresponding affective responses. Numerous studies investigated the factors affecting the empathy for pain, in which the exposure to violent video games (VVGs) could change players’ empathic responses to painful situations. However, it remains unclear whether exposure to VVG influences the empathy for pain. In the present study, in terms of the exposure experience to VVG, two groups of participants (18 in VVG group, VG; 17 in non-VVG group, NG) were screened from nearly 200 video game experience questionnaires. And then, the functional magnetic resonance imaging data were recorded when they were viewing painful and non-painful stimuli. The results showed that the perception of others’ pain were not significantly different in brain regions between groups, from which we could infer that the desensitization effect of VVGs was overrated. PMID:28512439

  20. Capturing Creativity Using Digital Video

    ERIC Educational Resources Information Center

    Toyn, Mike

    2008-01-01

    This paper evaluates the use of a creative learning activity in which postgraduate student teachers were required to collaboratively make short digital videos. The purpose was for student teachers to experience and evaluate a meaningful learning activity and to consider how they might reconstruct such an activity within their own teaching practice…

  1. The Power of Effective Design in e-Learning: A Study of the "Mayo Effect" Video

    ERIC Educational Resources Information Center

    Fan, Jiang Ping

    2014-01-01

    When the Mayo Effect video went live on the Mayo intranet in June 2010, it was very well received at Mayo Clinic. The message in the video was so effectively delivered that it became an instant sensation across the institution. The video contains about 461 words. In such a short video, every part of its architectural design, whether it is visual,…

  2. Developing a Promotional Video

    ERIC Educational Resources Information Center

    Epley, Hannah K.

    2014-01-01

    There is a need for Extension professionals to show clientele the benefits of their program. This article shares how promotional videos are one way of reaching audiences online. An example is given on how a promotional video has been used and developed using iMovie software. Tips are offered for how professionals can create a promotional video and…

  3. Binocular video ophthalmoscope for simultaneous recording of sequences of the human retina to compare dynamic parameters

    NASA Astrophysics Data System (ADS)

    Tornow, Ralf P.; Milczarek, Aleksandra; Odstrcilik, Jan; Kolar, Radim

    2017-07-01

    A parallel video ophthalmoscope was developed to acquire short video sequences (25 fps, 250 frames) of both eyes simultaneously with exact synchronization. Video sequences were registered off-line to compensate for eye movements. From registered video sequences dynamic parameters like cardiac cycle induced reflection changes and eye movements can be calculated and compared between eyes.

  4. Video Game Training Enhances Visuospatial Working Memory and Episodic Memory in Older Adults

    PubMed Central

    Toril, Pilar; Reales, José M.; Mayas, Julia; Ballesteros, Soledad

    2016-01-01

    In this longitudinal intervention study with experimental and control groups, we investigated the effects of video game training on the visuospatial working memory (WM) and episodic memory of healthy older adults. Participants were 19 volunteer older adults, who received 15 1-h video game training sessions with a series of video games selected from a commercial package (Lumosity), and a control group of 20 healthy older adults. The results showed that the performance of the trainees improved significantly in all the practiced video games. Most importantly, we found significant enhancements after training in the trained group and no change in the control group in two computerized tasks designed to assess visuospatial WM, namely the Corsi blocks task and the Jigsaw puzzle task. The episodic memory and short-term memory of the trainees also improved. Gains in some WM and episodic memory tasks were maintained during a 3-month follow-up period. These results suggest that the aging brain still retains some degree of plasticity, and that video game training might be an effective intervention tool to improve WM and other cognitive functions in older adults. PMID:27199723

  5. Training basic laparoscopic skills using a custom-made video game.

    PubMed

    Goris, Jetse; Jalink, Maarten B; Ten Cate Hoedemaker, Henk O

    2014-09-01

    Video games are accepted and used for a wide variety of applications. In the medical world, research on the positive effects of playing games on basic laparoscopic skills is rapidly increasing. Although these benefits have been proven several times, no institution actually uses video games for surgical training. This Short Communication describes some of the theoretical backgrounds, development and underlying educational foundations of a specifically designed video game and custom-made hardware that takes advantage of the positive effects of games on basic laparoscopic skills.

  6. On the Complexity of Digital Video Cameras in/as Research: Perspectives and Agencements

    ERIC Educational Resources Information Center

    Bangou, Francis

    2014-01-01

    The goal of this article is to consider the potential for digital video cameras to produce as part of a research agencement. Our reflection will be guided by the current literature on the use of video recordings in research, as well as by the rhizoanalysis of two vignettes. The first of these vignettes is associated with a short video clip shot by…

  7. Efficient Use of Video for 3d Modelling of Cultural Heritage Objects

    NASA Astrophysics Data System (ADS)

    Alsadik, B.; Gerke, M.; Vosselman, G.

    2015-03-01

    Currently, there is a rapid development in the techniques of the automated image based modelling (IBM), especially in advanced structure-from-motion (SFM) and dense image matching methods, and camera technology. One possibility is to use video imaging to create 3D reality based models of cultural heritage architectures and monuments. Practically, video imaging is much easier to apply when compared to still image shooting in IBM techniques because the latter needs a thorough planning and proficiency. However, one is faced with mainly three problems when video image sequences are used for highly detailed modelling and dimensional survey of cultural heritage objects. These problems are: the low resolution of video images, the need to process a large number of short baseline video images and blur effects due to camera shake on a significant number of images. In this research, the feasibility of using video images for efficient 3D modelling is investigated. A method is developed to find the minimal significant number of video images in terms of object coverage and blur effect. This reduction in video images is convenient to decrease the processing time and to create a reliable textured 3D model compared with models produced by still imaging. Two experiments for modelling a building and a monument are tested using a video image resolution of 1920×1080 pixels. Internal and external validations of the produced models are applied to find out the final predicted accuracy and the model level of details. Related to the object complexity and video imaging resolution, the tests show an achievable average accuracy between 1 - 5 cm when using video imaging, which is suitable for visualization, virtual museums and low detailed documentation.

  8. Video segmentation for post-production

    NASA Astrophysics Data System (ADS)

    Wills, Ciaran

    2001-12-01

    Specialist post-production is an industry that has much to gain from the application of content-based video analysis techniques. However the types of material handled in specialist post-production, such as television commercials, pop music videos and special effects are quite different in nature from the typical broadcast material which many video analysis techniques are designed to work with; shots are short and highly dynamic, and the transitions are often novel or ambiguous. We address the problem of scene change detection and develop a new algorithm which tackles some of the common aspects of post-production material that cause difficulties for past algorithms, such as illumination changes and jump cuts. Operating in the compressed domain on Motion JPEG compressed video, our algorithm detects cuts and fades by analyzing each JPEG macroblock in the context of its temporal and spatial neighbors. Analyzing the DCT coefficients directly we can extract the mean color of a block and an approximate detail level. We can also perform an approximated cross-correlation between two blocks. The algorithm is part of a set of tools being developed to work with an automated asset management system designed specifically for use in post-production facilities.

  9. Computer-mediated instructional video: a randomised controlled trial comparing a sequential and a segmented instructional video in surgical hand wash.

    PubMed

    Schittek Janda, M; Tani Botticelli, A; Mattheos, N; Nebel, D; Wagner, A; Nattestad, A; Attström, R

    2005-05-01

    Video-based instructions for clinical procedures have been used frequently during the preceding decades. To investigate in a randomised controlled trial the learning effectiveness of fragmented videos vs. the complete sequential video and to analyse the attitudes of the user towards video as a learning aid. An instructional video on surgical hand wash was produced. The video was available in two different forms in two separate web pages: one as a sequential video and one fragmented into eight short clips. Twenty-eight dental students in the second semester were randomised into an experimental (n = 15) and a control group (n = 13). The experimental group used the fragmented form of the video and the control group watched the complete one. The use of the videos was logged and the students were video taped whilst undertaking a test hand wash. The videos were analysed systematically and blindly by two independent clinicians. The students also performed a written test concerning learning outcome from the videos as well as they answered an attitude questionnaire. The students in the experimental group watched the video significantly longer than the control group. There were no significant differences between the groups with regard to the ratings and scores when performing the hand wash. The experimental group had significantly better results in the written test compared with those of the control group. There was no significant difference between the groups with regard to attitudes towards the use of video for learning, as measured by the Visual Analogue Scales. Most students in both groups expressed satisfaction with the use of video for learning. The students demonstrated positive attitudes and acceptable learning outcome from viewing CAL videos as a part of their pre-clinical training. Videos that are part of computer-based learning settings would ideally be presented to the students both as a segmented and as a whole video to give the students the option to choose the

  10. Reflectance-based skin detection in the short wave infrared band and its application to video

    NASA Astrophysics Data System (ADS)

    Langston, Tye

    2016-10-01

    Robust reflectance-based skin detection is a potentially powerful tool for security and search and rescue applications, especially when applied to video. However, to be useful it must be able to account for the variations of human skin, as well as other items in the environment that could cause false detections. This effort focused on identifying a robust skin detection scheme that is appropriate for video application. Skin reflectance was modeled to identify unique skin features and compare them to potential false positive materials. Based on these comparisons, specific wavelength bands were selected and different combinations of two and three optical filters were used for actively identifying skin, as well as identifying and removing potential false positive materials. One wavelength combination (1072/1250 nm) was applied to video using both single- and dual-camera configurations based on its still image performance, as well as its appropriateness for video application. There are several important factors regarding the extension of still image skin detection to video, including light available for detection (solar irradiance and reflectance intensity), overall intensity differences between different optical filters, optical component light loss, frame rate, time lag when switching between filters, image coregistration, and camera auto gain behavior.

  11. Can Videos Play a Role in Promoting Good Landscape Management Behaviors?

    ERIC Educational Resources Information Center

    Warner, Laura A.; Lamm, Alexa J.; Rumble, Joy N.

    2018-01-01

    This study tested the effect of four short videos appealing to environmental values on home irrigation users' intent to use good irrigation and fertilization practices. The videos were largely ineffective, and there was only a small effect on one of the behaviors within the fertilizer loss treatment group. Implications point to a need for…

  12. A novel key-frame extraction approach for both video summary and video index.

    PubMed

    Lei, Shaoshuai; Xie, Gang; Yan, Gaowei

    2014-01-01

    Existing key-frame extraction methods are basically video summary oriented; yet the index task of key-frames is ignored. This paper presents a novel key-frame extraction approach which can be available for both video summary and video index. First a dynamic distance separability algorithm is advanced to divide a shot into subshots based on semantic structure, and then appropriate key-frames are extracted in each subshot by SVD decomposition. Finally, three evaluation indicators are proposed to evaluate the performance of the new approach. Experimental results show that the proposed approach achieves good semantic structure for semantics-based video index and meanwhile produces video summary consistent with human perception.

  13. Efficacy of computer-based video and simulation in ultrasound-guided regional anesthesia training.

    PubMed

    Woodworth, Glenn E; Chen, Elliza M; Horn, Jean-Louis E; Aziz, Michael F

    2014-05-01

    To determine the effectiveness of a short educational video and simulation on improvement of ultrasound (US) image acquisition and interpretation skills. Prospective, randomized study. University medical center. 28 anesthesia residents and community anesthesiologists with varied ultrasound experience were randomized to teaching video with interactive simulation or sham video groups. Participants were assessed preintervention and postintervention on their ability to identify the sciatic nerve and other anatomic structures on static US images, as well as their ability to locate the sciatic nerve with US on live models. Pretest written test scores correlated with reported US block experience (Kendall tau rank r = 0.47) and with live US scanning scores (r = 0.64). The teaching video and simulation significantly improved scores on the written examination (P < 0.001); however, they did not significantly improve live US scanning skills. A short educational video with interactive simulation significantly improved knowledge of US anatomy, but failed to improve hands-on performance of US scanning to localize the nerve. Copyright © 2014 Elsevier Inc. All rights reserved.

  14. Speed Biases With Real-Life Video Clips.

    PubMed

    Rossi, Federica; Montanaro, Elisa; de'Sperati, Claudio

    2018-01-01

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

  15. Speed Biases With Real-Life Video Clips

    PubMed Central

    Rossi, Federica; Montanaro, Elisa; de’Sperati, Claudio

    2018-01-01

    We live almost literally immersed in an artificial visual world, especially motion pictures. In this exploratory study, we asked whether the best speed for reproducing a video is its original, shooting speed. By using adjustment and double staircase methods, we examined speed biases in viewing real-life video clips in three experiments, and assessed their robustness by manipulating visual and auditory factors. With the tested stimuli (short clips of human motion, mixed human-physical motion, physical motion and ego-motion), speed underestimation was the rule rather than the exception, although it depended largely on clip content, ranging on average from 2% (ego-motion) to 32% (physical motion). Manipulating display size or adding arbitrary soundtracks did not modify these speed biases. Estimated speed was not correlated with estimated duration of these same video clips. These results indicate that the sense of speed for real-life video clips can be systematically biased, independently of the impression of elapsed time. Measuring subjective visual tempo may integrate traditional methods that assess time perception: speed biases may be exploited to develop a simple, objective test of reality flow, to be used for example in clinical and developmental contexts. From the perspective of video media, measuring speed biases may help to optimize video reproduction speed and validate “natural” video compression techniques based on sub-threshold temporal squeezing. PMID:29615875

  16. Photogrammetric Applications of Immersive Video Cameras

    NASA Astrophysics Data System (ADS)

    Kwiatek, K.; Tokarczyk, R.

    2014-05-01

    The paper investigates immersive videography and its application in close-range photogrammetry. Immersive video involves the capture of a live-action scene that presents a 360° field of view. It is recorded simultaneously by multiple cameras or microlenses, where the principal point of each camera is offset from the rotating axis of the device. This issue causes problems when stitching together individual frames of video separated from particular cameras, however there are ways to overcome it and applying immersive cameras in photogrammetry provides a new potential. The paper presents two applications of immersive video in photogrammetry. At first, the creation of a low-cost mobile mapping system based on Ladybug®3 and GPS device is discussed. The amount of panoramas is much too high for photogrammetric purposes as the base line between spherical panoramas is around 1 metre. More than 92 000 panoramas were recorded in one Polish region of Czarny Dunajec and the measurements from panoramas enable the user to measure the area of outdoors (adverting structures) and billboards. A new law is being created in order to limit the number of illegal advertising structures in the Polish landscape and immersive video recorded in a short period of time is a candidate for economical and flexible measurements off-site. The second approach is a generation of 3d video-based reconstructions of heritage sites based on immersive video (structure from immersive video). A mobile camera mounted on a tripod dolly was used to record the interior scene and immersive video, separated into thousands of still panoramas, was converted from video into 3d objects using Agisoft Photoscan Professional. The findings from these experiments demonstrated that immersive photogrammetry seems to be a flexible and prompt method of 3d modelling and provides promising features for mobile mapping systems.

  17. The Role of Fantasy-Reality Distinctions in Preschoolers' Learning from Educational Video

    ERIC Educational Resources Information Center

    Richert, Rebekah A.; Schlesinger, Molly A.

    2017-01-01

    The current study examined if preschoolers' understanding of fantasy and reality are related to their learning from educational videos. Forty-nine 3- to 6-year-old children watched short clips of popular educational programs in which animated characters solved problems. Following video viewing, children attempted to solve real-world problems…

  18. Synchronization of spontaneous eyeblinks while viewing video stories

    PubMed Central

    Nakano, Tamami; Yamamoto, Yoshiharu; Kitajo, Keiichi; Takahashi, Toshimitsu; Kitazawa, Shigeru

    2009-01-01

    Blinks are generally suppressed during a task that requires visual attention and tend to occur immediately before or after the task when the timing of its onset and offset are explicitly given. During the viewing of video stories, blinks are expected to occur at explicit breaks such as scene changes. However, given that the scene length is unpredictable, there should also be appropriate timing for blinking within a scene to prevent temporal loss of critical visual information. Here, we show that spontaneous blinks were highly synchronized between and within subjects when they viewed the same short video stories, but were not explicitly tied to the scene breaks. Synchronized blinks occurred during scenes that required less attention such as at the conclusion of an action, during the absence of the main character, during a long shot and during repeated presentations of a similar scene. In contrast, blink synchronization was not observed when subjects viewed a background video or when they listened to a story read aloud. The results suggest that humans share a mechanism for controlling the timing of blinks that searches for an implicit timing that is appropriate to minimize the chance of losing critical information while viewing a stream of visual events. PMID:19640888

  19. A Case Study for Teaching Quantitative Biochemical Buffer Problems Using Group Work and "Khan Style" Videos

    ERIC Educational Resources Information Center

    Barreto, Jose; Reilly, John; Brown, David; Frost. Laura; Coticone, Sulekha Rao; Dubetz, Terry Ann; Beharry, Zanna; Davis-McGibony, C. Michele; Ramoutar, Ria; Rudd, Gillian

    2014-01-01

    New technological developments have minimized training, hardware expense, and distribution problems for the production and use of instructional videos, and any science instructor can now make instructional videos for their classes. We created short "Khan style" videos for the topic of buffers in biochemistry and assigned them as…

  20. "YouTube Geology" - Increasing Geoscience Visibility Through Short Films

    NASA Astrophysics Data System (ADS)

    Piispa, E. J.; Lerner, G. A.

    2016-12-01

    Researchers have the responsibility to communicate their science to a broad audience: scientists, non-scientist, young and old. Effective ways of reaching these groups include using pathways that genuinely spark interest in the target audience. Communication techniques should evolve as the means of communication evolve. Here we talk about our experiences using short films to increase geoscience visibility and appreciation. At a time when brevity and quick engagement are vital to capturing people's attention, creating videos that fit popular formats is an effective way to draw and hold people's interest, and spreading these videos on popular sites is a good way to reach a non-academic audience. Creating videos that are fun, exciting, and catchy in order to initially increase awareness and interest is equally important as the educational content. The visual medium can also be powerful way to make complex scientific concepts seem less intimidating. We have experimented with this medium of geoscience communication by creating a number of short films that target a variety of audiences: short summaries of research topics, mock movie trailers, course advertisements, fieldwork highlight reels and geology lessons for elementary school children. Our two rules of thumb are to put the audience first and use style as a vital element. This allows for the creation of films that are more engaging and often less serious than standard informational (and longer-format) videos. Science does not need to be dry and dull - it can be humorous and entertaining while remaining highly accurate. Doing these short films has changed our own mindset as well - thinking about what to film while doing research helps keep the practical applications of our research in focus. We see a great deal of potential for collaboration between geoscientists and amateur or professional filmmakers creating hip and edgy videos that further raise awareness and interest. People like movies. We like movies. We like

  1. Debunking a Video on YouTube as an Authentic Research Experience

    NASA Astrophysics Data System (ADS)

    Davidowsky, Philip; Rogers, Michael

    2015-05-01

    Students are exposed to a variety of unrealistic physical experiences seen in movies, video games, and short online videos. A popular classroom activity has students examine footage to identify what aspects of physics are correctly and incorrectly represented.1-7 Some of the physical phenomena pictured might be tricks or illusions made easier to perform with the use of video, while others are removed from their historical context, leaving the audience to form misguided conclusions about what they saw with only the information in the video. One such video in which the late Eric Laithwaite, a successful British engineer and inventor, claims that a spinning wheel "becomes light as a feather" provides an opportunity for students to investigate Laithwaite's claim.8 The use of video footage can engage students in learning physics9 but also provide an opportunity for authentic research experiences.

  2. Advantages of video trigger in problem-based learning.

    PubMed

    Chan, Lap Ki; Patil, Nivritti G; Chen, Julie Y; Lam, Jamie C M; Lau, Chak S; Ip, Mary S M

    2010-01-01

    Traditionally, paper cases are used as 'triggers' to stimulate learning in problem-based learning (PBL). However, video may be a better medium because it preserves the original language, encourages the active extraction of information, avoids depersonalization of patients and allows direct observation of clinical consultations. In short, it exposes the students to the complexity of actual clinical problems. The study aims to find out whether students and facilitators who are accustomed to paper cases would prefer video triggers or paper cases and the reasons for their preference. After students and facilitators had completed a video PBL tutorial, their responses were measured by a structured questionnaire using a modified Likert scale. A total of 257 students (92%) and 26 facilitators (100%) responded. The majority of students and facilitators considered that using video triggers could enhance the students' observational powers and clinical reasoning, help them to integrate different information and better understand the cases and motivate them to learn. They found PBL using video triggers more interesting and preferred it to PBL using paper cases. Video triggers are preferred by both students and facilitators over paper cases in PBL.

  3. Subjective video quality evaluation of different content types under different impairments

    NASA Astrophysics Data System (ADS)

    Pozueco, Laura; Álvarez, Alberto; García, Xabiel; García, Roberto; Melendi, David; Díaz, Gabriel

    2017-01-01

    Nowadays, access to multimedia content is one of the most demanded services on the Internet. However, the transmission of audio and video over these networks is not free of problems that negatively affect user experience. Factors such as low image quality, cuts during playback or losses of audio or video, among others, can occur and there is no clear idea about the level of distortion introduced in the perceived quality. For that reason, different impairments should be evaluated based on user opinions, with the aim of analyzing the impact in the perceived quality. In this work, we carried out a subjective evaluation of different types of impairments with different types of contents, including news, cartoons, sports and action movies. A total of 100 individuals, between the ages of 20 and 68, participated in the subjective study. Results show that short-term rebuffering events negatively affect the quality of experience and that desynchronization between audio and video is the least annoying impairment. Moreover, we found that the content type determines the subjective results according to the impairment present during the playback.

  4. Linking animal-borne video to accelerometers reveals prey capture variability.

    PubMed

    Watanabe, Yuuki Y; Takahashi, Akinori

    2013-02-05

    Understanding foraging is important in ecology, as it determines the energy gains and, ultimately, the fitness of animals. However, monitoring prey captures of individual animals is difficult. Direct observations using animal-borne videos have short recording periods, and indirect signals (e.g., stomach temperature) are never validated in the field. We took an integrated approach to monitor prey captures by a predator by deploying a video camera (lasting for 85 min) and two accelerometers (on the head and back, lasting for 50 h) on free-swimming Adélie penguins. The movies showed that penguins moved the heads rapidly to capture krill in midwater and fish (Pagothenia borchgrevinki) underneath the sea ice. Captures were remarkably fast (two krill per second in swarms) and efficient (244 krill or 33 P. borchgrevinki in 78-89 min). Prey captures were detected by the signal of head acceleration relative to body acceleration with high sensitivity and specificity (0.83-0.90), as shown by receiver-operating characteristic analysis. Extension of signal analysis to the entire behavioral records showed that krill captures were spatially and temporally more variable than P. borchgrevinki captures. Notably, the frequency distribution of krill capture rate closely followed a power-law model, indicating that the foraging success of penguins depends on a small number of very successful dives. The three steps illustrated here (i.e., video observations, linking video to behavioral signals, and extension of signal analysis) are unique approaches to understanding the spatial and temporal variability of ecologically important events such as foraging.

  5. Linking animal-borne video to accelerometers reveals prey capture variability

    PubMed Central

    Watanabe, Yuuki Y.; Takahashi, Akinori

    2013-01-01

    Understanding foraging is important in ecology, as it determines the energy gains and, ultimately, the fitness of animals. However, monitoring prey captures of individual animals is difficult. Direct observations using animal-borne videos have short recording periods, and indirect signals (e.g., stomach temperature) are never validated in the field. We took an integrated approach to monitor prey captures by a predator by deploying a video camera (lasting for 85 min) and two accelerometers (on the head and back, lasting for 50 h) on free-swimming Adélie penguins. The movies showed that penguins moved the heads rapidly to capture krill in midwater and fish (Pagothenia borchgrevinki) underneath the sea ice. Captures were remarkably fast (two krill per second in swarms) and efficient (244 krill or 33 P. borchgrevinki in 78–89 min). Prey captures were detected by the signal of head acceleration relative to body acceleration with high sensitivity and specificity (0.83–0.90), as shown by receiver-operating characteristic analysis. Extension of signal analysis to the entire behavioral records showed that krill captures were spatially and temporally more variable than P. borchgrevinki captures. Notably, the frequency distribution of krill capture rate closely followed a power-law model, indicating that the foraging success of penguins depends on a small number of very successful dives. The three steps illustrated here (i.e., video observations, linking video to behavioral signals, and extension of signal analysis) are unique approaches to understanding the spatial and temporal variability of ecologically important events such as foraging. PMID:23341596

  6. Role of pre-operative multimedia video information in allaying anxiety related to spinal anaesthesia: A randomised controlled trial

    PubMed Central

    Dias, Raylene; Baliarsing, Lipika; Barnwal, Neeraj Kumar; Mogal, Shweta; Gujjar, Pinakin

    2016-01-01

    Background and Aims: A high incidence of anxiety has been reported in patients in the operation theatre set up. We developed a short visual clip of 206 s duration depicting the procedure of spinal anaesthesia (SAB) and aimed to compare the effect of this video on perioperative anxiety in patients undergoing procedures under SAB. Methods: A prospective randomised study of 200 patients undergoing surgery under SAB was conducted. Patients were allotted to either the nonvideo group (Group NV - those who were not shown the video) or the video group (Group V - those who were shown the video). Anxiety was assessed using the Spielberger State-Trait Anxiety Inventory during the pre-anaesthetic check-up and before surgery. Haemodynamic parameters such as heart rate (HR) and mean arterial pressure (MAP) were also noted. Student's t-test was used for normally distributed and Mann–Whitney U-test for nonnormally distributed quantitative data. Chi-square test was used for categorical data. Results: Both groups were comparable with respect to baseline anxiety scores and haemodynamic parameters. The nonvideo group showed a significant increase in state anxiety scores before administration of SAB (P < 0.001). Patients in the video group had significantly lower HR and MAP preoperatively (P < 0.001). The prevalence of ‘high anxiety’ for SAB was 81% in our study which decreased to 66% in the video group before surgery. Conclusion: Multimedia information in the form of a short audiovisual clip is an effective and feasible method to reduce perioperative anxiety related to SAB. PMID:27942059

  7. Enumeration versus multiple object tracking: the case of action video game players

    PubMed Central

    Green, C.S.; Bavelier, D.

    2010-01-01

    Here, we demonstrate that action video game play enhances subjects’ ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling performance for low numerosities and a sharp drop in performance once a critical number of squares was reached. Importantly, this critical number was higher by about two items in video game players (VGPs) than in non-video game players (NVGPs). A following control study indicated that this improvement was not due to an enhanced ability to instantly apprehend the numerosity of the display, a process known as subitizing, but rather due to an enhancement in the slower more serial process of counting. To confirm that video game play facilitates the processing of multiple objects at once, we compared VGPs and NVGPs on the multiple object tracking task (MOT), which requires the allocation of attention to several items over time. VGPs were able to successfully track approximately two more items than NVGPs. Furthermore, NVGPs trained on an action video game established the causal effect of game playing in the enhanced performance on the two tasks. Together, these studies confirm the view that playing action video games enhances the number of objects that can be apprehended and suggest that this enhancement is mediated by changes in visual short-term memory skills. PMID:16359652

  8. Enumeration versus multiple object tracking: the case of action video game players.

    PubMed

    Green, C S; Bavelier, D

    2006-08-01

    Here, we demonstrate that action video game play enhances subjects' ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling performance for low numerosities and a sharp drop in performance once a critical number of squares was reached. Importantly, this critical number was higher by about two items in video game players (VGPs) than in non-video game players (NVGPs). A following control study indicated that this improvement was not due to an enhanced ability to instantly apprehend the numerosity of the display, a process known as subitizing, but rather due to an enhancement in the slower more serial process of counting. To confirm that video game play facilitates the processing of multiple objects at once, we compared VGPs and NVGPs on the multiple object tracking task (MOT), which requires the allocation of attention to several items over time. VGPs were able to successfully track approximately two more items than NVGPs. Furthermore, NVGPs trained on an action video game established the causal effect of game playing in the enhanced performance on the two tasks. Together, these studies confirm the view that playing action video games enhances the number of objects that can be apprehended and suggest that this enhancement is mediated by changes in visual short-term memory skills.

  9. Deep RNNs for video denoising

    NASA Astrophysics Data System (ADS)

    Chen, Xinyuan; Song, Li; Yang, Xiaokang

    2016-09-01

    Video denoising can be described as the problem of mapping from a specific length of noisy frames to clean one. We propose a deep architecture based on Recurrent Neural Network (RNN) for video denoising. The model learns a patch-based end-to-end mapping between the clean and noisy video sequences. It takes the corrupted video sequences as the input and outputs the clean one. Our deep network, which we refer to as deep Recurrent Neural Networks (deep RNNs or DRNNs), stacks RNN layers where each layer receives the hidden state of the previous layer as input. Experiment shows (i) the recurrent architecture through temporal domain extracts motion information and does favor to video denoising, and (ii) deep architecture have large enough capacity for expressing mapping relation between corrupted videos as input and clean videos as output, furthermore, (iii) the model has generality to learned different mappings from videos corrupted by different types of noise (e.g., Poisson-Gaussian noise). By training on large video databases, we are able to compete with some existing video denoising methods.

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

    PubMed

    Smith-Stoner, Marilyn; Willer, Ann

    2003-01-01

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

  11. Vehicle-triggered video compression/decompression for fast and efficient searching in large video databases

    NASA Astrophysics Data System (ADS)

    Bulan, Orhan; Bernal, Edgar A.; Loce, Robert P.; Wu, Wencheng

    2013-03-01

    Video cameras are widely deployed along city streets, interstate highways, traffic lights, stop signs and toll booths by entities that perform traffic monitoring and law enforcement. The videos captured by these cameras are typically compressed and stored in large databases. Performing a rapid search for a specific vehicle within a large database of compressed videos is often required and can be a time-critical life or death situation. In this paper, we propose video compression and decompression algorithms that enable fast and efficient vehicle or, more generally, event searches in large video databases. The proposed algorithm selects reference frames (i.e., I-frames) based on a vehicle having been detected at a specified position within the scene being monitored while compressing a video sequence. A search for a specific vehicle in the compressed video stream is performed across the reference frames only, which does not require decompression of the full video sequence as in traditional search algorithms. Our experimental results on videos captured in a local road show that the proposed algorithm significantly reduces the search space (thus reducing time and computational resources) in vehicle search tasks within compressed video streams, particularly those captured in light traffic volume conditions.

  12. Lithium-Ion Small Cell Battery Shorting Study

    NASA Technical Reports Server (NTRS)

    Pearson, Chris; Curzon, David; Blackmore, Paul; Rao, Gopalakrishna

    2004-01-01

    AEA performed a hard short study on various cell configurations whilst monitoring voltage, current and temperature. Video recording was also done to verify the evidence for cell venting. The presentation summarizes the results of the study including video footage of typical samples. Need for the diode protection in manned applications is identified. The standard AEA approach of using fused connectors during AIT for unmanned applications is also described.

  13. Effects of Playing Violent versus Nonviolent Video Games on the Aggressive Ideation of Aggressive and Nonaggressive Children.

    ERIC Educational Resources Information Center

    Graybill, Daniel; And Others

    1985-01-01

    Examines effects of playing violent and nonviolent video games on children's aggressive ideation. Children played a violent or nonviolent video game for eight minutes. Provides initial support, at least on a short-term basis, for notion that the playing of video games affects children's aggression fantasies. (Author/DST)

  14. Video quality assesment using M-SVD

    NASA Astrophysics Data System (ADS)

    Tao, Peining; Eskicioglu, Ahmet M.

    2007-01-01

    Objective video quality measurement is a challenging problem in a variety of video processing application ranging from lossy compression to printing. An ideal video quality measure should be able to mimic the human observer. We present a new video quality measure, M-SVD, to evaluate distorted video sequences based on singular value decomposition. A computationally efficient approach is developed for full-reference (FR) video quality assessment. This measure is tested on the Video Quality Experts Group (VQEG) phase I FR-TV test data set. Our experiments show the graphical measure displays the amount of distortion as well as the distribution of error in all frames of the video sequence while the numerical measure has a good correlation with perceived video quality outperforms PSNR and other objective measures by a clear margin.

  15. Film School: To Spice Up Course Work, Professors Make Their Own Videos

    ERIC Educational Resources Information Center

    Young, Jeffrey R.

    2008-01-01

    College faculty members have recently begun creating homemade videos to supplement their lectures, using free or low-cost software. These are the same technologies that make it easy for students to post spoof videos on YouTube, but the scholars are putting the tools to educational use. The professors say that students tune in to the short videos…

  16. Three Short Videos by the Yellowstone Volcano Observatory

    USGS Publications Warehouse

    Wessells, Stephen; Lowenstern, Jake; Venezky, Dina

    2009-01-01

    This is a collection of videos of unscripted interviews with Jake Lowenstern, who is the Scientist in Charge of the Yellowstone Volcano Observatory (YVO). YVO was created as a partnership among the U.S. Geological Survey (USGS), Yellowstone National Park, and University of Utah to strengthen the long-term monitoring of volcanic and earthquake unrest in the Yellowstone National Park region. Yellowstone is the site of the largest and most diverse collection of natural thermal features in the world and the first National Park. YVO is one of the five USGS Volcano Observatories that monitor volcanoes within the United States for science and public safety. These video presentations give insights about many topics of interest about this area. Title: Yes! Yellowstone is a Volcano An unscripted interview, January 2009, 7:00 Minutes Description: USGS Scientist-in-Charge of Yellowstone Volcano Observatory, Jake Lowenstern, answers the following questions to explain volcanic features at Yellowstone: 'How do we know Yellowstone is a volcano?', 'What is a Supervolcano?', 'What is a Caldera?','Why are there geysers at Yellowstone?', and 'What are the other geologic hazards in Yellowstone?' Title: Yellowstone Volcano Observatory An unscripted interview, January 2009, 7:15 Minutes Description: USGS Scientist-in-Charge of Yellowstone Volcano Observatory, Jake Lowenstern, answers the following questions about the Yellowstone Volcano Observatory: 'What is YVO?', 'How do you monitor volcanic activity at Yellowstone?', 'How are satellites used to study deformation?', 'Do you monitor geysers or any other aspect of the Park?', 'Are earthquakes and ground deformation common at Yellowstone?', 'Why is YVO a relatively small group?', and 'Where can I get more information?' Title: Yellowstone Eruptions An unscripted interview, January 2009, 6.45 Minutes Description: USGS Scientist-in-Charge of Yellowstone Volcano Observatory, Jake Lowenstern, answers the following questions to explain volcanic

  17. Automated Scoring of Teachers' Open-Ended Responses to Video Prompts: Bringing the Classroom-Video-Analysis Assessment to Scale

    ERIC Educational Resources Information Center

    Kersting, Nicole B.; Sherin, Bruce L.; Stigler, James W.

    2014-01-01

    In this study, we explored the potential for machine scoring of short written responses to the Classroom-Video-Analysis (CVA) assessment, which is designed to measure teachers' usable mathematics teaching knowledge. We created naïve Bayes classifiers for CVA scales assessing three different topic areas and compared computer-generated scores to…

  18. A "Journey in Feminist Theory Together": The "Doing Feminist Theory through Digital Video" Project

    ERIC Educational Resources Information Center

    Hurst, Rachel Alpha Johnston

    2014-01-01

    "Doing Feminist Theory Through Digital Video" is an assignment I designed for my undergraduate feminist theory course, where students created a short digital video on a concept in feminist theory. I outline the assignment and the pedagogical and epistemological frameworks that structured the assignment (digital storytelling,…

  19. Hypervelocity High Speed Projectile Imagery and Video

    NASA Technical Reports Server (NTRS)

    Henderson, Donald J.

    2009-01-01

    This DVD contains video showing the results of hypervelocity impact. One is showing a projectile impact on a Kevlar wrapped Aluminum bottle containing 3000 psi gaseous oxygen. One video show animations of a two stage light gas gun.

  20. EcAMSat Video News File

    NASA Image and Video Library

    2017-11-03

    A video news file (or a collection of raw video and interview clips) about the EcAMSat mission. Ever wonder what would happen if you got sick in space? NASA is sending samples of bacteria into low-Earth orbit to find out. One of the latest small satellite missions from NASA’s Ames Research Center in California’s Silicon Valley is the E. coli Anti-Microbial Satellite, or EcAMSat for short. The CubeSat – a spacecraft the size of a shoebox built from cube-shaped units – will explore how effectively antibiotics can combat E. coli bacteria in the low gravity of space. This information will help us improve how we fight infections, providing safer journeys for astronauts on their future voyages, and offer benefits for medicine here on Earth.

  1. CUQI: cardiac ultrasound video quality index

    PubMed Central

    Razaak, Manzoor; Martini, Maria G.

    2016-01-01

    Abstract. Medical images and videos are now increasingly part of modern telecommunication applications, including telemedicinal applications, favored by advancements in video compression and communication technologies. Medical video quality evaluation is essential for modern applications since compression and transmission processes often compromise the video quality. Several state-of-the-art video quality metrics used for quality evaluation assess the perceptual quality of the video. For a medical video, assessing quality in terms of “diagnostic” value rather than “perceptual” quality is more important. We present a diagnostic-quality–oriented video quality metric for quality evaluation of cardiac ultrasound videos. Cardiac ultrasound videos are characterized by rapid repetitive cardiac motions and distinct structural information characteristics that are explored by the proposed metric. Cardiac ultrasound video quality index, the proposed metric, is a full reference metric and uses the motion and edge information of the cardiac ultrasound video to evaluate the video quality. The metric was evaluated for its performance in approximating the quality of cardiac ultrasound videos by testing its correlation with the subjective scores of medical experts. The results of our tests showed that the metric has high correlation with medical expert opinions and in several cases outperforms the state-of-the-art video quality metrics considered in our tests. PMID:27014715

  2. Evaluation of automatic video summarization systems

    NASA Astrophysics Data System (ADS)

    Taskiran, Cuneyt M.

    2006-01-01

    Compact representations of video, or video summaries, data greatly enhances efficient video browsing. However, rigorous evaluation of video summaries generated by automatic summarization systems is a complicated process. In this paper we examine the summary evaluation problem. Text summarization is the oldest and most successful summarization domain. We show some parallels between these to domains and introduce methods and terminology. Finally, we present results for a comprehensive evaluation summary that we have performed.

  3. Video game training and the reward system.

    PubMed

    Lorenz, Robert C; Gleich, Tobias; Gallinat, Jürgen; Kühn, Simone

    2015-01-01

    Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual toward playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training. Fifty healthy participants were randomly assigned to a video game training (TG) or control group (CG). Before and after training/control period, functional magnetic resonance imaging (fMRI) was conducted using a non-video game related reward task. At pretest, both groups showed strongest activation in ventral striatum (VS) during reward anticipation. At posttest, the TG showed very similar VS activity compared to pretest. In the CG, the VS activity was significantly attenuated. This longitudinal study revealed that video game training may preserve reward responsiveness in the VS in a retest situation over time. We suggest that video games are able to keep striatal responses to reward flexible, a mechanism which might be of critical value for applications such as therapeutic cognitive training.

  4. How can video supported reflection enhance teachers' professional development?

    NASA Astrophysics Data System (ADS)

    McCullagh, John F.

    2012-03-01

    This paper responds to Eva Lundqvist, Jonas Almqvist and Leif Ostman's account of how the manner of teaching can strongly influence pupil learning by recommending video supported reflection as a means by which teachers can transform the nature of their practice. Given the complex nature of the many conditions which influence and control teachers' actions the reframing of routine practice through reflection-in-action can prove challenging. This response paper describes how video can empower teachers to take greater control of their progress and allows for a more social constructivist approach to professional development. Along with a consideration of the difficulties associated with the notion of `reflection' and a short case study, the paper uses Lev Semenovich Vygotsky's zone of proximal development and the notion of scaffolding to propose that video offers a Video Supported Zone of Proximal Development which can ease the process of teacher development. In capturing permanent and exchangeable representations of practice video encourages a collaborative approach to reflection and is consistent with the original ideas of John Dewey.

  5. Bullet-Block Science Video Puzzle

    ERIC Educational Resources Information Center

    Shakur, Asif

    2015-01-01

    A science video blog, which has gone viral, shows a wooden block shot by a vertically aimed rifle. The video shows that the block hit dead center goes exactly as high as the one shot off-center. (Fig. 1). The puzzle is that the block shot off-center carries rotational kinetic energy in addition to the gravitational potential energy. This leads a…

  6. Evaluating the Use of Problem-Based Video Podcasts to Teach Mathematics in Higher Education

    ERIC Educational Resources Information Center

    Kay, Robin; Kletskin, Ilona

    2012-01-01

    Problem-based video podcasts provide short, web-based, audio-visual explanations of how to solve specific procedural problems in subject areas such as mathematics or science. A series of 59 problem-based video podcasts covering five key areas (operations with functions, solving equations, linear functions, exponential and logarithmic functions,…

  7. Video Feedforward for Reading

    ERIC Educational Resources Information Center

    Dowrick, Peter W.; Kim-Rupnow, Weol Soon; Power, Thomas J.

    2006-01-01

    Video feedforward can create images of positive futures, as has been shown by researchers using self-modeling methods to teach new skills with carefully planned and edited videos that show the future capability of the individual. As a supplement to tutoring provided by community members, we extended these practices to young children struggling to…

  8. Packetized video on MAGNET

    NASA Astrophysics Data System (ADS)

    Lazar, Aurel A.; White, John S.

    1986-11-01

    Theoretical analysis of an ILAN model of MAGNET, an integrated network testbed developed at Columbia University, shows that the bandwidth freed up by video and voice calls during periods of little movement in the images and silence periods in the speech signals could be utilized efficiently for graphics and data transmission. Based on these investigations, an architecture supporting adaptive protocols that are dynamically controlled by the requirements of a fluctuating load and changing user environment has been advanced. To further analyze the behavior of the network, a real-time packetized video system has been implemented. This system is embedded in the real time multimedia workstation EDDY that integrates video, voice and data traffic flows. Protocols supporting variable bandwidth, constant quality packetized video transport are descibed in detail.

  9. Using Television Commercials as Video Illustrations: Examples from a Money and Banking Economics Class

    ERIC Educational Resources Information Center

    Bowes, David R.

    2014-01-01

    Video clips are an excellent way to enhance lecture material. Television commercials are a source of video examples that should not be overlooked and they are readily available on the internet. They are familiar, short, self-contained, constantly being created, and often funny. This paper describes several examples of television commercials that…

  10. Video is the new writing: Are you literate?

    NASA Astrophysics Data System (ADS)

    Vonk, M.

    2012-12-01

    There is or will soon be a video analog for virtually every genre of writing that exists. There are video obituaries, resumes, novels, instruction manuals, and highway billboards. Even quirky and idiosyncratic genres of writing like personal ads and post-it notes are finding their video analogs. Video is everywhere, except in many college classrooms, where most of my colleagues are still requiring only written work. So, this semester in my electronics class I'm trying something new. I've ditched tests, written lab-reports, and even the final exam. Instead I'm having my students make short videos about the theoretical and practical aspects of the circuits that they've made. I started the semester by having my students make a video about themselves. I think it would be impossible to watch John or Wes' introduction videos (www.youtube.com/watch?v=aAgezrph-j0 , www.youtube.com/watch?v=hfWbHuWLoGE) without getting some idea of who they and where they're coming from. When you can watch a student discuss a topic it readily becomes apparent if the student actually understands what they are saying. A student might write something that doesn't make sense to them, but it's harder to fake it when the camera is rolling. In addition, making videos is more similar to the challenges our students will face once they graduate than solving problems on paper. What's more, students take more ownership, spend more time to get it right, and are much more creative with video. I think it will take decades for educators to figure out the most effective ways to use video in their classrooms, but we've evolved over millennia to communicate verbally: video can capture facial expressions, inflections, nuance, and the fluency of a presentation in a way that the written word simply can't. It goes against our interests as educators if we fail use the multidimensional richness of video in the classroom.

  11. Video game training and the reward system

    PubMed Central

    Lorenz, Robert C.; Gleich, Tobias; Gallinat, Jürgen; Kühn, Simone

    2015-01-01

    Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual toward playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training. Fifty healthy participants were randomly assigned to a video game training (TG) or control group (CG). Before and after training/control period, functional magnetic resonance imaging (fMRI) was conducted using a non-video game related reward task. At pretest, both groups showed strongest activation in ventral striatum (VS) during reward anticipation. At posttest, the TG showed very similar VS activity compared to pretest. In the CG, the VS activity was significantly attenuated. This longitudinal study revealed that video game training may preserve reward responsiveness in the VS in a retest situation over time. We suggest that video games are able to keep striatal responses to reward flexible, a mechanism which might be of critical value for applications such as therapeutic cognitive training. PMID:25698962

  12. Video-Based Fingerprint Verification

    PubMed Central

    Qin, Wei; Yin, Yilong; Liu, Lili

    2013-01-01

    Conventional fingerprint verification systems use only static information. In this paper, fingerprint videos, which contain dynamic information, are utilized for verification. Fingerprint videos are acquired by the same capture device that acquires conventional fingerprint images, and the user experience of providing a fingerprint video is the same as that of providing a single impression. After preprocessing and aligning processes, “inside similarity” and “outside similarity” are defined and calculated to take advantage of both dynamic and static information contained in fingerprint videos. Match scores between two matching fingerprint videos are then calculated by combining the two kinds of similarity. Experimental results show that the proposed video-based method leads to a relative reduction of 60 percent in the equal error rate (EER) in comparison to the conventional single impression-based method. We also analyze the time complexity of our method when different combinations of strategies are used. Our method still outperforms the conventional method, even if both methods have the same time complexity. Finally, experimental results demonstrate that the proposed video-based method can lead to better accuracy than the multiple impressions fusion method, and the proposed method has a much lower false acceptance rate (FAR) when the false rejection rate (FRR) is quite low. PMID:24008283

  13. Gamifying Video Object Segmentation.

    PubMed

    Spampinato, Concetto; Palazzo, Simone; Giordano, Daniela

    2017-10-01

    Video object segmentation can be considered as one of the most challenging computer vision problems. Indeed, so far, no existing solution is able to effectively deal with the peculiarities of real-world videos, especially in cases of articulated motion and object occlusions; limitations that appear more evident when we compare the performance of automated methods with the human one. However, manually segmenting objects in videos is largely impractical as it requires a lot of time and concentration. To address this problem, in this paper we propose an interactive video object segmentation method, which exploits, on one hand, the capability of humans to identify correctly objects in visual scenes, and on the other hand, the collective human brainpower to solve challenging and large-scale tasks. In particular, our method relies on a game with a purpose to collect human inputs on object locations, followed by an accurate segmentation phase achieved by optimizing an energy function encoding spatial and temporal constraints between object regions as well as human-provided location priors. Performance analysis carried out on complex video benchmarks, and exploiting data provided by over 60 users, demonstrated that our method shows a better trade-off between annotation times and segmentation accuracy than interactive video annotation and automated video object segmentation approaches.

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

    NASA Astrophysics Data System (ADS)

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

    2016-11-01

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

  15. Localizing Target Structures in Ultrasound Video

    PubMed Central

    Kwitt, R.; Vasconcelos, N.; Razzaque, S.; Aylward, S.

    2013-01-01

    The problem of localizing specific anatomic structures using ultrasound (US) video is considered. This involves automatically determining when an US probe is acquiring images of a previously defined object of interest, during the course of an US examination. Localization using US is motivated by the increased availability of portable, low-cost US probes, which inspire applications where inexperienced personnel and even first-time users acquire US data that is then sent to experts for further assessment. This process is of particular interest for routine examinations in underserved populations as well as for patient triage after natural disasters and large-scale accidents, where experts may be in short supply. The proposed localization approach is motivated by research in the area of dynamic texture analysis and leverages several recent advances in the field of activity recognition. For evaluation, we introduce an annotated and publicly available database of US video, acquired on three phantoms. Several experiments reveal the challenges of applying video analysis approaches to US images and demonstrate that good localization performance is possible with the proposed solution. PMID:23746488

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

    ERIC Educational Resources Information Center

    Evans, Heather K.; Cordova, Victoria

    2015-01-01

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

  17. Demolishing the Competition: The Longitudinal Link between Competitive Video Games, Competitive Gambling, and Aggression

    ERIC Educational Resources Information Center

    Adachi, Paul J. C.; Willoughby, Teena

    2013-01-01

    The majority of research on the link between video games and aggression has focused on the violent content in games. In contrast, recent experimental research suggests that it is video game competition, not violence, that has the greatest effect on aggression in the short-term. However, no researchers have examined the long-term relationship…

  18. VAN method of short-term earthquake prediction shows promise

    NASA Astrophysics Data System (ADS)

    Uyeda, Seiya

    Although optimism prevailed in the 1970s, the present consensus on earthquake prediction appears to be quite pessimistic. However, short-term prediction based on geoelectric potential monitoring has stood the test of time in Greece for more than a decade [VarotsosandKulhanek, 1993] Lighthill, 1996]. The method used is called the VAN method.The geoelectric potential changes constantly due to causes such as magnetotelluric effects, lightning, rainfall, leakage from manmade sources, and electrochemical instabilities of electrodes. All of this noise must be eliminated before preseismic signals are identified, if they exist at all. The VAN group apparently accomplished this task for the first time. They installed multiple short (100-200m) dipoles with different lengths in both north-south and east-west directions and long (1-10 km) dipoles in appropriate orientations at their stations (one of their mega-stations, Ioannina, for example, now has 137 dipoles in operation) and found that practically all of the noise could be eliminated by applying a set of criteria to the data.

  19. Packetized Video On MAGNET

    NASA Astrophysics Data System (ADS)

    Lazar, Aurel A.; White, John S.

    1987-07-01

    Theoretical analysis of integrated local area network model of MAGNET, an integrated network testbed developed at Columbia University, shows that the bandwidth freed up during video and voice calls during periods of little movement in the images and periods of silence in the speech signals could be utilized efficiently for graphics and data transmission. Based on these investigations, an architecture supporting adaptive protocols that are dynamicaly controlled by the requirements of a fluctuating load and changing user environment has been advanced. To further analyze the behavior of the network, a real-time packetized video system has been implemented. This system is embedded in the real-time multimedia workstation EDDY, which integrates video, voice, and data traffic flows. Protocols supporting variable-bandwidth, fixed-quality packetized video transport are described in detail.

  20. The Development of Videos in Culturally Grounded Drug Prevention for Rural Native Hawaiian Youth

    ERIC Educational Resources Information Center

    Okamoto, Scott K.; Helm, Susana; McClain, Latoya L.; Dinson, Ay-Laina

    2012-01-01

    The purpose of this study was to adapt and validate narrative scripts to be used for the video components of a culturally grounded drug prevention program for rural Native Hawaiian youth. Scripts to be used to film short video vignettes of drug-related problem situations were developed based on a foundation of pre-prevention research funded by the…

  1. Illusory control, gambling, and video gaming: an investigation of regular gamblers and video game players.

    PubMed

    King, Daniel L; Ejova, Anastasia; Delfabbro, Paul H

    2012-09-01

    There is a paucity of empirical research examining the possible association between gambling and video game play. In two studies, we examined the association between video game playing, erroneous gambling cognitions, and risky gambling behaviour. One hundred and fifteen participants, including 65 electronic gambling machine (EGM) players and 50 regular video game players, were administered a questionnaire that examined video game play, gambling involvement, problem gambling, and beliefs about gambling. We then assessed each groups' performance on a computerised gambling task that involved real money. A post-game survey examined perceptions of the skill and chance involved in the gambling task. The results showed that video game playing itself was not significantly associated with gambling involvement or problem gambling status. However, among those persons who both gambled and played video games, video game playing was uniquely and significantly positively associated with the perception of direct control over chance-based gambling events. Further research is needed to better understand the nature of this association, as it may assist in understanding the impact of emerging digital gambling technologies.

  2. Blind prediction of natural video quality.

    PubMed

    Saad, Michele A; Bovik, Alan C; Charrier, Christophe

    2014-03-01

    We propose a blind (no reference or NR) video quality evaluation model that is nondistortion specific. The approach relies on a spatio-temporal model of video scenes in the discrete cosine transform domain, and on a model that characterizes the type of motion occurring in the scenes, to predict video quality. We use the models to define video statistics and perceptual features that are the basis of a video quality assessment (VQA) algorithm that does not require the presence of a pristine video to compare against in order to predict a perceptual quality score. The contributions of this paper are threefold. 1) We propose a spatio-temporal natural scene statistics (NSS) model for videos. 2) We propose a motion model that quantifies motion coherency in video scenes. 3) We show that the proposed NSS and motion coherency models are appropriate for quality assessment of videos, and we utilize them to design a blind VQA algorithm that correlates highly with human judgments of quality. The proposed algorithm, called video BLIINDS, is tested on the LIVE VQA database and on the EPFL-PoliMi video database and shown to perform close to the level of top performing reduced and full reference VQA algorithms.

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

    PubMed

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

    2012-05-03

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

  4. Objectively Determining the Educational Potential of Computer and Video-Based Courseware; or, Producing Reliable Evaluations Despite the Dog and Pony Show.

    ERIC Educational Resources Information Center

    Barrett, Andrew J.; And Others

    The Center for Interactive Technology, Applications, and Research at the College of Engineering of the University of South Florida (Tampa) has developed objective and descriptive evaluation models to assist in determining the educational potential of computer and video courseware. The computer-based courseware evaluation model and the video-based…

  5. A Comparison of Face to Face and Video-Based Self Care Education on Quality of Life of Hemodialysis Patients

    PubMed Central

    Hemmati Maslakpak, Masumeh; Shams, Shadi

    2015-01-01

    Background End stage renal disease negatively affects the patients’ quality of life. There are different educational methods to help these patients. This study was performed to compare the effectiveness of self-care education in two methods, face to face and video educational, on the quality of life in patients under treatment by hemodialysis in education-medical centers in Urmia. Methods In this quasi-experimental study, 120 hemodialysis patients were selected randomly; they were then randomly allocated to three groups: the control, face to face education and video education. For face to face group, education was given individually in two sessions of 35 to 45 minutes. For video educational group, CD was shown. Kidney Disease Quality Of Life- Short Form (KDQOL-SF) questionnaire was filled out before and two months after the intervention. Data analysis was performed in SPSS software by using one-way ANOVA. Results ANOVA test showed a statistically significant difference in the quality of life scores among the three groups after the intervention (P=0.024). After the intervention, Tukey’s post-hoc test showed a statistically significant difference between the two groups of video and face to face education regarding the quality of life (P>0.05). Conclusion Implementation of the face to face and video education methods improves the quality of life in hemodialysis patients. So, it is suggested that video educational should be used along with face to face education. PMID:26171412

  6. Raising Cervical Cancer Awareness: Analysing the Incremental Efficacy of Short Message Service

    ERIC Educational Resources Information Center

    Lemos, Marina Serra; Rothes, Inês Areal; Oliveira, Filipa; Soares, Luisa

    2017-01-01

    Objective: To evaluate the incremental efficacy of a Short Message Service (SMS) combined with a brief video intervention in increasing the effects of a health education intervention for cervical cancer prevention, over and beyond a video-alone intervention, with respect to key determinants of health behaviour change--knowledge, motivation and…

  7. NASA Video Catalog

    NASA Technical Reports Server (NTRS)

    2006-01-01

    This issue of the NASA Video Catalog cites video productions listed in the NASA STI database. The videos listed have been developed by the NASA centers, covering Shuttle mission press conferences; fly-bys of planets; aircraft design, testing and performance; environmental pollution; lunar and planetary exploration; and many other categories related to manned and unmanned space exploration. Each entry in the publication consists of a standard bibliographic citation accompanied by an abstract. The Table of Contents shows how the entries are arranged by divisions and categories according to the NASA Scope and Subject Category Guide. For users with specific information, a Title Index is available. A Subject Term Index, based on the NASA Thesaurus, is also included. Guidelines for usage of NASA audio/visual material, ordering information, and order forms are also available.

  8. Content-based video retrieval by example video clip

    NASA Astrophysics Data System (ADS)

    Dimitrova, Nevenka; Abdel-Mottaleb, Mohamed

    1997-01-01

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

  9. Towards a Video Passive Content Fingerprinting Method for Partial-Copy Detection Robust against Non-Simulated Attacks

    PubMed Central

    2016-01-01

    Passive content fingerprinting is widely used for video content identification and monitoring. However, many challenges remain unsolved especially for partial-copies detection. The main challenge is to find the right balance between the computational cost of fingerprint extraction and fingerprint dimension, without compromising detection performance against various attacks (robustness). Fast video detection performance is desirable in several modern applications, for instance, in those where video detection involves the use of large video databases or in applications requiring real-time video detection of partial copies, a process whose difficulty increases when videos suffer severe transformations. In this context, conventional fingerprinting methods are not fully suitable to cope with the attacks and transformations mentioned before, either because the robustness of these methods is not enough or because their execution time is very high, where the time bottleneck is commonly found in the fingerprint extraction and matching operations. Motivated by these issues, in this work we propose a content fingerprinting method based on the extraction of a set of independent binary global and local fingerprints. Although these features are robust against common video transformations, their combination is more discriminant against severe video transformations such as signal processing attacks, geometric transformations and temporal and spatial desynchronization. Additionally, we use an efficient multilevel filtering system accelerating the processes of fingerprint extraction and matching. This multilevel filtering system helps to rapidly identify potential similar video copies upon which the fingerprint process is carried out only, thus saving computational time. We tested with datasets of real copied videos, and the results show how our method outperforms state-of-the-art methods regarding detection scores. Furthermore, the granularity of our method makes it suitable for

  10. Critical Assessment of Video Production in Teacher Education: Can Video Production Foster Community-Engaged Scholarship?

    ERIC Educational Resources Information Center

    Yang, Kyung-Hwa

    2014-01-01

    In the theoretical framework of production pedagogy, I reflect on a video production project conducted in a teacher education program and discuss the potential of video production to foster community-engaged scholarship among pre-service teachers. While the importance of engaging learners in creating media has been emphasized, studies show little…

  11. Video and Visualization to Communicate Current Geoscience at Museums and Science Centers

    NASA Astrophysics Data System (ADS)

    Allen, L.; Trakinski, V.; Gardiner, N.; Foutz, S.; Pisut, D.

    2012-12-01

    Science Bulletins, a current-science video exhibition program produced by the American Museum of Natural History, was developed to communicate scientific concepts and results to a wide public and educator audience. Funded by a NOAA Environmental Literacy Grant and developed in collaboration with scientists, a series of Science Bulletins pieces mixes data visualization, video, and non-narrated text to highlight recent issues and findings relevant to short and long-term change in the Earth system. Some of the pieces have been evaluated with audiences to assess learning outcomes and improve practices. Videos, evaluation results, and multiplatform dissemination strategies from this series will be shared and discussed.

  12. Video Measurements: Quantity or Quality

    ERIC Educational Resources Information Center

    Zajkov, Oliver; Mitrevski, Boce

    2012-01-01

    Students have problems with understanding, using and interpreting graphs. In order to improve the students' skills for working with graphs, we propose Manual Video Measurement (MVM). In this paper, the MVM method is explained and its accuracy is tested. The comparison with the standardized video data software shows that its accuracy is comparable…

  13. 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…

  14. Region of interest video coding for low bit-rate transmission of carotid ultrasound videos over 3G wireless networks.

    PubMed

    Tsapatsoulis, Nicolas; Loizou, Christos; Pattichis, Constantinos

    2007-01-01

    Efficient medical video transmission over 3G wireless is of great importance for fast diagnosis and on site medical staff training purposes. In this paper we present a region of interest based ultrasound video compression study which shows that significant reduction of the required, for transmission, bit rate can be achieved without altering the design of existing video codecs. Simple preprocessing of the original videos to define visually and clinically important areas is the only requirement.

  15. Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.

    PubMed

    Anderson, C A; Dill, K E

    2000-04-01

    Two studies examined violent video game effects on aggression-related variables. Study 1 found that real-life violent video game play was positively related to aggressive behavior and delinquency. The relation was stronger for individuals who are characteristically aggressive and for men. Academic achievement was negatively related to overall amount of time spent playing video games. In Study 2, laboratory exposure to a graphically violent video game increased aggressive thoughts and behavior. In both studies, men had a more hostile view of the world than did women. The results from both studies are consistent with the General Affective Aggression Model, which predicts that exposure to violent video games will increase aggressive behavior in both the short term (e.g., laboratory aggression) and the long term (e.g., delinquency).

  16. Longer you play, the more hostile you feel: examination of first person shooter video games and aggression during video game play.

    PubMed

    Barlett, Christopher P; Harris, Richard J; Baldassaro, Ross

    2007-01-01

    This study investigated the effects of video game play on aggression. Using the General Aggression Model, as applied to video games by Anderson and Bushman, [2002] this study measured physiological arousal, state hostility, and how aggressively participants would respond to three hypothetical scenarios. In addition, this study measured each of these variables multiple times to gauge how aggression would change with increased video game play. Results showed a significant increase from baseline in hostility and aggression (based on two of the three story stems), which is consistent with the General Aggression Model. This study adds to the existing literature on video games and aggression by showing that increased play of a violent first person shooter video game can significantly increase aggression from baseline. 2007 Wiley-Liss, Inc.

  17. VideoANT: Extending Online Video Annotation beyond Content Delivery

    ERIC Educational Resources Information Center

    Hosack, Bradford

    2010-01-01

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

  18. Energy expended playing video console games: an opportunity to increase children's physical activity?

    PubMed

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

    2007-08-01

    This study sought to quantify the energy expenditure and physical activity associated with playing the "new generation" active and nonactive console-based video games in 21 children ages 10-14 years. Energy expenditure (kcal) derived from oxygen consumption (VO2) was continuously assessed while children played nonactive and active console video games. Physical activity was assessed continuously using the Actigraph accelerometer. Significant (p < .001) increases from baseline were found for energy expenditure (129-400%), heart rate (43-84%), and activity counts (122-1288 versus 0-23) when playing the active console video games. Playing active console video games over short periods of time is similar in intensity to light to moderate traditional physical activities such as walking, skipping, and jogging.

  19. Reading Function and Content Words in Subtitled Videos

    ERIC Educational Resources Information Center

    Krejtz, Izabela; Szarkowska, Agnieszka; Loginska, Maria

    2016-01-01

    In this study, we examined how function and content words are read in intra- and interlingual subtitles. We monitored eye movements of a group of 39 deaf, 27 hard of hearing, and 56 hearing Polish participants while they viewed English and Polish videos with Polish subtitles. We found that function words and short content words received less…

  20. Change Detection in Uav Video Mosaics Combining a Feature Based Approach and Extended Image Differencing

    NASA Astrophysics Data System (ADS)

    Saur, Günter; Krüger, Wolfgang

    2016-06-01

    Change detection is an important task when using unmanned aerial vehicles (UAV) for video surveillance. We address changes of short time scale using observations in time distances of a few hours. Each observation (previous and current) is a short video sequence acquired by UAV in near-Nadir view. Relevant changes are, e.g., recently parked or moved vehicles. Examples for non-relevant changes are parallaxes caused by 3D structures of the scene, shadow and illumination changes, and compression or transmission artifacts. In this paper we present (1) a new feature based approach to change detection, (2) a combination with extended image differencing (Saur et al., 2014), and (3) the application to video sequences using temporal filtering. In the feature based approach, information about local image features, e.g., corners, is extracted in both images. The label "new object" is generated at image points, where features occur in the current image and no or weaker features are present in the previous image. The label "vanished object" corresponds to missing or weaker features in the current image and present features in the previous image. This leads to two "directed" change masks and differs from image differencing where only one "undirected" change mask is extracted which combines both label types to the single label "changed object". The combination of both algorithms is performed by merging the change masks of both approaches. A color mask showing the different contributions is used for visual inspection by a human image interpreter.

  1. Judgments of Nonverbal Behaviour by Children with High-Functioning Autism Spectrum Disorder: Can They Detect Signs of Winning and Losing from Brief Video Clips?

    ERIC Educational Resources Information Center

    Ryan, Christian; Furley, Philip; Mulhall, Kathleen

    2016-01-01

    Typically developing children are able to judge who is winning or losing from very short clips of video footage of behaviour between active match play across a number of sports. Inferences from "thin slices" (short video clips) allow participants to make complex judgments about the meaning of posture, gesture and body language. This…

  2. The emerging High Efficiency Video Coding standard (HEVC)

    NASA Astrophysics Data System (ADS)

    Raja, Gulistan; Khan, Awais

    2013-12-01

    High definition video (HDV) is becoming popular day by day. This paper describes the performance analysis of latest upcoming video standard known as High Efficiency Video Coding (HEVC). HEVC is designed to fulfil all the requirements for future high definition videos. In this paper, three configurations (intra only, low delay and random access) of HEVC are analyzed using various 480p, 720p and 1080p high definition test video sequences. Simulation results show the superior objective and subjective quality of HEVC.

  3. a Sensor Aided H.264/AVC Video Encoder for Aerial Video Sequences with in the Loop Metadata Correction

    NASA Astrophysics Data System (ADS)

    Cicala, L.; Angelino, C. V.; Ruatta, G.; Baccaglini, E.; Raimondo, N.

    2015-08-01

    Unmanned Aerial Vehicles (UAVs) are often employed to collect high resolution images in order to perform image mosaicking and/or 3D reconstruction. Images are usually stored on board and then processed with on-ground desktop software. In such a way the computational load, and hence the power consumption, is moved on ground, leaving on board only the task of storing data. Such an approach is important in the case of small multi-rotorcraft UAVs because of their low endurance due to the short battery life. Images can be stored on board with either still image or video data compression. Still image system are preferred when low frame rates are involved, because video coding systems are based on motion estimation and compensation algorithms which fail when the motion vectors are significantly long and when the overlapping between subsequent frames is very small. In this scenario, UAVs attitude and position metadata from the Inertial Navigation System (INS) can be employed to estimate global motion parameters without video analysis. A low complexity image analysis can be still performed in order to refine the motion field estimated using only the metadata. In this work, we propose to use this refinement step in order to improve the position and attitude estimation produced by the navigation system in order to maximize the encoder performance. Experiments are performed on both simulated and real world video sequences.

  4. Interactive Videos Enhance Learning about Socio-Ecological Systems

    ERIC Educational Resources Information Center

    Smithwick, Erica; Baxter, Emily; Kim, Kyung; Edel-Malizia, Stephanie; Rocco, Stevie; Blackstock, Dean

    2018-01-01

    Two forms of interactive video were assessed in an online course focused on conservation. The hypothesis was that interactive video enhances student perceptions about learning and improves mental models of social-ecological systems. Results showed that students reported greater learning and attitudes toward the subject following interactive video.…

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

    PubMed Central

    2012-01-01

    Background Increased understanding of why and how physical activity impacts on health outcomes is needed to increase the effectiveness of physical activity interventions. A recent randomized controlled trial of an active video game (PlayStation EyeToy™) intervention showed a statistically significant treatment effect on the primary outcome, change from baseline in body mass index (BMI), which favored the intervention group at 24 weeks. In this short paper we evaluate the mediating effects of the secondary outcomes. Objective To identify mediators of the effect of an active video games intervention on body composition. Methods Data from a two-arm parallel randomized controlled trial of an active video game intervention (n = 322) were analyzed. The primary outcome was change from baseline in BMI. A priori secondary outcomes were considered as potential mediators of the intervention on BMI, including aerobic fitness (VO2Max), time spent in moderate-to-vigorous physical activity (MVPA), and food snacking at 24 weeks. Results Only aerobic fitness at 24 weeks met the conditions for mediation, and was a significant mediator of BMI. Conclusion Playing active video games can have a positive effect on body composition in overweight or obese children and this effect is most likely mediated through improved aerobic fitness. Future trials should examine other potential mediators related to this type of intervention. Trial registration Australian New Zealand Clinical Trials Registry Website: http://www.anzctr.org.au Study ID number: ACTRN12607000632493 PMID:22554052

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

    PubMed

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

    2016-03-28

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

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

    PubMed

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

    2013-09-01

    YouTube is now the second most visited site on the internet. The authors aimed to compare characteristics of and messages conveyed by cigarette- and hookah-related videos on YouTube. Systematic search procedures yielded 66 cigarette-related and 61 hookah-related videos. After three trained qualitative researchers used an iterative approach to develop and refine definitions for the coding of variables, two of them independently coded each video for content including positive and negative associations with smoking and major content type. Median view counts were 606,884 for cigarettes-related videos and 102,307 for hookah-related videos (p<0.001). However, the number of comments per 1000 views was significantly lower for cigarette-related videos than for hookah-related videos (1.6 vs 2.5, p=0.003). There was no significant difference in the number of 'like' designations per 100 reactions (91 vs 87, p=0.39). Cigarette-related videos were less likely than hookah-related videos to portray tobacco use in a positive light (24% vs 92%, p<0.001). In addition, cigarette-related videos were more likely to be of high production quality (42% vs 5%, p<0.001), to mention short-term consequences (50% vs 18%, p<0.001) and long-term consequences (44% vs 2%, p<0.001) of tobacco use, to contain explicit antismoking messages (39% vs 0%, p<0.001) and to provide specific information on how to quit tobacco use (21% vs 0%, p<0.001). Although internet user-generated videos related to cigarette smoking often acknowledge harmful consequences and provide explicit antismoking messages, hookah-related videos do not. It may be valuable for public health programmes to correct common misconceptions regarding hookah use.

  8. An Anthropologist Explores the Culture of Video Blogging

    ERIC Educational Resources Information Center

    Young, Jeffrey R.

    2007-01-01

    Michael L. Wesch, an assistant professor of cultural anthropology at Kansas State University, was writing a paper about social networking and other interactive tools, which are collectively referred to as Web 2.0, when he decided to make use of the technology to spread his message. So he put together a short video with examples of Web 2.0…

  9. Synchronizing A Stroboscope With A Video Camera

    NASA Technical Reports Server (NTRS)

    Rhodes, David B.; Franke, John M.; Jones, Stephen B.; Dismond, Harriet R.

    1993-01-01

    Circuit synchronizes flash of light from stroboscope with frame and field periods of video camera. Sync stripper sends vertical-synchronization signal to delay generator, which generates trigger signal. Flashlamp power supply accepts delayed trigger signal and sends pulse of power to flash lamp. Designed for use in making short-exposure images that "freeze" flow in wind tunnel. Also used for making longer-exposure images obtained by use of continuous intense illumination.

  10. [The Questionnaire of Experiences Associated with Video games (CERV): an instrument to detect the problematic use of video games in Spanish adolescents].

    PubMed

    Chamarro, Andres; Carbonell, Xavier; Manresa, Josep Maria; Munoz-Miralles, Raquel; Ortega-Gonzalez, Raquel; Lopez-Morron, M Rosa; Batalla-Martinez, Carme; Toran-Monserrat, Pere

    2014-01-01

    The aim of this study is to validate the Video Game-Related Experiences Questionnaire (CERV in Spanish). The questionnaire consists of 17 items, developed from the CERI (Internet-Related Experiences Questionnaire - Beranuy and cols.), and assesses the problematic use of non-massive video games. It was validated for adolescents in Compulsory Secondary Education. To validate the questionnaire, a confirmatory factor analysis (CFA) and an internal consistency analysis were carried out. The factor structure shows two factors: (a) Psychological dependence and use for evasion; and (b) Negative consequences of using video games. Two cut-off points were established for people with no problems in their use of video games (NP), with potential problems in their use of video games (PP), and with serious problems in their use of video games (SP). Results show that there is higher prevalence among males and that problematic use decreases with age. The CERV seems to be a good instrument for the screening of adolescents with difficulties deriving from video game use. Further research should relate problematic video game use with difficulties in other life domains, such as the academic field.

  11. Teaching Bioethics via the Production of Student-Generated Videos

    ERIC Educational Resources Information Center

    Willmott, Christopher J. R.

    2015-01-01

    There is growing recognition that science is not conducted in a vacuum and that advances in the biosciences have ethical and social implications for the wider community. An exercise is described in which undergraduate students work in teams to produce short videos about the science and ethical dimensions of current developments in biomedicine.…

  12. Six characteristics of nutrition education videos that support learning and motivation to learn.

    PubMed

    Ramsay, Samantha A; Holyoke, Laura; Branen, Laurel J; Fletcher, Janice

    2012-01-01

    To identify characteristics in nutrition education video vignettes that support learning and motivation to learn about feeding children. Nine focus group interviews were conducted with child care providers in child care settings from 4 states in the western United States: California, Idaho, Oregon, and Washington. At each focus group interview, 3-8 participants (n = 37) viewed video vignettes and participated in a facilitated focus group discussion that was audiorecorded, transcribed, and analyzed. Primary characteristics of video vignettes child care providers perceived as supporting learning and motivation to learn about feeding young children were identified: (1) use real scenarios; (2) provide short segments; (3) present simple, single messages; (4) convey a skill-in-action; (5) develop the videos so participants can relate to the settings; and (6) support participants' ability to conceptualize the information. These 6 characteristics can be used by nutrition educators in selecting and developing videos in nutrition education. Copyright © 2012 Society for Nutrition Education and Behavior. Published by Elsevier Inc. All rights reserved.

  13. A Comparison of Cigarette- and Hookah-Related Videos on YouTube

    PubMed Central

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

    2013-01-01

    Objective YouTube is now the second most visited site on the Internet. We aimed to compare characteristics of and messages conveyed by cigarette- and hookah-related videos on YouTube. Methods Systematic search procedures yielded 66 cigarette-related and 61 hookah-related videos. After 3 trained qualitative researchers used an iterative approach to develop and refine definitions for the coding of variables, 2 of them independently coded each video for content including positive and negative associations with smoking and major content type. Results Median view counts were 606,884 for cigarettes and 102,307 for hookahs (P<.001). However, the number of comments per 1,000 views was significantly lower for cigarette-related videos than for hookah-related videos (1.6 vs 2.5, P=.003). There was no significant difference in the number of “like” designations per 100 reactions (91 vs. 87, P=.39). Cigarette-related videos were less likely than hookah-related videos to portray tobacco use in a positive light (24% vs. 92%, P<.001). In addition, cigarette-related videos were more likely to be of high production quality (42% vs. 5%, P<.001), to mention short-term consequences (50% vs. 18%, P<.001) and long-term consequences (44% vs. 2%, P<.001) of tobacco use, to contain explicit antismoking messages (39% vs. 0%, P<.001), and to provide specific information on how to quit tobacco use (21% vs. 0%, P<.001). Conclusions Although Internet user–generated videos related to cigarette smoking often acknowledge harmful consequences and provide explicit antismoking messages, hookah-related videos do not. It may be valuable for public health programs to correct common misconceptions regarding hookah use. PMID:22363069

  14. Quality of experience enhancement of high efficiency video coding video streaming in wireless packet networks using multiple description coding

    NASA Astrophysics Data System (ADS)

    Boumehrez, Farouk; Brai, Radhia; Doghmane, Noureddine; Mansouri, Khaled

    2018-01-01

    Recently, video streaming has attracted much attention and interest due to its capability to process and transmit large data. We propose a quality of experience (QoE) model relying on high efficiency video coding (HEVC) encoder adaptation scheme, in turn based on the multiple description coding (MDC) for video streaming. The main contributions of the paper are (1) a performance evaluation of the new and emerging video coding standard HEVC/H.265, which is based on the variation of quantization parameter (QP) values depending on different video contents to deduce their influence on the sequence to be transmitted, (2) QoE support multimedia applications in wireless networks are investigated, so we inspect the packet loss impact on the QoE of transmitted video sequences, (3) HEVC encoder parameter adaptation scheme based on MDC is modeled with the encoder parameter and objective QoE model. A comparative study revealed that the proposed MDC approach is effective for improving the transmission with a peak signal-to-noise ratio (PSNR) gain of about 2 to 3 dB. Results show that a good choice of QP value can compensate for transmission channel effects and improve received video quality, although HEVC/H.265 is also sensitive to packet loss. The obtained results show the efficiency of our proposed method in terms of PSNR and mean-opinion-score.

  15. Digital Video (DV): A Primer for Developing an Enterprise Video Strategy

    NASA Astrophysics Data System (ADS)

    Talovich, Thomas L.

    2002-09-01

    The purpose of this thesis is to provide an overview of digital video production and delivery. The thesis presents independent research demonstrating the educational value of incorporating video and multimedia content in training and education programs. The thesis explains the fundamental concepts associated with the process of planning, preparing, and publishing video content and assists in the development of follow-on strategies for incorporation of video content into distance training and education programs. The thesis provides an overview of the following technologies: Digital Video, Digital Video Editors, Video Compression, Streaming Video, and Optical Storage Media.

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

    PubMed

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

    2017-08-01

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

  17. More About The Video Event Trigger

    NASA Technical Reports Server (NTRS)

    Williams, Glenn L.

    1996-01-01

    Report presents additional information about system described in "Video Event Trigger" (LEW-15076). Digital electronic system processes video-image data to generate trigger signal when image shows significant change, such as motion, or appearance, disappearance, change in color, brightness, or dilation of object. Potential uses include monitoring of hallways, parking lots, and other areas during hours when supposed unoccupied, looking for fires, tracking airplanes or other moving objects, identification of missing or defective parts on production lines, and video recording of automobile crash tests.

  18. Seeing the World through Mortal Kombat-Colored Glasses: Violent Video Games and the Development of a Short-Term Hostile Attribution Bias.

    ERIC Educational Resources Information Center

    Kirsh, Steven J.

    1998-01-01

    Investigated the effects of playing violent versus non-violent video games on the interpretation of ambiguous provocation situation. Found that children playing a violent video game responded more negatively to three of six ambiguous provocation story questions than children playing the non-violent video game. Data suggest that playing violent…

  19. AGU Cinema: Festival of short science films at Fall Meeting

    NASA Astrophysics Data System (ADS)

    Harned, Douglas A.

    2012-11-01

    New technologies have revolutionized the use of video as a means of science communication and have made it easier to create, distribute, and view. With video having become omnipresent in our culture, it sometime supplements or even replaces writing in many science and education applications. An inaugural science film festival sponsored by AGU at the 2012 Fall Meeting in San Francisco, Calif., in December will showcase short videos—30 minutes or less in length—developed to disseminate scientific results to various audiences and to enhance learning in the classroom. AGU Cinema will feature professionally produced, big budget films alongside low-budget videos aimed at niche audiences and made by amateurs. The latter category includes videos made by governmental agency scientists, educators, communications specialists within scientific organizations, and Fall Meeting oral and poster presenters.

  20. Correlates of video games playing among adolescents in an Islamic country

    PubMed Central

    2010-01-01

    Background No study has ever explored the prevalence and correlates of video game playing among children in the Islamic Republic of Iran. This study describes patterns and correlates of excessive video game use in a random sample of middle-school students in Iran. Specifically, we examine the relationship between video game playing and psychological well-being, aggressive behaviors, and adolescents' perceived threat of video-computer game playing. Methods This cross-sectional study was performed with a random sample of 444 adolescents recruited from eight middle schools. A self-administered, anonymous questionnaire covered socio-demographics, video gaming behaviors, mental health status, self-reported aggressive behaviors, and perceived side effects of video game playing. Results Overall, participants spent an average of 6.3 hours per week playing video games. Moreover, 47% of participants reported that they had played one or more intensely violent games. Non-gamers reported suffering poorer mental health compared to excessive gamers. Both non-gamers and excessive gamers overall reported suffering poorer mental health compared to low or moderate players. Participants who initiated gaming at younger ages were more likely to score poorer in mental health measures. Participants' self-reported aggressive behaviors were associated with length of gaming. Boys, but not girls, who reported playing video games excessively showed more aggressive behaviors. A multiple binary logistic regression shows that when controlling for other variables, older students, those who perceived less serious side effects of video gaming, and those who have personal computers, were more likely to report that they had played video games excessively. Conclusion Our data show a curvilinear relationship between video game playing and mental health outcomes, with "moderate" gamers faring best and "excessive" gamers showing mild increases in problematic behaviors. Interestingly, "non-gamers" clearly

  1. Correlates of video games playing among adolescents in an Islamic country.

    PubMed

    Allahverdipour, Hamid; Bazargan, Mohsen; Farhadinasab, Abdollah; Moeini, Babak

    2010-05-27

    No study has ever explored the prevalence and correlates of video game playing among children in the Islamic Republic of Iran. This study describes patterns and correlates of excessive video game use in a random sample of middle-school students in Iran. Specifically, we examine the relationship between video game playing and psychological well-being, aggressive behaviors, and adolescents' perceived threat of video-computer game playing. This cross-sectional study was performed with a random sample of 444 adolescents recruited from eight middle schools. A self-administered, anonymous questionnaire covered socio-demographics, video gaming behaviors, mental health status, self-reported aggressive behaviors, and perceived side effects of video game playing. Overall, participants spent an average of 6.3 hours per week playing video games. Moreover, 47% of participants reported that they had played one or more intensely violent games. Non-gamers reported suffering poorer mental health compared to excessive gamers. Both non-gamers and excessive gamers overall reported suffering poorer mental health compared to low or moderate players. Participants who initiated gaming at younger ages were more likely to score poorer in mental health measures. Participants' self-reported aggressive behaviors were associated with length of gaming. Boys, but not girls, who reported playing video games excessively showed more aggressive behaviors. A multiple binary logistic regression shows that when controlling for other variables, older students, those who perceived less serious side effects of video gaming, and those who have personal computers, were more likely to report that they had played video games excessively. Our data show a curvilinear relationship between video game playing and mental health outcomes, with "moderate" gamers faring best and "excessive" gamers showing mild increases in problematic behaviors. Interestingly, "non-gamers" clearly show the worst outcomes. Therefore

  2. A spatiotemporal decomposition strategy for personal home video management

    NASA Astrophysics Data System (ADS)

    Yi, Haoran; Kozintsev, Igor; Polito, Marzia; Wu, Yi; Bouguet, Jean-Yves; Nefian, Ara; Dulong, Carole

    2007-01-01

    With the advent and proliferation of low cost and high performance digital video recorder devices, an increasing number of personal home video clips are recorded and stored by the consumers. Compared to image data, video data is lager in size and richer in multimedia content. Efficient access to video content is expected to be more challenging than image mining. Previously, we have developed a content-based image retrieval system and the benchmarking framework for personal images. In this paper, we extend our personal image retrieval system to include personal home video clips. A possible initial solution to video mining is to represent video clips by a set of key frames extracted from them thus converting the problem into an image search one. Here we report that a careful selection of key frames may improve the retrieval accuracy. However, because video also has temporal dimension, its key frame representation is inherently limited. The use of temporal information can give us better representation for video content at semantic object and concept levels than image-only based representation. In this paper we propose a bottom-up framework to combine interest point tracking, image segmentation and motion-shape factorization to decompose the video into spatiotemporal regions. We show an example application of activity concept detection using the trajectories extracted from the spatio-temporal regions. The proposed approach shows good potential for concise representation and indexing of objects and their motion in real-life consumer video.

  3. Students’ Perception on Teaching Practicum Evaluation using Video Technology

    NASA Astrophysics Data System (ADS)

    Chee Sern, Lai; ‘Ain Helan Nor, Nurul; Foong, Lee Ming; Hassan, Razali

    2017-08-01

    Video technology has been widely used in education especially in teaching and learning. However, the use of video technology for evaluation purpose especially in teaching practicum is extremely scarce and the benefits of video technology in teaching practicum evaluation have not yet been fully discovered. For that reason, this quantitative research aimed at identifying the perceptions of trainee teachers towards teaching practicum evaluation via video technology. A total of 260 students of Teacher Certification Programme (Program Pensiswazahan Guru - PPG) from the Faculty of Technical and Vocational Education (FPTV) of Universiti Tun Hussein Onn Malaysia (UTHM) had been randomly selected as respondents. A set of questionnaire was developed to assess the suitability, effectiveness and satisfaction of using video technology for teaching practicum. Conclusively, this research showed that the trainee teachers have positive perceptions in all three aspects related teaching practicum evaluation using video technology. Apart from that, no significant racial difference was found in the measured aspects. In addition, the trainee teachers also showed an understanding of the vast importance of teaching practicum evaluation via video. These research findings suggest that video technology can be a feasible and practical means of teaching practicum evaluation especially for distance learning program.

  4. Dashboard Videos

    ERIC Educational Resources Information Center

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

    2012-01-01

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

  5. The effects of video game playing on attention, memory, and executive control.

    PubMed

    Boot, Walter R; Kramer, Arthur F; Simons, Daniel J; Fabiani, Monica; Gratton, Gabriele

    2008-11-01

    Expert video game players often outperform non-players on measures of basic attention and performance. Such differences might result from exposure to video games or they might reflect other group differences between those people who do or do not play video games. Recent research has suggested a causal relationship between playing action video games and improvements in a variety of visual and attentional skills (e.g., [Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423, 534-537]). The current research sought to replicate and extend these results by examining both expert/non-gamer differences and the effects of video game playing on tasks tapping a wider range of cognitive abilities, including attention, memory, and executive control. Non-gamers played 20+ h of an action video game, a puzzle game, or a real-time strategy game. Expert gamers and non-gamers differed on a number of basic cognitive skills: experts could track objects moving at greater speeds, better detected changes to objects stored in visual short-term memory, switched more quickly from one task to another, and mentally rotated objects more efficiently. Strikingly, extensive video game practice did not substantially enhance performance for non-gamers on most cognitive tasks, although they did improve somewhat in mental rotation performance. Our results suggest that at least some differences between video game experts and non-gamers in basic cognitive performance result either from far more extensive video game experience or from pre-existing group differences in abilities that result in a self-selection effect.

  6. Geotail Video News Release

    NASA Technical Reports Server (NTRS)

    1992-01-01

    The Geotail mission, part of the International Solar Terrestrial Physics (ISTP) program, measures global energy flow and transformation in the magnetotail to increase understanding of fundamental magnetospheric processes. The satellite was launched on July 24, 1992 onboard a Delta II rocket. This video shows with animation the solar wind, and its effect on the Earth. The narrator explains that the Geotail spacecraft was designed and built by the Institute of Space and Astronautical Science (ISAS), the Japanese Space Agency. The mission objectives are reviewed by one of the scientist in a live view. The video also shows an animation of the orbit, while the narrator explains the orbit and the reason for the small launch window.

  7. Complex effusive events at Kilauea as documented by the GOES satellite and remote video cameras

    USGS Publications Warehouse

    Harris, A.J.L.; Thornber, C.R.

    1999-01-01

    GOES provides thermal data for all of the Hawaiian volcanoes once every 15 min. We show how volcanic radiance time series produced from this data stream can be used as a simple measure of effusive activity. Two types of radiance trends in these time series can be used to monitor effusive activity: (a) Gradual variations in radiance reveal steady flow-field extension and tube development. (b) Discrete spikes correlate with short bursts of activity, such as lava fountaining or lava-lake overflows. We are confident that any effusive event covering more than 10,000 m2 of ground in less than 60 min will be unambiguously detectable using this approach. We demonstrate this capability using GOES, video camera and ground-based observational data for the current eruption of Kilauea volcano (Hawai'i). A GOES radiance time series was constructed from 3987 images between 19 June and 12 August 1997. This time series displayed 24 radiance spikes elevated more than two standard deviations above the mean; 19 of these are correlated with video-recorded short-burst effusive events. Less ambiguous events are interpreted, assessed and related to specific volcanic events by simultaneous use of permanently recording video camera data and ground-observer reports. The GOES radiance time series are automatically processed on data reception and made available in near-real-time, so such time series can contribute to three main monitoring functions: (a) automatically alerting major effusive events; (b) event confirmation and assessment; and (c) establishing effusive event chronology.

  8. Experimental application of simulation tools for evaluating UAV video change detection

    NASA Astrophysics Data System (ADS)

    Saur, Günter; Bartelsen, Jan

    2015-10-01

    Change detection is one of the most important tasks when unmanned aerial vehicles (UAV) are used for video reconnaissance and surveillance. In this paper, we address changes on short time scale, i.e. the observations are taken within time distances of a few hours. Each observation is a short video sequence corresponding to the near-nadir overflight of the UAV above the interesting area and the relevant changes are e.g. recently added or removed objects. The change detection algorithm has to distinguish between relevant and non-relevant changes. Examples for non-relevant changes are versatile objects like trees and compression or transmission artifacts. To enable the usage of an automatic change detection within an interactive workflow of an UAV video exploitation system, an evaluation and assessment procedure has to be performed. Large video data sets which contain many relevant objects with varying scene background and altering influence parameters (e.g. image quality, sensor and flight parameters) including image metadata and ground truth data are necessary for a comprehensive evaluation. Since the acquisition of real video data is limited by cost and time constraints, from our point of view, the generation of synthetic data by simulation tools has to be considered. In this paper the processing chain of Saur et al. (2014) [1] and the interactive workflow for video change detection is described. We have selected the commercial simulation environment Virtual Battle Space 3 (VBS3) to generate synthetic data. For an experimental setup, an example scenario "road monitoring" has been defined and several video clips have been produced with varying flight and sensor parameters and varying objects in the scene. Image registration and change mask extraction, both components of the processing chain, are applied to corresponding frames of different video clips. For the selected examples, the images could be registered, the modelled changes could be extracted and the

  9. Performance evaluation of MPEG internet video coding

    NASA Astrophysics Data System (ADS)

    Luo, Jiajia; Wang, Ronggang; Fan, Kui; Wang, Zhenyu; Li, Ge; Wang, Wenmin

    2016-09-01

    Internet Video Coding (IVC) has been developed in MPEG by combining well-known existing technology elements and new coding tools with royalty-free declarations. In June 2015, IVC project was approved as ISO/IEC 14496-33 (MPEG- 4 Internet Video Coding). It is believed that this standard can be highly beneficial for video services in the Internet domain. This paper evaluates the objective and subjective performances of IVC by comparing it against Web Video Coding (WVC), Video Coding for Browsers (VCB) and AVC High Profile. Experimental results show that IVC's compression performance is approximately equal to that of the AVC High Profile for typical operational settings, both for streaming and low-delay applications, and is better than WVC and VCB.

  10. Video Tutorial of Continental Food

    NASA Astrophysics Data System (ADS)

    Nurani, A. S.; Juwaedah, A.; Mahmudatussa'adah, A.

    2018-02-01

    This research is motivated by the belief in the importance of media in a learning process. Media as an intermediary serves to focus on the attention of learners. Selection of appropriate learning media is very influential on the success of the delivery of information itself both in terms of cognitive, affective and skills. Continental food is a course that studies food that comes from Europe and is very complex. To reduce verbalism and provide more real learning, then the tutorial media is needed. Media tutorials that are audio visual can provide a more concrete learning experience. The purpose of this research is to develop tutorial media in the form of video. The method used is the development method with the stages of analyzing the learning objectives, creating a story board, validating the story board, revising the story board and making video tutorial media. The results show that the making of storyboards should be very thorough, and detailed in accordance with the learning objectives to reduce errors in video capture so as to save time, cost and effort. In video capturing, lighting, shooting angles, and soundproofing make an excellent contribution to the quality of tutorial video produced. In shooting should focus more on tools, materials, and processing. Video tutorials should be interactive and two-way.

  11. WCE video segmentation using textons

    NASA Astrophysics Data System (ADS)

    Gallo, Giovanni; Granata, Eliana

    2010-03-01

    Wireless Capsule Endoscopy (WCE) integrates wireless transmission with image and video technology. It has been used to examine the small intestine non invasively. Medical specialists look for signicative events in the WCE video by direct visual inspection manually labelling, in tiring and up to one hour long sessions, clinical relevant frames. This limits the WCE usage. To automatically discriminate digestive organs such as esophagus, stomach, small intestine and colon is of great advantage. In this paper we propose to use textons for the automatic discrimination of abrupt changes within a video. In particular, we consider, as features, for each frame hue, saturation, value, high-frequency energy content and the responses to a bank of Gabor filters. The experiments have been conducted on ten video segments extracted from WCE videos, in which the signicative events have been previously labelled by experts. Results have shown that the proposed method may eliminate up to 70% of the frames from further investigations. The direct analysis of the doctors may hence be concentrated only on eventful frames. A graphical tool showing sudden changes in the textons frequencies for each frame is also proposed as a visual aid to find clinically relevant segments of the video.

  12. Optimizing a neural network for detection of moving vehicles in video

    NASA Astrophysics Data System (ADS)

    Fischer, Noëlle M.; Kruithof, Maarten C.; Bouma, Henri

    2017-10-01

    In the field of security and defense, it is extremely important to reliably detect moving objects, such as cars, ships, drones and missiles. Detection and analysis of moving objects in cameras near borders could be helpful to reduce illicit trading, drug trafficking, irregular border crossing, trafficking in human beings and smuggling. Many recent benchmarks have shown that convolutional neural networks are performing well in the detection of objects in images. Most deep-learning research effort focuses on classification or detection on single images. However, the detection of dynamic changes (e.g., moving objects, actions and events) in streaming video is extremely relevant for surveillance and forensic applications. In this paper, we combine an end-to-end feedforward neural network for static detection with a recurrent Long Short-Term Memory (LSTM) network for multi-frame analysis. We present a practical guide with special attention to the selection of the optimizer and batch size. The end-to-end network is able to localize and recognize the vehicles in video from traffic cameras. We show an efficient way to collect relevant in-domain data for training with minimal manual labor. Our results show that the combination with LSTM improves performance for the detection of moving vehicles.

  13. Close-range photogrammetry with video cameras

    NASA Technical Reports Server (NTRS)

    Burner, A. W.; Snow, W. L.; Goad, W. K.

    1985-01-01

    Examples of photogrammetric measurements made with video cameras uncorrected for electronic and optical lens distortions are presented. The measurement and correction of electronic distortions of video cameras using both bilinear and polynomial interpolation are discussed. Examples showing the relative stability of electronic distortions over long periods of time are presented. Having corrected for electronic distortion, the data are further corrected for lens distortion using the plumb line method. Examples of close-range photogrammetric data taken with video cameras corrected for both electronic and optical lens distortion are presented.

  14. Close-Range Photogrammetry with Video Cameras

    NASA Technical Reports Server (NTRS)

    Burner, A. W.; Snow, W. L.; Goad, W. K.

    1983-01-01

    Examples of photogrammetric measurements made with video cameras uncorrected for electronic and optical lens distortions are presented. The measurement and correction of electronic distortions of video cameras using both bilinear and polynomial interpolation are discussed. Examples showing the relative stability of electronic distortions over long periods of time are presented. Having corrected for electronic distortion, the data are further corrected for lens distortion using the plumb line method. Examples of close-range photogrammetric data taken with video cameras corrected for both electronic and optical lens distortion are presented.

  15. Virtually justifiable homicide: the effects of prosocial contexts on the link between violent video games, aggression, and prosocial and hostile cognition.

    PubMed

    Gitter, Seth A; Ewell, Patrick J; Guadagno, Rosanna E; Stillman, Tyler F; Baumeister, Roy F

    2013-01-01

    Previous work has shown that playing violent video games can stimulate aggression toward others. The current research has identified a potential exception. Participants who played a violent game in which the violence had an explicitly prosocial motive (i.e., protecting a friend and furthering his nonviolent goals) were found to show lower short-term aggression (Study 1) and show higher levels of prosocial cognition (Study 2) than individuals who played a violent game in which the violence was motivated by more morally ambiguous motives. Thus, violent video games that are framed in an explicitly prosocial context may evoke more prosocial sentiments and thereby mitigate some of the short-term effects on aggression observed in previous research. While these findings are promising regarding the potential aggression-reducing effects of prosocial context, caution is still warranted as a small effect size difference (d = .2-.3), although nonsignificant, was still observed between those who played the explicitly prosocial violent game and those who played a nonviolent game; indicating that aggressive behavior was not completely eliminated by the inclusion of a prosocial context for the violence. © 2013 Wiley Periodicals, Inc.

  16. Dissection Videos Do Not Improve Anatomy Examination Scores

    ERIC Educational Resources Information Center

    Mahmud, Waqas; Hyder, Omar; Butt, Jamaal; Aftab, Arsalan

    2011-01-01

    In this quasi-experimental study, we describe the effect of showing dissection videos on first-year medical students' performance in terms of test scores during a gross anatomy course. We also surveyed students' perception regarding the showing of dissection videos. Two hundred eighty-seven first-year medical students at Rawalpindi Medical College…

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

    NASA Astrophysics Data System (ADS)

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

    2010-07-01

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

  18. Wavelet-based audio embedding and audio/video compression

    NASA Astrophysics Data System (ADS)

    Mendenhall, Michael J.; Claypoole, Roger L., Jr.

    2001-12-01

    Watermarking, traditionally used for copyright protection, is used in a new and exciting way. An efficient wavelet-based watermarking technique embeds audio information into a video signal. Several effective compression techniques are applied to compress the resulting audio/video signal in an embedded fashion. This wavelet-based compression algorithm incorporates bit-plane coding, index coding, and Huffman coding. To demonstrate the potential of this audio embedding and audio/video compression algorithm, we embed an audio signal into a video signal and then compress. Results show that overall compression rates of 15:1 can be achieved. The video signal is reconstructed with a median PSNR of nearly 33 dB. Finally, the audio signal is extracted from the compressed audio/video signal without error.

  19. Evaluation of experimental UAV video change detection

    NASA Astrophysics Data System (ADS)

    Bartelsen, J.; Saur, G.; Teutsch, C.

    2016-10-01

    to the flight path, viewpoint change and parametrization. Hence, based on synthetic "before" and "after" videos of a simulated scene, we estimated the precision and recall of automatically detected changes. In addition and based on our approach, we illustrate the results showing the change detection in short, but real video sequences. Future work will improve the photogrammetric approach for frame registration, and extensive real video material, capable of change detection, will be acquired.

  20. Thematic video indexing to support video database retrieval and query processing

    NASA Astrophysics Data System (ADS)

    Khoja, Shakeel A.; Hall, Wendy

    1999-08-01

    This paper presents a novel video database system, which caters for complex and long videos, such as documentaries, educational videos, etc. As compared to relatively structured format videos like CNN news or commercial advertisements, this database system has the capacity to work with long and unstructured videos.

  1. Krytox Lubrication Tape Study. [fluorinated lubricating oil for video tape recorders

    NASA Technical Reports Server (NTRS)

    Lee, F.

    1978-01-01

    The use of Krytox, a fluorinated oil, as a tape surface lubricant was studied for a wideband video tape recorder. In spite of the 5 to 1 head wear reduction credited to the surface lubricant, the resultant head life fell short of the 1500 hour goal.

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

    PubMed

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

    2018-06-06

    Up to 23% of people who play video games report symptoms of addiction. Individuals with attention deficit hyperactivity disorder (ADHD) may be at increased risk for video game addiction, especially when playing games with more reinforcing properties. The current study tested whether level of video game reinforcement (type of game) places individuals with greater ADHD symptom severity at higher risk for developing video game addiction. Adult video game players (N = 2,801; Mean age = 22.43, SD = 4.70; 93.30% male; 82.80% Caucasian) completed an online survey. Hierarchical multiple linear regression analyses were used to test type of game, ADHD symptom severity, and the interaction between type of game and ADHD symptomatology as predictors of video game addiction severity, after controlling for age, gender, and weekly time spent playing video games. ADHD symptom severity was positively associated with increased addiction severity (b = .73 and .68, ps < 0.001). Type of game played or preferred the most was not associated with addiction severity, ps > .05. The relationship between ADHD symptom severity and addiction severity did not depend on the type of video game played or preferred most, ps > .05. Gamers who have greater ADHD symptom severity may be at greater risk for developing symptoms of video game addiction and its negative consequences, regardless of type of video game played or preferred most. Individuals who report ADHD symptomatology and also identify as gamers may benefit from psychoeducation about the potential risk for problematic play.

  3. An unsupervised method for summarizing egocentric sport videos

    NASA Astrophysics Data System (ADS)

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

    2015-12-01

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

  4. OceanVideoLab: A Tool for Exploring Underwater Video

    NASA Astrophysics Data System (ADS)

    Ferrini, V. L.; Morton, J. J.; Wiener, C.

    2016-02-01

    Video imagery acquired with underwater vehicles is an essential tool for characterizing seafloor ecosystems and seafloor geology. It is a fundamental component of ocean exploration that facilitates real-time operations, augments multidisciplinary scientific research, and holds tremendous potential for public outreach and engagement. Acquiring, documenting, managing, preserving and providing access to large volumes of video acquired with underwater vehicles presents a variety of data stewardship challenges to the oceanographic community. As a result, only a fraction of underwater video content collected with research submersibles is documented, discoverable and/or viewable online. With more than 1 billion users, YouTube offers infrastructure that can be leveraged to help address some of the challenges associated with sharing underwater video with a broad global audience. Anyone can post content to YouTube, and some oceanographic organizations, such as the Schmidt Ocean Institute, have begun live-streaming video directly from underwater vehicles. OceanVideoLab (oceanvideolab.org) was developed to help improve access to underwater video through simple annotation, browse functionality, and integration with related environmental data. Any underwater video that is publicly accessible on YouTube can be registered with OceanVideoLab by simply providing a URL. It is strongly recommended that a navigational file also be supplied to enable geo-referencing of observations. Once a video is registered, it can be viewed and annotated using a simple user interface that integrates observations with vehicle navigation data if provided. This interface includes an interactive map and a list of previous annotations that allows users to jump to times of specific observations in the video. Future enhancements to OceanVideoLab will include the deployment of a search interface, the development of an application program interface (API) that will drive the search and enable querying of

  5. Does playing violent video games cause aggression? A longitudinal intervention study.

    PubMed

    Kühn, Simone; Kugler, Dimitrij Tycho; Schmalen, Katharina; Weichenberger, Markus; Witt, Charlotte; Gallinat, Jürgen

    2018-03-13

    It is a widespread concern that violent video games promote aggression, reduce pro-social behaviour, increase impulsivity and interfere with cognition as well as mood in its players. Previous experimental studies have focussed on short-term effects of violent video gameplay on aggression, yet there are reasons to believe that these effects are mostly the result of priming. In contrast, the present study is the first to investigate the effects of long-term violent video gameplay using a large battery of tests spanning questionnaires, behavioural measures of aggression, sexist attitudes, empathy and interpersonal competencies, impulsivity-related constructs (such as sensation seeking, boredom proneness, risk taking, delay discounting), mental health (depressivity, anxiety) as well as executive control functions, before and after 2 months of gameplay. Our participants played the violent video game Grand Theft Auto V, the non-violent video game The Sims 3 or no game at all for 2 months on a daily basis. No significant changes were observed, neither when comparing the group playing a violent video game to a group playing a non-violent game, nor to a passive control group. Also, no effects were observed between baseline and posttest directly after the intervention, nor between baseline and a follow-up assessment 2 months after the intervention period had ended. The present results thus provide strong evidence against the frequently debated negative effects of playing violent video games in adults and will therefore help to communicate a more realistic scientific perspective on the effects of violent video gaming.

  6. Winter Video Series Coming in January | Poster

    Cancer.gov

    The Scientific Library’s annual Summer Video Series was so successful that it will be offering a new Winter Video Series beginning in January. For this inaugural event, the staff is showing the eight-part series from National Geographic titled “American Genius.” 

  7. Eustachian Tube Mucosal Inflammation Scale Validation Based on Digital Video Images.

    PubMed

    Kivekäs, Ilkka; Pöyhönen, Leena; Aarnisalo, Antti; Rautiainen, Markus; Poe, Dennis

    2015-12-01

    The most common cause for Eustachian tube dilatory dysfunction is mucosal inflammation. The aim of this study was to validate a scale for Eustachian tube mucosal inflammation, based on digital video clips obtained during diagnostic rigid endoscopy. A previously described four-step scale for grading the degree of inflammation of the mucosa of the Eustachian tube lumen was used for this validation study. A tutorial for use of the scale, including static images and 10 second video clips, was presented to 26 clinicians with various levels of experience. Each clinician then reviewed 35 short digital video samples of Eustachian tubes from patients and rated the degree of inflammation. A subset of the clinicians performed a second rating of the same video clips at a subsequent time. Statistical analysis of the ratings provided inter- and intrarater reliability scores. Twenty-six clinicians with various levels of experience rated a total of 35 videos. Thirteen clinicians rated the videos twice. The overall correlation coefficient for the rating of inflammation severity was relatively good (0.74, 95% confidence interval, 0.72-0.76). The intralevel correlation coefficient for intrarater reliability was high (0.86). For those who rated videos twice, the intralevel correlation coefficient improved after the first rating (0.73, to 0.76), but improvement was not statistically significant. The inflammation scale used for Eustachian tube mucosal inflammation is reliable and this scale can be used with a high level of consistency by clinicians with various levels of experience.

  8. Video-assisted versus conventional thoracotomy pneumonectomy: a comparison of perioperative outcomes and short-term measures of convalescence.

    PubMed

    Liu, Yuanqi; Gao, Yang; Zhang, Huajun; Cheng, Yuanda; Chang, Ruimin; Zhang, Weixing; Zhang, Chunfang

    2016-12-01

    Pneumonectomy is a proven treatment for lung diseases. We sought to present a comparison between video-assisted thoracic surgery pneumonectomy (VATS-P) and conventional thoracotomy pneumonectomy (CP) on perioperative outcomes and short-term measures of convalescence. A retrospective cohort study was performed to assess perioperative outcomes among patients underwent VATS-P and CP. A total of 32 patients undergoing VATS-P were matched 2:1 about comorbidity, surgical indication, tumour size and lesion location to a previous cohort of 64 patients who underwent CP. Demographic and perioperative data were obtained. Statistical analysis was performed. Mean patient age was 55.4 years for both groups, with equal sex distribution. Pneumonectomy for malignant and benign lesion patients was evaluated individually. For malignant tumour patients, median tumour size was 3.9 cm for both groups. There was no difference between VATS-P and CP cases in transfusion rates (2% vs. 10%, P=0.50), dissected lymph node numbers (11.9 vs. 14.2, P=0.26), dissected lymph node stations (5.0 vs. 4.9, P=0.75), estimated blood loss (226.0 vs. 261.3 mL, P=0.40), complication rate (20.0% vs. 22.5%, P=0.82), postoperative drainage time (5.9 vs. 6.2, P=0.50) or length of hospital stay (7.5 vs. 8.1, P=0.50). Operation time in VATS-P was higher than conventional groups (187.5 vs. 146.3 min, P=0.00) but the mean pain score was significantly less. For benign patients, over 1,000 mL blood losing (1,033.3 vs. 1,233.3 mL, P=0.78) and 180 minutes (186.6 vs. 105.8, P=0.73) OR time was found in both groups. The Length of stay (7.6 vs. 6.3 d, P=0.57), transfusion rates (66.7% vs. 33.3%), complications rates (zero in both group) and length of drainage (6.7 vs. 6.7 d, P=1.0) between two groups are identical. Complete video-assisted thoracic surgery (VATS) pneumonectomy is feasible and safe technique and can be recommended as a surgical treatment for lung cancer patients. However, long-term benefits need to be

  9. Multicore-based 3D-DWT video encoder

    NASA Astrophysics Data System (ADS)

    Galiano, Vicente; López-Granado, Otoniel; Malumbres, Manuel P.; Migallón, Hector

    2013-12-01

    Three-dimensional wavelet transform (3D-DWT) encoders are good candidates for applications like professional video editing, video surveillance, multi-spectral satellite imaging, etc. where a frame must be reconstructed as quickly as possible. In this paper, we present a new 3D-DWT video encoder based on a fast run-length coding engine. Furthermore, we present several multicore optimizations to speed-up the 3D-DWT computation. An exhaustive evaluation of the proposed encoder (3D-GOP-RL) has been performed, and we have compared the evaluation results with other video encoders in terms of rate/distortion (R/D), coding/decoding delay, and memory consumption. Results show that the proposed encoder obtains good R/D results for high-resolution video sequences with nearly in-place computation using only the memory needed to store a group of pictures. After applying the multicore optimization strategies over the 3D DWT, the proposed encoder is able to compress a full high-definition video sequence in real-time.

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

    PubMed

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

    2017-09-12

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

  11. TRW Video News: Chandra X-ray Observatory

    NASA Technical Reports Server (NTRS)

    1999-01-01

    This NASA Kennedy Space Center sponsored video release presents live footage of the Chandra X-ray Observatory prior to STS-93 as well as several short animations recreating some of its activities in space. These animations include a Space Shuttle fly-by with Chandra, two perspectives of Chandra's deployment from the Shuttle, the Chandra deployment orbit sequence, the Initial Upper Stage (IUS) first stage burn, and finally a "beauty shot", which represents another animated view of Chandra in space.

  12. Advancement of thyroid surgery video recording: A comparison between two full HD head mounted video cameras.

    PubMed

    Ortensi, Andrea; Panunzi, Andrea; Trombetta, Silvia; Cattaneo, Alberto; Sorrenti, Salvatore; D'Orazi, Valerio

    2017-05-01

    The aim of this study was to test two different video cameras and recording systems used in thyroid surgery in our Department. This is meant to be an attempt to record the real point of view of the magnified vision of surgeon, so as to make the viewer aware of the difference with the naked eye vision. In this retrospective study, we recorded and compared twenty thyroidectomies performed using loupes magnification and microsurgical technique: ten were recorded with GoPro ® 4 Session action cam (commercially available) and ten with our new prototype of head mounted video camera. Settings were selected before surgery for both cameras. The recording time is about from 1 to 2 h for GoPro ® and from 3 to 5 h for our prototype. The average time of preparation to fit the camera on the surgeon's head and set the functionality is about 5 min for GoPro ® and 7-8 min for the prototype, mostly due to HDMI wiring cable. Videos recorded with the prototype require no further editing, which is mandatory for videos recorded with GoPro ® to highlight the surgical details. the present study showed that our prototype of video camera, compared with GoPro ® 4 Session, guarantees best results in terms of surgical video recording quality, provides to the viewer the exact perspective of the microsurgeon and shows accurately his magnified view through the loupes in thyroid surgery. These recordings are surgical aids for teaching and education and might be a method of self-analysis of surgical technique. Copyright © 2017 IJS Publishing Group Ltd. Published by Elsevier Ltd. All rights reserved.

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

    ERIC Educational Resources Information Center

    Brown, Laura

    2004-01-01

    Videos and DVDs give the teachers more flexibility than slide projectors, filmstrips, and 16mm films but teachers and students are excited about a new technology called streaming. Streaming allows the educators to view videos on demand via the Internet, which works through the transfer of digital media like video, and voice data that is received…

  14. Demolishing the competition: the longitudinal link between competitive video games, competitive gambling, and aggression.

    PubMed

    Adachi, Paul J C; Willoughby, Teena

    2013-07-01

    The majority of research on the link between video games and aggression has focused on the violent content in games. In contrast, recent experimental research suggests that it is video game competition, not violence, that has the greatest effect on aggression in the short-term. However, no researchers have examined the long-term relationship between video game competition and aggression. In addition, if competition in video games is a significant reason for the link between video game play and aggression, then other competitive activities, such as competitive gambling, also may predict aggression over time. In the current study, we directly assessed the socialization (competitive video game play and competitive gambling predicts aggression over time) versus selection hypotheses (aggression predicts competitive video game play and competitive gambling over time). Adolescents (N = 1,492, 50.8 % female) were surveyed annually from Grade 9 to Grade 12 about their video game play, gambling, and aggressive behaviors. Greater competitive video game play and competitive gambling predicted higher levels of aggression over time, after controlling for previous levels of aggression, supporting the socialization hypothesis. The selection hypothesis also was supported, as aggression predicted greater competitive video game play and competitive gambling over time, after controlling for previous competitive video game play and competitive gambling. Our findings, taken together with the fact that millions of adolescents play competitive video games every day and that competitive gambling may increase as adolescents transition into adulthood, highlight the need for a greater understanding of the relationship between competition and aggression.

  15. Picturing Video

    NASA Technical Reports Server (NTRS)

    2000-01-01

    Video Pics is a software program that generates high-quality photos from video. The software was developed under an SBIR contract with Marshall Space Flight Center by Redhawk Vision, Inc.--a subsidiary of Irvine Sensors Corporation. Video Pics takes information content from multiple frames of video and enhances the resolution of a selected frame. The resulting image has enhanced sharpness and clarity like that of a 35 mm photo. The images are generated as digital files and are compatible with image editing software.

  16. Body dissatisfaction: can a short media literacy message reduce negative media exposure effects amongst adolescent girls?

    PubMed

    Halliwell, Emma; Easun, Alice; Harcourt, Diana

    2011-05-01

    This experimental study examined whether a brief video intervention identifying the artificial nature of media images could protect adolescent girls from negative media exposure effects and body dissatisfaction. A 2 (intervention condition)×2 (exposure condition) between-groups design was used. Participants were 127 British girls aged between 10 and 13 recruited from two secondary schools. Girls were assigned to one of four experimental conditions. An intervention video was shown to half of the girls immediately before they viewed ultra-thin models or control images. The video was developed by Dove's Self-Esteem Fund and has the benefits of being professionally produced and freely available through the Internet. In the absence of the intervention video, viewing thin idealized models was associated with lower state body satisfaction and lower state body esteem than exposure to control images. However, viewing the video intervention immediately before exposure prevented this negative exposure effect. The results suggest that, in the short term, this widely available video prevents girls from making damaging social comparisons with media models. Although this study only examined short-term effects, the findings add to the growing evidence that media literacy interventions may be useful tools in protecting young girls from body dissatisfaction. ©2010 The British Psychological Society.

  17. A scoping review of video gaming in rehabilitation.

    PubMed

    Ravenek, Kelly E; Wolfe, Dalton L; Hitzig, Sander L

    2016-08-01

    To examine the scope of the peer-reviewed literature on the use of commercially available video gaming in rehabilitation. Five databases (SCOPUS, Cochrane, PsycINFO, PubMed and CINAHL) were searched for articles published between January 1990 and January 2014. The reference lists of selected articles were also reviewed to identify other relevant studies. Thirty articles met the inclusion criteria. Commercially available video gaming in rehabilitation was most commonly recommended by physiotherapists (50% or 15/30 studies) for populations at risk for falls or with decreased balance (67% or 19/30 studies). The most commonly used target outcomes were those assessing balance and/or fall prevention, with the Berg Balance Scale being the most frequently used (53% or 16/30 studies) outcome measure. The Nintendo Wii was the most prevalent gaming system (90% or 27/30 studies) used in the identified studies. Video gaming in rehabilitation is widely used by clinicians. Preliminary findings show that video gaming technology can be applied across a wide variety of rehabilitation populations, with some evidence showing clinical gains in physical functioning (e.g. gait and balance). There is a need for more robust clinical trials evaluating the efficacy of using video game systems as an adjunct to conventional rehabilitation. Implications for Rehabilitation Video gaming is a readily available technology that has been suggested as an enjoyable and motivating activity that engages patients in rehabilitation programming. Video gaming is becoming an increasingly popular adjunct to traditional therapy. Video gaming is most commonly used by physical therapists in a hospital setting for those with balance impairments. Video gaming has been shown to improve functional outcomes.

  18. Video consultation use by Australian general practitioners: video vignette study.

    PubMed

    Jiwa, Moyez; Meng, Xingqiong

    2013-06-19

    There is unequal access to health care in Australia, particularly for the one-third of the population living in remote and rural areas. Video consultations delivered via the Internet present an opportunity to provide medical services to those who are underserviced, but this is not currently routine practice in Australia. There are advantages and shortcomings to using video consultations for diagnosis, and general practitioners (GPs) have varying opinions regarding their efficacy. The aim of this Internet-based study was to explore the attitudes of Australian GPs toward video consultation by using a range of patient scenarios presenting different clinical problems. Overall, 102 GPs were invited to view 6 video vignettes featuring patients presenting with acute and chronic illnesses. For each vignette, they were asked to offer a differential diagnosis and to complete a survey based on the theory of planned behavior documenting their views on the value of a video consultation. A total of 47 GPs participated in the study. The participants were younger than Australian GPs based on national data, and more likely to be working in a larger practice. Most participants (72%-100%) agreed on the differential diagnosis in all video scenarios. Approximately one-third of the study participants were positive about video consultations, one-third were ambivalent, and one-third were against them. In all, 91% opposed conducting a video consultation for the patient with symptoms of an acute myocardial infarction. Inability to examine the patient was most frequently cited as the reason for not conducting a video consultation. Australian GPs who were favorably inclined toward video consultations were more likely to work in larger practices, and were more established GPs, especially in rural areas. The survey results also suggest that the deployment of video technology will need to focus on follow-up consultations. Patients with minor self-limiting illnesses and those with medical

  19. Trigger Videos on the Web: Impact of Audiovisual Design

    ERIC Educational Resources Information Center

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

    2011-01-01

    Audiovisual design might impact emotional responses, as studies from the 1970s and 1980s on movie and television content show. Given today's abundant presence of web-based videos, this study investigates whether audiovisual design will impact web-video content in a similar way. The study is motivated by the potential influence of video-evoked…

  20. A catalog of video records of the 2013 Chelyabinsk superbolide

    NASA Astrophysics Data System (ADS)

    Borovička, J.; Shrbený, L.; Kalenda, P.; Loskutov, N.; Brown, P.; Spurný, P.; Cooke, W.; Blaauw, R.; Moser, D. E.; Kingery, A.

    2016-01-01

    The Chelyabinsk superbolide of February 15, 2013, was caused by the atmospheric entry of a ~19 m asteroid with a kinetic energy of 500 kT TNT just south of the city of Chelyabinsk, Russia. It was a rare event; impacts of similar energy occur on the Earth only a few times per century. Impacts of this energy near such a large urban area are expected only a few times per 10 000 years. A number of video records obtained by casual eyewitnesses, dashboard cameras in cars, security, and traffic cameras were made publicly available by their authors on the Internet. These represent a rich repository for future scientific studies of this unique event. To aid researchers in the archival study of this airburst, we provide and document a catalog of 960 videos showing various aspects of the event. Among the video records are 400 distinct videos showing the bolide itself and 108 videos showing the illumination caused by the bolide. Other videos show the dust trail left in the atmosphere, the arrival of the blast wave on the ground, or the damage caused by the blast wave. As these video recordings have high scientific, historical, and archival value for future studies of this airburst, a systematic documentation and description of records is desirable. Many have already been used for scientific analyses. We give the exact locations where 715 videos were taken as well as details of the visible/audible phenomena in each video recording. An online version of the published catalog has been developed and will be regularly updated to provide a long-term database for investigators. An online version of the catalog is available at http://meteor.asu.cas.cz/Chelyabinsk/

  1. An efficient approach for video information retrieval

    NASA Astrophysics Data System (ADS)

    Dong, Daoguo; Xue, Xiangyang

    2005-01-01

    Today, more and more video information can be accessed through internet, satellite, etc.. Retrieving specific video information from large-scale video database has become an important and challenging research topic in the area of multimedia information retrieval. In this paper, we introduce a new and efficient index structure OVA-File, which is a variant of VA-File. In OVA-File, the approximations close to each other in data space are stored in close positions of the approximation file. The benefit is that only a part of approximations close to the query vector need to be visited to get the query result. Both shot query algorithm and video clip algorithm are proposed to support video information retrieval efficiently. The experimental results showed that the queries based on OVA-File were much faster than that based on VA-File with small loss of result quality.

  2. Playing violent video games increases intergroup bias.

    PubMed

    Greitemeyer, Tobias

    2014-01-01

    Previous research has shown how, why, and for whom violent video game play is related to aggression and aggression-related variables. In contrast, less is known about whether some individuals are more likely than others to be the target of increased aggression after violent video game play. The present research examined the idea that the effects of violent video game play are stronger when the target is a member of an outgroup rather than an ingroup. In fact, a correlational study revealed that violent video game exposure was positively related to ethnocentrism. This relation remained significant when controlling for trait aggression. Providing causal evidence, an experimental study showed that playing a violent video game increased aggressive behavior, and that this effect was more pronounced when the target was an outgroup rather than an ingroup member. Possible mediating mechanisms are discussed.

  3. Effects of prosocial video games on prosocial behavior.

    PubMed

    Greitemeyer, Tobias; Osswald, Silvia

    2010-02-01

    Previous research has documented that playing violent video games has various negative effects on social behavior in that it causes an increase in aggressive behavior and a decrease in prosocial behavior. In contrast, there has been much less evidence on the effects of prosocial video games. In the present research, 4 experiments examined the hypothesis that playing a prosocial (relative to a neutral) video game increases helping behavior. In fact, participants who had played a prosocial video game were more likely to help after a mishap, were more willing (and devoted more time) to assist in further experiments, and intervened more often in a harassment situation. Results further showed that exposure to prosocial video games activated the accessibility of prosocial thoughts, which in turn promoted prosocial behavior. Thus, depending on the content of the video game, playing video games not only has negative effects on social behavior but has positive effects as well. Copyright 2009 APA, all rights reserved

  4. Influence of audio triggered emotional attention on video perception

    NASA Astrophysics Data System (ADS)

    Torres, Freddy; Kalva, Hari

    2014-02-01

    Perceptual video coding methods attempt to improve compression efficiency by discarding visual information not perceived by end users. Most of the current approaches for perceptual video coding only use visual features ignoring the auditory component. Many psychophysical studies have demonstrated that auditory stimuli affects our visual perception. In this paper we present our study of audio triggered emotional attention and it's applicability to perceptual video coding. Experiments with movie clips show that the reaction time to detect video compression artifacts was longer when video was presented with the audio information. The results reported are statistically significant with p=0.024.

  5. Objective video presentation QoE predictor for smart adaptive video streaming

    NASA Astrophysics Data System (ADS)

    Wang, Zhou; Zeng, Kai; Rehman, Abdul; Yeganeh, Hojatollah; Wang, Shiqi

    2015-09-01

    How to deliver videos to consumers over the network for optimal quality-of-experience (QoE) has been the central goal of modern video delivery services. Surprisingly, regardless of the large volume of videos being delivered everyday through various systems attempting to improve visual QoE, the actual QoE of end consumers is not properly assessed, not to say using QoE as the key factor in making critical decisions at the video hosting, network and receiving sites. Real-world video streaming systems typically use bitrate as the main video presentation quality indicator, but using the same bitrate to encode different video content could result in drastically different visual QoE, which is further affected by the display device and viewing condition of each individual consumer who receives the video. To correct this, we have to put QoE back to the driver's seat and redesign the video delivery systems. To achieve this goal, a major challenge is to find an objective video presentation QoE predictor that is accurate, fast, easy-to-use, display device adaptive, and provides meaningful QoE predictions across resolution and content. We propose to use the newly developed SSIMplus index (https://ece.uwaterloo.ca/~z70wang/research/ssimplus/) for this role. We demonstrate that based on SSIMplus, one can develop a smart adaptive video streaming strategy that leads to much smoother visual QoE impossible to achieve using existing adaptive bitrate video streaming approaches. Furthermore, SSIMplus finds many more applications, in live and file-based quality monitoring, in benchmarking video encoders and transcoders, and in guiding network resource allocations.

  6. Comparison of Weather Shows in Eastern Europe

    NASA Astrophysics Data System (ADS)

    Najman, M.

    2009-09-01

    Comparison of Weather Shows in Eastern Europe Television weather shows in Eastern Europe have in most cases in the high graphical standard. There is though a wast difference in duration and information content in the weather shows. There are few signs and regularities by which we can see the character of the weather show. The main differences are mainly caused by the income structure of the TV station. Either it is a fully privately funded TV relying on the TV commercials income. Or it is a public service TV station funded mainly by the national budget or fixed fee structure/tax. There are wast differences in duration and even a graphical presentation of the weather. Next important aspect is a supplier of the weather information and /or the processor. Shortly we can say, that when the TV show is produced by the national met office, the TV show consists of more scientific terms, synoptic maps, satellite imagery, etc. If the supplier is the private meteorological company, the weather show is more user-friendly, laical with less scientific terms. We are experiencing a massive shift in public weather knowledge and demand for information. In the past, weather shows consisted only of maps with weather icons. In todaýs world, even the laic weather shows consist partly of numerical weather model outputs - they are of course designed to be understandable and graphically attractive. Outputs of the numerical weather models used to be only a part of daily life of a professional meteorologist, today they are common part of life of regular people. Video samples are a part of this presentation.

  7. Sexual Priming, Gender Stereotyping, and Likelihood to Sexually Harass: Examining the Cognitive Effects of Playing a Sexually-Explicit Video Game.

    PubMed

    Yao, Mike Z; Mahood, Chad; Linz, Daniel

    2010-01-01

    The present study examines the short-term cognitive effects of playing a sexually explicit video game with female "objectification" content on male players. Seventy-four male students from a university in California, U.S. participated in a laboratory experiment. They were randomly assigned to play either a sexually-explicit game or one of two control games. Participants' cognitive accessibility to sexual and sexually objectifying thoughts was measured in a lexical decision task. A likelihood-to-sexually-harass scale was also administered. Results show that playing a video game with the theme of female "objectification" may prime thoughts related to sex, encourage men to view women as sex objects, and lead to self-reported tendencies to behave inappropriately towards women in social situations.

  8. Script Design for Information Film and Video.

    ERIC Educational Resources Information Center

    Shelton, S. M. (Marty); And Others

    1993-01-01

    Shows how the empathy created in the audience by each of the five genres of film/video is a function of the five elements of film design: camera angle, close up, composition, continuity, and cutting. Discusses film/video script designing. Illustrates these concepts with a sample script and story board. (SR)

  9. Physics and Video Analysis

    NASA Astrophysics Data System (ADS)

    Allain, Rhett

    2016-05-01

    We currently live in a world filled with videos. There are videos on YouTube, feature movies and even videos recorded with our own cameras and smartphones. These videos present an excellent opportunity to not only explore physical concepts, but also inspire others to investigate physics ideas. With video analysis, we can explore the fantasy world in science-fiction films. We can also look at online videos to determine if they are genuine or fake. Video analysis can be used in the introductory physics lab and it can even be used to explore the make-believe physics embedded in video games. This book covers the basic ideas behind video analysis along with the fundamental physics principles used in video analysis. The book also includes several examples of the unique situations in which video analysis can be used.

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

    PubMed

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

    2015-01-01

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

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

    PubMed Central

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

    2015-01-01

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

  12. Joint Video Stitching and Stabilization from Moving Cameras.

    PubMed

    Guo, Heng; Liu, Shuaicheng; He, Tong; Zhu, Shuyuan; Zeng, Bing; Gabbouj, Moncef

    2016-09-08

    In this paper, we extend image stitching to video stitching for videos that are captured for the same scene simultaneously by multiple moving cameras. In practice, videos captured under this circumstance often appear shaky. Directly applying image stitching methods for shaking videos often suffers from strong spatial and temporal artifacts. To solve this problem, we propose a unified framework in which video stitching and stabilization are performed jointly. Specifically, our system takes several overlapping videos as inputs. We estimate both inter motions (between different videos) and intra motions (between neighboring frames within a video). Then, we solve an optimal virtual 2D camera path from all original paths. An enlarged field of view along the virtual path is finally obtained by a space-temporal optimization that takes both inter and intra motions into consideration. Two important components of this optimization are that (1) a grid-based tracking method is designed for an improved robustness, which produces features that are distributed evenly within and across multiple views, and (2) a mesh-based motion model is adopted for the handling of the scene parallax. Some experimental results are provided to demonstrate the effectiveness of our approach on various consumer-level videos and a Plugin, named "Video Stitcher" is developed at Adobe After Effects CC2015 to show the processed videos.

  13. 77 FR 48102 - Closed Captioning and Video Description of Video Programming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-08-13

    ... Captioning and Video Description of Video Programming AGENCY: Federal Communications Commission. [[Page 48103..., enacted by the Twenty-First Century Communications and Video Accessibility Act of 2010 (CVAA), which...) establishing requirements for closed captioning on video programming to ensure access by persons with hearing...

  14. Optimizing inhalation technique using web-based videos in obstructive lung diseases.

    PubMed

    Müller, Tobias; Müller, Annegret; Hübel, Christian; Knipel, Verena; Windisch, Wolfram; Cornelissen, Christian Gabriel; Dreher, Michael

    2017-08-01

    Inhaled agents are widely used in the treatment of chronic airway diseases. Correct technique is required to ensure appropriate drug deposition, but poor technique is common. This study investigated whether inhalation technique could be improved by patient training using short videos from the German Airway League. Outpatients from a university hospital respiratory clinic who had incorrect inhalation technique were asked to demonstrate this again immediately after viewing the training videos, and after 4-8 weeks' follow-up. Inhalation technique was rated by a study nurse using specific checklists. One hundred and twelve patients with obstructive lung disease treated with inhaled bronchodilators or corticosteroids were included. More than half (51.8%) had at least one mistake in inhalation technique at baseline. Of these, most (88%) understood the training videos, 76% demonstrated correct device use immediately after training, and 72% were still able to demonstrate correct inhalation technique at follow-up (p = 0.0008 for trend). In addition, the number of mistakes decreased significantly after video training (by 1.82 [95% confidence interval 1.39-2.25]; p < 0.0001 vs. baseline). German Airway League inhalation technique training videos were easy to understand and effectively improved inhalation technique in patients with airway diseases. Copyright © 2017 Elsevier Ltd. All rights reserved.

  15. Using video to introduce clinical materials.

    PubMed

    Kommalage, Mahinda; Senadheera, Chandanie

    2012-08-01

    The early introduction of clinical material is a recognised strategy in medical education. The University of Ruhana Medical School, where a traditional curriculum is followed, offers students pre-clinical subjects without clinical exposure during their first and second years. Clinical materials in the form of videos were introduced to first-year students. In the videos, patients and their relatives described the diseases and related problems. Students were instructed to identify the problems encountered by patients and relatives. Each video was followed by a discussion of the problems identified by the students. The medical, social and economic problems encountered by patients and relatives were emphasised during post-video discussions. A lecture was conducted linking the contents of the videos to subsequent lectures. The aim of this study is to investigate whether combining teaching preclinical material with a video presentation of relevant clinical cases facilitates the interest and understanding of students. Quantitative data were collected using a questionnaire, whereas qualitative data were collected using focus group discussions. Quantitative data showed that students appreciated the video, had 'better' knowledge acquisition and a 'better' understanding of problems encountered by patients. Qualitative analysis highlighted the following themes: increased interest; enhanced understanding; relevance of basic knowledge to clinical practice; orientation to profession; and personalising theories. The introduction of patients in the form of videos helped students to understand the relevance of subject material for clinical practice, increased their interest and facilitated a better understanding of the subject material. Therefore, it seems video is a feasible medium to introduce clinical materials to first-year students who follow a traditional curriculum in a resource-limited environment. © Blackwell Publishing Ltd 2012.

  16. Self-Supervised Video Hashing With Hierarchical Binary Auto-Encoder.

    PubMed

    Song, Jingkuan; Zhang, Hanwang; Li, Xiangpeng; Gao, Lianli; Wang, Meng; Hong, Richang

    2018-07-01

    Existing video hash functions are built on three isolated stages: frame pooling, relaxed learning, and binarization, which have not adequately explored the temporal order of video frames in a joint binary optimization model, resulting in severe information loss. In this paper, we propose a novel unsupervised video hashing framework dubbed self-supervised video hashing (SSVH), which is able to capture the temporal nature of videos in an end-to-end learning to hash fashion. We specifically address two central problems: 1) how to design an encoder-decoder architecture to generate binary codes for videos and 2) how to equip the binary codes with the ability of accurate video retrieval. We design a hierarchical binary auto-encoder to model the temporal dependencies in videos with multiple granularities, and embed the videos into binary codes with less computations than the stacked architecture. Then, we encourage the binary codes to simultaneously reconstruct the visual content and neighborhood structure of the videos. Experiments on two real-world data sets show that our SSVH method can significantly outperform the state-of-the-art methods and achieve the current best performance on the task of unsupervised video retrieval.

  17. Self-Supervised Video Hashing With Hierarchical Binary Auto-Encoder

    NASA Astrophysics Data System (ADS)

    Song, Jingkuan; Zhang, Hanwang; Li, Xiangpeng; Gao, Lianli; Wang, Meng; Hong, Richang

    2018-07-01

    Existing video hash functions are built on three isolated stages: frame pooling, relaxed learning, and binarization, which have not adequately explored the temporal order of video frames in a joint binary optimization model, resulting in severe information loss. In this paper, we propose a novel unsupervised video hashing framework dubbed Self-Supervised Video Hashing (SSVH), that is able to capture the temporal nature of videos in an end-to-end learning-to-hash fashion. We specifically address two central problems: 1) how to design an encoder-decoder architecture to generate binary codes for videos; and 2) how to equip the binary codes with the ability of accurate video retrieval. We design a hierarchical binary autoencoder to model the temporal dependencies in videos with multiple granularities, and embed the videos into binary codes with less computations than the stacked architecture. Then, we encourage the binary codes to simultaneously reconstruct the visual content and neighborhood structure of the videos. Experiments on two real-world datasets (FCVID and YFCC) show that our SSVH method can significantly outperform the state-of-the-art methods and achieve the currently best performance on the task of unsupervised video retrieval.

  18. Competition between Visual Events Modulates the Influence of Salience during Free-Viewing of Naturalistic Videos

    PubMed Central

    Nardo, Davide; Console, Paola; Reverberi, Carlo; Macaluso, Emiliano

    2016-01-01

    In daily life the brain is exposed to a large amount of external signals that compete for processing resources. The attentional system can select relevant information based on many possible combinations of goal-directed and stimulus-driven control signals. Here, we investigate the behavioral and physiological effects of competition between distinctive visual events during free-viewing of naturalistic videos. Nineteen healthy subjects underwent functional magnetic resonance imaging (fMRI) while viewing short video-clips of everyday life situations, without any explicit goal-directed task. Each video contained either a single semantically-relevant event on the left or right side (Lat-trials), or multiple distinctive events in both hemifields (Multi-trials). For each video, we computed a salience index to quantify the lateralization bias due to stimulus-driven signals, and a gaze index (based on eye-tracking data) to quantify the efficacy of the stimuli in capturing attention to either side. Behaviorally, our results showed that stimulus-driven salience influenced spatial orienting only in presence of multiple competing events (Multi-trials). fMRI results showed that the processing of competing events engaged the ventral attention network, including the right temporoparietal junction (R TPJ) and the right inferior frontal cortex. Salience was found to modulate activity in the visual cortex, but only in the presence of competing events; while the orienting efficacy of Multi-trials affected activity in both the visual cortex and posterior parietal cortex (PPC). We conclude that in presence of multiple competing events, the ventral attention system detects semantically-relevant events, while regions of the dorsal system make use of saliency signals to select relevant locations and guide spatial orienting. PMID:27445760

  19. Enhanced video indirect ophthalmoscopy (VIO) via robust mosaicing.

    PubMed

    Estrada, Rolando; Tomasi, Carlo; Cabrera, Michelle T; Wallace, David K; Freedman, Sharon F; Farsiu, Sina

    2011-10-01

    Indirect ophthalmoscopy (IO) is the standard of care for evaluation of the neonatal retina. When recorded on video from a head-mounted camera, IO images have low quality and narrow Field of View (FOV). We present an image fusion methodology for converting a video IO recording into a single, high quality, wide-FOV mosaic that seamlessly blends the best frames in the video. To this end, we have developed fast and robust algorithms for automatic evaluation of video quality, artifact detection and removal, vessel mapping, registration, and multi-frame image fusion. Our experiments show the effectiveness of the proposed methods.

  20. Enhance Video Film using Retnix method

    NASA Astrophysics Data System (ADS)

    Awad, Rasha; Al-Zuky, Ali A.; Al-Saleh, Anwar H.; Mohamad, Haidar J.

    2018-05-01

    An enhancement technique used to improve the studied video quality. Algorithms like mean and standard deviation are used as a criterion within this paper, and it applied for each video clip that divided into 80 images. The studied filming environment has different light intensity (315, 566, and 644Lux). This different environment gives similar reality to the outdoor filming. The outputs of the suggested algorithm are compared with the results before applying it. This method is applied into two ways: first, it is applied for the full video clip to get the enhanced film; second, it is applied for every individual image to get the enhanced image then compiler them to get the enhanced film. This paper shows that the enhancement technique gives good quality video film depending on a statistical method, and it is recommended to use it in different application.

  1. Alleviating travel anxiety through virtual reality and narrated video technology.

    PubMed

    Ahn, J C; Lee, O

    2013-01-01

    This study presents an empirical evidence of benefit of narrative video clips in embedded virtual reality websites of hotels for relieving travel anxiety. Even though it was proven that virtual reality functions do provide some relief in travel anxiety, a stronger virtual reality website can be built when narrative video clips that show video clips with narration about important aspects of the hotel. We posit that these important aspects are 1. Escape route and 2. Surrounding neighborhood information, which are derived from the existing research on anxiety disorder as well as travel anxiety. Thus we created a video clip that showed and narrated about the escape route from the hotel room, another video clip that showed and narrated about surrounding neighborhood. We then conducted experiments with this enhanced virtual reality website of a hotel by having human subjects play with the website and fill out a questionnaire. The result confirms our hypothesis that there is a statistically significant relationship between the degree of travel anxiety and psychological relief caused by the use of embedded virtual reality functions with narrative video clips of a hotel website (Tab. 2, Fig. 3, Ref. 26).

  2. Validity and reliability of a video questionnaire to assess physical function in older adults.

    PubMed

    Balachandran, Anoop; N Verduin, Chelsea; Potiaumpai, Melanie; Ni, Meng; Signorile, Joseph F

    2016-08-01

    Self-report questionnaires are widely used to assess physical function in older adults. However, they often lack a clear frame of reference and hence interpreting and rating task difficulty levels can be problematic for the responder. Consequently, the usefulness of traditional self-report questionnaires for assessing higher-level functioning is limited. Video-based questionnaires can overcome some of these limitations by offering a clear and objective visual reference for the performance level against which the subject is to compare his or her perceived capacity. Hence the purpose of the study was to develop and validate a novel, video-based questionnaire to assess physical function in older adults independently living in the community. A total of 61 community-living adults, 60years or older, were recruited. To examine validity, 35 of the subjects completed the video questionnaire, two types of physical performance tests: a test of instrumental activity of daily living (IADL) included in the Short Physical Functional Performance battery (PFP-10), and a composite of 3 performance tests (30s chair stand, single-leg balance and usual gait speed). To ascertain reliability, two-week test-retest reliability was assessed in the remaining 26 subjects who did not participate in validity testing. The video questionnaire showed a moderate correlation with the IADLs (Spearman rho=0.64, p<0.001; 95% CI (0.4, 0.8)), and a lower correlation with the composite score of physical performance tests (Spearman rho=0.49, p<0.01; 95% CI (0.18, 0.7)). The test-retest assessment yielded an intra-class correlation (ICC) of 0.87 (p<0.001; 95% CI (0.70, 0.94)) and a Cronbach's alpha of 0.89 demonstrating good reliability and internal consistency. Our results show that the video questionnaire developed to evaluate physical function in community-living older adults is a valid and reliable assessment tool; however, further validation is needed for definitive conclusions. Copyright © 2016

  3. Objectification of perceptual image quality for mobile video

    NASA Astrophysics Data System (ADS)

    Lee, Seon-Oh; Sim, Dong-Gyu

    2011-06-01

    This paper presents an objective video quality evaluation method for quantifying the subjective quality of digital mobile video. The proposed method aims to objectify the subjective quality by extracting edgeness and blockiness parameters. To evaluate the performance of the proposed algorithms, we carried out subjective video quality tests with the double-stimulus continuous quality scale method and obtained differential mean opinion score values for 120 mobile video clips. We then compared the performance of the proposed methods with that of existing methods in terms of the differential mean opinion score with 120 mobile video clips. Experimental results showed that the proposed methods were approximately 10% better than the edge peak signal-to-noise ratio of the J.247 method in terms of the Pearson correlation.

  4. The effect of a preoperative warm-up with a custom-made Nintendo video game on the performance of laparoscopic surgeons.

    PubMed

    Jalink, M B; Heineman, E; Pierie, J P E N; ten Cate Hoedemaker, H O

    2015-08-01

    It has previously been shown that short, pre-operative practice with a simulator, box trainer, or certain video games can temporarily improve one's basic laparoscopic skills; the so-called warm-up effect. In this experiment, we tested the hypothesis that Underground video game made for training basic laparoscopic skills, can also be used for a pre-operative warm-up. 29 laparoscopic experts were randomized into two different groups, which were tested on two different days. Group 1 (n = 16) did a laparoscopic skill baseline measurement using the FLS peg transfer test and the Top Gun cobra rope drill on day 1, and did the same tests on day 2 after a 15 min session with the Underground game. Group 2 (n = 13) did the same, but started with the video game, followed by baseline measurement on day 2. This way, each participant served as its own control. Video recordings of both tasks were later analyzed by two blinded reviewers. On day 1, group 2 was 14.33 % (P = 0.037) faster in completing the peg transfer test. A trend toward better cobra rope scores is also seen. When comparing the average improvement between both days, group 1--which used the game as a warm-up on day 2--showed a 19.61 % improvement in cobra rope score, compared to a 0.77 % score decrease in group 2 (P = 0.002). This study shows that the Underground video game can be used as a pre-operative warm-up in an experimental setting.

  5. Playing Action Video Games Improves Visuomotor Control.

    PubMed

    Li, Li; Chen, Rongrong; Chen, Jing

    2016-08-01

    Can playing action video games improve visuomotor control? If so, can these games be used in training people to perform daily visuomotor-control tasks, such as driving? We found that action gamers have better lane-keeping and visuomotor-control skills than do non-action gamers. We then trained non-action gamers with action or nonaction video games. After they played a driving or first-person-shooter video game for 5 or 10 hr, their visuomotor control improved significantly. In contrast, non-action gamers showed no such improvement after they played a nonaction video game. Our model-driven analysis revealed that although different action video games have different effects on the sensorimotor system underlying visuomotor control, action gaming in general improves the responsiveness of the sensorimotor system to input error signals. The findings support a causal link between action gaming (for as little as 5 hr) and enhancement in visuomotor control, and suggest that action video games can be beneficial training tools for driving. © The Author(s) 2016.

  6. Blurry-frame detection and shot segmentation in colonoscopy videos

    NASA Astrophysics Data System (ADS)

    Oh, JungHwan; Hwang, Sae; Tavanapong, Wallapak; de Groen, Piet C.; Wong, Johnny

    2003-12-01

    Colonoscopy is an important screening procedure for colorectal cancer. During this procedure, the endoscopist visually inspects the colon. Human inspection, however, is not without error. We hypothesize that colonoscopy videos may contain additional valuable information missed by the endoscopist. Video segmentation is the first necessary step for the content-based video analysis and retrieval to provide efficient access to the important images and video segments from a large colonoscopy video database. Based on the unique characteristics of colonoscopy videos, we introduce a new scheme to detect and remove blurry frames, and segment the videos into shots based on the contents. Our experimental results show that the average precision and recall of the proposed scheme are over 90% for the detection of non-blurry images. The proposed method of blurry frame detection and shot segmentation is extensible to the videos captured from other endoscopic procedures such as upper gastrointestinal endoscopy, enteroscopy, cystoscopy, and laparoscopy.

  7. Design of video interface conversion system based on FPGA

    NASA Astrophysics Data System (ADS)

    Zhao, Heng; Wang, Xiang-jun

    2014-11-01

    This paper presents a FPGA based video interface conversion system that enables the inter-conversion between digital and analog video. Cyclone IV series EP4CE22F17C chip from Altera Corporation is used as the main video processing chip, and single-chip is used as the information interaction control unit between FPGA and PC. The system is able to encode/decode messages from the PC. Technologies including video decoding/encoding circuits, bus communication protocol, data stream de-interleaving and de-interlacing, color space conversion and the Camera Link timing generator module of FPGA are introduced. The system converts Composite Video Broadcast Signal (CVBS) from the CCD camera into Low Voltage Differential Signaling (LVDS), which will be collected by the video processing unit with Camera Link interface. The processed video signals will then be inputted to system output board and displayed on the monitor.The current experiment shows that it can achieve high-quality video conversion with minimum board size.

  8. Layered Wyner-Ziv video coding.

    PubMed

    Xu, Qian; Xiong, Zixiang

    2006-12-01

    Following recent theoretical works on successive Wyner-Ziv coding (WZC), we propose a practical layered Wyner-Ziv video coder using the DCT, nested scalar quantization, and irregular LDPC code based Slepian-Wolf coding (or lossless source coding with side information at the decoder). Our main novelty is to use the base layer of a standard scalable video coder (e.g., MPEG-4/H.26L FGS or H.263+) as the decoder side information and perform layered WZC for quality enhancement. Similar to FGS coding, there is no performance difference between layered and monolithic WZC when the enhancement bitstream is generated in our proposed coder. Using an H.26L coded version as the base layer, experiments indicate that WZC gives slightly worse performance than FGS coding when the channel (for both the base and enhancement layers) is noiseless. However, when the channel is noisy, extensive simulations of video transmission over wireless networks conforming to the CDMA2000 1X standard show that H.26L base layer coding plus Wyner-Ziv enhancement layer coding are more robust against channel errors than H.26L FGS coding. These results demonstrate that layered Wyner-Ziv video coding is a promising new technique for video streaming over wireless networks.

  9. Countermeasures for unintentional and intentional video watermarking attacks

    NASA Astrophysics Data System (ADS)

    Deguillaume, Frederic; Csurka, Gabriela; Pun, Thierry

    2000-05-01

    These last years, the rapidly growing digital multimedia market has revealed an urgent need for effective copyright protection mechanisms. Therefore, digital audio, image and video watermarking has recently become a very active area of research, as a solution to this problem. Many important issues have been pointed out, one of them being the robustness to non-intentional and intentional attacks. This paper studies some attacks and proposes countermeasures applied to videos. General attacks are lossy copying/transcoding such as MPEG compression and digital/analog (D/A) conversion, changes of frame-rate, changes of display format, and geometrical distortions. More specific attacks are sequence edition, and statistical attacks such as averaging or collusion. Averaging attack consists of averaging locally consecutive frames to cancel the watermark. This attack works well for schemes which embed random independent marks into frames. In the collusion attack the watermark is estimated from single frames (based on image denoising), and averaged over different scenes for better accuracy. The estimated watermark is then subtracted from each frame. Collusion requires that the same mark is embedded into all frames. The proposed countermeasures first ensures robustness to general attacks by spread spectrum encoding in the frequency domain and by the use of an additional template. Secondly, a Bayesian criterion, evaluating the probability of a correctly decoded watermark, is used for rejection of outliers, and to implement an algorithm against statistical attacks. The idea is to embed randomly chosen marks among a finite set of marks, into subsequences of videos which are long enough to resist averaging attacks, but short enough to avoid collusion attacks. The Bayesian criterion is needed to select the correct mark at the decoding step. Finally, the paper presents experimental results showing the robustness of the proposed method.

  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. The effectiveness of ultrabrief and brief educational videos for training lay responders in hands-only cardiopulmonary resuscitation: implications for the future of citizen cardiopulmonary resuscitation training.

    PubMed

    Bobrow, Bentley J; Vadeboncoeur, Tyler F; Spaite, Daniel W; Potts, Jerald; Denninghoff, Kurt; Chikani, Vatsal; Brazil, Paula R; Ramsey, Bob; Abella, Benjamin S

    2011-03-01

    Bystander cardiopulmonary resuscitation (CPR) improves survival from out-of-hospital cardiac arrest (OHCA) but often is not performed. We hypothesized that subjects viewing very short Hands-Only CPR videos will (1) be more likely to attempt CPR in a simulated OHCA scenario and (2) demonstrate better CPR skills than untrained individuals. This study is a prospective trial of 336 adults without recent CPR training randomized into 4 groups: (1) control (no training) (n=51); (2) 60-second video training (n=95); (3) 5-minute video training (n=99); and (4) 8-minute video training, including manikin practice (n=91). All subjects were tested for their ability to perform CPR during an adult OHCA scenario using a CPR-sensing manikin and Laerdal PC SkillReporting software. One half of the trained subjects were randomly assigned to testing immediately and the other half after a 2-month delay. Twelve (23.5%) controls did not even attempt CPR, which was true of only 2 subjects (0.7%; P=0.01) from any of the experimental groups. All experimental groups had significantly higher average compression rates (closer to the recommended 100/min) than the control group (P<0.001), and all experimental groups had significantly greater average compression depth (>38 mm) than the control group (P<0.0001). Laypersons exposed to very short Hands-Only CPR videos are more likely to attempt CPR and show superior CPR skills than untrained laypersons. Clinical Trial Registration- URL: http://www.clinicaltrials.gov. Unique identifier: NCT01191736.

  12. Evaluation of privacy in high dynamic range video sequences

    NASA Astrophysics Data System (ADS)

    Řeřábek, Martin; Yuan, Lin; Krasula, Lukáš; Korshunov, Pavel; Fliegel, Karel; Ebrahimi, Touradj

    2014-09-01

    The ability of high dynamic range (HDR) to capture details in environments with high contrast has a significant impact on privacy in video surveillance. However, the extent to which HDR imaging affects privacy, when compared to a typical low dynamic range (LDR) imaging, is neither well studied nor well understood. To achieve such an objective, a suitable dataset of images and video sequences is needed. Therefore, we have created a publicly available dataset of HDR video for privacy evaluation PEViD-HDR, which is an HDR extension of an existing Privacy Evaluation Video Dataset (PEViD). PEViD-HDR video dataset can help in the evaluations of privacy protection tools, as well as for showing the importance of HDR imaging in video surveillance applications and its influence on the privacy-intelligibility trade-off. We conducted a preliminary subjective experiment demonstrating the usability of the created dataset for evaluation of privacy issues in video. The results confirm that a tone-mapped HDR video contains more privacy sensitive information and details compared to a typical LDR video.

  13. A Completely Blind Video Integrity Oracle.

    PubMed

    Mittal, Anish; Saad, Michele A; Bovik, Alan C

    2016-01-01

    Considerable progress has been made toward developing still picture perceptual quality analyzers that do not require any reference picture and that are not trained on human opinion scores of distorted images. However, there do not yet exist any such completely blind video quality assessment (VQA) models. Here, we attempt to bridge this gap by developing a new VQA model called the video intrinsic integrity and distortion evaluation oracle (VIIDEO). The new model does not require the use of any additional information other than the video being quality evaluated. VIIDEO embodies models of intrinsic statistical regularities that are observed in natural vidoes, which are used to quantify disturbances introduced due to distortions. An algorithm derived from the VIIDEO model is thereby able to predict the quality of distorted videos without any external knowledge about the pristine source, anticipated distortions, or human judgments of video quality. Even with such a paucity of information, we are able to show that the VIIDEO algorithm performs much better than the legacy full reference quality measure MSE on the LIVE VQA database and delivers performance comparable with a leading human judgment trained blind VQA model. We believe that the VIIDEO algorithm is a significant step toward making real-time monitoring of completely blind video quality possible.

  14. Community Access Video.

    ERIC Educational Resources Information Center

    Frederiksen, H. Allan

    In the belief that "the spread of technological development and the attendant rapidly changing environment creates the necessity for multi-source feedback systems to maximize the alternatives available in dealing with global problems," the author shows how to participate in the process of alternate video. He offers detailed information…

  15. Health Education and Symptom Flare Management Using a Video-Based m-Health System for Caring Women with IC/BPS.

    PubMed

    Lee, Ming-Huei; Wu, Huei-Ching; Tseng, Chien-Ming; Ko, Tsung-Liang; Weng, Tang-Jun; Chen, Yung-Fu

    2018-06-10

    To assess effectiveness of the video-based m-health system providing videos dictated by physicians for health education and symptom self-management for patients with IC/BPS. An m-health system was designed to provide videos for weekly health education and symptom flare self-management. O'Leary-Sant index and VAS scale as well as SF-36 health survey were administrated to evaluate the disease severity and quality of life (QoL), respectively. A total of 60 IC/BPS patients were recruited and randomly assigned to either control group (30 patients) or study group (30 patients) in sequence depending on their orders to visit our urological clinic. Patients in both control and study groups received regular treatments, while those in the study group received additional video-based intervention. Statistical analyses were conducted to compare the outcomes between baseline and post-intervention for both groups. The outcomes of video-based intervention were also compared with the text-based intervention conducted in our previous study. After video-based intervention, patients in the study group exhibited significant effect manifested in all disease severity and QoL assessments except the VAS pain scale, while no significance was found in the control group. Moreover, the study group exhibited more significant net improvements than the control group in 7 SF-36 constructs, except the mental health. The limitations include short intervention duration (8 weeks) and different study periods between text-based and video-based interventions. Video-based intervention is effective in improving the QoL of IC/BPS patients and outperforms the text-based intervention even in a short period of intervention. Copyright © 2018. Published by Elsevier Inc.

  16. Using "Making Sense of Climate Science Denial" MOOC videos in a college course

    NASA Astrophysics Data System (ADS)

    Schuenemann, K. C.; Cook, J.

    2015-12-01

    The Massive Open Online Course (MOOC) "Denial101x: Making Sense of Climate Science Denial" teaches students to make sense of the science and respond to climate change denial. The course is made up of a series of short, myth-debunking lecture videos that can be strategically used in college courses. The videos and the visuals within have proven a great resource for an introductory college level climate change course. Methods for using the videos in both online and in-classroom courses will be presented, as well as student reactions and learning from the videos. The videos introduce and explain a climate science topic, then paraphrase a common climate change myth, explain why the myth is wrong by identifying the characteristic of climate denial used, and concludes by reinforcing the correct science. By focusing on common myths, the MOOC has made an archive of videos that can be used by anyone in need of a 5-minute response to debunk a myth. By also highlighting five characteristics of climate denial: fake experts, logical fallacies, impossible expectations, cherry picking, and conspiracy theories (FLICC), the videos also teach the viewer the skills they need to critically examine myths they may encounter in the real world on a variety of topics. The videos also include a series of expert scientist interviews that can be used to drive home points, as well as put some faces to the science. These videos are freely available outside of the MOOC and can be found under the relevant "Most used climate myths" section on the skepticalscience.com webpage, as well as directly on YouTube. Discover ideas for using videos in future courses, regardless of discipline.

  17. Detection of inter-frame forgeries in digital videos.

    PubMed

    K, Sitara; Mehtre, B M

    2018-05-26

    Videos are acceptable as evidence in the court of law, provided its authenticity and integrity are scientifically validated. Videos recorded by surveillance systems are susceptible to malicious alterations of visual content by perpetrators locally or remotely. Such malicious alterations of video contents (called video forgeries) are categorized into inter-frame and intra-frame forgeries. In this paper, we propose inter-frame forgery detection techniques using tamper traces from spatio-temporal and compressed domains. Pristine videos containing frames that are recorded during sudden camera zooming event, may get wrongly classified as tampered videos leading to an increase in false positives. To address this issue, we propose a method for zooming detection and it is incorporated in video tampering detection. Frame shuffling detection, which was not explored so far is also addressed in our work. Our method is capable of differentiating various inter-frame tamper events and its localization in the temporal domain. The proposed system is tested on 23,586 videos of which 2346 are pristine and rest of them are candidates of inter-frame forged videos. Experimental results show that we have successfully detected frame shuffling with encouraging accuracy rates. We have achieved improved accuracy on forgery detection in frame insertion, frame deletion and frame duplication. Copyright © 2018. Published by Elsevier B.V.

  18. Video conference quality assessment based on cooperative sensing of video and audio

    NASA Astrophysics Data System (ADS)

    Wang, Junxi; Chen, Jialin; Tian, Xin; Zhou, Cheng; Zhou, Zheng; Ye, Lu

    2015-12-01

    This paper presents a method to video conference quality assessment, which is based on cooperative sensing of video and audio. In this method, a proposed video quality evaluation method is used to assess the video frame quality. The video frame is divided into noise image and filtered image by the bilateral filters. It is similar to the characteristic of human visual, which could also be seen as a low-pass filtering. The audio frames are evaluated by the PEAQ algorithm. The two results are integrated to evaluate the video conference quality. A video conference database is built to test the performance of the proposed method. It could be found that the objective results correlate well with MOS. Then we can conclude that the proposed method is efficiency in assessing video conference quality.

  19. NASA Video Catalog. Supplement 15

    NASA Technical Reports Server (NTRS)

    2005-01-01

    This issue of the NASA Video Catalog cites video productions listed in the NASA STI Database. The videos listed have been developed by the NASA centers, covering Shuttle mission press conferences; fly-bys of planets; aircraft design, testing and performance; environmental pollution; lunar and planetary exploration; and many other categories related to manned and unmanned space exploration. Each entry in the publication consists of a standard bibliographic citation accompanied by an abstract. The Table of Contents shows how the entries are arranged by divisions and categories according to the NASA Scope and Coverage Category Guide. For users with specific information, a Title Index is available. A Subject Term Index, based on the NASA Thesaurus, is also included. Guidelines for usage of NASA audio/visual material, ordering information, and order forms are also available.

  20. NASA Video Catalog. Supplement 13

    NASA Technical Reports Server (NTRS)

    2003-01-01

    This issue of the NASA Video Catalog cites video productions listed in the NASA STI Database. The videos listed have been developed by the NASA centers, covering Shuttle mission press conferences; fly-bys of planets; aircraft design, testing and performance; environmental pollution; lunar and planetary exploration; and many other categories related to manned and unmanned space exploration. Each entry in the publication consists of a standard bibliographic citation accompanied by an abstract. The Table of Contents shows how the entries are arranged by divisions and categories according to the NASA Scope and Coverage Category Guide. For users with specific information, a Title Index is available. A Subject Term Index, based on the NASA Thesaurus, is also included. Guidelines for usage of NASA audio/visual material, ordering information, and order forms are also available.

  1. NASA Video Catalog. Supplement 14

    NASA Technical Reports Server (NTRS)

    2004-01-01

    This issue of the NASA Video Catalog cites video productions listed in the NASA STI Database. The videos listed have been developed by the NASA centers, covering Shuttle mission press conferences; fly-bys of planets; aircraft design, testing and performance; environmental pollution; lunar and planetary exploration; and many other categories related to manned and unmanned space exploration. Each entry in the publication consists of a standard bibliographic citation accompanied by an abstract. The Table of Contents shows how the entries are arranged by divisions and categories according to the NASA Scope and Coverage Category Guide. For users with specific information, a Title Index is available. A Subject Term Index, based on the NASA Thesaurus, is also included. Guidelines for usage of NASA audio/visual material, ordering information, and order forms are also available.

  2. Blood Sampling in Newborns: A Systematic Review of YouTube Videos.

    PubMed

    Bueno, Mariana; Nishi, Érika Tihemi; Costa, Taine; Freire, Laís Machado; Harrison, Denise

    Objective of this study was to conduct a systematic review of YouTube videos showing neonatal blood sampling, and to evaluate pain management and comforting interventions used. Selected videos were consumer- or professional-produced videos showing human newborns undergoing heel lancing or venipuncture for blood sampling, videos showing the entire blood sampling procedure (from the first attempt or puncture to the time of application of a cotton ball or bandage), publication date prior to October 2014, Portuguese titles, available audio. Search terms included "neonate," "newborn," "neonatal screening," and "blood collection." Two reviewers independently screened the videos and extracted the following data. A total of 13 140 videos were retrieved, of which 1354 were further evaluated, and 68 were included. Videos were mostly consumer produced (97%). Heel lancing was performed in 62 (91%). Forty-nine infants (72%) were held by an adult during the procedure. Median pain score immediately after puncture was 4 (interquartile range [IQR] = 0-5), and median length of cry throughout the procedure was 61 seconds (IQR = 88). Breastfeeding (3%) and swaddling (1.5%) were rarely implemented. Posted YouTube videos in Portuguese of newborns undergoing blood collection demonstrate minimal use of pain treatment, and maximal distress during procedures. Knowledge translation strategies are needed to implement effective measures for neonatal pain relief and comfort.

  3. Adaptive metric learning with deep neural networks for video-based facial expression recognition

    NASA Astrophysics Data System (ADS)

    Liu, Xiaofeng; Ge, Yubin; Yang, Chao; Jia, Ping

    2018-01-01

    Video-based facial expression recognition has become increasingly important for plenty of applications in the real world. Despite that numerous efforts have been made for the single sequence, how to balance the complex distribution of intra- and interclass variations well between sequences has remained a great difficulty in this area. We propose the adaptive (N+M)-tuplet clusters loss function and optimize it with the softmax loss simultaneously in the training phrase. The variations introduced by personal attributes are alleviated using the similarity measurements of multiple samples in the feature space with many fewer comparison times as conventional deep metric learning approaches, which enables the metric calculations for large data applications (e.g., videos). Both the spatial and temporal relations are well explored by a unified framework that consists of an Inception-ResNet network with long short term memory and the two fully connected layer branches structure. Our proposed method has been evaluated with three well-known databases, and the experimental results show that our method outperforms many state-of-the-art approaches.

  4. Identifying hidden voice and video streams

    NASA Astrophysics Data System (ADS)

    Fan, Jieyan; Wu, Dapeng; Nucci, Antonio; Keralapura, Ram; Gao, Lixin

    2009-04-01

    Given the rising popularity of voice and video services over the Internet, accurately identifying voice and video traffic that traverse their networks has become a critical task for Internet service providers (ISPs). As the number of proprietary applications that deliver voice and video services to end users increases over time, the search for the one methodology that can accurately detect such services while being application independent still remains open. This problem becomes even more complicated when voice and video service providers like Skype, Microsoft, and Google bundle their voice and video services with other services like file transfer and chat. For example, a bundled Skype session can contain both voice stream and file transfer stream in the same layer-3/layer-4 flow. In this context, traditional techniques to identify voice and video streams do not work. In this paper, we propose a novel self-learning classifier, called VVS-I , that detects the presence of voice and video streams in flows with minimum manual intervention. Our classifier works in two phases: training phase and detection phase. In the training phase, VVS-I first extracts the relevant features, and subsequently constructs a fingerprint of a flow using the power spectral density (PSD) analysis. In the detection phase, it compares the fingerprint of a flow to the existing fingerprints learned during the training phase, and subsequently classifies the flow. Our classifier is not only capable of detecting voice and video streams that are hidden in different flows, but is also capable of detecting different applications (like Skype, MSN, etc.) that generate these voice/video streams. We show that our classifier can achieve close to 100% detection rate while keeping the false positive rate to less that 1%.

  5. Effect of video server topology on contingency capacity requirements

    NASA Astrophysics Data System (ADS)

    Kienzle, Martin G.; Dan, Asit; Sitaram, Dinkar; Tetzlaff, William H.

    1996-03-01

    Video servers need to assign a fixed set of resources to each video stream in order to guarantee on-time delivery of the video data. If a server has insufficient resources to guarantee the delivery, it must reject the stream request rather than slowing down all existing streams. Large scale video servers are being built as clusters of smaller components, so as to be economical, scalable, and highly available. This paper uses a blocking model developed for telephone systems to evaluate video server cluster topologies. The goal is to achieve high utilization of the components and low per-stream cost combined with low blocking probability and high user satisfaction. The analysis shows substantial economies of scale achieved by larger server images. Simple distributed server architectures can result in partitioning of resources with low achievable resource utilization. By comparing achievable resource utilization of partitioned and monolithic servers, we quantify the cost of partitioning. Next, we present an architecture for a distributed server system that avoids resource partitioning and results in highly efficient server clusters. Finally, we show how, in these server clusters, further optimizations can be achieved through caching and batching of video streams.

  6. Video time encoding machines.

    PubMed

    Lazar, Aurel A; Pnevmatikakis, Eftychios A

    2011-03-01

    We investigate architectures for time encoding and time decoding of visual stimuli such as natural and synthetic video streams (movies, animation). The architecture for time encoding is akin to models of the early visual system. It consists of a bank of filters in cascade with single-input multi-output neural circuits. Neuron firing is based on either a threshold-and-fire or an integrate-and-fire spiking mechanism with feedback. We show that analog information is represented by the neural circuits as projections on a set of band-limited functions determined by the spike sequence. Under Nyquist-type and frame conditions, the encoded signal can be recovered from these projections with arbitrary precision. For the video time encoding machine architecture, we demonstrate that band-limited video streams of finite energy can be faithfully recovered from the spike trains and provide a stable algorithm for perfect recovery. The key condition for recovery calls for the number of neurons in the population to be above a threshold value.

  7. Guerrilla Video: A New Protocol for Producing Classroom Video

    ERIC Educational Resources Information Center

    Fadde, Peter; Rich, Peter

    2010-01-01

    Contemporary changes in pedagogy point to the need for a higher level of video production value in most classroom video, replacing the default video protocol of an unattended camera in the back of the classroom. The rich and complex environment of today's classroom can be captured more fully using the higher level, but still easily manageable,…

  8. Applications of ENF criterion in forensic audio, video, computer and telecommunication analysis.

    PubMed

    Grigoras, Catalin

    2007-04-11

    This article reports on the electric network frequency criterion as a means of assessing the integrity of digital audio/video evidence and forensic IT and telecommunication analysis. A brief description is given to different ENF types and phenomena that determine ENF variations. In most situations, to reach a non-authenticity opinion, the visual inspection of spectrograms and comparison with an ENF database are enough. A more detailed investigation, in the time domain, requires short time windows measurements and analyses. The stability of the ENF over geographical distances has been established by comparison of synchronized recordings made at different locations on the same network. Real cases are presented, in which the ENF criterion was used to investigate audio and video files created with secret surveillance systems, a digitized audio/video recording and a TV broadcasted reportage. By applying the ENF Criterion in forensic audio/video analysis, one can determine whether and where a digital recording has been edited, establish whether it was made at the time claimed, and identify the time and date of the registering operation.

  9. Automated Video Quality Assessment for Deep-Sea Video

    NASA Astrophysics Data System (ADS)

    Pirenne, B.; Hoeberechts, M.; Kalmbach, A.; Sadhu, T.; Branzan Albu, A.; Glotin, H.; Jeffries, M. A.; Bui, A. O. V.

    2015-12-01

    Video provides a rich source of data for geophysical analysis, often supplying detailed information about the environment when other instruments may not. This is especially true of deep-sea environments, where direct visual observations cannot be made. As computer vision techniques improve and volumes of video data increase, automated video analysis is emerging as a practical alternative to labor-intensive manual analysis. Automated techniques can be much more sensitive to video quality than their manual counterparts, so performing quality assessment before doing full analysis is critical to producing valid results.Ocean Networks Canada (ONC), an initiative of the University of Victoria, operates cabled ocean observatories that supply continuous power and Internet connectivity to a broad suite of subsea instruments from the coast to the deep sea, including video and still cameras. This network of ocean observatories has produced almost 20,000 hours of video (about 38 hours are recorded each day) and an additional 8,000 hours of logs from remotely operated vehicle (ROV) dives. We begin by surveying some ways in which deep-sea video poses challenges for automated analysis, including: 1. Non-uniform lighting: Single, directional, light sources produce uneven luminance distributions and shadows; remotely operated lighting equipment are also susceptible to technical failures. 2. Particulate noise: Turbidity and marine snow are often present in underwater video; particles in the water column can have sharper focus and higher contrast than the objects of interest due to their proximity to the light source and can also influence the camera's autofocus and auto white-balance routines. 3. Color distortion (low contrast): The rate of absorption of light in water varies by wavelength, and is higher overall than in air, altering apparent colors and lowering the contrast of objects at a distance.We also describe measures under development at ONC for detecting and mitigating

  10. Content Based Lecture Video Retrieval Using Speech and Video Text Information

    ERIC Educational Resources Information Center

    Yang, Haojin; Meinel, Christoph

    2014-01-01

    In the last decade e-lecturing has become more and more popular. The amount of lecture video data on the "World Wide Web" (WWW) is growing rapidly. Therefore, a more efficient method for video retrieval in WWW or within large lecture video archives is urgently needed. This paper presents an approach for automated video indexing and video…

  11. Short children with familial short stature show enhancement of somatotroph secretion but normal IGF-I levels.

    PubMed

    Bellone, S; Corneli, G; Bellone, J; Baffoni, C; Rovere, S; de Sanctis, C; Bona, G; Ghigo, E; Aimaretti, G

    2002-05-01

    The aim of the present study was to evaluate the GH status in children with familial, idiopathic short stature (FSS). To this goal we evaluated the GH response to GHRH (1 microg/kg iv) + arginine (ARG) (0.5 g/kg iv) test which is one of the most potent and reproducible provocative tests of somatotroph secretion, in 67 children with FSS [50 boys and 17 girls, age 10.8+/-0.4 yr, pubertal stages I-III, height between -3.6 and -1.6 standard deviation score (SDS), target height <10 degrees centile, normality of both spontaneous and stimulated GH secretion as well as of IGF-I levels]. The results in FSS were compared with those in groups of children of normal height (NHC) (42 NHC, 35 boys and 7 girls, age 12.0+/-0.5 yr, pubertal stages I-III, height between -1.3 and 1.4 SDS, height velocity standard deviation score (HVSDS)>25 degrees centile, GH peak >20 microg/l after GHRH+ARG test, mean GH concentration [mGHc]>3 microg/l) and children with organic GH deficiency (GHD) (38 GHD, 29 boys and 9 girls, age 11.2+/-3.7 yr, pubertal stages I-III, height between -5.7 and -1.3 SDS, GH peak <20 microg/l after GHRH +ARG test, mGHc <3 mg/l). Basal IGF-I levels and mGHc were also evaluated in each group over 8 nocturnal hours. IGF-I levels in FSS (209.2+/-15.6 microg/l) were similar to those in NHC (237.2+/-17.2 microg/l) and both were higher (p<0.0001) than those in GHD (72.0+/-4.0 microg/l). The GH response to GHRH +ARG test in FSS (peak: 66.4+/-5.6 microg/l) was very marked and higher (p<0.01) than that in NHC (53.3+/-4.5 microg/l) which, in turn, was higher (p<0.01) than in GHD (8.2+/-0.8 microg/l). Similarly, the mGHc in FSS was higher than in NHC (6.7+/-0.5 microg/l vs 5.1+/-0.7 microg/l, p<0.05) which, in turn, was higher than in GHD (1.5+/-0.2 microg/l, p<0.0001). In conclusion, our present study demonstrates that short children with FSS show enhancement of both basal and stimulated GH secretion but normal IGF-I levels. These findings suggest that increased somatotroph

  12. Robust video copy detection approach based on local tangent space alignment

    NASA Astrophysics Data System (ADS)

    Nie, Xiushan; Qiao, Qianping

    2012-04-01

    We propose a robust content-based video copy detection approach based on local tangent space alignment (LTSA), which is an efficient dimensionality reduction algorithm. The idea is motivated by the fact that the content of video becomes richer and the dimension of content becomes higher. It does not give natural tools for video analysis and understanding because of the high dimensionality. The proposed approach reduces the dimensionality of video content using LTSA, and then generates video fingerprints in low dimensional space for video copy detection. Furthermore, a dynamic sliding window is applied to fingerprint matching. Experimental results show that the video copy detection approach has good robustness and discrimination.

  13. Paroxysmal events during prolonged video-video electroencephalography monitoring in refractory epilepsy.

    PubMed

    Sanabria-Castro, A; Henríquez-Varela, F; Monge-Bonilla, C; Lara-Maier, S; Sittenfeld-Appel, M

    2017-03-16

    Given that epileptic seizures and non-epileptic paroxysmal events have similar clinical manifestations, using specific diagnostic methods is crucial, especially in patients with drug-resistant epilepsy. Prolonged video electroencephalography monitoring during epileptic seizures reveals epileptiform discharges and has become an essential procedure for epilepsy diagnosis. The main purpose of this study is to characterise paroxysmal events and compare patterns in patients with refractory epilepsy. We conducted a retrospective analysis of medical records from 91 patients diagnosed with refractory epilepsy who underwent prolonged video electroencephalography monitoring during hospitalisation. During prolonged video electroencephalography monitoring, 76.9% of the patients (n=70) had paroxysmal events. The mean number of events was 3.4±2.7; the duration of these events was highly variable. Most patients (80%) experienced seizures during wakefulness. The most common events were focal seizures with altered levels of consciousness, progressive bilateral generalized seizures and psychogenic non-epileptic seizures. Regarding all paroxysmal events, no differences were observed in the number or type of events by sex, in duration by sex or age at onset, or in the number of events by type of event. Psychogenic nonepileptic seizures were predominantly registered during wakefulness, lasted longer, started at older ages, and were more frequent in women. Paroxysmal events recorded during prolonged video electroencephalography monitoring in patients with refractory epilepsy show similar patterns and characteristics to those reported in other latitudes. Copyright © 2017 The Author(s). Publicado por Elsevier España, S.L.U. All rights reserved.

  14. Video Analytics for Indexing, Summarization and Searching of Video Archives

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Trease, Harold E.; Trease, Lynn L.

    This paper will be submitted to the proceedings The Eleventh IASTED International Conference on. Signal and Image Processing. Given a video or video archive how does one effectively and quickly summarize, classify, and search the information contained within the data? This paper addresses these issues by describing a process for the automated generation of a table-of-contents and keyword, topic-based index tables that can be used to catalogue, summarize, and search large amounts of video data. Having the ability to index and search the information contained within the videos, beyond just metadata tags, provides a mechanism to extract and identify "useful"more » content from image and video data.« less

  15. Dissection videos do not improve anatomy examination scores.

    PubMed

    Mahmud, Waqas; Hyder, Omar; Butt, Jamaal; Aftab, Arsalan

    2011-01-01

    In this quasi-experimental study, we describe the effect of showing dissection videos on first-year medical students' performance in terms of test scores during a gross anatomy course. We also surveyed students' perception regarding the showing of dissection videos. Two hundred eighty-seven first-year medical students at Rawalpindi Medical College in Pakistan, divided into two groups, dissected one limb in first term and switched over to the other limb in the second term. During the second term, instruction was supplemented by dissection videos. Second-term anatomy examination marks were compared with first-term scores and with results from first-year medical students in previous years. Multiple linear regression analysis was performed, with term scores (continuous, 0-200) as the dependent variable. Students shown dissection videos scored 1.26 marks higher than those not shown. The relationship was not statistically significant (95% CI: -1.11, 3.70; P = 0.314). Ninety-three percent of students favored regular inclusion of dissection videos in curriculum, and 50% termed it the best source for learning gross anatomy. Seventy-six percent of students did not perform regular cadaver dissection. The most frequent reason cited for not performing regular dissection was high student-cadaver ratio. Dissection videos did not improve performance on final examination scores; however, students favored their use. Copyright © 2011 American Association of Anatomists.

  16. Long-term Transfer of Learning from Books and Videos during Toddlerhood

    PubMed Central

    Brito, Natalie; Barr, Rachel; McIntyre, Paula; Simcock, Gabrielle

    2011-01-01

    Television viewing and picture book reading are prevalent activities during toddlerhood and research has shown that toddlers can imitate from both books and videos after short delays (Barr & Hayne, 1999; Simcock & DeLoache, 2006). This is the first study to directly compare toddlers’ long-term retention rates for target actions learned from a video or book. Toddlers (N = 158) aged 18- and 24-months saw an experimenter demonstrating how to make a novel 3-step toy rattle via a pre-recorded video or a picture book. The toddlers’ imitation of the target actions was tested after a specific delay (e.g., 2 weeks, 4 weeks) and their performance was compared to that of age-matched controls who did not see a demonstration. The 18-month-olds retained the target actions for 2 weeks, exhibiting forgetting at 4 weeks, whereas the 24-month-olds retained the information for up to 4 weeks, exhibiting forgetting at 8 weeks. Retention rates for books and videos did not differ at either age. These findings demonstrate very impressive retention from a brief 2D media demonstration and they contribute to our overall understanding of long-term memory processes during infancy. PMID:21911223

  17. Long-term transfer of learning from books and video during toddlerhood.

    PubMed

    Brito, Natalie; Barr, Rachel; McIntyre, Paula; Simcock, Gabrielle

    2012-01-01

    Television viewing and picture book reading are prevalent activities during toddlerhood, and research has shown that toddlers can imitate from both books and videos after short delays. This is the first study to directly compare toddlers' long-term retention rates for target actions learned from a video or book. Toddlers (N=158) at 18- and 24-months of age saw an experimenter demonstrating how to make a novel three-step toy rattle via a prerecorded video or a picture book. The toddlers' imitation of the target actions was tested after a specific delay (e.g., 2, 4 weeks), and their performance was compared with that of age-matched controls who did not see a demonstration. The 18-month-olds retained the target actions for 2 weeks, exhibiting forgetting at 4 weeks, whereas the 24-month-olds retained the information for up to 4 weeks, exhibiting forgetting at 8 weeks. Retention rates for books and videos did not differ at either age. These findings demonstrate very impressive retention from a brief two-dimensional media demonstration, and they contribute to our overall understanding of long-term memory processes during infancy. Copyright © 2011 Elsevier Inc. All rights reserved.

  18. Video game playing and its relations with aggressive and prosocial behaviour.

    PubMed

    Wiegman, O; van Schie, E G

    1998-09-01

    In this study of 278 children from the seventh and eighth grade of five elementary schools in Enschede, The Netherlands, the relationship between the amount of time children spent on playing video games and aggressive as well as prosocial behaviour was investigated. In addition, the relationship between the preference for aggressive video games and aggressive and prosocial behaviour was studied. No significant relationship was found between video game use in general and aggressive behaviour, but a significant negative relationship with prosocial behaviour was supported. However, separate analyses for boys and girls did not reveal this relationship. More consistent results were found for the preference for aggressive video games: children, especially boys, who preferred aggressive video games were more aggressive and showed less prosocial behaviour than those with a low preference for these games. Further analyses showed that children who preferred playing aggressive video games tended to be less intelligent.

  19. Real-time transmission of digital video using variable-length coding

    NASA Technical Reports Server (NTRS)

    Bizon, Thomas P.; Shalkhauser, Mary JO; Whyte, Wayne A., Jr.

    1993-01-01

    Huffman coding is a variable-length lossless compression technique where data with a high probability of occurrence is represented with short codewords, while 'not-so-likely' data is assigned longer codewords. Compression is achieved when the high-probability levels occur so frequently that their benefit outweighs any penalty paid when a less likely input occurs. One instance where Huffman coding is extremely effective occurs when data is highly predictable and differential coding can be applied (as with a digital video signal). For that reason, it is desirable to apply this compression technique to digital video transmission; however, special care must be taken in order to implement a communication protocol utilizing Huffman coding. This paper addresses several of the issues relating to the real-time transmission of Huffman-coded digital video over a constant-rate serial channel. Topics discussed include data rate conversion (from variable to a fixed rate), efficient data buffering, channel coding, recovery from communication errors, decoder synchronization, and decoder architectures. A description of the hardware developed to execute Huffman coding and serial transmission is also included. Although this paper focuses on matters relating to Huffman-coded digital video, the techniques discussed can easily be generalized for a variety of applications which require transmission of variable-length data.

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

    PubMed

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

    2012-06-01

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

  1. Application of robust face recognition in video surveillance systems

    NASA Astrophysics Data System (ADS)

    Zhang, De-xin; An, Peng; Zhang, Hao-xiang

    2018-03-01

    In this paper, we propose a video searching system that utilizes face recognition as searching indexing feature. As the applications of video cameras have great increase in recent years, face recognition makes a perfect fit for searching targeted individuals within the vast amount of video data. However, the performance of such searching depends on the quality of face images recorded in the video signals. Since the surveillance video cameras record videos without fixed postures for the object, face occlusion is very common in everyday video. The proposed system builds a model for occluded faces using fuzzy principal component analysis (FPCA), and reconstructs the human faces with the available information. Experimental results show that the system has very high efficiency in processing the real life videos, and it is very robust to various kinds of face occlusions. Hence it can relieve people reviewers from the front of the monitors and greatly enhances the efficiency as well. The proposed system has been installed and applied in various environments and has already demonstrated its power by helping solving real cases.

  2. Games people play: How video games improve probabilistic learning.

    PubMed

    Schenk, Sabrina; Lech, Robert K; Suchan, Boris

    2017-09-29

    Recent research suggests that video game playing is associated with many cognitive benefits. However, little is known about the neural mechanisms mediating such effects, especially with regard to probabilistic categorization learning, which is a widely unexplored area in gaming research. Therefore, the present study aimed to investigate the neural correlates of probabilistic classification learning in video gamers in comparison to non-gamers. Subjects were scanned in a 3T magnetic resonance imaging (MRI) scanner while performing a modified version of the weather prediction task. Behavioral data yielded evidence for better categorization performance of video gamers, particularly under conditions characterized by stronger uncertainty. Furthermore, a post-experimental questionnaire showed that video gamers had acquired higher declarative knowledge about the card combinations and the related weather outcomes. Functional imaging data revealed for video gamers stronger activation clusters in the hippocampus, the precuneus, the cingulate gyrus and the middle temporal gyrus as well as in occipital visual areas and in areas related to attentional processes. All these areas are connected with each other and represent critical nodes for semantic memory, visual imagery and cognitive control. Apart from this, and in line with previous studies, both groups showed activation in brain areas that are related to attention and executive functions as well as in the basal ganglia and in memory-associated regions of the medial temporal lobe. These results suggest that playing video games might enhance the usage of declarative knowledge as well as hippocampal involvement and enhances overall learning performance during probabilistic learning. In contrast to non-gamers, video gamers showed better categorization performance, independently of the uncertainty of the condition. Copyright © 2017 Elsevier B.V. All rights reserved.

  3. Surgical gesture classification from video and kinematic data.

    PubMed

    Zappella, Luca; Béjar, Benjamín; Hager, Gregory; Vidal, René

    2013-10-01

    Much of the existing work on automatic classification of gestures and skill in robotic surgery is based on dynamic cues (e.g., time to completion, speed, forces, torque) or kinematic data (e.g., robot trajectories and velocities). While videos could be equally or more discriminative (e.g., videos contain semantic information not present in kinematic data), they are typically not used because of the difficulties associated with automatic video interpretation. In this paper, we propose several methods for automatic surgical gesture classification from video data. We assume that the video of a surgical task (e.g., suturing) has been segmented into video clips corresponding to a single gesture (e.g., grabbing the needle, passing the needle) and propose three methods to classify the gesture of each video clip. In the first one, we model each video clip as the output of a linear dynamical system (LDS) and use metrics in the space of LDSs to classify new video clips. In the second one, we use spatio-temporal features extracted from each video clip to learn a dictionary of spatio-temporal words, and use a bag-of-features (BoF) approach to classify new video clips. In the third one, we use multiple kernel learning (MKL) to combine the LDS and BoF approaches. Since the LDS approach is also applicable to kinematic data, we also use MKL to combine both types of data in order to exploit their complementarity. Our experiments on a typical surgical training setup show that methods based on video data perform equally well, if not better, than state-of-the-art approaches based on kinematic data. In turn, the combination of both kinematic and video data outperforms any other algorithm based on one type of data alone. Copyright © 2013 Elsevier B.V. All rights reserved.

  4. Video-based face recognition via convolutional neural networks

    NASA Astrophysics Data System (ADS)

    Bao, Tianlong; Ding, Chunhui; Karmoshi, Saleem; Zhu, Ming

    2017-06-01

    Face recognition has been widely studied recently while video-based face recognition still remains a challenging task because of the low quality and large intra-class variation of video captured face images. In this paper, we focus on two scenarios of video-based face recognition: 1)Still-to-Video(S2V) face recognition, i.e., querying a still face image against a gallery of video sequences; 2)Video-to-Still(V2S) face recognition, in contrast to S2V scenario. A novel method was proposed in this paper to transfer still and video face images to an Euclidean space by a carefully designed convolutional neural network, then Euclidean metrics are used to measure the distance between still and video images. Identities of still and video images that group as pairs are used as supervision. In the training stage, a joint loss function that measures the Euclidean distance between the predicted features of training pairs and expanding vectors of still images is optimized to minimize the intra-class variation while the inter-class variation is guaranteed due to the large margin of still images. Transferred features are finally learned via the designed convolutional neural network. Experiments are performed on COX face dataset. Experimental results show that our method achieves reliable performance compared with other state-of-the-art methods.

  5. Learner-Generated Digital Video: Using Ideas Videos in Teacher Education

    ERIC Educational Resources Information Center

    Kearney, Matthew

    2013-01-01

    This qualitative study investigates the efficacy of "Ideas Videos" (or "iVideos") in pre-service teacher education. It explores the experiences of student teachers and their lecturer engaging with this succinct, advocacy-style video genre designed to evoke emotions about powerful ideas in Education (Wong, Mishra, Koehler, &…

  6. 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.

  7. Video Image Stabilization and Registration

    NASA Technical Reports Server (NTRS)

    Hathaway, David H. (Inventor); Meyer, Paul J. (Inventor)

    2002-01-01

    A method of stabilizing and registering a video image in multiple video fields of a video sequence provides accurate determination of the image change in magnification, rotation and translation between video fields, so that the video fields may be accurately corrected for these changes in the image in the video sequence. In a described embodiment, a key area of a key video field is selected which contains an image which it is desired to stabilize in a video sequence. The key area is subdivided into nested pixel blocks and the translation of each of the pixel blocks from the key video field to a new video field is determined as a precursor to determining change in magnification, rotation and translation of the image from the key video field to the new video field.

  8. Video Image Stabilization and Registration

    NASA Technical Reports Server (NTRS)

    Hathaway, David H. (Inventor); Meyer, Paul J. (Inventor)

    2003-01-01

    A method of stabilizing and registering a video image in multiple video fields of a video sequence provides accurate determination of the image change in magnification, rotation and translation between video fields, so that the video fields may be accurately corrected for these changes in the image in the video sequence. In a described embodiment, a key area of a key video field is selected which contains an image which it is desired to stabilize in a video sequence. The key area is subdivided into nested pixel blocks and the translation of each of the pixel blocks from the key video field to a new video field is determined as a precursor to determining change in magnification, rotation and translation of the image from the key video field to the new video field.

  9. Video Captions Benefit Everyone.

    PubMed

    Gernsbacher, Morton Ann

    2015-10-01

    Video captions, also known as same-language subtitles, benefit everyone who watches videos (children, adolescents, college students, and adults). More than 100 empirical studies document that captioning a video improves comprehension of, attention to, and memory for the video. Captions are particularly beneficial for persons watching videos in their non-native language, for children and adults learning to read, and for persons who are D/deaf or hard of hearing. However, despite U.S. laws, which require captioning in most workplace and educational contexts, many video audiences and video creators are naïve about the legal mandate to caption, much less the empirical benefit of captions.

  10. Video Captions Benefit Everyone

    PubMed Central

    Gernsbacher, Morton Ann

    2016-01-01

    Video captions, also known as same-language subtitles, benefit everyone who watches videos (children, adolescents, college students, and adults). More than 100 empirical studies document that captioning a video improves comprehension of, attention to, and memory for the video. Captions are particularly beneficial for persons watching videos in their non-native language, for children and adults learning to read, and for persons who are D/deaf or hard of hearing. However, despite U.S. laws, which require captioning in most workplace and educational contexts, many video audiences and video creators are naïve about the legal mandate to caption, much less the empirical benefit of captions. PMID:28066803

  11. Hierarchical video summarization

    NASA Astrophysics Data System (ADS)

    Ratakonda, Krishna; Sezan, M. Ibrahim; Crinon, Regis J.

    1998-12-01

    We address the problem of key-frame summarization of vide in the absence of any a priori information about its content. This is a common problem that is encountered in home videos. We propose a hierarchical key-frame summarization algorithm where a coarse-to-fine key-frame summary is generated. A hierarchical key-frame summary facilitates multi-level browsing where the user can quickly discover the content of the video by accessing its coarsest but most compact summary and then view a desired segment of the video with increasingly more detail. At the finest level, the summary is generated on the basis of color features of video frames, using an extension of a recently proposed key-frame extraction algorithm. The finest level key-frames are recursively clustered using a novel pairwise K-means clustering approach with temporal consecutiveness constraint. We also address summarization of MPEG-2 compressed video without fully decoding the bitstream. We also propose efficient mechanisms that facilitate decoding the video when the hierarchical summary is utilized in browsing and playback of video segments starting at selected key-frames.

  12. Overlaid caption extraction in news video based on SVM

    NASA Astrophysics Data System (ADS)

    Liu, Manman; Su, Yuting; Ji, Zhong

    2007-11-01

    Overlaid caption in news video often carries condensed semantic information which is key cues for content-based video indexing and retrieval. However, it is still a challenging work to extract caption from video because of its complex background and low resolution. In this paper, we propose an effective overlaid caption extraction approach for news video. We first scan the video key frames using a small window, and then classify the blocks into the text and non-text ones via support vector machine (SVM), with statistical features extracted from the gray level co-occurrence matrices, the LH and HL sub-bands wavelet coefficients and the orientated edge intensity ratios. Finally morphological filtering and projection profile analysis are employed to localize and refine the candidate caption regions. Experiments show its high performance on four 30-minute news video programs.

  13. The development of an educational video to motivate teens with asthma to be more involved during medical visits and to improve medication adherence.

    PubMed

    Sleath, Betsy; Carpenter, Delesha M; Lee, Charles; Loughlin, Ceila E; Etheridge, Dana; Rivera-Duchesne, Laura; Reuland, Daniel S; Batey, Karolyne; Duchesne, Cristina I; Garcia, Nacire; Tudor, Gail

    2016-09-01

    Our objective was to develop a series of short educational videos for teens and parents to watch before pediatric visits to motivate teens to be more actively involved during their visits. The development of the short educational videos was theoretically guided by Social Cognitive Theory. First we conducted four focus groups with teens (ages 11 to 17) with asthma, four focus groups with the teens' parents, and seven focus groups with pediatric providers from four clinics. The research team, which included two teens with asthma and their parents, analyzed the focus group transcripts for themes and then developed the initial video script. Next, a visual storyboard was reviewed by focus groups with parents and four with teens to identify areas of the script for improvement. The English videos were then produced. Focus groups with Hispanic parents and teens were then conducted for advice on how to modify the videos to make a more culturally appropriate Spanish version. Based on focus group results, teen newscasters narrate six one- to two-minute videos with different themes: (a) how to get mom off your back, (b) asthma triggers, (c) staying active with asthma, (d) tracking asthma symptoms, (e) how to talk to your doctor and (f) having confidence with asthma. Each video clip has three key messages and emphasizes how teens should discuss these messages with their providers. Teens, parents, and providers gave us excellent insight into developing videos to increase teen involvement during medical visits.

  14. Developing Short Films of Geoscience Research

    NASA Astrophysics Data System (ADS)

    Shipman, J. S.; Webley, P. W.; Dehn, J.; Harrild, M.; Kienenberger, D.; Salganek, M.

    2015-12-01

    In today's prevalence of social media and networking, video products are becoming increasingly more useful to communicate research quickly and effectively to a diverse audience, including outreach activities as well as within the research community and to funding agencies. Due to the observational nature of geoscience, researchers often take photos and video footage to document fieldwork or to record laboratory experiments. Here we present how researchers can become more effective storytellers by collaborating with filmmakers to produce short documentary films of their research. We will focus on the use of traditional high-definition (HD) camcorders and HD DSLR cameras to record the scientific story while our research topic focuses on the use of remote sensing techniques, specifically thermal infrared imaging that is often used to analyze time varying natural processes such as volcanic hazards. By capturing the story in the thermal infrared wavelength range, in addition to traditional red-green-blue (RGB) color space, the audience is able to experience the world differently. We will develop a short film specifically designed using thermal infrared cameras that illustrates how visual storytellers can use these new tools to capture unique and important aspects of their research, convey their passion for earth systems science, as well as engage and captive the viewer.

  15. Chest compression rate measurement from smartphone video.

    PubMed

    Engan, Kjersti; Hinna, Thomas; Ryen, Tom; Birkenes, Tonje S; Myklebust, Helge

    2016-08-11

    Out-of-hospital cardiac arrest is a life threatening situation where the first person performing cardiopulmonary resuscitation (CPR) most often is a bystander without medical training. Some existing smartphone apps can call the emergency number and provide for example global positioning system (GPS) location like Hjelp 113-GPS App by the Norwegian air ambulance. We propose to extend functionality of such apps by using the built in camera in a smartphone to capture video of the CPR performed, primarily to estimate the duration and rate of the chest compression executed, if any. All calculations are done in real time, and both the caller and the dispatcher will receive the compression rate feedback when detected. The proposed algorithm is based on finding a dynamic region of interest in the video frames, and thereafter evaluating the power spectral density by computing the fast fourier transform over sliding windows. The power of the dominating frequencies is compared to the power of the frequency area of interest. The system is tested on different persons, male and female, in different scenarios addressing target compression rates, background disturbances, compression with mouth-to-mouth ventilation, various background illuminations and phone placements. All tests were done on a recording Laerdal manikin, providing true compression rates for comparison. Overall, the algorithm is seen to be promising, and it manages a number of disturbances and light situations. For target rates at 110 cpm, as recommended during CPR, the mean error in compression rate (Standard dev. over tests in parentheses) is 3.6 (0.8) for short hair bystanders, and 8.7 (6.0) including medium and long haired bystanders. The presented method shows that it is feasible to detect the compression rate of chest compressions performed by a bystander by placing the smartphone close to the patient, and using the built-in camera combined with a video processing algorithm performed real-time on the device.

  16. The Measurement of Intelligence in the XXI Century using Video Games.

    PubMed

    Quiroga, M A; Román, F J; De La Fuente, J; Privado, J; Colom, R

    2016-12-05

    This paper reviews the use of video games for measuring intelligence differences and reports two studies analyzing the relationship between intelligence and performance on a leisure video game. In the first study, the main focus was to design an Intelligence Test using puzzles from the video game. Forty-seven young participants played "Professor Layton and the curious village"® for a maximum of 15 hours and completed a set of intelligence standardized tests. Results show that the time required for completing the game interacts with intelligence differences: the higher the intelligence, the lower the time (d = .91). Furthermore, a set of 41 puzzles showed excellent psychometric properties. The second study, done seven years later, confirmed the previous findings. We finally discuss the pros and cons of video games as tools for measuring cognitive abilities with commercial video games, underscoring that psychologists must develop their own intelligence video games and delineate their key features for the measurement devices of next generation.

  17. Comparison of Video and Text Narrative Presentations on Comprehension and Vocabulary Acquisition.

    ERIC Educational Resources Information Center

    Podszebka, Darcy; Conklin, Candee; Apple, Mary; Windus, Amy

    A study investigated the effect of video and narrative presentations on children's comprehension and vocabulary acquisition. Participants were students in four heterogeneously grouped eighth-grade English classes (n=16, 22, 21, and 11) in a rural school district in southwestern New York. The short story selected was Sir Arthur Conan Doyle's…

  18. Using Video Modeling to Increase Variation in the Conversation of Children with Autism

    ERIC Educational Resources Information Center

    Charlop, Marjorie H.; Gilmore, Laura; Chang, Gina T.

    2009-01-01

    The present study assessed the effects of video modeling on acquisition and generalization of variation in the conversational speech of two boys with autism. A video was made showing several versions of several topics of conversation, thus providing multiple exemplars of each conversation. Video modeling consisted of showing each child a video…

  19. The calibration of video cameras for quantitative measurements

    NASA Technical Reports Server (NTRS)

    Snow, Walter L.; Childers, Brooks A.; Shortis, Mark R.

    1993-01-01

    Several different recent applications of velocimetry at Langley Research Center are described in order to show the need for video camera calibration for quantitative measurements. Problems peculiar to video sensing are discussed, including synchronization and timing, targeting, and lighting. The extension of the measurements to include radiometric estimates is addressed.

  20. Research on compression performance of ultrahigh-definition videos

    NASA Astrophysics Data System (ADS)

    Li, Xiangqun; He, Xiaohai; Qing, Linbo; Tao, Qingchuan; Wu, Di

    2017-11-01

    With the popularization of high-definition (HD) images and videos (1920×1080 pixels and above), there are even 4K (3840×2160) television signals and 8 K (8192×4320) ultrahigh-definition videos. The demand for HD images and videos is increasing continuously, along with the increasing data volume. The storage and transmission cannot be properly solved only by virtue of the expansion capacity of hard disks and the update and improvement of transmission devices. Based on the full use of the coding standard high-efficiency video coding (HEVC), super-resolution reconstruction technology, and the correlation between the intra- and the interprediction, we first put forward a "division-compensation"-based strategy to further improve the compression performance of a single image and frame I. Then, by making use of the above thought and HEVC encoder and decoder, a video compression coding frame is designed. HEVC is used inside the frame. Last, with the super-resolution reconstruction technology, the reconstructed video quality is further improved. The experiment shows that by the proposed compression method for a single image (frame I) and video sequence here, the performance is superior to that of HEVC in a low bit rate environment.

  1. The Association Between Video Game Play and Cognitive Function: Does Gaming Platform Matter?

    PubMed

    Huang, Vivian; Young, Michaelia; Fiocco, Alexandra J

    2017-11-01

    Despite consumer growth, few studies have evaluated the cognitive effects of gaming using mobile devices. This study examined the association between video game play platform and cognitive performance. Furthermore, the differential effect of video game genre (action versus nonaction) was explored. Sixty undergraduate students completed a video game experience questionnaire, and we divided them into three groups: mobile video game players (MVGPs), console/computer video game players (CVGPs), and nonvideo game players (NVGPs). Participants completed a cognitive battery to assess executive function, and learning and memory. Controlling for sex and ethnicity, analyses showed that frequent video game play is associated with enhanced executive function, but not learning and memory. MVGPs were significantly more accurate on working memory performances than NVGPs. Both MVGPs and CVGPs were similarly associated with enhanced cognitive function, suggesting that platform does not significantly determine the benefits of frequent video game play. Video game platform was found to differentially associate with preference for action video game genre and motivation for gaming. Exploratory analyses show that sex significantly effects frequent video game play, platform and genre preference, and cognitive function. This study represents a novel exploration of the relationship between mobile video game play and cognition and adds support to the cognitive benefits of frequent video game play.

  2. Non-mydriatic, wide field, fundus video camera

    NASA Astrophysics Data System (ADS)

    Hoeher, Bernhard; Voigtmann, Peter; Michelson, Georg; Schmauss, Bernhard

    2014-02-01

    We describe a method we call "stripe field imaging" that is capable of capturing wide field color fundus videos and images of the human eye at pupil sizes of 2mm. This means that it can be used with a non-dilated pupil even with bright ambient light. We realized a mobile demonstrator to prove the method and we could acquire color fundus videos of subjects successfully. We designed the demonstrator as a low-cost device consisting of mass market components to show that there is no major additional technical outlay to realize the improvements we propose. The technical core idea of our method is breaking the rotational symmetry in the optical design that is given in many conventional fundus cameras. By this measure we could extend the possible field of view (FOV) at a pupil size of 2mm from a circular field with 20° in diameter to a square field with 68° by 18° in size. We acquired a fundus video while the subject was slightly touching and releasing the lid. The resulting video showed changes at vessels in the region of the papilla and a change of the paleness of the papilla.

  3. Videos and Animations for Vocabulary Learning: A Study on Difficult Words

    ERIC Educational Resources Information Center

    Lin, Chih-cheng; Tseng, Yi-fang

    2012-01-01

    Studies on using still images and dynamic videos in multimedia annotations produced inconclusive results. A further examination, however, showed that the principle of using videos to explain complex concepts was not observed in the previous studies. This study was intended to investigate whether videos, compared with pictures, better assist…

  4. A novel sub-shot segmentation method for user-generated video

    NASA Astrophysics Data System (ADS)

    Lei, Zhuo; Zhang, Qian; Zheng, Chi; Qiu, Guoping

    2018-04-01

    With the proliferation of the user-generated videos, temporal segmentation is becoming a challengeable problem. Traditional video temporal segmentation methods like shot detection are not able to work on unedited user-generated videos, since they often only contain one single long shot. We propose a novel temporal segmentation framework for user-generated video. It finds similar frames with a tree partitioning min-Hash technique, constructs sparse temporal constrained affinity sub-graphs, and finally divides the video into sub-shot-level segments with a dense-neighbor-based clustering method. Experimental results show that our approach outperforms all the other related works. Furthermore, it is indicated that the proposed approach is able to segment user-generated videos at an average human level.

  5. Estimation of low back moments from video analysis: a validation study.

    PubMed

    Coenen, Pieter; Kingma, Idsart; Boot, Cécile R L; Faber, Gert S; Xu, Xu; Bongers, Paulien M; van Dieën, Jaap H

    2011-09-02

    This study aimed to develop, compare and validate two versions of a video analysis method for assessment of low back moments during occupational lifting tasks since for epidemiological studies and ergonomic practice relatively cheap and easily applicable methods to assess low back loads are needed. Ten healthy subjects participated in a protocol comprising 12 lifting conditions. Low back moments were assessed using two variants of a video analysis method and a lab-based reference method. Repeated measures ANOVAs showed no overall differences in peak moments between the two versions of the video analysis method and the reference method. However, two conditions showed a minor overestimation of one of the video analysis method moments. Standard deviations were considerable suggesting that errors in the video analysis were random. Furthermore, there was a small underestimation of dynamic components and overestimation of the static components of the moments. Intraclass correlations coefficients for peak moments showed high correspondence (>0.85) of the video analyses with the reference method. It is concluded that, when a sufficient number of measurements can be taken, the video analysis method for assessment of low back loads during lifting tasks provides valid estimates of low back moments in ergonomic practice and epidemiological studies for lifts up to a moderate level of asymmetry. Copyright © 2011 Elsevier Ltd. All rights reserved.

  6. Using Short Videos as Testing Elements in Skill Matching-Test Design in the Smart Project

    ERIC Educational Resources Information Center

    Beutner, Marc; Rüscher, Frederike Anna

    2017-01-01

    This paper provides insights in the development of a skill matching test which addresses soft skills integrated videos as media to provide information about situations to be rated. The design of the skill testing and matching tool is situated in the educational ERASMUS+ project SMART which is presented as well. With a specific view on team work…

  7. Developing an educational video on lung lobectomy for the general surgery resident.

    PubMed

    Hayden, Emily L; Seagull, F Jacob; Reddy, Rishindra M

    2015-06-15

    The educational resources available to general surgery residents preparing for complex thoracic surgeries vary greatly in content and target audience. We hypothesized that the preparatory resources could be improved in both efficiency of use and targeting. A formal needs analysis was performed to determine residents' knowledge gaps and desired format and/or content of an educational tool while preparing for their first lung resections. The results of the needs assessment then guided the creation of a 20-min video tool. The video was evaluated by a focus group of experts for appropriateness to the target audience, ease of use, and relevance. The needs assessment illustrated that residents feel there is a paucity of appropriate resources available to them while preparing for the lung resection procedure; 82% of respondents felt that easy-to-use and concise resources on the lobectomy procedure were either "not at all" or "somewhat" accessible. Residents reported that video was their preferred format for a learning tool overall and identified a broad spectrum of most challenging procedural aspects. These results were used to guide the creation of a 20-min video tool. A focus group validated the efficacy and appropriateness of the video. Targeted and efficient tools for residents preparing for complex subspecialty procedures are needed and valued. These results clearly encourage further work in the creation of focused educational tools for surgical residents, especially in the format of short video overviews. Copyright © 2015 Elsevier Inc. All rights reserved.

  8. Analysis-Preserving Video Microscopy Compression via Correlation and Mathematical Morphology

    PubMed Central

    Shao, Chong; Zhong, Alfred; Cribb, Jeremy; Osborne, Lukas D.; O’Brien, E. Timothy; Superfine, Richard; Mayer-Patel, Ketan; Taylor, Russell M.

    2015-01-01

    The large amount video data produced by multi-channel, high-resolution microscopy system drives the need for a new high-performance domain-specific video compression technique. We describe a novel compression method for video microscopy data. The method is based on Pearson's correlation and mathematical morphology. The method makes use of the point-spread function (PSF) in the microscopy video acquisition phase. We compare our method to other lossless compression methods and to lossy JPEG, JPEG2000 and H.264 compression for various kinds of video microscopy data including fluorescence video and brightfield video. We find that for certain data sets, the new method compresses much better than lossless compression with no impact on analysis results. It achieved a best compressed size of 0.77% of the original size, 25× smaller than the best lossless technique (which yields 20% for the same video). The compressed size scales with the video's scientific data content. Further testing showed that existing lossy algorithms greatly impacted data analysis at similar compression sizes. PMID:26435032

  9. Reaching out to high school youth: the effectiveness of a video-based antistigma program.

    PubMed

    Stuart, Heather

    2006-09-01

    To evaluate the impact on high school students of a video-based antistigma program portraying real life experiences of individuals with schizophrenia and lesson plans to guide classroom discussions and active learning. We used a pre- and posttest design to measure the short-term impact of the program on student's knowledge of schizophrenia and its treatment as well as students' self-reported socially distancing behaviours. Participants (571 students) were from 8 high schools across Canada. Following the Reaching Out antistigma program, high school students were significantly more knowledgeable and less socially distancing. Impact also varied by age group and sex. Video-based antistigma programs are comparable to programs that deliver educational messages through direct contact with individuals with mental illnesses. Video-based programs are more easily disseminated on a broad scale.

  10. Pediatric Audiometry: The Relative Success of Toy and Video Reinforcers.

    ERIC Educational Resources Information Center

    Doggett, Sheryl; Gans, Donald P.; Stein, Ramona

    2000-01-01

    An operate conditional technique was used to determine the relative success of toys and video shows as reinforcers for testing the hearing of 28 younger (30-month-old) and 28 older (45-month old) children. Animated toys and video shows for children were equally effective as reinforcers for both age groups. (Contains references.) (Author/CR)

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

    PubMed Central

    Brame, Cynthia J.

    2016-01-01

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

  12. Video segmentation using keywords

    NASA Astrophysics Data System (ADS)

    Ton-That, Vinh; Vong, Chi-Tai; Nguyen-Dao, Xuan-Truong; Tran, Minh-Triet

    2018-04-01

    At DAVIS-2016 Challenge, many state-of-art video segmentation methods achieve potential results, but they still much depend on annotated frames to distinguish between background and foreground. It takes a lot of time and efforts to create these frames exactly. In this paper, we introduce a method to segment objects from video based on keywords given by user. First, we use a real-time object detection system - YOLOv2 to identify regions containing objects that have labels match with the given keywords in the first frame. Then, for each region identified from the previous step, we use Pyramid Scene Parsing Network to assign each pixel as foreground or background. These frames can be used as input frames for Object Flow algorithm to perform segmentation on entire video. We conduct experiments on a subset of DAVIS-2016 dataset in half the size of its original size, which shows that our method can handle many popular classes in PASCAL VOC 2012 dataset with acceptable accuracy, about 75.03%. We suggest widely testing by combining other methods to improve this result in the future.

  13. Video Time Encoding Machines

    PubMed Central

    Lazar, Aurel A.; Pnevmatikakis, Eftychios A.

    2013-01-01

    We investigate architectures for time encoding and time decoding of visual stimuli such as natural and synthetic video streams (movies, animation). The architecture for time encoding is akin to models of the early visual system. It consists of a bank of filters in cascade with single-input multi-output neural circuits. Neuron firing is based on either a threshold-and-fire or an integrate-and-fire spiking mechanism with feedback. We show that analog information is represented by the neural circuits as projections on a set of band-limited functions determined by the spike sequence. Under Nyquist-type and frame conditions, the encoded signal can be recovered from these projections with arbitrary precision. For the video time encoding machine architecture, we demonstrate that band-limited video streams of finite energy can be faithfully recovered from the spike trains and provide a stable algorithm for perfect recovery. The key condition for recovery calls for the number of neurons in the population to be above a threshold value. PMID:21296708

  14. Open-source telemedicine platform for wireless medical video communication.

    PubMed

    Panayides, A; Eleftheriou, I; Pantziaris, M

    2013-01-01

    An m-health system for real-time wireless communication of medical video based on open-source software is presented. The objective is to deliver a low-cost telemedicine platform which will allow for reliable remote diagnosis m-health applications such as emergency incidents, mass population screening, and medical education purposes. The performance of the proposed system is demonstrated using five atherosclerotic plaque ultrasound videos. The videos are encoded at the clinically acquired resolution, in addition to lower, QCIF, and CIF resolutions, at different bitrates, and four different encoding structures. Commercially available wireless local area network (WLAN) and 3.5G high-speed packet access (HSPA) wireless channels are used to validate the developed platform. Objective video quality assessment is based on PSNR ratings, following calibration using the variable frame delay (VFD) algorithm that removes temporal mismatch between original and received videos. Clinical evaluation is based on atherosclerotic plaque ultrasound video assessment protocol. Experimental results show that adequate diagnostic quality wireless medical video communications are realized using the designed telemedicine platform. HSPA cellular networks provide for ultrasound video transmission at the acquired resolution, while VFD algorithm utilization bridges objective and subjective ratings.

  15. Open-Source Telemedicine Platform for Wireless Medical Video Communication

    PubMed Central

    Panayides, A.; Eleftheriou, I.; Pantziaris, M.

    2013-01-01

    An m-health system for real-time wireless communication of medical video based on open-source software is presented. The objective is to deliver a low-cost telemedicine platform which will allow for reliable remote diagnosis m-health applications such as emergency incidents, mass population screening, and medical education purposes. The performance of the proposed system is demonstrated using five atherosclerotic plaque ultrasound videos. The videos are encoded at the clinically acquired resolution, in addition to lower, QCIF, and CIF resolutions, at different bitrates, and four different encoding structures. Commercially available wireless local area network (WLAN) and 3.5G high-speed packet access (HSPA) wireless channels are used to validate the developed platform. Objective video quality assessment is based on PSNR ratings, following calibration using the variable frame delay (VFD) algorithm that removes temporal mismatch between original and received videos. Clinical evaluation is based on atherosclerotic plaque ultrasound video assessment protocol. Experimental results show that adequate diagnostic quality wireless medical video communications are realized using the designed telemedicine platform. HSPA cellular networks provide for ultrasound video transmission at the acquired resolution, while VFD algorithm utilization bridges objective and subjective ratings. PMID:23573082

  16. Nailing the coffin shut on doubts that violent video games stimulate aggression: comment on Anderson et al. (2010).

    PubMed

    Huesmann, L Rowell

    2010-03-01

    Over the past half century the mass media, including video games, have become important socializers of children. Observational learning theory has evolved into social-cognitive information processing models that explain that what a child observes in any venue has both short-term and long-term influences on the child's behaviors and cognitions. C. A. Anderson et al.'s (2010) extensive meta-analysis of the effects of violent video games confirms what these theories predict and what prior research about other violent mass media has found: that violent video games stimulate aggression in the players in the short run and increase the risk for aggressive behaviors by the players later in life. The effects occur for males and females and for children growing up in Eastern or Western cultures. The effects are strongest for the best studies. Contrary to some critics' assertions, the meta-analysis of C. A. Anderson et al. is methodologically sound and comprehensive. Yet the results of meta-analyses are unlikely to change the critics' views or the public's perception that the issue is undecided because some studies have yielded null effects, because many people are concerned that the implications of the research threaten freedom of expression, and because many people have their identities or self-interests closely tied to violent video games.

  17. An objective measure of hyperactivity aspects with compressed webcam video.

    PubMed

    Wehrmann, Thomas; Müller, Jörg Michael

    2015-01-01

    Objective measures of physical activity are currently not considered in clinical guidelines for the assessment of hyperactivity in the context of Attention-Deficit/Hyperactivity Disorder (ADHD) due to low and inconsistent associations between clinical ratings, missing age-related norm data and high technical requirements. This pilot study introduces a new objective measure for physical activity using compressed webcam video footage, which should be less affected by age-related variables. A pre-test established a preliminary standard procedure for testing a clinical sample of 39 children aged 6-16 years (21 with a clinical ADHD diagnosis, 18 without). Subjects were filmed for 6 min while solving a standardized cognitive performance task. Our webcam video-based video-activity score was compared with respect to two independent video-based movement ratings by students, ratings of Inattentiveness, Hyperactivity and Impulsivity by clinicians (DCL-ADHS) giving a clinical diagnosis of ADHD and parents (FBB-ADHD) and physical features (age, weight, height, BMI) using mean scores, correlations and multiple regression. Our video-activity score showed a high agreement (r = 0.81) with video-based movement ratings, but also considerable associations with age-related physical attributes. After controlling for age-related confounders, the video-activity score showed not the expected association with clinicians' or parents' hyperactivity ratings. Our preliminary conclusion is that our video-activity score assesses physical activity but not specific information related to hyperactivity. The general problem of defining and assessing hyperactivity with objective criteria remains.

  18. Effectiveness of a video intervention on fertility knowledge among university students: a randomised pre-test/post-test study.

    PubMed

    Conceição, Carla; Pedro, Juliana; Martins, Mariana V

    2017-04-01

    Recent evidence has shown that young adults have poor knowledge about reproductive health and fertility, and that interventions are needed to increase fertility awareness. The aim of this study was to assess the effectiveness of a brief video in increasing knowledge about fertility and infertility in young adults. We carried out a two-arm, parallel-group, randomised controlled trial with a pre-test/post-test design (NCT02607761, ClinicalTrials.gov). The sample was composed of 173 undergraduates who completed a self-report questionnaire. Participants were randomly assigned to exposure or no exposure to an educational video about reproductive health and infertility (intervention group, n = 89; control group, n = 84). At baseline, participants revealed poor knowledge of infertility risk factors and fertility issues, and average knowledge of the definition of infertility. Interaction effects between group and time were found for all variables targeted in the video. Participants in the intervention group significantly increased their knowledge of fertility issues, infertility risk factors and the definition of infertility. No significant differences in post-test knowledge were observed in the control group, except for the age at which there is a marked decrease in female fertility. A short video intervention is effective in increasing short-term knowledge about reproductive health and infertility. If future research using longer intervals corroborates our findings, video intervention could be a useful tool in public health prevention campaigns.

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

    NASA Astrophysics Data System (ADS)

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

    2013-12-01

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

  20. Converting laserdisc video to digital video: a demonstration project using brain animations.

    PubMed

    Jao, C S; Hier, D B; Brint, S U

    1995-01-01

    Interactive laserdiscs are of limited value in large group learning situations due to the expense of establishing multiple workstations. The authors implemented an alternative to laserdisc video by using indexed digital video combined with an expert system. High-quality video was captured from a laserdisc player and combined with waveform audio into an audio-video-interleave (AVI) file format in the Microsoft Video-for-Windows environment (Microsoft Corp., Seattle, WA). With the use of an expert system, a knowledge-based computer program provided random access to these indexed AVI files. The program can be played on any multimedia computer without the need for laserdiscs. This system offers a high level of interactive video without the overhead and cost of a laserdisc player.

  1. High efficiency video coding for ultrasound video communication in m-health systems.

    PubMed

    Panayides, A; Antoniou, Z; Pattichis, M S; Pattichis, C S; Constantinides, A G

    2012-01-01

    Emerging high efficiency video compression methods and wider availability of wireless network infrastructure will significantly advance existing m-health applications. For medical video communications, the emerging video compression and network standards support low-delay and high-resolution video transmission, at the clinically acquired resolution and frame rates. Such advances are expected to further promote the adoption of m-health systems for remote diagnosis and emergency incidents in daily clinical practice. This paper compares the performance of the emerging high efficiency video coding (HEVC) standard to the current state-of-the-art H.264/AVC standard. The experimental evaluation, based on five atherosclerotic plaque ultrasound videos encoded at QCIF, CIF, and 4CIF resolutions demonstrates that 50% reductions in bitrate requirements is possible for equivalent clinical quality.

  2. Innovative Solution to Video Enhancement

    NASA Technical Reports Server (NTRS)

    2001-01-01

    Through a licensing agreement, Intergraph Government Solutions adapted a technology originally developed at NASA's Marshall Space Flight Center for enhanced video imaging by developing its Video Analyst(TM) System. Marshall's scientists developed the Video Image Stabilization and Registration (VISAR) technology to help FBI agents analyze video footage of the deadly 1996 Olympic Summer Games bombing in Atlanta, Georgia. VISAR technology enhanced nighttime videotapes made with hand-held camcorders, revealing important details about the explosion. Intergraph's Video Analyst System is a simple, effective, and affordable tool for video enhancement and analysis. The benefits associated with the Video Analyst System include support of full-resolution digital video, frame-by-frame analysis, and the ability to store analog video in digital format. Up to 12 hours of digital video can be stored and maintained for reliable footage analysis. The system also includes state-of-the-art features such as stabilization, image enhancement, and convolution to help improve the visibility of subjects in the video without altering underlying footage. Adaptable to many uses, Intergraph#s Video Analyst System meets the stringent demands of the law enforcement industry in the areas of surveillance, crime scene footage, sting operations, and dash-mounted video cameras.

  3. Multiple Sensor Camera for Enhanced Video Capturing

    NASA Astrophysics Data System (ADS)

    Nagahara, Hajime; Kanki, Yoshinori; Iwai, Yoshio; Yachida, Masahiko

    A resolution of camera has been drastically improved under a current request for high-quality digital images. For example, digital still camera has several mega pixels. Although a video camera has the higher frame-rate, the resolution of a video camera is lower than that of still camera. Thus, the high-resolution is incompatible with the high frame rate of ordinary cameras in market. It is difficult to solve this problem by a single sensor, since it comes from physical limitation of the pixel transfer rate. In this paper, we propose a multi-sensor camera for capturing a resolution and frame-rate enhanced video. Common multi-CCDs camera, such as 3CCD color camera, has same CCD for capturing different spectral information. Our approach is to use different spatio-temporal resolution sensors in a single camera cabinet for capturing higher resolution and frame-rate information separately. We build a prototype camera which can capture high-resolution (2588×1958 pixels, 3.75 fps) and high frame-rate (500×500, 90 fps) videos. We also proposed the calibration method for the camera. As one of the application of the camera, we demonstrate an enhanced video (2128×1952 pixels, 90 fps) generated from the captured videos for showing the utility of the camera.

  4. Humanizing Instructional Videos in Physics: When Less Is More

    NASA Astrophysics Data System (ADS)

    Schroeder, Noah L.; Traxler, Adrienne L.

    2017-06-01

    Many instructors in science, technology, engineering, and mathematics fields are striving to create active learning environments in their classrooms and in doing so are frequently moving the lecture portion of their course into online video format. In this classroom-based study, we used a two group randomized experimental design to examine the efficacy of an instructional video that incorporates a human hand demonstrating and modeling how to solve frictional inclined plane problems compared to an identical video that did not include the human hand. The results show that the learners who viewed the video without the human hand present performed significantly better on a learning test and experienced a significantly better training efficiency than the learners who viewed the video with the human hand present. Meanwhile, those who learned with the human hand present in the instructional video rated the instructor as being more humanlike and engaging. The results have implications for both theory and practice. Implications for those designing instructional videos are discussed, as well as the limitations of the current study.

  5. Effects of Playing versus Observing Violent versus Nonviolent Video Games on Children's Aggression.

    ERIC Educational Resources Information Center

    Graybill, Daniel; And Others

    1987-01-01

    Examined short-term effects of playing versus observing violent versus nonviolent video games on the aggression of elementary school children. Children (N=146) played or observed games for 14 minutes, then completed three measures of aggression. Found no differences between violent and nonviolent conditions on measures of aggression. (Author/NB)

  6. AIDS education video: Karate Kids.

    PubMed

    Lowry, C

    1993-01-01

    Street Kids International, in cooperation with the World Health Organization and the National Film Board of Canada, has developed an animated action-adventure video, "Karate Kids," as part of a cross-cultural program of health education that concerns human immunodeficiency virus (HIV)/acquired immunodeficiency syndrome (AIDS) and targets street children in developing countries. Simple, but explicit, information is delivered during the 22-minute cartoon; the package also includes a training book for educators, and a pocket comic book. Distributed in 17 languages (it is readily adapted to new language versions, independent of the original producers) in over 100 countries, the video is shown in community theaters, hospitals, schools, and prisons, and out of the backs of trucks. It is easily copied, which is encouraged. After 3 years in distribution, field evaluation has demonstrated that the greatest strength of the video is its ability to stimulate discussion where no discussion was taking place before. Critics include those who believe there is no need for it and those who feel it should be used alone. The results of one evaluation study showed use of the video alone was insufficient; those of a cross-cultural participatory evaluation survey indicated a significant impact on knowledge and attitudes when the video was followed by discussion. Another significant aspect of the project is that it treats street children with respect; they are actors, not victims, who have legitimate needs and rights. They become visible in a world that is often unaware of them.

  7. 47 CFR 76.1503 - Carriage of video programming providers on open video systems.

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... 47 Telecommunication 4 2011-10-01 2011-10-01 false Carriage of video programming providers on open video systems. 76.1503 Section 76.1503 Telecommunication FEDERAL COMMUNICATIONS COMMISSION (CONTINUED) BROADCAST RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Open Video Systems § 76.1503...

  8. 47 CFR 76.1503 - Carriage of video programming providers on open video systems.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... 47 Telecommunication 4 2012-10-01 2012-10-01 false Carriage of video programming providers on open video systems. 76.1503 Section 76.1503 Telecommunication FEDERAL COMMUNICATIONS COMMISSION (CONTINUED) BROADCAST RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Open Video Systems § 76.1503...

  9. 47 CFR 76.1503 - Carriage of video programming providers on open video systems.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... 47 Telecommunication 4 2014-10-01 2014-10-01 false Carriage of video programming providers on open video systems. 76.1503 Section 76.1503 Telecommunication FEDERAL COMMUNICATIONS COMMISSION (CONTINUED) BROADCAST RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Open Video Systems § 76.1503...

  10. 47 CFR 76.1503 - Carriage of video programming providers on open video systems.

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... 47 Telecommunication 4 2010-10-01 2010-10-01 false Carriage of video programming providers on open video systems. 76.1503 Section 76.1503 Telecommunication FEDERAL COMMUNICATIONS COMMISSION (CONTINUED) BROADCAST RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Open Video Systems § 76.1503...

  11. 47 CFR 76.1503 - Carriage of video programming providers on open video systems.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... 47 Telecommunication 4 2013-10-01 2013-10-01 false Carriage of video programming providers on open video systems. 76.1503 Section 76.1503 Telecommunication FEDERAL COMMUNICATIONS COMMISSION (CONTINUED) BROADCAST RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Open Video Systems § 76.1503...

  12. The Daily Show with Jon Stewart: Part 2

    ERIC Educational Resources Information Center

    Trier, James

    2008-01-01

    "The Daily Show With Jon Stewart" is one of the best critical literacy programs on television, and in this Media Literacy column the author suggests ways that teachers can use video clips from the show in their classrooms. (For Part 1, see EJ784683.)

  13. Video enhancement workbench: an operational real-time video image processing system

    NASA Astrophysics Data System (ADS)

    Yool, Stephen R.; Van Vactor, David L.; Smedley, Kirk G.

    1993-01-01

    Video image sequences can be exploited in real-time, giving analysts rapid access to information for military or criminal investigations. Video-rate dynamic range adjustment subdues fluctuations in image intensity, thereby assisting discrimination of small or low- contrast objects. Contrast-regulated unsharp masking enhances differentially shadowed or otherwise low-contrast image regions. Real-time removal of localized hotspots, when combined with automatic histogram equalization, may enhance resolution of objects directly adjacent. In video imagery corrupted by zero-mean noise, real-time frame averaging can assist resolution and location of small or low-contrast objects. To maximize analyst efficiency, lengthy video sequences can be screened automatically for low-frequency, high-magnitude events. Combined zoom, roam, and automatic dynamic range adjustment permit rapid analysis of facial features captured by video cameras recording crimes in progress. When trying to resolve small objects in murky seawater, stereo video places the moving imagery in an optimal setting for human interpretation.

  14. Are YouTube seizure videos misleading? Neurologists do not always agree.

    PubMed

    Brna, P M; Dooley, J M; Esser, M J; Perry, M S; Gordon, K E

    2013-11-01

    The internet has become the first stop for the public and patients to seek health-related information. Video-sharing websites are particularly important sources of information for those seeking answers about seizures and epilepsy. Because of the widespread popularity of YouTube, we sought to explore whether a seizure diagnosis and classification could reliably be applied. All videos related to "seizures" were reviewed, and irrelevant videos were excluded. The remaining 162 nonduplicate videos were analyzed by 4 independent pediatric neurologists who classified the events as epilepsy seizures, nonepileptic seizures, or indeterminate. Videos designated as epilepsy seizures were then classified into focal, generalized, or unclassified. At least 3 of the 4 reviewers agreed that 35% of the videos showed that the events were "epilepsy seizures", at least 3 of the 4 reviewers agreed that 28% of the videos demonstrated that the events were "nonepileptic seizures", and there was good agreement that 7% of the videos showed that the event was "indeterminate". Overall, interrater agreement was moderate at k=0.57 for epilepsy seizures and k=0.43 for nonepileptic seizures. For seizure classification, reviewer agreement was greatest for "generalized seizures" (k=0.45) and intermediate for "focal seizures" (k=0.27), and there was no agreement for unclassified events (k=0.026, p=0.2). Overall, neurology reviewer agreement suggests that only approximately one-third of the videos designated as "seizures" on the most popular video-sharing website, YouTube, definitely depict a seizure. Caution should be exercised in the use of such online video media for accessing educational or self-diagnosis aids for seizures. © 2013.

  15. Industrial-Strength Streaming Video.

    ERIC Educational Resources Information Center

    Avgerakis, George; Waring, Becky

    1997-01-01

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

  16. A web-based video annotation system for crowdsourcing surveillance videos

    NASA Astrophysics Data System (ADS)

    Gadgil, Neeraj J.; Tahboub, Khalid; Kirsh, David; Delp, Edward J.

    2014-03-01

    Video surveillance systems are of a great value to prevent threats and identify/investigate criminal activities. Manual analysis of a huge amount of video data from several cameras over a long period of time often becomes impracticable. The use of automatic detection methods can be challenging when the video contains many objects with complex motion and occlusions. Crowdsourcing has been proposed as an effective method for utilizing human intelligence to perform several tasks. Our system provides a platform for the annotation of surveillance video in an organized and controlled way. One can monitor a surveillance system using a set of tools such as training modules, roles and labels, task management. This system can be used in a real-time streaming mode to detect any potential threats or as an investigative tool to analyze past events. Annotators can annotate video contents assigned to them for suspicious activity or criminal acts. First responders are then able to view the collective annotations and receive email alerts about a newly reported incident. They can also keep track of the annotators' training performance, manage their activities and reward their success. By providing this system, the process of video analysis is made more efficient.

  17. Using Video Modeling to Teach Complex Social Sequences to Children with Autism

    ERIC Educational Resources Information Center

    Nikopoulos, Christos K.; Keenan, Mickey

    2007-01-01

    This study comprised of two experiments was designed to teach complex social sequences to children with autism. Experimental control was achieved by collecting data using means of within-system design methodology. Across a number of conditions children were taken to a room to view one of the four short videos of two people engaging in a simple…

  18. Designing online audiovisual heritage services: an empirical study of two comparable online video services

    NASA Astrophysics Data System (ADS)

    Ongena, G.; van de Wijngaert, L. A. L.; Huizer, E.

    2013-03-01

    The purpose of this study is to seek input for a new online audiovisual heritage service. In doing so, we assess comparable online video services to gain insights into the motivations and perceptual innovation characteristics of the video services. The research is based on data from a Dutch survey held among 1,939 online video service users. The results show that online video service held overlapping antecedents but does show differences in motivations and in perceived innovation characteristics. Hence, in general, one can state that in comparison, online video services comply with different needs and have differences in perceived innovation characteristics. This implies that one can design online video services for different needs. In addition to scientific implications, the outcomes also provide guidance for practitioners in implementing new online video services.

  19. Using Video Stimuli to Examine Judgments of Nonoffending and Offending Pedophiles: A Brief Communication.

    PubMed

    Boardman, Katie A; Bartels, Ross M

    2018-05-19

    In this experimental study, 89 participants were allocated to an offending pedophile, nonoffending pedophile, or control video condition. They then watched two short help-seeking video clips of an older male and a younger male (counterbalanced). Judgments about each male were assessed, as were general attitudes toward pedophiles and sexual offenders. Offending pedophiles were judged as more deserving of punishment than the nonoffending pedophiles and controls. Age of the male was found to have an effect on judgments of dangerousness. Existing attitudes toward pedophiles and sexual offenders did not statistically differ. Limitations and future research ideas are discussed.

  20. 76 FR 55916 - Requirements and Registration for Are You Prepared? Video Contest

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-09-09

    ... and Registration for Are You Prepared? Video Contest AGENCY: Centers for Disease Control and... general public to make a 60 second video that shows how you are prepared for any emergency and reinforces.... SUPPLEMENTARY INFORMATION: Subject of Challenge Competition Emergency Preparedness Video Contest. September is...

  1. Deep hierarchical attention network for video description

    NASA Astrophysics Data System (ADS)

    Li, Shuohao; Tang, Min; Zhang, Jun

    2018-03-01

    Pairing video to natural language description remains a challenge in computer vision and machine translation. Inspired by image description, which uses an encoder-decoder model for reducing visual scene into a single sentence, we propose a deep hierarchical attention network for video description. The proposed model uses convolutional neural network (CNN) and bidirectional LSTM network as encoders while a hierarchical attention network is used as the decoder. Compared to encoder-decoder models used in video description, the bidirectional LSTM network can capture the temporal structure among video frames. Moreover, the hierarchical attention network has an advantage over single-layer attention network on global context modeling. To make a fair comparison with other methods, we evaluate the proposed architecture with different types of CNN structures and decoders. Experimental results on the standard datasets show that our model has a more superior performance than the state-of-the-art techniques.

  2. Video Image Stabilization and Registration (VISAR) Software

    NASA Technical Reports Server (NTRS)

    1999-01-01

    Two scientists at NASA Marshall Space Flight Center, atmospheric scientist Paul Meyer (left) and solar physicist Dr. David Hathaway, have developed promising new software, called Video Image Stabilization and Registration (VISAR), that may help law enforcement agencies to catch criminals by improving the quality of video recorded at crime scenes, VISAR stabilizes camera motion in the horizontal and vertical as well as rotation and zoom effects; produces clearer images of moving objects; smoothes jagged edges; enhances still images; and reduces video noise of snow. VISAR could also have applications in medical and meteorological imaging. It could steady images of Ultrasounds which are infamous for their grainy, blurred quality. It would be especially useful for tornadoes, tracking whirling objects and helping to determine the tornado's wind speed. This image shows two scientists reviewing an enhanced video image of a license plate taken from a moving automobile.

  3. Reliable video transmission over fading channels via channel state estimation

    NASA Astrophysics Data System (ADS)

    Kumwilaisak, Wuttipong; Kim, JongWon; Kuo, C.-C. Jay

    2000-04-01

    Transmission of continuous media such as video over time- varying wireless communication channels can benefit from the use of adaptation techniques in both source and channel coding. An adaptive feedback-based wireless video transmission scheme is investigated in this research with special emphasis on feedback-based adaptation. To be more specific, an interactive adaptive transmission scheme is developed by letting the receiver estimate the channel state information and send it back to the transmitter. By utilizing the feedback information, the transmitter is capable of adapting the level of protection by changing the flexible RCPC (rate-compatible punctured convolutional) code ratio depending on the instantaneous channel condition. The wireless channel is modeled as a fading channel, where the long-term and short- term fading effects are modeled as the log-normal fading and the Rayleigh flat fading, respectively. Then, its state (mainly the long term fading portion) is tracked and predicted by using an adaptive LMS (least mean squares) algorithm. By utilizing the delayed feedback on the channel condition, the adaptation performance of the proposed scheme is first evaluated in terms of the error probability and the throughput. It is then extended to incorporate variable size packets of ITU-T H.263+ video with the error resilience option. Finally, the end-to-end performance of wireless video transmission is compared against several non-adaptive protection schemes.

  4. Digital Literacy and Online Video: Undergraduate Students' Use of Online Video for Coursework

    ERIC Educational Resources Information Center

    Tiernan, Peter; Farren, Margaret

    2017-01-01

    This paper investigates how to enable undergraduate students' use of online video for coursework using a customised video retrieval system (VRS), in order to understand digital literacy with online video in practice. This study examines the key areas influencing the use of online video for assignments such as the learning value of video,…

  5. Evaluation of a radiation survey training video developed from a real-time video radiation detection system.

    PubMed

    Wang, Wei-Hsung; McGlothlin, James D; Smith, Deborah J; Matthews, Kenneth L

    2006-02-01

    This project incorporates radiation survey training into a real-time video radiation detection system, thus providing a practical perspective for the radiation worker on efficient performance of radiation surveys. Regular surveys to evaluate radiation levels are necessary not only to recognize potential radiological hazards but also to keep the radiation exposure as low as reasonably achievable. By developing and implementing an instructional learning system using a real-time radiation survey training video showing specific categorization of work elements, radiation workers trained with this system demonstrated better radiation survey practice.

  6. The development of video game enjoyment in a role playing game.

    PubMed

    Wirth, Werner; Ryffel, Fabian; von Pape, Thilo; Karnowski, Veronika

    2013-04-01

    This study examines the development of video game enjoyment over time. The results of a longitudinal study (N=62) show that enjoyment increases over several sessions. Moreover, results of a multilevel regression model indicate a causal link between the dependent variable video game enjoyment and the predictor variables exploratory behavior, spatial presence, competence, suspense and solution, and simulated experiences of life. These findings are important for video game research because they reveal the antecedents of video game enjoyment in a real-world longitudinal setting. Results are discussed in terms of the dynamics of video game enjoyment under real-world conditions.

  7. Use of videos for Distribution Construction and Maintenance (DC M) training

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Long, G.M.

    This paper presents the results of a survey taken among members of the American Gas Association (AGA)'s Distribution Construction and Maintenance (DC M) committee to gauge the extent, sources, mode of use, and degree of satisfaction with videos as a training aid in distribution construction and maintenance skills. Also cites AGA Engineering Technical Note, DCM-88-3-1, as a catalog of the videos listed by respondents to the survey. Comments on the various sources of training videos and the characteristics of videos from each. Conference presentation included showing of a sampling of video segments from these various sources. 1 fig.

  8. Video flowmeter

    DOEpatents

    Lord, D.E.; Carter, G.W.; Petrini, R.R.

    1983-08-02

    A video flowmeter is described that is capable of specifying flow nature and pattern and, at the same time, the quantitative value of the rate of volumetric flow. An image of a determinable volumetric region within a fluid containing entrained particles is formed and positioned by a rod optic lens assembly on the raster area of a low-light level television camera. The particles are illuminated by light transmitted through a bundle of glass fibers surrounding the rod optic lens assembly. Only particle images having speeds on the raster area below the raster line scanning speed may be used to form a video picture which is displayed on a video screen. The flowmeter is calibrated so that the locus of positions of origin of the video picture gives a determination of the volumetric flow rate of the fluid. 4 figs.

  9. Sex differences in facial emotion recognition across varying expression intensity levels from videos.

    PubMed

    Wingenbach, Tanja S H; Ashwin, Chris; Brosnan, Mark

    2018-01-01

    There has been much research on sex differences in the ability to recognise facial expressions of emotions, with results generally showing a female advantage in reading emotional expressions from the face. However, most of the research to date has used static images and/or 'extreme' examples of facial expressions. Therefore, little is known about how expression intensity and dynamic stimuli might affect the commonly reported female advantage in facial emotion recognition. The current study investigated sex differences in accuracy of response (Hu; unbiased hit rates) and response latencies for emotion recognition using short video stimuli (1sec) of 10 different facial emotion expressions (anger, disgust, fear, sadness, surprise, happiness, contempt, pride, embarrassment, neutral) across three variations in the intensity of the emotional expression (low, intermediate, high) in an adolescent and adult sample (N = 111; 51 male, 60 female) aged between 16 and 45 (M = 22.2, SD = 5.7). Overall, females showed more accurate facial emotion recognition compared to males and were faster in correctly recognising facial emotions. The female advantage in reading expressions from the faces of others was unaffected by expression intensity levels and emotion categories used in the study. The effects were specific to recognition of emotions, as males and females did not differ in the recognition of neutral faces. Together, the results showed a robust sex difference favouring females in facial emotion recognition using video stimuli of a wide range of emotions and expression intensity variations.

  10. Sex differences in facial emotion recognition across varying expression intensity levels from videos

    PubMed Central

    2018-01-01

    There has been much research on sex differences in the ability to recognise facial expressions of emotions, with results generally showing a female advantage in reading emotional expressions from the face. However, most of the research to date has used static images and/or ‘extreme’ examples of facial expressions. Therefore, little is known about how expression intensity and dynamic stimuli might affect the commonly reported female advantage in facial emotion recognition. The current study investigated sex differences in accuracy of response (Hu; unbiased hit rates) and response latencies for emotion recognition using short video stimuli (1sec) of 10 different facial emotion expressions (anger, disgust, fear, sadness, surprise, happiness, contempt, pride, embarrassment, neutral) across three variations in the intensity of the emotional expression (low, intermediate, high) in an adolescent and adult sample (N = 111; 51 male, 60 female) aged between 16 and 45 (M = 22.2, SD = 5.7). Overall, females showed more accurate facial emotion recognition compared to males and were faster in correctly recognising facial emotions. The female advantage in reading expressions from the faces of others was unaffected by expression intensity levels and emotion categories used in the study. The effects were specific to recognition of emotions, as males and females did not differ in the recognition of neutral faces. Together, the results showed a robust sex difference favouring females in facial emotion recognition using video stimuli of a wide range of emotions and expression intensity variations. PMID:29293674

  11. Social Properties of Mobile Video

    NASA Astrophysics Data System (ADS)

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

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

  12. Why Students Learn More From Dialogue-Than Monologue-Videos: Analyses of Peer Interactions

    ERIC Educational Resources Information Center

    Chi, Michelene T. H.; Kang, Seokmin; Yaghmourian, David L.

    2017-01-01

    In 2 separate studies, we found that college-age students learned more when they collaboratively watched tutorial dialogue-videos than lecture-style monologue-videos. In fact, they can learn as well as the tutees in the dialogue-videos. These results replicate similar findings in the literature showing the advantage of dialogue-videos even when…

  13. Video games.

    PubMed

    Funk, Jeanne B

    2005-06-01

    The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content. This article describes some of the currently popular video games, as well as developments that are on the horizon, and discusses the status of research on the positive and negative impacts of playing video games. Recommendations are made to help parents ensure that children play games that are consistent with their values.

  14. Video2vec Embeddings Recognize Events When Examples Are Scarce.

    PubMed

    Habibian, Amirhossein; Mensink, Thomas; Snoek, Cees G M

    2017-10-01

    This paper aims for event recognition when video examples are scarce or even completely absent. The key in such a challenging setting is a semantic video representation. Rather than building the representation from individual attribute detectors and their annotations, we propose to learn the entire representation from freely available web videos and their descriptions using an embedding between video features and term vectors. In our proposed embedding, which we call Video2vec, the correlations between the words are utilized to learn a more effective representation by optimizing a joint objective balancing descriptiveness and predictability. We show how learning the Video2vec embedding using a multimodal predictability loss, including appearance, motion and audio features, results in a better predictable representation. We also propose an event specific variant of Video2vec to learn a more accurate representation for the words, which are indicative of the event, by introducing a term sensitive descriptiveness loss. Our experiments on three challenging collections of web videos from the NIST TRECVID Multimedia Event Detection and Columbia Consumer Videos datasets demonstrate: i) the advantages of Video2vec over representations using attributes or alternative embeddings, ii) the benefit of fusing video modalities by an embedding over common strategies, iii) the complementarity of term sensitive descriptiveness and multimodal predictability for event recognition. By its ability to improve predictability of present day audio-visual video features, while at the same time maximizing their semantic descriptiveness, Video2vec leads to state-of-the-art accuracy for both few- and zero-example recognition of events in video.

  15. The Video Head Impulse Test.

    PubMed

    Halmagyi, G M; Chen, Luke; MacDougall, Hamish G; Weber, Konrad P; McGarvie, Leigh A; Curthoys, Ian S

    2017-01-01

    In 1988, we introduced impulsive testing of semicircular canal (SCC) function measured with scleral search coils and showed that it could accurately and reliably detect impaired function even of a single lateral canal. Later we showed that it was also possible to test individual vertical canal function in peripheral and also in central vestibular disorders and proposed a physiological mechanism for why this might be so. For the next 20 years, between 1988 and 2008, impulsive testing of individual SCC function could only be accurately done by a few aficionados with the time and money to support scleral search-coil systems-an expensive, complicated and cumbersome, semi-invasive technique that never made the transition from the research lab to the dizzy clinic. Then, in 2009 and 2013, we introduced a video method of testing function of each of the six canals individually. Since 2009, the method has been taken up by most dizzy clinics around the world, with now close to 100 refereed articles in PubMed. In many dizzy clinics around the world, video Head Impulse Testing has supplanted caloric testing as the initial and in some cases the final test of choice in patients with suspected vestibular disorders. Here, we consider seven current, interesting, and controversial aspects of video Head Impulse Testing: (1) introduction to the test; (2) the progress from the head impulse protocol (HIMPs) to the new variant-suppression head impulse protocol (SHIMPs); (3) the physiological basis for head impulse testing; (4) practical aspects and potential pitfalls of video head impulse testing; (5) problems of vestibulo-ocular reflex gain calculations; (6) head impulse testing in central vestibular disorders; and (7) to stay right up-to-date-new clinical disease patterns emerging from video head impulse testing. With thanks and appreciation we dedicate this article to our friend, colleague, and mentor, Dr Bernard Cohen of Mount Sinai Medical School, New York, who since his first

  16. Video-Game Play Induces Plasticity in the Visual System of Adults with Amblyopia

    PubMed Central

    Li, Roger W.; Ngo, Charlie; Nguyen, Jennie; Levi, Dennis M.

    2011-01-01

    Abnormal visual experience during a sensitive period of development disrupts neuronal circuitry in the visual cortex and results in abnormal spatial vision or amblyopia. Here we examined whether playing video games can induce plasticity in the visual system of adults with amblyopia. Specifically 20 adults with amblyopia (age 15–61 y; visual acuity: 20/25–20/480, with no manifest ocular disease or nystagmus) were recruited and allocated into three intervention groups: action videogame group (n = 10), non-action videogame group (n = 3), and crossover control group (n = 7). Our experiments show that playing video games (both action and non-action games) for a short period of time (40–80 h, 2 h/d) using the amblyopic eye results in a substantial improvement in a wide range of fundamental visual functions, from low-level to high-level, including visual acuity (33%), positional acuity (16%), spatial attention (37%), and stereopsis (54%). Using a cross-over experimental design (first 20 h: occlusion therapy, and the next 40 h: videogame therapy), we can conclude that the improvement cannot be explained simply by eye patching alone. We quantified the limits and the time course of visual plasticity induced by video-game experience. The recovery in visual acuity that we observed is at least 5-fold faster than would be expected from occlusion therapy in childhood amblyopia. We used positional noise and modelling to reveal the neural mechanisms underlying the visual improvements in terms of decreased spatial distortion (7%) and increased processing efficiency (33%). Our study had several limitations: small sample size, lack of randomization, and differences in numbers between groups. A large-scale randomized clinical study is needed to confirm the therapeutic value of video-game treatment in clinical situations. Nonetheless, taken as a pilot study, this work suggests that video-game play may provide important principles for treating amblyopia, and perhaps

  17. Video-game play induces plasticity in the visual system of adults with amblyopia.

    PubMed

    Li, Roger W; Ngo, Charlie; Nguyen, Jennie; Levi, Dennis M

    2011-08-01

    Abnormal visual experience during a sensitive period of development disrupts neuronal circuitry in the visual cortex and results in abnormal spatial vision or amblyopia. Here we examined whether playing video games can induce plasticity in the visual system of adults with amblyopia. Specifically 20 adults with amblyopia (age 15-61 y; visual acuity: 20/25-20/480, with no manifest ocular disease or nystagmus) were recruited and allocated into three intervention groups: action videogame group (n = 10), non-action videogame group (n = 3), and crossover control group (n = 7). Our experiments show that playing video games (both action and non-action games) for a short period of time (40-80 h, 2 h/d) using the amblyopic eye results in a substantial improvement in a wide range of fundamental visual functions, from low-level to high-level, including visual acuity (33%), positional acuity (16%), spatial attention (37%), and stereopsis (54%). Using a cross-over experimental design (first 20 h: occlusion therapy, and the next 40 h: videogame therapy), we can conclude that the improvement cannot be explained simply by eye patching alone. We quantified the limits and the time course of visual plasticity induced by video-game experience. The recovery in visual acuity that we observed is at least 5-fold faster than would be expected from occlusion therapy in childhood amblyopia. We used positional noise and modelling to reveal the neural mechanisms underlying the visual improvements in terms of decreased spatial distortion (7%) and increased processing efficiency (33%). Our study had several limitations: small sample size, lack of randomization, and differences in numbers between groups. A large-scale randomized clinical study is needed to confirm the therapeutic value of video-game treatment in clinical situations. Nonetheless, taken as a pilot study, this work suggests that video-game play may provide important principles for treating amblyopia, and perhaps other

  18. Falling-incident detection and throughput enhancement in a multi-camera video-surveillance system.

    PubMed

    Shieh, Wann-Yun; Huang, Ju-Chin

    2012-09-01

    For most elderly, unpredictable falling incidents may occur at the corner of stairs or a long corridor due to body frailty. If we delay to rescue a falling elder who is likely fainting, more serious consequent injury may occur. Traditional secure or video surveillance systems need caregivers to monitor a centralized screen continuously, or need an elder to wear sensors to detect falling incidents, which explicitly waste much human power or cause inconvenience for elders. In this paper, we propose an automatic falling-detection algorithm and implement this algorithm in a multi-camera video surveillance system. The algorithm uses each camera to fetch the images from the regions required to be monitored. It then uses a falling-pattern recognition algorithm to determine if a falling incident has occurred. If yes, system will send short messages to someone needs to be noticed. The algorithm has been implemented in a DSP-based hardware acceleration board for functionality proof. Simulation results show that the accuracy of falling detection can achieve at least 90% and the throughput of a four-camera surveillance system can be improved by about 2.1 times. Copyright © 2011 IPEM. Published by Elsevier Ltd. All rights reserved.

  19. 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)

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

    PubMed

    Tsai, Feng-Jen; Sainbayar, Bolor

    2016-07-01

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

  1. Correlation Between Arthroscopy Simulator and Video Game Performance: A Cross-Sectional Study of 30 Volunteers Comparing 2- and 3-Dimensional Video Games.

    PubMed

    Jentzsch, Thorsten; Rahm, Stefan; Seifert, Burkhardt; Farei-Campagna, Jan; Werner, Clément M L; Bouaicha, Samy

    2016-07-01

    To investigate the association between arthroscopy simulator performance and video game skills. This study compared the performances of 30 volunteers without experience performing arthroscopies in 3 different tasks of a validated virtual reality knee arthroscopy simulator with the video game experience using a questionnaire and actual performances in 5 different 2- and 3-dimensional (D) video games of varying genres on 2 different platforms. Positive correlations between knee arthroscopy simulator and video game performances (ρ = 0.63, P < .001) as well as experiences (ρ = 0.50, P = .005) were found. The strongest correlations were found for the task of catching (hooking) 6 foreign bodies (virtual rings; "triangulation") and the dribbling performance in a sports game and a first-person shooter game, as well as the meniscus resection and a tile-matching puzzle game (all ρ ≥ 0.60, P < .001). No correlations were found for any of the knee arthroscopy simulator tasks and a strategy game. Although knee arthroscopy performances do not correlate with 2-D strategy video game skills, they show a correlation with 2-D tile-matching puzzle games only for easier tasks with a rather limited focus, and highly correlate with 3-D sports and first-person shooter video games. These findings show that experienced and good 3-D gamers are better arthroscopists than nonexperienced and poor 3-D gamers. Level II, observational cross-sectional study. Copyright © 2016 Arthroscopy Association of North America. Published by Elsevier Inc. All rights reserved.

  2. A content-based news video retrieval system: NVRS

    NASA Astrophysics Data System (ADS)

    Liu, Huayong; He, Tingting

    2009-10-01

    This paper focus on TV news programs and design a content-based news video browsing and retrieval system, NVRS, which is convenient for users to fast browsing and retrieving news video by different categories such as political, finance, amusement, etc. Combining audiovisual features and caption text information, the system automatically segments a complete news program into separate news stories. NVRS supports keyword-based news story retrieval, category-based news story browsing and generates key-frame-based video abstract for each story. Experiments show that the method of story segmentation is effective and the retrieval is also efficient.

  3. Satellite Video Shows Movement of Major U.S. Winter Storm

    NASA Image and Video Library

    2014-02-12

    View a video of the storm here: bit.ly/1m9aJFY This visible image of the winter storm over the U.S. south and East Coast was taken by NOAA's GOES-13 satellite on Feb. 12 at 1855 UTC/1:55 p.m. EST. Snow covered ground can be seen over the Great Lakes region and Ohio Valley. On February 12 at 10 a.m. EST, NOAA's National Weather Service or NWS continued to issue watches and warnings from Texas to New England. Specifically, NWS cited Winter Storm Warnings and Winter Weather Advisories were in effect from eastern Texas eastward across the interior section of southeastern U.S. states and across much of the eastern seaboard including the Appalachians. Winter storm watches are in effect for portions of northern New England as well as along the western slopes of northern and central Appalachians. For updates on local forecasts, watches and warnings, visit NOAA's www.weather.gov webpage. NOAA's Weather Prediction Center or WPC noted the storm is expected to bring "freezing rain spreading into the Carolinas, significant snow accumulations are expected in the interior Mid-Atlantic states tonight into Thursday and ice storm warnings and freezing rain advisories are in effect across much of central Georgia. GOES satellites provide the kind of continuous monitoring necessary for intensive data analysis. Geostationary describes an orbit in which a satellite is always in the same position with respect to the rotating Earth. This allows GOES to hover continuously over one position on Earth's surface, appearing stationary. As a result, GOES provide a constant vigil for the atmospheric "triggers" for severe weather conditions such as tornadoes, flash floods, hail storms and hurricanes. For updated information about the storm system, visit NOAA's WPC website; www.hpc.ncep.noaa.gov/ For more information about GOES satellites, visit: www.goes.noaa.gov/ or goes.gsfc.nasa.gov/ Rob Gutro NASA's Goddard Space Flight Center Credit: NOAA/NASA GOES Project NASA image use policy. NASA Goddard

  4. An Evaluation of Educational Neurological Eye Movement Disorder Videos Posted on Internet Video Sharing Sites.

    PubMed

    Hickman, Simon J

    2016-03-01

    Internet video sharing sites allow the free dissemination of educational material. This study investigated the quality and educational content of videos of eye movement disorders posted on such sites. Educational neurological eye movement videos were identified by entering the titles of the eye movement abnormality into the search boxes of the video sharing sites. Also, suggested links were followed from each video. The number of views, likes, and dislikes for each video were recorded. The videos were then rated for their picture and sound quality. Their educational value was assessed according to whether the video included a description of the eye movement abnormality, the anatomical location of the lesion (if appropriate), and the underlying diagnosis. Three hundred fifty-four of these videos were found on YouTube and Vimeo. There was a mean of 6,443 views per video (range, 1-195,957). One hundred nineteen (33.6%) had no form of commentary about the eye movement disorder shown apart from the title. Forty-seven (13.3%) contained errors in the title or in the text. Eighty (22.6%) had excellent educational value by describing the eye movement abnormality, the anatomical location of the lesion, and the underlying diagnosis. Of these, 30 also had good picture and sound quality. The videos with excellent educational value had a mean of 9.84 "likes" per video compared with 2.37 for those videos without a commentary (P < 0.001). The videos that combined excellent educational value with good picture and sound quality had a mean of 10.23 "likes" per video (P = 0.004 vs videos with no commentary). There was no significant difference in the mean number of "dislikes" between those videos that had no commentary or which contained errors and those with excellent educational value. There are a large number of eye movement videos freely available on these sites; however, due to the lack of peer review, a significant number have poor educational value due to having no commentary

  5. Video Altimeter and Obstruction Detector for an Aircraft

    NASA Technical Reports Server (NTRS)

    Delgado, Frank J.; Abernathy, Michael F.; White, Janis; Dolson, William R.

    2013-01-01

    Video-based altimetric and obstruction detection systems for aircraft have been partially developed. The hardware of a system of this type includes a downward-looking video camera, a video digitizer, a Global Positioning System receiver or other means of measuring the aircraft velocity relative to the ground, a gyroscope based or other attitude-determination subsystem, and a computer running altimetric and/or obstruction-detection software. From the digitized video data, the altimetric software computes the pixel velocity in an appropriate part of the video image and the corresponding angular relative motion of the ground within the field of view of the camera. Then by use of trigonometric relationships among the aircraft velocity, the attitude of the camera, the angular relative motion, and the altitude, the software computes the altitude. The obstruction-detection software performs somewhat similar calculations as part of a larger task in which it uses the pixel velocity data from the entire video image to compute a depth map, which can be correlated with a terrain map, showing locations of potential obstructions. The depth map can be used as real-time hazard display and/or to update an obstruction database.

  6. Video Vectorization via Tetrahedral Remeshing.

    PubMed

    Wang, Chuan; Zhu, Jie; Guo, Yanwen; Wang, Wenping

    2017-02-09

    We present a video vectorization method that generates a video in vector representation from an input video in raster representation. A vector-based video representation offers the benefits of vector graphics, such as compactness and scalability. The vector video we generate is represented by a simplified tetrahedral control mesh over the spatial-temporal video volume, with color attributes defined at the mesh vertices. We present novel techniques for simplification and subdivision of a tetrahedral mesh to achieve high simplification ratio while preserving features and ensuring color fidelity. From an input raster video, our method is capable of generating a compact video in vector representation that allows a faithful reconstruction with low reconstruction errors.

  7. Feasibility study of transmission of OTV camera control information in the video vertical blanking interval

    NASA Technical Reports Server (NTRS)

    White, Preston A., III

    1994-01-01

    The Operational Television system at Kennedy Space Center operates hundreds of video cameras, many remotely controllable, in support of the operations at the center. This study was undertaken to determine if commercial NABTS (North American Basic Teletext System) teletext transmission in the vertical blanking interval of the genlock signals distributed to the cameras could be used to send remote control commands to the cameras and the associated pan and tilt platforms. Wavelength division multiplexed fiberoptic links are being installed in the OTV system to obtain RS-250 short-haul quality. It was demonstrated that the NABTS transmission could be sent over the fiberoptic cable plant without excessive video quality degradation and that video cameras could be controlled using NABTS transmissions over multimode fiberoptic paths as long as 1.2 km.

  8. Nailing the Coffin Shut on Doubts that Violent Video Games Stimulate Aggression ∼Comment on Anderson et al. (2010).

    PubMed Central

    Huesmann, L. Rowell

    2010-01-01

    Over the past half-century the mass media, including video games, have become important socializers of children. Observational learning theory has evolved into social-cognitive information processing models that explain that what a child observes in any venue has both short-term and long-term influences on the child's behaviors and cognitions. Anderson's (2010) extensive meta-analysis of the effects of violent video games confirms what these theories predict and what prior research about other violent mass media has found – that violent video games stimulate aggression in the players in the short run and increase the risk for aggressive behaviors by the players later in life. The effects occur for males and females and for children growing up in Eastern or Western cultures. The effects are strongest for the best studies. Contrary to some critics' assertions, the meta-analysis is methodologically sound and comprehensive. Yet the results are unlikely to change the critics' views or the public's perception that the issue is undecided because there are some studies that have yielded null effects, because many people are concerned that the implications of the research threaten freedom of expression, and because many people have their identities or self-interests closely tied to violent video games. PMID:20192555

  9. The Influence of National Culture on Educational Videos: The Case of MOOCs

    ERIC Educational Resources Information Center

    Bayeck, Rebecca Yvonne; Choi, Jinhee

    2018-01-01

    This paper discusses the influence of cultural dimensions on Massive Open Online Course (MOOC) introductory videos. The study examined the introductory videos produced by three universities on Coursera platforms using communication theory and Hofstede's cultural dimensions. The results show that introductory videos in MOOCs are influenced by the…

  10. Video flowmeter

    DOEpatents

    Lord, David E.; Carter, Gary W.; Petrini, Richard R.

    1983-01-01

    A video flowmeter is described that is capable of specifying flow nature and pattern and, at the same time, the quantitative value of the rate of volumetric flow. An image of a determinable volumetric region within a fluid (10) containing entrained particles (12) is formed and positioned by a rod optic lens assembly (31) on the raster area of a low-light level television camera (20). The particles (12) are illuminated by light transmitted through a bundle of glass fibers (32) surrounding the rod optic lens assembly (31). Only particle images having speeds on the raster area below the raster line scanning speed may be used to form a video picture which is displayed on a video screen (40). The flowmeter is calibrated so that the locus of positions of origin of the video picture gives a determination of the volumetric flow rate of the fluid (10).

  11. Sequential color video to parallel color video converter

    NASA Technical Reports Server (NTRS)

    1975-01-01

    The engineering design, development, breadboard fabrication, test, and delivery of a breadboard field sequential color video to parallel color video converter is described. The converter was designed for use onboard a manned space vehicle to eliminate a flickering TV display picture and to reduce the weight and bulk of previous ground conversion systems.

  12. Development of a short course in transportation planning for electronic delivery to DOTD.

    DOT National Transportation Integrated Search

    2000-12-01

    This report describes the preparation, delivery, and evaluation of a short course developed for delivery through compressed video to remote sites. The course covered basics of travel demand models and involved approximately 28 hours of classroom cont...

  13. Videos for Science Communication and Nature Interpretation: The TIB|AV-Portal as Resource.

    NASA Astrophysics Data System (ADS)

    Marín Arraiza, Paloma; Plank, Margret; Löwe, Peter

    2016-04-01

    Scientific audiovisual media such as videos of research, interactive displays or computer animations has become an important part of scientific communication and education. Dynamic phenomena can be described better by audiovisual media than by words and pictures. For this reason, scientific videos help us to understand and discuss environmental phenomena more efficiently. Moreover, the creation of scientific videos is easier than ever, thanks to mobile devices and open source editing software. Video-clips, webinars or even the interactive part of a PICO are formats of scientific audiovisual media used in the Geosciences. This type of media translates the location-referenced Science Communication such as environmental interpretation into computed-based Science Communication. A new way of Science Communication is video abstracting. A video abstract is a three- to five-minute video statement that provides background information about a research paper. It also gives authors the opportunity to present their research activities to a wider audience. Since this kind of media have become an important part of scientific communication there is a need for reliable infrastructures which are capable of managing the digital assets researchers generate. Using the reference of the usecase of video abstracts this paper gives an overview over the activities by the German National Library of Science and Technology (TIB) regarding publishing and linking audiovisual media in a scientifically sound way. The German National Library of Science and Technology (TIB) in cooperation with the Hasso Plattner Institute (HPI) developed a web-based portal (av.tib.eu) that optimises access to scientific videos in the fields of science and technology. Videos from the realms of science and technology can easily be uploaded onto the TIB|AV Portal. Within a short period of time the videos are assigned a digital object identifier (DOI). This enables them to be referenced, cited, and linked (e.g. to the

  14. Video Self-Modeling

    ERIC Educational Resources Information Center

    Buggey, Tom; Ogle, Lindsey

    2012-01-01

    Video self-modeling (VSM) first appeared on the psychology and education stage in the early 1970s. The practical applications of VSM were limited by lack of access to tools for editing video, which is necessary for almost all self-modeling videos. Thus, VSM remained in the research domain until the advent of camcorders and VCR/DVD players and,…

  15. Real-time video compressing under DSP/BIOS

    NASA Astrophysics Data System (ADS)

    Chen, Qiu-ping; Li, Gui-ju

    2009-10-01

    This paper presents real-time MPEG-4 Simple Profile video compressing based on the DSP processor. The programming framework of video compressing is constructed using TMS320C6416 Microprocessor, TDS510 simulator and PC. It uses embedded real-time operating system DSP/BIOS and the API functions to build periodic function, tasks and interruptions etcs. Realize real-time video compressing. To the questions of data transferring among the system. Based on the architecture of the C64x DSP, utilized double buffer switched and EDMA data transfer controller to transit data from external memory to internal, and realize data transition and processing at the same time; the architecture level optimizations are used to improve software pipeline. The system used DSP/BIOS to realize multi-thread scheduling. The whole system realizes high speed transition of a great deal of data. Experimental results show the encoder can realize real-time encoding of 768*576, 25 frame/s video images.

  16. The transfer of skill from short tennis to lawn tennis.

    PubMed

    Coldwells, A; Hare, M E

    1994-01-01

    The purpose of this study was to establish if short tennis skills transferred to lawn tennis. The experiment was conducted in two parts. In the first experiment 16 children (average age 8.9 years) were coached for 20 h (2 h/day for 2 weeks). The experimental group (n = 8) received 10 h of short tennis coaching followed by 10h of tennis coaching. The control group (n = 8) received tennis coaching only. In the second experiment 14 children (average age 8.5 years) were coached for 8h in group strokes alone (only ground strokes were tested and analysed). The experimental group (n = 7) received 4h of short tennis coaching and 4h of tennis coaching; the control group (n = 7) received tennis coaching only. Prior to coaching, all children were tested on the Dyer Backboard Test. The tests were video-taped for later analysis of technique. The video was analysed by three coaches in terms of backswing, positioning (position where player stood in reference to the bounce of the ball), follow-through, and placement (accuracy with which the ball was hit). The experimental group improved more than the control group on the Dyer Backboard Test (p < 0.05) in Experiment 1. In Experiment 2 both groups improved (p < 0.05) with coaching; there was no difference (p > 0.05) between the two groups following coaching. This implied that the short tennis skills positively transferred to tennis.(ABSTRACT TRUNCATED AT 250 WORDS)

  17. Dynamic frame resizing with convolutional neural network for efficient video compression

    NASA Astrophysics Data System (ADS)

    Kim, Jaehwan; Park, Youngo; Choi, Kwang Pyo; Lee, JongSeok; Jeon, Sunyoung; Park, JeongHoon

    2017-09-01

    In the past, video codecs such as vc-1 and H.263 used a technique to encode reduced-resolution video and restore original resolution from the decoder for improvement of coding efficiency. The techniques of vc-1 and H.263 Annex Q are called dynamic frame resizing and reduced-resolution update mode, respectively. However, these techniques have not been widely used due to limited performance improvements that operate well only under specific conditions. In this paper, video frame resizing (reduced/restore) technique based on machine learning is proposed for improvement of coding efficiency. The proposed method features video of low resolution made by convolutional neural network (CNN) in encoder and reconstruction of original resolution using CNN in decoder. The proposed method shows improved subjective performance over all the high resolution videos which are dominantly consumed recently. In order to assess subjective quality of the proposed method, Video Multi-method Assessment Fusion (VMAF) which showed high reliability among many subjective measurement tools was used as subjective metric. Moreover, to assess general performance, diverse bitrates are tested. Experimental results showed that BD-rate based on VMAF was improved by about 51% compare to conventional HEVC. Especially, VMAF values were significantly improved in low bitrate. Also, when the method is subjectively tested, it had better subjective visual quality in similar bit rate.

  18. Video image stabilization and registration--plus

    NASA Technical Reports Server (NTRS)

    Hathaway, David H. (Inventor)

    2009-01-01

    A method of stabilizing a video image displayed in multiple video fields of a video sequence includes the steps of: subdividing a selected area of a first video field into nested pixel blocks; determining horizontal and vertical translation of each of the pixel blocks in each of the pixel block subdivision levels from the first video field to a second video field; and determining translation of the image from the first video field to the second video field by determining a change in magnification of the image from the first video field to the second video field in each of horizontal and vertical directions, and determining shear of the image from the first video field to the second video field in each of the horizontal and vertical directions.

  19. 47 CFR 79.3 - Video description of video programming.

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... description per calendar quarter, either during prime time or on children's programming; (2) Television... technical capability necessary to pass through the video description, unless using the technology for... video description per calendar quarter during prime time or on children's programming, on each channel...

  20. 47 CFR 79.3 - Video description of video programming.

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... description per calendar quarter, either during prime time or on children's programming; (2) Television... technical capability necessary to pass through the video description, unless using the technology for... video description per calendar quarter during prime time or on children's programming, on each channel...

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

    PubMed

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

    2017-08-08

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

  2. 76 FR 68117 - Video Description: Implementation of the Twenty-First Century Communications and Video...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-11-03

    ... FEDERAL COMMUNICATIONS COMMISSION 47 CFR Parts 79 [MB Docket No. 11-43; FCC 11-126] Video Description: Implementation of the Twenty-First Century Communications and Video Accessibility Act of 2010... implementation of the Video Description elements of the Twenty-First Century Communications and Video...

  3. Monitoring the body temperature of cows and calves using video recordings from an infrared thermography camera.

    PubMed

    Hoffmann, Gundula; Schmidt, Mariana; Ammon, Christian; Rose-Meierhöfer, Sandra; Burfeind, Onno; Heuwieser, Wolfgang; Berg, Werner

    2013-06-01

    The aim of this study was to assess the variability of temperatures measured by a video-based infrared camera (IRC) in comparison to rectal and vaginal temperatures. The body surface temperatures of cows and calves were measured contactless at different body regions using videos from the IRC. Altogether, 22 cows and 9 calves were examined. The differences of the measured IRC temperatures among the body regions, i.e. eye (mean: 37.0 °C), back of the ear (35.6 °C), shoulder (34.9 °C) and vulva (37.2 °C), were significant (P < 0.01), except between eye and vulva (P = 0.99). The quartile ranges of the measured IRC temperatures at the 4 above mentioned regions were between 1.2 and 1.8 K. Of the investigated body regions the eye and the back of the ear proved to be suitable as practical regions for temperature monitoring. The temperatures of these 2 regions could be gained by the use of the maximum temperatures of the head and body area. Therefore, only the maximum temperatures of both areas were used for further analysis. The data analysis showed an increase for the maximum temperature measured by IRC at head and body area with an increase of rectal temperature in cows and calves. The use of infrared thermography videos has the advantage to analyze more than 1 picture per animal in a short period of time, and shows potential as a monitoring system for body temperatures in cattle.

  4. Making good physics videos

    NASA Astrophysics Data System (ADS)

    Lincoln, James

    2017-05-01

    Online videos are an increasingly important way technology is contributing to the improvement of physics teaching. Students and teachers have begun to rely on online videos to provide them with content knowledge and instructional strategies. Online audiences are expecting greater production value, and departments are sometimes requesting educators to post video pre-labs or to flip our classrooms. In this article, I share my advice on creating engaging physics videos.

  5. Automatic attention-based prioritization of unconstrained video for compression

    NASA Astrophysics Data System (ADS)

    Itti, Laurent

    2004-06-01

    We apply a biologically-motivated algorithm that selects visually-salient regions of interest in video streams to multiply-foveated video compression. Regions of high encoding priority are selected based on nonlinear integration of low-level visual cues, mimicking processing in primate occipital and posterior parietal cortex. A dynamic foveation filter then blurs (foveates) every frame, increasingly with distance from high-priority regions. Two variants of the model (one with continuously-variable blur proportional to saliency at every pixel, and the other with blur proportional to distance from three independent foveation centers) are validated against eye fixations from 4-6 human observers on 50 video clips (synthetic stimuli, video games, outdoors day and night home video, television newscast, sports, talk-shows, etc). Significant overlap is found between human and algorithmic foveations on every clip with one variant, and on 48 out of 50 clips with the other. Substantial compressed file size reductions by a factor 0.5 on average are obtained for foveated compared to unfoveated clips. These results suggest a general-purpose usefulness of the algorithm in improving compression ratios of unconstrained video.

  6. Echocardiogram video summarization

    NASA Astrophysics Data System (ADS)

    Ebadollahi, Shahram; Chang, Shih-Fu; Wu, Henry D.; Takoma, Shin

    2001-05-01

    This work aims at developing innovative algorithms and tools for summarizing echocardiogram videos. Specifically, we summarize the digital echocardiogram videos by temporally segmenting them into the constituent views and representing each view by the most informative frame. For the segmentation we take advantage of the well-defined spatio- temporal structure of the echocardiogram videos. Two different criteria are used: presence/absence of color and the shape of the region of interest (ROI) in each frame of the video. The change in the ROI is due to different modes of echocardiograms present in one study. The representative frame is defined to be the frame corresponding to the end- diastole of the heart cycle. To locate the end-diastole we track the ECG of each frame to find the exact time the time- marker on the ECG crosses the peak of the end-diastole we track the ECG of each frame to find the exact time the time- marker on the ECG crosses the peak of the R-wave. The corresponding frame is chosen to be the key-frame. The entire echocardiogram video can be summarized into either a static summary, which is a storyboard type of summary and a dynamic summary, which is a concatenation of the selected segments of the echocardiogram video. To the best of our knowledge, this if the first automated system for summarizing the echocardiogram videos base don visual content.

  7. 47 CFR 79.3 - Video description of video programming.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... transmission by a video programming distributor. (8) Children's Programming. Television programming directed at children 16 years of age and under. (b) The following video programming distributors must provide... or on children's programming, on each programming stream on which they carry one of the top four...

  8. Analysis of recurrent neural networks for short-term energy load forecasting

    NASA Astrophysics Data System (ADS)

    Di Persio, Luca; Honchar, Oleksandr

    2017-11-01

    Short-term forecasts have recently gained an increasing attention because of the rise of competitive electricity markets. In fact, short-terms forecast of possible future loads turn out to be fundamental to build efficient energy management strategies as well as to avoid energy wastage. Such type of challenges are difficult to tackle both from a theoretical and applied point of view. Latter tasks require sophisticated methods to manage multidimensional time series related to stochastic phenomena which are often highly interconnected. In the present work we first review novel approaches to energy load forecasting based on recurrent neural network, focusing our attention on long/short term memory architectures (LSTMs). Such type of artificial neural networks have been widely applied to problems dealing with sequential data such it happens, e.g., in socio-economics settings, for text recognition purposes, concerning video signals, etc., always showing their effectiveness to model complex temporal data. Moreover, we consider different novel variations of basic LSTMs, such as sequence-to-sequence approach and bidirectional LSTMs, aiming at providing effective models for energy load data. Last but not least, we test all the described algorithms on real energy load data showing not only that deep recurrent networks can be successfully applied to energy load forecasting, but also that this approach can be extended to other problems based on time series prediction.

  9. Web Video Event Recognition by Semantic Analysis From Ubiquitous Documents.

    PubMed

    Yu, Litao; Yang, Yang; Huang, Zi; Wang, Peng; Song, Jingkuan; Shen, Heng Tao

    2016-12-01

    In recent years, the task of event recognition from videos has attracted increasing interest in multimedia area. While most of the existing research was mainly focused on exploring visual cues to handle relatively small-granular events, it is difficult to directly analyze video content without any prior knowledge. Therefore, synthesizing both the visual and semantic analysis is a natural way for video event understanding. In this paper, we study the problem of Web video event recognition, where Web videos often describe large-granular events and carry limited textual information. Key challenges include how to accurately represent event semantics from incomplete textual information and how to effectively explore the correlation between visual and textual cues for video event understanding. We propose a novel framework to perform complex event recognition from Web videos. In order to compensate the insufficient expressive power of visual cues, we construct an event knowledge base by deeply mining semantic information from ubiquitous Web documents. This event knowledge base is capable of describing each event with comprehensive semantics. By utilizing this base, the textual cues for a video can be significantly enriched. Furthermore, we introduce a two-view adaptive regression model, which explores the intrinsic correlation between the visual and textual cues of the videos to learn reliable classifiers. Extensive experiments on two real-world video data sets show the effectiveness of our proposed framework and prove that the event knowledge base indeed helps improve the performance of Web video event recognition.

  10. Video prompting versus other instruction strategies for persons with Alzheimer's disease.

    PubMed

    Perilli, Viviana; Lancioni, Giulio E; Hoogeveen, Frans; Caffó, Alessandro; Singh, Nirbhay; O'Reilly, Mark; Sigafoos, Jeff; Cassano, Germana; Oliva, Doretta

    2013-06-01

    Two studies assessed the effectiveness of video prompting as a strategy to support persons with mild and moderate Alzheimer's disease in performing daily activities. In study I, video prompting was compared to an existing strategy relying on verbal instructions. In study II, video prompting was compared to another existing strategy relying on static pictorial cues. Video prompting and the other strategies were counterbalanced across tasks and participants and compared within alternating treatments designs. Video prompting was effective in all participants. Similarly effective were the other 2 strategies, and only occasional differences between the strategies were reported. Two social validation assessments showed that university psychology students and graduates rated the patients' performance with video prompting more favorably than their performance with the other strategies. Video prompting may be considered a valuable alternative to the other strategies to support daily activities in persons with Alzheimer's disease.

  11. Application of Core Science Concepts Using Digital Video: A "Hands-On" Laptop Approach

    ERIC Educational Resources Information Center

    Jarvinen, Michael Keith; Jarvinen, Lamis Zaher; Sheehan, Danielle N.

    2012-01-01

    Today's undergraduates are highly engaged in a variety of social media outlets. Given their comfort with technology, we wondered if we could use this phenomenon to teach science-related material. We asked students to use freeware to make a short video with text, images, and music as a way to explain scientific concepts that are traditionally…

  12. Video Transmission for Third Generation Wireless Communication Systems

    PubMed Central

    Gharavi, H.; Alamouti, S. M.

    2001-01-01

    This paper presents a twin-class unequal protected video transmission system over wireless channels. Video partitioning based on a separation of the Variable Length Coded (VLC) Discrete Cosine Transform (DCT) coefficients within each block is considered for constant bitrate transmission (CBR). In the splitting process the fraction of bits assigned to each of the two partitions is adjusted according to the requirements of the unequal error protection scheme employed. Subsequently, partitioning is applied to the ITU-T H.263 coding standard. As a transport vehicle, we have considered one of the leading third generation cellular radio standards known as WCDMA. A dual-priority transmission system is then invoked on the WCDMA system where the video data, after being broken into two streams, is unequally protected. We use a very simple error correction coding scheme for illustration and then propose more sophisticated forms of unequal protection of the digitized video signals. We show that this strategy results in a significantly higher quality of the reconstructed video data when it is transmitted over time-varying multipath fading channels. PMID:27500033

  13. Concept of Video Bookmark (Videomark) and Its Application to the Collaborative Indexing of Lecture Video in Video-Based Distance Education

    ERIC Educational Resources Information Center

    Haga, Hirohide

    2004-01-01

    This article describes the development of the video bookmark, hereinafter referred to as the videomark, and its application to the collaborative indexing of the lecture video in video-based distance education system. The combination of the videomark system with the bulletin board system (BBS), which is another network tool used for discussion, is…

  14. Teaching autistic children conversational speech using video modeling.

    PubMed Central

    Charlop, M H; Milstein, J P

    1989-01-01

    We assessed the effects of video modeling on acquisition and generalization of conversational skills among autistic children. Three autistic boys observed videotaped conversations consisting of two people discussing specific toys. When criterion for learning was met, generalization of conversational skills was assessed with untrained topics of conversation; new stimuli (toys); unfamiliar persons, siblings, and autistic peers; and other settings. The results indicated that the children learned through video modeling, generalized their conversational skills, and maintained conversational speech over a 15-month period. Video modeling shows much promise as a rapid and effective procedure for teaching complex verbal skills such as conversational speech. PMID:2793634

  15. Video Games Related to Young Adults: Mapping Research Interest

    ERIC Educational Resources Information Center

    Piotrowski, Chris

    2015-01-01

    This study attempts to identify the typological-research domain of the extant literature on video games related to college-age samples (18-29 years-of-age). A content analysis of 264 articles, from PsycINFO for these identifiers, was performed. Findings showed that negative or pathological aspects of video gaming, i.e., violence potential,…

  16. Baby FaceTime: can toddlers learn from online video chat?

    PubMed

    Myers, Lauren J; LeWitt, Rachel B; Gallo, Renee E; Maselli, Nicole M

    2017-07-01

    There is abundant evidence for the 'video deficit': children under 2 years old learn better in person than from video. We evaluated whether these findings applied to video chat by testing whether children aged 12-25 months could form relationships with and learn from on-screen partners. We manipulated social contingency: children experienced either real-time FaceTime conversations or pre-recorded Videos as the partner taught novel words, actions and patterns. Children were attentive and responsive in both conditions, but only children in the FaceTime group responded to the partner in a temporally synced manner. After one week, children in the FaceTime condition (but not the Video condition) preferred and recognized their Partner, learned more novel patterns, and the oldest children learned more novel words. Results extend previous studies to demonstrate that children under 2 years show social and cognitive learning from video chat because it retains social contingency. A video abstract of this article can be viewed at: https://youtu.be/rTXaAYd5adA. © 2016 John Wiley & Sons Ltd.

  17. Examination of YouTube videos related to synthetic cannabinoids

    PubMed Central

    Kecojevic, Aleksandar; Basch, Corey H.

    2016-01-01

    The popularity of synthetic cannabinoids (SCBs) is increasing the chance for adverse health issues in the United States. Moreover, social media platforms such as YouTube that provided a platform for user-generated content can convey misinformation or glorify use of SCBs. The aim of this study was to fill this gap by describing the content of the most popular YouTube videos containing content related to the SCBs. Videos with at least 1000 or more views found under the search terms “K2” and “spice” included in the analysis. The collective number of views was over 7.5 million. Nearly half of videos were consumer produced (n = 42). The most common content in the videos was description of K2 (n = 69), followed by mentioning dangers of using K2 (n = 47), mentioning side effects (n = 38) and showing a person using K2 (n = 37). One-third of videos (n = 34) promoted use of K2, while 22 videos mentioned risk of dying as a consequence of using K2. YouTube could be used as a surveillance tool to combat this epidemic, but instead, the most widely videos related to SCBs are uploaded by consumers. The content of these consumer videos on YouTube often provide the viewer with access to view a wide array of uploaders describing, encouraging, participating and promoting use. PMID:27639268

  18. Examination of YouTube videos related to synthetic cannabinoids.

    PubMed

    Fullwood, M Dottington; Kecojevic, Aleksandar; Basch, Corey H

    2016-08-17

    The popularity of synthetic cannabinoids (SCBs) is increasing the chance for adverse health issues in the United States. Moreover, social media platforms such as YouTube that provided a platform for user-generated content can convey misinformation or glorify use of SCBs. The aim of this study was to fill this gap by describing the content of the most popular YouTube videos containing content related to the SCBs. Videos with at least 1000 or more views found under the search terms "K2" and "spice" included in the analysis. The collective number of views was over 7.5 million. Nearly half of videos were consumer produced (n=42). The most common content in the videos was description of K2 (n=69), followed by mentioning dangers of using K2 (n=47), mentioning side effects (n=38) and showing a person using K2 (n=37). One-third of videos (n=34) promoted use of K2, while 22 videos mentioned risk of dying as a consequence of using K2. YouTube could be used as a surveillance tool to combat this epidemic, but instead, the most widely videos related to SCBs are uploaded by consumers. The content of these consumer videos on YouTube often provide the viewer with access to view a wide array of uploaders describing, encouraging, participating and promoting use.

  19. Adaptive compressed sensing of multi-view videos based on the sparsity estimation

    NASA Astrophysics Data System (ADS)

    Yang, Senlin; Li, Xilong; Chong, Xin

    2017-11-01

    The conventional compressive sensing for videos based on the non-adaptive linear projections, and the measurement times is usually set empirically. As a result, the quality of videos reconstruction is always affected. Firstly, the block-based compressed sensing (BCS) with conventional selection for compressive measurements was described. Then an estimation method for the sparsity of multi-view videos was proposed based on the two dimensional discrete wavelet transform (2D DWT). With an energy threshold given beforehand, the DWT coefficients were processed with both energy normalization and sorting by descending order, and the sparsity of the multi-view video can be achieved by the proportion of dominant coefficients. And finally, the simulation result shows that, the method can estimate the sparsity of video frame effectively, and provides an active basis for the selection of compressive observation times. The result also shows that, since the selection of observation times is based on the sparsity estimated with the energy threshold provided, the proposed method can ensure the reconstruction quality of multi-view videos.

  20. A low delay transmission method of multi-channel video based on FPGA

    NASA Astrophysics Data System (ADS)

    Fu, Weijian; Wei, Baozhi; Li, Xiaobin; Wang, Quan; Hu, Xiaofei

    2018-03-01

    In order to guarantee the fluency of multi-channel video transmission in video monitoring scenarios, we designed a kind of video format conversion method based on FPGA and its DMA scheduling for video data, reduces the overall video transmission delay.In order to sace the time in the conversion process, the parallel ability of FPGA is used to video format conversion. In order to improve the direct memory access (DMA) writing transmission rate of PCIe bus, a DMA scheduling method based on asynchronous command buffer is proposed. The experimental results show that this paper designs a low delay transmission method based on FPGA, which increases the DMA writing transmission rate by 34% compared with the existing method, and then the video overall delay is reduced to 23.6ms.

  1. Consumer-based technology for distribution of surgical videos for objective evaluation.

    PubMed

    Gonzalez, Ray; Martinez, Jose M; Lo Menzo, Emanuele; Iglesias, Alberto R; Ro, Charles Y; Madan, Atul K

    2012-08-01

    The Global Operative Assessment of Laparoscopic Skill (GOALS) is one validated metric utilized to grade laparoscopic skills and has been utilized to score recorded operative videos. To facilitate easier viewing of these recorded videos, we are developing novel techniques to enable surgeons to view these videos. The objective of this study is to determine the feasibility of utilizing widespread current consumer-based technology to assist in distributing appropriate videos for objective evaluation. Videos from residents were recorded via a direct connection from the camera processor via an S-video output via a cable into a hub to connect to a standard laptop computer via a universal serial bus (USB) port. A standard consumer-based video editing program was utilized to capture the video and record in appropriate format. We utilized mp4 format, and depending on the size of the file, the videos were scaled down (compressed), their format changed (using a standard video editing program), or sliced into multiple videos. Standard available consumer-based programs were utilized to convert the video into a more appropriate format for handheld personal digital assistants. In addition, the videos were uploaded to a social networking website and video sharing websites. Recorded cases of laparoscopic cholecystectomy in a porcine model were utilized. Compression was required for all formats. All formats were accessed from home computers, work computers, and iPhones without difficulty. Qualitative analyses by four surgeons demonstrated appropriate quality to grade for these formats. Our preliminary results show promise that, utilizing consumer-based technology, videos can be easily distributed to surgeons to grade via GOALS via various methods. Easy accessibility may help make evaluation of resident videos less complicated and cumbersome.

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

    NASA Astrophysics Data System (ADS)

    Cui, Yansong; Jiang, Lianpin

    2018-03-01

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

  3. Crowdsourcing for identification of polyp-free segments in virtual colonoscopy videos

    NASA Astrophysics Data System (ADS)

    Park, Ji Hwan; Mirhosseini, Seyedkoosha; Nadeem, Saad; Marino, Joseph; Kaufman, Arie; Baker, Kevin; Barish, Matthew

    2017-03-01

    Virtual colonoscopy (VC) allows a physician to virtually navigate within a reconstructed 3D colon model searching for colorectal polyps. Though VC is widely recognized as a highly sensitive and specific test for identifying polyps, one limitation is the reading time, which can take over 30 minutes per patient. Large amounts of the colon are often devoid of polyps, and a way of identifying these polyp-free segments could be of valuable use in reducing the required reading time for the interrogating radiologist. To this end, we have tested the ability of the collective crowd intelligence of non-expert workers to identify polyp candidates and polyp-free regions. We presented twenty short videos flying through a segment of a virtual colon to each worker, and the crowd was asked to determine whether or not a possible polyp was observed within that video segment. We evaluated our framework on Amazon Mechanical Turk and found that the crowd was able to achieve a sensitivity of 80.0% and specificity of 86.5% in identifying video segments which contained a clinically proven polyp. Since each polyp appeared in multiple consecutive segments, all polyps were in fact identified. Using the crowd results as a first pass, 80% of the video segments could in theory be skipped by the radiologist, equating to a significant time savings and enabling more VC examinations to be performed.

  4. Teaching Electric Fences: The Physics Behind the Brainiac Video

    NASA Astrophysics Data System (ADS)

    Vollmer, Michael

    2016-11-01

    In many states, electric fences are used to prevent animals from leaving a designated area, for example for grazing. They are quite well known by most students and can therefore serve as daily-life examples of electric circuits. Besides helping to grasp the ideas of Kirchhoff's laws for voltages and currents in circuits according to loop and junction rules, they can also serve as introduction to the topic of conduction of electricity by humans and respective effects (in contrast to electric fences, the latter can also be studied experimentally in the classroom). Here we provide background information on the circuit diagrams of electrical fences that also explains the so-called Brainiac YouTube videos on the topic. While electric fences are designed not to be dangerous to humans or animals due to the short duration of the electrical pulses, students and teachers are strongly discouraged from attempting to replicate the scenes enacted in the video.

  5. 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.

  6. Engaging pre-service teachers to teach science contextually with scientific approach instructional video

    NASA Astrophysics Data System (ADS)

    Susantini, E.; Kurniasari, I.; Fauziah, A. N. M.; Prastowo, T.; Kholiq, A.; Rosdiana, L.

    2018-01-01

    Contextual teaching and learning (CTL) present new concepts in real experiences and situations, where students can find out the meaningful relationship between abstract ideas and practical applications. Implementation of CTL using scientific approach fosters teachers to find constructive ways of delivering and organizing science contents in science classroom settings. An instructional video for modelling by using a scientific approach in CTL was then developed. Questionnaires with open-ended questions were used to, asking whether modelling through instructional video could help them to teach science contextually with a scientific approach or not. Data for pre-service teachers’ views were analyzed descriptively. The aims of this research are to engage pre-service teachers in learning how to teach CTL and to show how their responses to learning and how to teach CTL using the video. The study showed that ten pre-service teachers in science department were involved, all observed through videos that demonstrated a combined material of CTL and scientific approach and completed worksheets to analyze the video contents. The results show that pre-service teachers could learn to teach contextual teaching and make use of scientific approach in science classroom settings with the help of model in the video.

  7. Video in the Middle: Purposeful Design of Video-Based Mathematics Professional Development

    ERIC Educational Resources Information Center

    Seago, Nanette; Koellner, Karen; Jacobs, Jennifer

    2018-01-01

    In this article the authors described their exploration of a particular design element they labeled "video in the middle." As part of the video in the middle design, the viewing of carefully selected video clips from teachers' classrooms is sandwiched between pre- and postviewing activities that are expected to support teachers'…

  8. Methods of video and shearography inspection

    NASA Technical Reports Server (NTRS)

    Lansing, Matthew D.; Bullock, Michael W.; Gnacek, William J.

    1995-01-01

    The goal of this research effort was to study methods of video image correlation and electronic shearography for nondestructive evaluation of aerospace components. Methods of physical load application must be developed before interrogations with these methods may be used to qualify hardware. To that end, inspection procedures were developed for a variety of aerospace components and material systems. Experiments were also conducted from which the relationship between the control settings of the electronic shearography apparatus may be related to flaw detectability. A short feasibility study was conducted to determine the applicability of electronic shearography to the determination of the stress intensity factor of a Mode 1 crack tip by measurement of the localized zone of three dimensional plasticity

  9. Minimally invasive surgical implantation of left ventricular epicardial leads for ventricular resynchronization using video-assisted thoracoscopy.

    PubMed

    Fernández, Angel L; García-Bengochea, José B; Ledo, Ramiro; Vega, Marino; Amaro, Antonio; Alvarez, Julián; Rubio, José; Sierra, Juan; Sánchez, Daniel

    2004-04-01

    Cardiac resynchronization via left ventricular or biventricular pacing is an option for selected patients with ventricular systolic dysfunction and widened QRS complex. Stimulation through a coronary vein is the technique of choice for left ventricular pacing, but this approach results in a failure rate of approximately 8%. We describe our initial experience with minimally invasive surgical implantation of left ventricular epicardial leads using video-assisted thoracoscopy. A total of 14 patients with congestive heart failure, NYHA functional class 3.2 (0.6) and mean ejection fraction 22.9 (6.8)% were included in this study. Left bundle branch block, QRS complex >140 ms and abnormal septal motion were observed in all cases. Epicardial leads were implanted on the left ventricular free wall under general anesthesia using video-assisted thoracoscopic surgery. Lead implantation was successful in 13 patients. Conversion to a small thoracotomy was necessary in one patient. All patients were extubated in the operating room. None of the patients died during their hospital stay. Follow-up showed reversal of ventricular asynchrony and significant improvement in ejection fraction and functional class. Minimally invasive surgery for ventricular resynchronization using video-assisted thoracoscopy in selected patients is a safe procedure that makes it possible to choose the best site for lead implantation and provides adequate short- and medium-term stimulation.

  10. Action video games improve reading abilities and visual-to-auditory attentional shifting in English-speaking children with dyslexia.

    PubMed

    Franceschini, Sandro; Trevisan, Piergiorgio; Ronconi, Luca; Bertoni, Sara; Colmar, Susan; Double, Kit; Facoetti, Andrea; Gori, Simone

    2017-07-19

    Dyslexia is characterized by difficulties in learning to read and there is some evidence that action video games (AVG), without any direct phonological or orthographic stimulation, improve reading efficiency in Italian children with dyslexia. However, the cognitive mechanism underlying this improvement and the extent to which the benefits of AVG training would generalize to deep English orthography, remain two critical questions. During reading acquisition, children have to integrate written letters with speech sounds, rapidly shifting their attention from visual to auditory modality. In our study, we tested reading skills and phonological working memory, visuo-spatial attention, auditory, visual and audio-visual stimuli localization, and cross-sensory attentional shifting in two matched groups of English-speaking children with dyslexia before and after they played AVG or non-action video games. The speed of words recognition and phonological decoding increased after playing AVG, but not non-action video games. Furthermore, focused visuo-spatial attention and visual-to-auditory attentional shifting also improved only after AVG training. This unconventional reading remediation program also increased phonological short-term memory and phoneme blending skills. Our report shows that an enhancement of visuo-spatial attention and phonological working memory, and an acceleration of visual-to-auditory attentional shifting can directly translate into better reading in English-speaking children with dyslexia.

  11. Video guidance, landing, and imaging systems

    NASA Technical Reports Server (NTRS)

    Schappell, R. T.; Knickerbocker, R. L.; Tietz, J. C.; Grant, C.; Rice, R. B.; Moog, R. D.

    1975-01-01

    The adaptive potential of video guidance technology for earth orbital and interplanetary missions was explored. The application of video acquisition, pointing, tracking, and navigation technology was considered to three primary missions: planetary landing, earth resources satellite, and spacecraft rendezvous and docking. It was found that an imaging system can be mechanized to provide a spacecraft or satellite with a considerable amount of adaptability with respect to its environment. It also provides a level of autonomy essential to many future missions and enhances their data gathering ability. The feasibility of an autonomous video guidance system capable of observing a planetary surface during terminal descent and selecting the most acceptable landing site was successfully demonstrated in the laboratory. The techniques developed for acquisition, pointing, and tracking show promise for recognizing and tracking coastlines, rivers, and other constituents of interest. Routines were written and checked for rendezvous, docking, and station-keeping functions.

  12. Android Video Streaming

    DTIC Science & Technology

    2014-05-01

    natural choice. In this document, we describe several aspects of video streaming and the challenges of performing video streaming between Android-based...client application was needed. Typically something like VideoLAN Client ( VLC ) is used for this purpose in a desktop environment. However, while VLC is...a very mature application on Windows and Linux, VLC for Android is still in a beta testing phase, and versions have only been developed to work

  13. Infants with complex congenital heart diseases show poor short-term memory in the mobile paradigm at 3 months of age.

    PubMed

    Chen, Chao-Ying; Harrison, Tondi; Heathcock, Jill

    2015-08-01

    The purpose of this study was to examine learning, short-term memory and general development including cognitive, motor, and language domains in infants with Complex Congenital Heart Defects (CCDH). Ten infants with CCHD (4 males, 6 females) and 14 infants with typical development (TD) were examined at 3 months of age. The mobile paradigm, where an infant's leg is tethered to an overhead mobile, was used to evaluate learning and short-term memory. The Bayley Scales of Infant Development 3rd edition (Bayley-III) was used to evaluate general development in cognitive, motor, and language domains. Infants with CCHD and infants with TD both showed learning with significant increase in kicking rate (p<0.001) across periods of the mobile paradigm, but only infants with TD demonstrated short-term memory (p=0.017) in the mobile paradigm. There were no differences on cognitive, motor, and language development between infants with CCHD and infants with TD on the Bayley-III. Early assessment is necessary to guide targeted treatment in infants with CCHD. One-time assessment may fail to detect potential cognitive impairments during early infancy in infants with CCHD. Supportive intervention programs for infants with CCHD that focuses on enhancing short-term memory are recommended. Copyright © 2015 Elsevier Inc. All rights reserved.

  14. Representing videos in tangible products

    NASA Astrophysics Data System (ADS)

    Fageth, Reiner; Weiting, Ralf

    2014-03-01

    Videos can be taken with nearly every camera, digital point and shoot cameras, DSLRs as well as smartphones and more and more with so-called action cameras mounted on sports devices. The implementation of videos while generating QR codes and relevant pictures out of the video stream via a software implementation was contents in last years' paper. This year we present first data about what contents is displayed and how the users represent their videos in printed products, e.g. CEWE PHOTOBOOKS and greeting cards. We report the share of the different video formats used, the number of images extracted out of the video in order to represent the video, the positions in the book and different design strategies compared to regular books.

  15. Quality and noise measurements in mobile phone video capture

    NASA Astrophysics Data System (ADS)

    Petrescu, Doina; Pincenti, John

    2011-02-01

    The quality of videos captured with mobile phones has become increasingly important particularly since resolutions and formats have reached a level that rivals the capabilities available in the digital camcorder market, and since many mobile phones now allow direct playback on large HDTVs. The video quality is determined by the combined quality of the individual parts of the imaging system including the image sensor, the digital color processing, and the video compression, each of which has been studied independently. In this work, we study the combined effect of these elements on the overall video quality. We do this by evaluating the capture under various lighting, color processing, and video compression conditions. First, we measure full reference quality metrics between encoder input and the reconstructed sequence, where the encoder input changes with light and color processing modifications. Second, we introduce a system model which includes all elements that affect video quality, including a low light additive noise model, ISP color processing, as well as the video encoder. Our experiments show that in low light conditions and for certain choices of color processing the system level visual quality may not improve when the encoder becomes more capable or the compression ratio is reduced.

  16. Scalable Video Streaming Relay for Smart Mobile Devices in Wireless Networks

    PubMed Central

    Kwon, Dongwoo; Je, Huigwang; Kim, Hyeonwoo; Ju, Hongtaek; An, Donghyeok

    2016-01-01

    Recently, smart mobile devices and wireless communication technologies such as WiFi, third generation (3G), and long-term evolution (LTE) have been rapidly deployed. Many smart mobile device users can access the Internet wirelessly, which has increased mobile traffic. In 2014, more than half of the mobile traffic around the world was devoted to satisfying the increased demand for the video streaming. In this paper, we propose a scalable video streaming relay scheme. Because many collisions degrade the scalability of video streaming, we first separate networks to prevent excessive contention between devices. In addition, the member device controls the video download rate in order to adapt to video playback. If the data are sufficiently buffered, the member device stops the download. If not, it requests additional video data. We implemented apps to evaluate the proposed scheme and conducted experiments with smart mobile devices. The results showed that our scheme improves the scalability of video streaming in a wireless local area network (WLAN). PMID:27907113

  17. Scalable Video Streaming Relay for Smart Mobile Devices in Wireless Networks.

    PubMed

    Kwon, Dongwoo; Je, Huigwang; Kim, Hyeonwoo; Ju, Hongtaek; An, Donghyeok

    2016-01-01

    Recently, smart mobile devices and wireless communication technologies such as WiFi, third generation (3G), and long-term evolution (LTE) have been rapidly deployed. Many smart mobile device users can access the Internet wirelessly, which has increased mobile traffic. In 2014, more than half of the mobile traffic around the world was devoted to satisfying the increased demand for the video streaming. In this paper, we propose a scalable video streaming relay scheme. Because many collisions degrade the scalability of video streaming, we first separate networks to prevent excessive contention between devices. In addition, the member device controls the video download rate in order to adapt to video playback. If the data are sufficiently buffered, the member device stops the download. If not, it requests additional video data. We implemented apps to evaluate the proposed scheme and conducted experiments with smart mobile devices. The results showed that our scheme improves the scalability of video streaming in a wireless local area network (WLAN).

  18. Video error concealment using block matching and frequency selective extrapolation algorithms

    NASA Astrophysics Data System (ADS)

    P. K., Rajani; Khaparde, Arti

    2017-06-01

    Error Concealment (EC) is a technique at the decoder side to hide the transmission errors. It is done by analyzing the spatial or temporal information from available video frames. It is very important to recover distorted video because they are used for various applications such as video-telephone, video-conference, TV, DVD, internet video streaming, video games etc .Retransmission-based and resilient-based methods, are also used for error removal. But these methods add delay and redundant data. So error concealment is the best option for error hiding. In this paper, the error concealment methods such as Block Matching error concealment algorithm is compared with Frequency Selective Extrapolation algorithm. Both the works are based on concealment of manually error video frames as input. The parameter used for objective quality measurement was PSNR (Peak Signal to Noise Ratio) and SSIM(Structural Similarity Index). The original video frames along with error video frames are compared with both the Error concealment algorithms. According to simulation results, Frequency Selective Extrapolation is showing better quality measures such as 48% improved PSNR and 94% increased SSIM than Block Matching Algorithm.

  19. Teaching introductory undergraduate physics using commercial video games

    NASA Astrophysics Data System (ADS)

    Mohanty, Soumya D.; Cantu, Sergio

    2011-09-01

    Commercial video games are increasingly using sophisticated physics simulations to create a more immersive experience for players. This also makes them a powerful tool for engaging students in learning physics. We provide some examples to show how commercial off-the-shelf games can be used to teach specific topics in introductory undergraduate physics. The examples are selected from a course taught predominantly through the medium of commercial video games.

  20. Two-Stream Transformer Networks for Video-based Face Alignment.

    PubMed

    Liu, Hao; Lu, Jiwen; Feng, Jianjiang; Zhou, Jie

    2017-08-01

    In this paper, we propose a two-stream transformer networks (TSTN) approach for video-based face alignment. Unlike conventional image-based face alignment approaches which cannot explicitly model the temporal dependency in videos and motivated by the fact that consistent movements of facial landmarks usually occur across consecutive frames, our TSTN aims to capture the complementary information of both the spatial appearance on still frames and the temporal consistency information across frames. To achieve this, we develop a two-stream architecture, which decomposes the video-based face alignment into spatial and temporal streams accordingly. Specifically, the spatial stream aims to transform the facial image to the landmark positions by preserving the holistic facial shape structure. Accordingly, the temporal stream encodes the video input as active appearance codes, where the temporal consistency information across frames is captured to help shape refinements. Experimental results on the benchmarking video-based face alignment datasets show very competitive performance of our method in comparisons to the state-of-the-arts.

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

    ERIC Educational Resources Information Center

    Croxton, DeVaughn; Kortemeyer, Gerd

    2018-01-01

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

  2. Recognizing problem video game use.

    PubMed

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

    2010-02-01

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

  3. A prototype to automate the video subsystem routing for the video distribution subsystem of Space Station Freedom

    NASA Astrophysics Data System (ADS)

    Betz, Jessie M. Bethly

    1993-12-01

    The Video Distribution Subsystem (VDS) for Space Station Freedom provides onboard video communications. The VDS includes three major functions: external video switching; internal video switching; and sync and control generation. The Video Subsystem Routing (VSR) is a part of the VDS Manager Computer Software Configuration Item (VSM/CSCI). The VSM/CSCI is the software which controls and monitors the VDS equipment. VSR activates, terminates, and modifies video services in response to Tier-1 commands to connect video sources to video destinations. VSR selects connection paths based on availability of resources and updates the video routing lookup tables. This project involves investigating the current methodology to automate the Video Subsystem Routing and developing and testing a prototype as 'proof of concept' for designers.

  4. The Video Head Impulse Test

    PubMed Central

    Halmagyi, G. M.; Chen, Luke; MacDougall, Hamish G.; Weber, Konrad P.; McGarvie, Leigh A.; Curthoys, Ian S.

    2017-01-01

    In 1988, we introduced impulsive testing of semicircular canal (SCC) function measured with scleral search coils and showed that it could accurately and reliably detect impaired function even of a single lateral canal. Later we showed that it was also possible to test individual vertical canal function in peripheral and also in central vestibular disorders and proposed a physiological mechanism for why this might be so. For the next 20 years, between 1988 and 2008, impulsive testing of individual SCC function could only be accurately done by a few aficionados with the time and money to support scleral search-coil systems—an expensive, complicated and cumbersome, semi-invasive technique that never made the transition from the research lab to the dizzy clinic. Then, in 2009 and 2013, we introduced a video method of testing function of each of the six canals individually. Since 2009, the method has been taken up by most dizzy clinics around the world, with now close to 100 refereed articles in PubMed. In many dizzy clinics around the world, video Head Impulse Testing has supplanted caloric testing as the initial and in some cases the final test of choice in patients with suspected vestibular disorders. Here, we consider seven current, interesting, and controversial aspects of video Head Impulse Testing: (1) introduction to the test; (2) the progress from the head impulse protocol (HIMPs) to the new variant—suppression head impulse protocol (SHIMPs); (3) the physiological basis for head impulse testing; (4) practical aspects and potential pitfalls of video head impulse testing; (5) problems of vestibulo-ocular reflex gain calculations; (6) head impulse testing in central vestibular disorders; and (7) to stay right up-to-date—new clinical disease patterns emerging from video head impulse testing. With thanks and appreciation we dedicate this article to our friend, colleague, and mentor, Dr Bernard Cohen of Mount Sinai Medical School, New York, who since his

  5. Burbank uses video camera during installation and routing of HRCS Video Cables

    NASA Image and Video Library

    2012-02-01

    ISS030-E-060104 (1 Feb. 2012) --- NASA astronaut Dan Burbank, Expedition 30 commander, uses a video camera in the Destiny laboratory of the International Space Station during installation and routing of video cable for the High Rate Communication System (HRCS). HRCS will allow for two additional space-to-ground audio channels and two additional downlink video channels.

  6. Self-Recognition in Live Videos by Young Children: Does Video Training Help?

    ERIC Educational Resources Information Center

    Demir, Defne; Skouteris, Helen

    2010-01-01

    The overall aim of the experiment reported here was to establish whether self-recognition in live video can be facilitated when live video training is provided to children aged 2-2.5 years. While the majority of children failed the test of live self-recognition prior to video training, more than half exhibited live self-recognition post video…

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

    PubMed

    Brame, Cynthia J

    Educational videos have become an important part of higher education, providing an important content-delivery tool in many flipped, blended, and online classes. Effective use of video as an educational tool is enhanced when instructors consider three elements: how to manage cognitive load of the video; how to maximize student engagement with the video; and how to promote active learning from the video. This essay reviews literature relevant to each of these principles and suggests practical ways instructors can use these principles when using video as an educational tool. © 2016 C. J. Brame. CBE—Life Sciences Education © 2016 The American Society for Cell Biology. This article is distributed by The American Society for Cell Biology under license from the author(s). It is available to the public under an Attribution–Noncommercial–Share Alike 3.0 Unported Creative Commons License (http://creativecommons.org/licenses/by-nc-sa/3.0).

  8. Background-Modeling-Based Adaptive Prediction for Surveillance Video Coding.

    PubMed

    Zhang, Xianguo; Huang, Tiejun; Tian, Yonghong; Gao, Wen

    2014-02-01

    The exponential growth of surveillance videos presents an unprecedented challenge for high-efficiency surveillance video coding technology. Compared with the existing coding standards that were basically developed for generic videos, surveillance video coding should be designed to make the best use of the special characteristics of surveillance videos (e.g., relative static background). To do so, this paper first conducts two analyses on how to improve the background and foreground prediction efficiencies in surveillance video coding. Following the analysis results, we propose a background-modeling-based adaptive prediction (BMAP) method. In this method, all blocks to be encoded are firstly classified into three categories. Then, according to the category of each block, two novel inter predictions are selectively utilized, namely, the background reference prediction (BRP) that uses the background modeled from the original input frames as the long-term reference and the background difference prediction (BDP) that predicts the current data in the background difference domain. For background blocks, the BRP can effectively improve the prediction efficiency using the higher quality background as the reference; whereas for foreground-background-hybrid blocks, the BDP can provide a better reference after subtracting its background pixels. Experimental results show that the BMAP can achieve at least twice the compression ratio on surveillance videos as AVC (MPEG-4 Advanced Video Coding) high profile, yet with a slightly additional encoding complexity. Moreover, for the foreground coding performance, which is crucial to the subjective quality of moving objects in surveillance videos, BMAP also obtains remarkable gains over several state-of-the-art methods.

  9. Video Toroid Cavity Imager

    DOEpatents

    Gerald, II, Rex E.; Sanchez, Jairo; Rathke, Jerome W.

    2004-08-10

    A video toroid cavity imager for in situ measurement of electrochemical properties of an electrolytic material sample includes a cylindrical toroid cavity resonator containing the sample and employs NMR and video imaging for providing high-resolution spectral and visual information of molecular characteristics of the sample on a real-time basis. A large magnetic field is applied to the sample under controlled temperature and pressure conditions to simultaneously provide NMR spectroscopy and video imaging capabilities for investigating electrochemical transformations of materials or the evolution of long-range molecular aggregation during cooling of hydrocarbon melts. The video toroid cavity imager includes a miniature commercial video camera with an adjustable lens, a modified compression coin cell imager with a fiat circular principal detector element, and a sample mounted on a transparent circular glass disk, and provides NMR information as well as a video image of a sample, such as a polymer film, with micrometer resolution.

  10. How musical are music video game players?

    PubMed

    Pasinski, Amanda C; Hannon, Erin E; Snyder, Joel S

    2016-10-01

    Numerous studies have shown that formal musical training is associated with sensory, motor, and cognitive advantages in individuals of various ages. However, the nature of the observed differences between musicians and nonmusicians is poorly understood, and little is known about the listening skills of individuals who engage in alternative types of everyday musical activities. Here, we show that people who have frequently played music video games outperform nonmusicians controls on a battery of music perception tests. These findings reveal that enhanced musical aptitude can be found among individuals who play music video games, raising the possibility that music video games could potentially enhance music perception skills in individuals across a broad spectrum of society who are otherwise unable to invest the time and/or money required to learn a musical instrument.

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

    DOT National Transportation Integrated Search

    2010-04-01

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

  12. Impulsive noise removal from color video with morphological filtering

    NASA Astrophysics Data System (ADS)

    Ruchay, Alexey; Kober, Vitaly

    2017-09-01

    This paper deals with impulse noise removal from color video. The proposed noise removal algorithm employs a switching filtering for denoising of color video; that is, detection of corrupted pixels by means of a novel morphological filtering followed by removal of the detected pixels on the base of estimation of uncorrupted pixels in the previous scenes. With the help of computer simulation we show that the proposed algorithm is able to well remove impulse noise in color video. The performance of the proposed algorithm is compared in terms of image restoration metrics with that of common successful algorithms.

  13. A complexity-scalable software-based MPEG-2 video encoder.

    PubMed

    Chen, Guo-bin; Lu, Xin-ning; Wang, Xing-guo; Liu, Ji-lin

    2004-05-01

    With the development of general-purpose processors (GPP) and video signal processing algorithms, it is possible to implement a software-based real-time video encoder on GPP, and its low cost and easy upgrade attract developers' interests to transfer video encoding from specialized hardware to more flexible software. In this paper, the encoding structure is set up first to support complexity scalability; then a lot of high performance algorithms are used on the key time-consuming modules in coding process; finally, at programming level, processor characteristics are considered to improve data access efficiency and processing parallelism. Other programming methods such as lookup table are adopted to reduce the computational complexity. Simulation results showed that these ideas could not only improve the global performance of video coding, but also provide great flexibility in complexity regulation.

  14. Delay Discounting of Video Game Players: Comparison of Time Duration Among Gamers.

    PubMed

    Buono, Frank D; Sprong, Matthew E; Lloyd, Daniel P; Cutter, Christopher J; Printz, Destiny M B; Sullivan, Ryan M; Moore, Brent A

    2017-02-01

    Video game addiction or Internet game disorder, as proposed by the DSM-5 (Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition), has similar criterion characteristics to other impulse control disorders. There is limited research examining video game addiction within a behavioral economic framework using delay discounting. The current study evaluated delay-discounting patterns of money and video game play by usual weekly hours of video game play. A total of 104 participants were split into 1 of 3 groups of video game players (low, medium, and high) and were asked to complete a monetary and video game discounting procedure through an online survey. Results showed significant differences between groups within both the monetary (p = 0.003) and video game discounting procedures (p = 0.004). Additionally, a positive linear relationship was noted between the groups across both procedures. The results of the current article reinforce previous findings that more hours of video game use are associated with greater impulsivity and provide implications for future research.

  15. Obesity in the new media: a content analysis of obesity videos on YouTube.

    PubMed

    Yoo, Jina H; Kim, Junghyun

    2012-01-01

    This study examines (1) how the topics of obesity are framed and (2) how obese persons are portrayed on YouTube video clips. The analysis of 417 obesity videos revealed that a newer medium like YouTube, similar to traditional media, appeared to assign responsibility and solutions for obesity mainly to individuals and their behaviors, although there was a tendency that some video categories have started to show other causal claims or solutions. However, due to the prevailing emphasis on personal causes and solutions, numerous YouTube videos had a theme of weight-based teasing, or showed obese persons engaging in stereotypical eating behaviors. We discuss a potential impact of YouTube videos on shaping viewers' perceptions about obesity and further reinforcing stigmatization of obese persons.

  16. The Children's Video Marketplace.

    ERIC Educational Resources Information Center

    Ducey, Richard V.

    This report examines a growing submarket, the children's video marketplace, which comprises broadcast, cable, and video programming for children 2 to 11 years old. A description of the tremendous growth in the availability and distribution of children's programming is presented, the economics of the children's video marketplace are briefly…

  17. Video Cartridges and Cassettes.

    ERIC Educational Resources Information Center

    Kletter, Richard C.; Hudson, Heather

    The economic and social significance of video cassettes (viewer-controlled playback system) is explored in this report. The potential effect of video cassettes on industrial training, education, libraries, and television is analyzed in conjunction with the anticipated hardware developments. The entire video cassette industry is reviewed firm by…

  18. Camera network video summarization

    NASA Astrophysics Data System (ADS)

    Panda, Rameswar; Roy-Chowdhury, Amit K.

    2017-05-01

    Networks of vision sensors are deployed in many settings, ranging from security needs to disaster response to environmental monitoring. Many of these setups have hundreds of cameras and tens of thousands of hours of video. The difficulty of analyzing such a massive volume of video data is apparent whenever there is an incident that requires foraging through vast video archives to identify events of interest. As a result, video summarization, that automatically extract a brief yet informative summary of these videos, has attracted intense attention in the recent years. Much progress has been made in developing a variety of ways to summarize a single video in form of a key sequence or video skim. However, generating a summary from a set of videos captured in a multi-camera network still remains as a novel and largely under-addressed problem. In this paper, with the aim of summarizing videos in a camera network, we introduce a novel representative selection approach via joint embedding and capped l21-norm minimization. The objective function is two-fold. The first is to capture the structural relationships of data points in a camera network via an embedding, which helps in characterizing the outliers and also in extracting a diverse set of representatives. The second is to use a capped l21-norm to model the sparsity and to suppress the influence of data outliers in representative selection. We propose to jointly optimize both of the objectives, such that embedding can not only characterize the structure, but also indicate the requirements of sparse representative selection. Extensive experiments on standard multi-camera datasets well demonstrate the efficacy of our method over state-of-the-art methods.

  19. Learning from Online Video Lectures

    ERIC Educational Resources Information Center

    Brecht, H. David

    2012-01-01

    This study empirically examines the instructional value of online video lectures--videos that a course's instructor prepares to supplement classroom or online-broadcast lectures. The study examines data from a classroom course, where the videos have a slower, more step-by-step lecture style than the classroom lectures; student use of videos is…

  20. Common and Innovative Visuals: A sparsity modeling framework for video.

    PubMed

    Abdolhosseini Moghadam, Abdolreza; Kumar, Mrityunjay; Radha, Hayder

    2014-05-02

    Efficient video representation models are critical for many video analysis and processing tasks. In this paper, we present a framework based on the concept of finding the sparsest solution to model video frames. To model the spatio-temporal information, frames from one scene are decomposed into two components: (i) a common frame, which describes the visual information common to all the frames in the scene/segment, and (ii) a set of innovative frames, which depicts the dynamic behaviour of the scene. The proposed approach exploits and builds on recent results in the field of compressed sensing to jointly estimate the common frame and the innovative frames for each video segment. We refer to the proposed modeling framework by CIV (Common and Innovative Visuals). We show how the proposed model can be utilized to find scene change boundaries and extend CIV to videos from multiple scenes. Furthermore, the proposed model is robust to noise and can be used for various video processing applications without relying on motion estimation and detection or image segmentation. Results for object tracking, video editing (object removal, inpainting) and scene change detection are presented to demonstrate the efficiency and the performance of the proposed model.

  1. The energy expenditure of an activity-promoting video game compared to sedentary video games and TV watching.

    PubMed

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

    2011-01-01

    In the present study we investigated the effect of television watching and the use of activity-promoting video games on energy expenditure in obese and lean children. Energy expenditure and physical activity were measured while participants were watching television, playing a video game on a traditional sedentary video game console, and while playing the same video game on an activity-promoting video game console. Energy expenditure was significantly greater than television watching and playing video games on a sedentary video game console when children played the video game on the activity-promoting console. When examining movement with accelerometry, children moved significantly more when playing the video game on the Nintendo Wii console. Activity-promoting video games have shown to increase movement, and be an important tool to raise energy expenditure by 50% when compared to sedentary activities of daily living.

  2. The impact of prolonged violent video-gaming on adolescent sleep: an experimental study.

    PubMed

    King, Daniel L; Gradisar, Michael; Drummond, Aaron; Lovato, Nicole; Wessel, Jason; Micic, Gorica; Douglas, Paul; Delfabbro, Paul

    2013-04-01

    Video-gaming is an increasingly prevalent activity among children and adolescents that is known to influence several areas of emotional, cognitive and behavioural functioning. Currently there is insufficient experimental evidence about how extended video-game play may affect adolescents' sleep. The aim of this study was to investigate the short-term impact of adolescents' prolonged exposure to violent video-gaming on sleep. Seventeen male adolescents (mean age = 16 ± 1 years) with no current sleep difficulties played a novel, fast-paced, violent video-game (50 or 150 min) before their usual bedtime on two different testing nights in a sleep laboratory. Objective (polysomnography-measured sleep and heart rate) and subjective (single-night sleep diary) measures were obtained to assess the arousing effects of prolonged gaming. Compared with regular gaming, prolonged gaming produced decreases in objective sleep efficiency (by 7 ± 2%, falling below 85%) and total sleep time (by 27 ± 12 min) that was contributed by a near-moderate reduction in rapid eye movement sleep (Cohen's d = 0.48). Subjective sleep-onset latency significantly increased by 17 ± 8 min, and there was a moderate reduction in self-reported sleep quality after prolonged gaming (Cohen's d = 0.53). Heart rate did not differ significantly between video-gaming conditions during pre-sleep game-play or the sleep-onset phase. Results provide evidence that prolonged video-gaming may cause clinically significant disruption to adolescent sleep, even when sleep after video-gaming is initiated at normal bedtime. However, physiological arousal may not necessarily be the mechanism by which technology use affects sleep. © 2012 European Sleep Research Society.

  3. 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.

  4. Differential Effects of Music and Video Gaming During Breaks on Auditory and Visual Learning.

    PubMed

    Liu, Shuyan; Kuschpel, Maxim S; Schad, Daniel J; Heinz, Andreas; Rapp, Michael A

    2015-11-01

    The interruption of learning processes by breaks filled with diverse activities is common in everyday life. This study investigated the effects of active computer gaming and passive relaxation (rest and music) breaks on auditory versus visual memory performance. Young adults were exposed to breaks involving (a) open eyes resting, (b) listening to music, and (c) playing a video game, immediately after memorizing auditory versus visual stimuli. To assess learning performance, words were recalled directly after the break (an 8:30 minute delay) and were recalled and recognized again after 7 days. Based on linear mixed-effects modeling, it was found that playing the Angry Birds video game during a short learning break impaired long-term retrieval in auditory learning but enhanced long-term retrieval in visual learning compared with the music and rest conditions. These differential effects of video games on visual versus auditory learning suggest specific interference of common break activities on learning.

  5. Virtual Environmental Enrichment through Video Games Improves Hippocampal-Associated Memory

    PubMed Central

    Clemenson, Gregory D.

    2015-01-01

    The positive effects of environmental enrichment and their neural bases have been studied extensively in the rodent (van Praag et al., 2000). For example, simply modifying an animal's living environment to promote sensory stimulation can lead to (but is not limited to) enhancements in hippocampal cognition and neuroplasticity and can alleviate hippocampal cognitive deficits associated with neurodegenerative diseases and aging. We are interested in whether these manipulations that successfully enhance cognition (or mitigate cognitive decline) have similar influences on humans. Although there are many “enriching” aspects to daily life, we are constantly adapting to new experiences and situations within our own environment on a daily basis. Here, we hypothesize that the exploration of the vast and visually stimulating virtual environments within video games is a human correlate of environmental enrichment. We show that video gamers who specifically favor complex 3D video games performed better on a demanding recognition memory task that assesses participants' ability to discriminate highly similar lure items from repeated items. In addition, after 2 weeks of training on the 3D video game Super Mario 3D World, naive video gamers showed improved mnemonic discrimination ability and improvements on a virtual water maze task. Two control conditions (passive and training in a 2D game, Angry Birds), showed no such improvements. Furthermore, individual performance in both hippocampal-associated behaviors correlated with performance in Super Mario but not Angry Birds, suggesting that how individuals explored the virtual environment may influence hippocampal behavior. SIGNIFICANCE STATEMENT The hippocampus has long been associated with episodic memory and is commonly thought to rely on neuroplasticity to adapt to the ever-changing environment. In animals, it is well understood that exposing animals to a more stimulating environment, known as environmental enrichment, can

  6. Virtual Environmental Enrichment through Video Games Improves Hippocampal-Associated Memory.

    PubMed

    Clemenson, Gregory D; Stark, Craig E L

    2015-12-09

    The positive effects of environmental enrichment and their neural bases have been studied extensively in the rodent (van Praag et al., 2000). For example, simply modifying an animal's living environment to promote sensory stimulation can lead to (but is not limited to) enhancements in hippocampal cognition and neuroplasticity and can alleviate hippocampal cognitive deficits associated with neurodegenerative diseases and aging. We are interested in whether these manipulations that successfully enhance cognition (or mitigate cognitive decline) have similar influences on humans. Although there are many "enriching" aspects to daily life, we are constantly adapting to new experiences and situations within our own environment on a daily basis. Here, we hypothesize that the exploration of the vast and visually stimulating virtual environments within video games is a human correlate of environmental enrichment. We show that video gamers who specifically favor complex 3D video games performed better on a demanding recognition memory task that assesses participants' ability to discriminate highly similar lure items from repeated items. In addition, after 2 weeks of training on the 3D video game Super Mario 3D World, naive video gamers showed improved mnemonic discrimination ability and improvements on a virtual water maze task. Two control conditions (passive and training in a 2D game, Angry Birds), showed no such improvements. Furthermore, individual performance in both hippocampal-associated behaviors correlated with performance in Super Mario but not Angry Birds, suggesting that how individuals explored the virtual environment may influence hippocampal behavior. The hippocampus has long been associated with episodic memory and is commonly thought to rely on neuroplasticity to adapt to the ever-changing environment. In animals, it is well understood that exposing animals to a more stimulating environment, known as environmental enrichment, can stimulate neuroplasticity and

  7. Joint forensics and watermarking approach for video authentication

    NASA Astrophysics Data System (ADS)

    Thiemert, Stefan; Liu, Huajian; Steinebach, Martin; Croce-Ferri, Lucilla

    2007-02-01

    In our paper we discuss and compare the possibilities and shortcomings of both content-fragile watermarking and digital forensics and analyze if the combination of both techniques allows the identification of more than the sum of all manipulations identified by both techniques on their own due to synergetic effects. The first part of the paper discusses the theoretical possibilities offered by a combined approach, in which forensics and watermarking are considered as complementary tools for data authentication or deeply combined together, in order to reduce their error rate and to enhance the detection efficiency. After this conceptual discussion the paper proposes some concrete examples in which the joint approach is applied to video authentication. Some specific forensics techniques are analyzed and expanded to handle efficiently video data. The examples show possible extensions of passive-blind image forgery detection to video data, where the motion and time related characteristics of video are efficiently exploited.

  8. Impact of video technology on efficiency of pharmacist-provided anticoagulation counseling and patient comprehension.

    PubMed

    Moore, Sarah J; Blair, Elizabeth A; Steeb, David R; Reed, Brent N; Hull, J Heyward; Rodgers, Jo Ellen

    2015-06-01

    Discharge anticoagulation counseling is important for ensuring patient comprehension and optimizing clinical outcomes. As pharmacy resources become increasingly limited, the impact of informational videos on the counseling process becomes more relevant. To evaluate differences in pharmacist time spent counseling and patient comprehension (measured by the Oral Anticoagulation Knowledge [OAK] test) between informational videos and traditional face-to-face (oral) counseling. This prospective, open, parallel-group study at an academic medical center randomized 40 individuals-17 warfarin-naïve ("New Start") and 23 with prior warfarin use ("Restart")-to receive warfarin discharge education by video or face-to-face counseling. "Teach-back" questions were used in both groups. Although overall pharmacist time was reduced in the video counseling group (P < 0.001), an interaction between prior warfarin use and counseling method (P = 0.012) suggests the difference between counseling methods was smaller in New Start participants. Following adjustment, mean total time was reduced 8.71 (95% CI = 5.15-12.26) minutes (adjusted P < 0.001) in Restart participants and 2.31 (-2.19 to 6.81) minutes (adjusted P = 0.472) in New Start participants receiving video counseling. Postcounseling OAK test scores did not differ. Age, gender, socioeconomic status, and years of education were not predictive of total time or OAK test score. Use of informational videos coupled with teach-back questions significantly reduced pharmacist time spent on anticoagulation counseling without compromising short-term patient comprehension, primarily in patients with prior warfarin use. Study results demonstrate that video technology provides an efficient method of anticoagulation counseling while achieving similar comprehension. © The Author(s) 2015.

  9. Real-time unmanned aircraft systems surveillance video mosaicking using GPU

    NASA Astrophysics Data System (ADS)

    Camargo, Aldo; Anderson, Kyle; Wang, Yi; Schultz, Richard R.; Fevig, Ronald A.

    2010-04-01

    Digital video mosaicking from Unmanned Aircraft Systems (UAS) is being used for many military and civilian applications, including surveillance, target recognition, border protection, forest fire monitoring, traffic control on highways, monitoring of transmission lines, among others. Additionally, NASA is using digital video mosaicking to explore the moon and planets such as Mars. In order to compute a "good" mosaic from video captured by a UAS, the algorithm must deal with motion blur, frame-to-frame jitter associated with an imperfectly stabilized platform, perspective changes as the camera tilts in flight, as well as a number of other factors. The most suitable algorithms use SIFT (Scale-Invariant Feature Transform) to detect the features consistent between video frames. Utilizing these features, the next step is to estimate the homography between two consecutives video frames, perform warping to properly register the image data, and finally blend the video frames resulting in a seamless video mosaick. All this processing takes a great deal of resources of resources from the CPU, so it is almost impossible to compute a real time video mosaic on a single processor. Modern graphics processing units (GPUs) offer computational performance that far exceeds current CPU technology, allowing for real-time operation. This paper presents the development of a GPU-accelerated digital video mosaicking implementation and compares it with CPU performance. Our tests are based on two sets of real video captured by a small UAS aircraft; one video comes from Infrared (IR) and Electro-Optical (EO) cameras. Our results show that we can obtain a speed-up of more than 50 times using GPU technology, so real-time operation at a video capture of 30 frames per second is feasible.

  10. Short-range/Long-range Integrated Target (SLIT) for Video Guidance Sensor Rendezvous and Docking

    NASA Technical Reports Server (NTRS)

    Roe, Fred D. (Inventor); Bryan, Thomas C. (Inventor)

    2009-01-01

    A laser target reflector assembly for mounting upon spacecraft having a long-range reflector array formed from a plurality of unfiltered light reflectors embedded in an array pattern upon a hemispherical reflector disposed upon a mounting plate. The reflector assembly also includes a short-range reflector array positioned upon the mounting body proximate to the long-range reflector array. The short-range reflector array includes three filtered light reflectors positioned upon extensions from the mounting body. The three filtered light reflectors retro-reflect substantially all incident light rays that are transmissive by their monochromatic filters and received by the three filtered light reflectors. In one embodiment the short-range reflector array is embedded within the hemispherical reflector,

  11. A video based run-off-road training program with practice and evaluation in a simulator.

    PubMed

    Freeman, Paul; Neyens, David M; Wagner, John; Switzer, Fred; Alexander, Kim; Pidgeon, Philip

    2015-09-01

    A run-off-road (ROR) event occurs when one or more of a vehicle's wheels leaves the roadway and begins to travel on the surface or shoulder adjacent to the road. Despite various countermeasures, ROR crashes continue to yield a large number of fatalities and injuries. Infrastructure-based solutions do not directly address the critical factor of driver performance preceding and during an ROR event. In this study, a total of 75 individuals participated in a pre-post experiment to examine the effect of a training video on improving driver performance during a set of simulated ROR scenarios (e.g., on a high speed highway, a horizontal curve, and a residential rural road). In each scenario, the vehicle was unexpectedly forced into an ROR scenario for which the drivers were instructed to recover as safely as possible. The treatment group then watched a custom ROR training video while the control group viewed a placebo video. The participants then drove the same simulated ROR scenarios. The results suggest that the training video had a significant positive effect on drivers' steering response on all three roadway conditions as well as improvements in vehicle stability, subjectively rated demand on the driver, and self-evaluated performance in the highway scenario. Under the highway conditions, the treatment group reduced the frequency of spinouts from 70% in the pre-training events to 16% in the post-training events (χ(2)(1)=23.32, p<0.001) with no significant improvement found for the control group. In the horizontal curve, spinouts were reduced for the treatment group from 50% in the pre-training events to 30% in the post-training events (χ(2)(1)=8.45, p=0.004) with the control group also not showing any significant improvement. The results of this study suggest that even a short video about recovering from ROR events can significantly influence a driver's ability to recover. It is possible that additional training may have further benefits in recovering from ROR

  12. Real-time CT-video registration for continuous endoscopic guidance

    NASA Astrophysics Data System (ADS)

    Merritt, Scott A.; Rai, Lav; Higgins, William E.

    2006-03-01

    Previous research has shown that CT-image-based guidance could be useful for the bronchoscopic assessment of lung cancer. This research drew upon the registration of bronchoscopic video images to CT-based endoluminal renderings of the airway tree. The proposed methods either were restricted to discrete single-frame registration, which took several seconds to complete, or required non-real-time buffering and processing of video sequences. We have devised a fast 2D/3D image registration method that performs single-frame CT-Video registration in under 1/15th of a second. This allows the method to be used for real-time registration at full video frame rates without significantly altering the physician's behavior. The method achieves its speed through a gradient-based optimization method that allows most of the computation to be performed off-line. During live registration, the optimization iteratively steps toward the locally optimal viewpoint at which a CT-based endoluminal view is most similar to a current bronchoscopic video frame. After an initial registration to begin the process (generally done in the trachea for bronchoscopy), subsequent registrations are performed in real-time on each incoming video frame. As each new bronchoscopic video frame becomes available, the current optimization is initialized using the previous frame's optimization result, allowing continuous guidance to proceed without manual re-initialization. Tests were performed using both synthetic and pre-recorded bronchoscopic video. The results show that the method is robust to initialization errors, that registration accuracy is high, and that continuous registration can proceed on real-time video at >15 frames per sec. with minimal user-intervention.

  13. Mediated Group Development and Dynamics: An Examination of Video Chatting, Twitter, and Facebook in Group Assignments

    ERIC Educational Resources Information Center

    Frisby, Brandi N.; Kaufmann, Renee; Beck, Anna-Carrie

    2016-01-01

    Instructors incorporate technological tools into the classroom to address short attention spans, appeal to technologically savvy students, and to increase engagement. This study used both quantitative descriptive and qualitative embedded assessment data to examine the use of three popular tools (i.e. Twitter, Facebook, and video chatting) in…

  14. The Video Interaction Guidance approach applied to teaching communication skills in dentistry.

    PubMed

    Quinn, S; Herron, D; Menzies, R; Scott, L; Black, R; Zhou, Y; Waller, A; Humphris, G; Freeman, R

    2016-05-01

    To examine dentists' views of a novel video review technique to improve communication skills in complex clinical situations. Dentists (n = 3) participated in a video review known as Video Interaction Guidance to encourage more attuned interactions with their patients (n = 4). Part of this process is to identify where dentists and patients reacted positively and effectively. Each dentist was presented with short segments of video footage taken during an appointment with a patient with intellectual disabilities and communication difficulties. Having observed their interactions with patients, dentists were asked to reflect on their communication strategies with the assistance of a trained VIG specialist. Dentists reflected that their VIG session had been insightful and considered the review process as beneficial to communication skills training in dentistry. They believed that this technique could significantly improve the way dentists interact and communicate with patients. The VIG sessions increased their awareness of the communication strategies they use with their patients and were perceived as neither uncomfortable nor threatening. The VIG session was beneficial in this exploratory investigation because the dentists could identify when their interactions were most effective. Awareness of their non-verbal communication strategies and the need to adopt these behaviours frequently were identified as key benefits of this training approach. One dentist suggested that the video review method was supportive because it was undertaken by a behavioural scientist rather than a professional counterpart. Some evidence supports the VIG approach in this specialist area of communication skills and dental training. © 2015 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  15. Home Telehealth Video Conferencing: Perceptions and Performance

    PubMed Central

    Morris, Greg; Pech, Joanne; Rechter, Stuart; Carati, Colin; Kidd, Michael R

    2015-01-01

    significant associations were found between audio/video quality and patient comfort with the technology as well as the clinician ratings for effectiveness of telehealth. Conclusions These results showed that the quality of video conferencing when using 3G-based mobile data services instead of broadband fiber-based services was less due to failed calls, audio/ video jitter, and video pixilation during the telehealth sessions. Nevertheless, clinicians felt able to deliver effective services to patients at home using 3G-based mobile data services. PMID:26381104

  16. Data compression for full motion video transmission

    NASA Technical Reports Server (NTRS)

    Whyte, Wayne A., Jr.; Sayood, Khalid

    1991-01-01

    Clearly transmission of visual information will be a major, if not dominant, factor in determining the requirements for, and assessing the performance of the Space Exploration Initiative (SEI) communications systems. Projected image/video requirements which are currently anticipated for SEI mission scenarios are presented. Based on this information and projected link performance figures, the image/video data compression requirements which would allow link closure are identified. Finally several approaches which could satisfy some of the compression requirements are presented and possible future approaches which show promise for more substantial compression performance improvement are discussed.

  17. Video Game Use in the Treatment of Amblyopia: Weighing the Risks of Addiction.

    PubMed

    Xu, Chaoying S; Chen, Jessica S; Adelman, Ron A

    2015-09-01

    Video games have surged in popularity due to their entertainment factor and, with recent innovation, their use in health care. This review explores the dual facets of video games in treating vision impairment in amblyopia as well as their potential for overuse and addiction. Specifically, this review examines video game addiction from a biopsychosocial perspective and relates the addictive qualities of video games with their use as a therapeutic treatment for amblyopia. Current literature supports both the identification of video game addiction as a disease, as well as the therapeutic potential of video games in clinical trials. We show the need for clinicians to be aware of the dangers associated with video game overuse and the need for future studies to examine the risks associated with their health care benefits.

  18. Video Game Use in the Treatment of Amblyopia: Weighing the Risks of Addiction

    PubMed Central

    Xu, Chaoying S.; Chen, Jessica S.; Adelman, Ron A.

    2015-01-01

    Video games have surged in popularity due to their entertainment factor and, with recent innovation, their use in health care. This review explores the dual facets of video games in treating vision impairment in amblyopia as well as their potential for overuse and addiction. Specifically, this review examines video game addiction from a biopsychosocial perspective and relates the addictive qualities of video games with their use as a therapeutic treatment for amblyopia. Current literature supports both the identification of video game addiction as a disease, as well as the therapeutic potential of video games in clinical trials. We show the need for clinicians to be aware of the dangers associated with video game overuse and the need for future studies to examine the risks associated with their health care benefits. PMID:26339215

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

    ERIC Educational Resources Information Center

    Brame, Cynthia J.

    2016-01-01

    Educational videos have become an important part of higher education, providing an important content-delivery tool in many flipped, blended, and online classes. Effective use of video as an educational tool is enhanced when instructors consider three elements: how to manage cognitive load of the video; how to maximize student engagement with the…

  20. Independent Video in Britain.

    ERIC Educational Resources Information Center

    Stewart, David

    Maintaining the status quo as well as the attitude toward cultural funding and development that it imposes on video are detrimental to the formation of a thriving video network, and also out of key with the present social and political situation in Britain. Independent video has some quite specific advantages as a medium for cultural production…