Science.gov

Sample records for act weekly video

  1. Recovery Act Weekly Video: 200 West Drilling

    SciTech Connect

    2010-01-01

    President of Cascade Drilling, Bruce, talks about his contract with the Department of Energy and what his team is doing to improve water treatment and environmental cleanup. The small business owner hits on how the Recovery Act saved him from downsizing and helped him stay competitive and safe on site.

  2. Recovery Act Weekly Video: 200 West Drilling

    ScienceCinema

    None

    2016-07-12

    President of Cascade Drilling, Bruce, talks about his contract with the Department of Energy and what his team is doing to improve water treatment and environmental cleanup. The small business owner hits on how the Recovery Act saved him from downsizing and helped him stay competitive and safe on site.

  3. Recovery Act Weekly Video: Upper ALE Building Demolition

    ScienceCinema

    None

    2016-07-12

    CH2MHILL Plateau Remediation Company demolition of 6652C Space Science Laboratory. The largest building atop Rattlesnake Mountain, the laboratory served as a nightly radar patrol center as well as a barracks. The Recovery Act funded project is helping reduce the site footprint.

  4. Recovery Act Weekly Video: 200 Area Asbestos Removal, U-Ancillary Demolition, 200 West Transfer Building Footings

    SciTech Connect

    2010-01-01

    A weekly update of the Recovery Act at work. Demolition of U-Ancillary that was contaminated with uranium and asbestos as well as removing asbestos from the Steam Generation Plant in the 200 East Area.

  5. Recovery Act Weekly Video: 200 Area Asbestos Removal, U-Ancillary Demolition, 200 West Transfer Building Footings

    ScienceCinema

    None

    2016-07-12

    A weekly update of the Recovery Act at work. Demolition of U-Ancillary that was contaminated with uranium and asbestos as well as removing asbestos from the Steam Generation Plant in the 200 East Area.

  6. 77 FR 24553 - Announcement of National Small Business Week Video Contest Under the America Competes...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-04-24

    ... ADMINISTRATION Announcement of National Small Business Week Video Contest Under the America Competes... of National Small Business Week 2012, the U.S. Small Business Administration (SBA) announces a video... Administration is looking for creative videos from small businesses that show how they have been assisted by...

  7. Film/Video Education and the New Copyright Act.

    ERIC Educational Resources Information Center

    Johnson, Mark

    The Copyright Act of 1976 provides statutory definitions of fair use and in general is restrictive of the use of film and video in an educational setting, reflecting a general "copyright owner's" point of view. Film distributors are enforcing and planning to continue to enforce their rights under the law. There is a general concern that piracy and…

  8. 76 FR 21741 - Twenty-First Century Communications and Video Programming Accessibility Act; Announcement of Town...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-04-18

    ... COMMISSION Twenty-First Century Communications and Video Programming Accessibility Act; Announcement of Town... Programming Accessibility Act (the Act or CVAA) hosted by the California State University at Northridge (CSUN... and video programming changes required by the Act. DATES: The Town Hall meeting was held on...

  9. Interview with ARPA-E Acting Director Dr. Cheryl Martin on Platts Energy Week

    ScienceCinema

    Martin, Cheryl; Loveless, Bill

    2016-07-12

    Bill Loveless from Platts Energy Week interviews ARPA-E Acting Director, Dr. Cheryl Martin, about the many transformational energy technologies on display at ARPA-E's 5th annual Energy Innovation Summit.

  10. Interview with ARPA-E Acting Director Dr. Cheryl Martin on Platts Energy Week

    SciTech Connect

    Martin, Cheryl; Loveless, Bill

    2014-03-18

    Bill Loveless from Platts Energy Week interviews ARPA-E Acting Director, Dr. Cheryl Martin, about the many transformational energy technologies on display at ARPA-E's 5th annual Energy Innovation Summit.

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

    ERIC Educational Resources Information Center

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

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

  12. Know Stroke: Know the Signs, Act in Time Video

    MedlinePlus

    ... but you need to know the signs and act in time. Here are the signs to look for in yourself or those around you: Sudden numbness or weakness in the face, arm, or leg, especially on one side of the body Sudden confusion or trouble speaking or understanding, Sudden trouble seeing ...

  13. Streaming weekly soap opera video episodes to smartphones in a randomized controlled trial to reduce HIV risk in young urban African American/black women.

    PubMed

    Jones, Rachel; Lacroix, Lorraine J

    2012-07-01

    Love, Sex, and Choices is a 12-episode soap opera video series created as an intervention to reduce HIV sex risk. The effect on women's HIV risk behavior was evaluated in a randomized controlled trial in 238 high risk, predominately African American young adult women in the urban Northeast. To facilitate on-demand access and privacy, the episodes were streamed to study-provided smartphones. Here, we discuss the development of a mobile platform to deliver the 12-weekly video episodes or weekly HIV risk reduction written messages to smartphones, including; the technical requirements, development, and evaluation. Popularity of the smartphone and use of the Internet for multimedia offer a new channel to address health disparities in traditionally underserved populations. This is the first study to report on streaming a serialized video-based intervention to a smartphone. The approach described here may provide useful insights in assessing advantages and disadvantages of smartphones to implement a video-based intervention. PMID:22430640

  14. Streaming weekly soap opera video episodes to smartphones in a randomized controlled trial to reduce HIV risk in young urban African American/black women.

    PubMed

    Jones, Rachel; Lacroix, Lorraine J

    2012-07-01

    Love, Sex, and Choices is a 12-episode soap opera video series created as an intervention to reduce HIV sex risk. The effect on women's HIV risk behavior was evaluated in a randomized controlled trial in 238 high risk, predominately African American young adult women in the urban Northeast. To facilitate on-demand access and privacy, the episodes were streamed to study-provided smartphones. Here, we discuss the development of a mobile platform to deliver the 12-weekly video episodes or weekly HIV risk reduction written messages to smartphones, including; the technical requirements, development, and evaluation. Popularity of the smartphone and use of the Internet for multimedia offer a new channel to address health disparities in traditionally underserved populations. This is the first study to report on streaming a serialized video-based intervention to a smartphone. The approach described here may provide useful insights in assessing advantages and disadvantages of smartphones to implement a video-based intervention.

  15. Video-Bubbles Act as an Accelerator on the International Space Station (ISS)

    NASA Technical Reports Server (NTRS)

    2005-01-01

    Saturday Morning Science, the science of opportunity series of applied experiments and demonstrations, performed aboard the International Space Station (ISS) by Expedition 6 astronaut Dr. Don Pettit, revealed some remarkable findings. Bubbles in a flask of water act as an accelerometer in space. In this video, Pettit demonstrates bubbles moving in a direction opposite to the residual g-vector. The demonstration shows scientists that they may need to consider the direction of the residual accelerations as influenced by the orientation of the ISS for future experiments.

  16. Conversion of daily pegvisomant to weekly pegvisomant combined with long-acting somatostatin analogs, in controlled acromegaly patients.

    PubMed

    Neggers, Sebastian J C M M; de Herder, Wouter W; Feelders, Richard A; van der Lely, A J

    2011-09-01

    The efficacy of combined treatment in active acromegaly with both long-acting somatostatin analogs (SRIF) and pegvisomant (PEG-V) has been well established. The aim was to describe the PEG-V dose reductions after the conversion from daily PEG-V to combination treatment. To clarify the individual beneficial and adverse effects, in two acromegaly patients, who only normalized their insulin like growth factor (IGF-I) levels with high-dose pegvisomant therapy. We present two cases of a 31 and 44 years old male with gigantism and acromegaly that were controlled subsequently by surgery, radiotherapy, SRIF analogs and daily PEG-V treatment. They were converted to combined treatment of monthly SSA and (twice) weekly PEG-V. High dose SSA treatment was added while the PEG-V dose was decreased during carful monitoring of the IGF-I. After switching from PEG-V monotherapy to SRIF analogs plus pegvisomant combination therapy IGF-I remained normal. However, the necessary PEG-V dose, to normalize IGF-I differed significantly between these two patients. One patient needed twice weekly 100 mg, the second needed 60 mg once weekly on top of their monthly lanreotide Autosolution injections of 120 mg. The weekly dose reduction was 80 and 150 mg. After the introducing of lanreotide, fasting glucose and glycosylated haemoglobin concentrations increased. Diabetic medication had to be introduced or increased. No changes in liver tests or in pituitary adenoma size were observed. In these two patients, PEG-V in combination with long-acting SRIF analogs was as effective as PEG-V monotherapy in normalizing IGF-I levels, although significant dose-reductions in PEG-V could be achieved. However, there seems to be a wide variation in the reduction of PEG-V dose, which can be obtained after conversion to combined treatment. PMID:21221818

  17. Global Interoperability of High Definition Video Streams Via ACTS and Intelsat

    NASA Technical Reports Server (NTRS)

    Hsu, Eddie; Wang, Charles; Bergman, Larry; Pearman, James; Bhasin, Kul; Clark, Gilbert; Shopbell, Patrick; Gill, Mike; Tatsumi, Haruyuki; Kadowaki, Naoto

    2000-01-01

    In 1993, a proposal at the Japan.-U.S. Cooperation in Space Program Workshop lead to a subsequent series of satellite communications experiments and demonstrations, under the title of Trans-Pacific High Data Rate Satellite Communications Experiments. The first of which is a joint collaboration between government and industry teams in the United States and Japan that successfully demonstrated distributed high definition video (HDV) post-production on a global scale using a combination of high data rate satellites and terrestrial fiber optic asynchronous transfer mode (ATM) networks. The HDV experiment is the first GIBN experiment to establish a dual-hop broadband satellite link for the transmission of digital HDV over ATM. This paper describes the team's effort in using the NASA Advanced Communications Technology Satellite (ACTS) at rates up to OC-3 (155 Mbps) between Los Angeles and Honolulu, and using Intelsat at rates up to DS-3 (45 Mbps) between Kapolei and Tokyo, with which HDV source material was transmitted between Sony Pictures High Definition Center (SPHDC) in Los Angeles and Sony Visual Communication Center (VCC) in Shinagawa, Tokyo. The global-scale connection also used terrestrial networks in Japan, the States of Hawaii and California. The 1.2 Gbps digital HDV stream was compressed down to 22.5 Mbps using a proprietary Mitsubishi MPEG-2 codec that was ATM AAL-5 compatible. The codec: employed four-way parallel processing. Improved versions of the codec are now commercially available. The successful post-production activity performed in Tokyo with a HDV clip transmitted from Los Angeles was predicated on the seamless interoperation of all the equipment between the sites, and was an exciting example in deploying a global-scale information infrastructure involving a combination of broadband satellites and terrestrial fiber optic networks. Correlation of atmospheric effects with cell loss, codec drop-out, and picture quality were made. Current efforts in the

  18. 75 FR 27264 - Video Device Competition; Implementation of Section 304 of the Telecommunications Act of 1996...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-05-14

    ... adopted its first Report and Order, 63 FR 38089, to implement section 629 in 1998. The Report and Order..., 72 FR 40818, seeking comment on competing proposals for two-way compatibility and other related... consumer's computer, DVR, Netflix account, and cable-operator-provided video on demand offerings for...

  19. Directly Acting Triple Drug Anti-HCV Therapy Induces Sustained Virologic Response with a Six Week Regimen: A Proof of Concept Phase 2a Cohort Study

    PubMed Central

    Kohli, Anita; Osinusi, Anuoluwapo; Sims, Zayani; Nelson, Amy; Meissner, Eric G.; Barrett, Lisa L.; Bon, Dimitra; Marti, Miriam M; Silk, Rachel; Kotb, Colleen; Gross, Chloe; Jolley, Tim A; Sidharthan, Sreetha; Petersen, Tess; Townsend, Kerry; Egerson, D’Andrea; Kapoor, Rama; Spurlin, Emily; Sneller, Michael; Proschan, Michael; Herrmann, Eva; Kwan, Richard; Teferi, Gebeyehu; Talwani, Rohit; Diaz, Gabbie; Kleiner, David E.; Wood, Brad J.; Chavez, Jose; Abbott, Stephen; Symonds, William T.; Subramanian, G. Mani; Pang, Phillip S.; McHutchison, John; Polis, Michael A.; Fauci, Anthony S; Masur, Henry; Kottilil, Shyam

    2015-01-01

    Background Direct acting anti-HCV drugs have demonstrated a high cure rate and favorable tolerability. The development of shorter courses of therapy may improve affordability and adherence. Sofosbuvir and ledipasvir together with ribavirin have yielded high efficacy when administered for 8, but not for 6 weeks. We hypothesized that addition of a third potent directly acting antiviral to sofosbuvir and ledipasvir would allow for shortened durations of therapy. Methods In this single center, open-label cohort, phase 2 atrial, sixty HCV GT-1 treatment naïve patients were sequentially enrolled onto three arms and treated with 12 weeks of sofosbuvir and ledipasvir (an NS5B nucleotide polymerase inhibitor and an NS5A inhibitor, respectively) (n=20); or 6 weeks with sofosbuvir, ledipasvir, and GS-9669 (a non-nucleoside NS5B inhibitor) (n=20) or 6 weeks with sofosbuvir, ledipasvir and GS-9451 (an NS3/4A protease inhibitor) (n=20). Patients and investigators were unmasked to treatment assignment. The primary efficacy analysis was SVR12 (HCV RNA less than the level of quantitation 12 weeks after treatment completion). Findings All subjects treated with sofosbuvir and ledipasvir for 12 weeks achieved SVR12 (95%CI: 83–100%). Nineteen of 20 patients (95% CI: 75–100%) treated with sofosbuvir, ledipasvir and GS-9669 achieved SVR12, with 1 patient relapsing 2 weeks after completion of therapy. Nineteen of 20 patients (95% CI: 75–100%) treated with sofosbuvir, ledipasvir, and GS-9451 for 6 weeks achieved SVR12, one patient was lost to follow up after achieving SVR4. There were no discontinuations of treatment due to adverse events. Interpretation In this small proof of concept study, two different three drug regimens administered for 6 weeks resulted in high cure rates for HCV infection with excellent tolerability. Funding NIAID, National Cancer Institute and Clinical Center Intramural Program. Clinical Trials.gov number NCT01805882. The study was also supported in part by

  20. 76 FR 4838 - Implementation of the Twenty-First Century Communications and Video Accessibility Act of 2010...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-01-27

    ... FR 66356) which became effective on January 25, 2010. Privacy Act Impact Assessment: Yes. The Privacy..., deafness and blindness are experienced as a result of an illness, injury, or aging. These varying levels of...-blindness, including a strong familiarity with the communications needs of this population;...

  1. 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…

  2. Acting the part. While Cover the Uninsured Week adds star power to its campaign, few viable solutions are in the works.

    PubMed

    Fong, Tony

    2004-05-10

    While Cover the Uninsured Week may have a celebrity spokesman in TV star Noah Wyle, the campaign is still lacking viable legislative solutions. As Sen. Jay Rockefeller, left, noted at a news conference kicking off the event, the "me-first" special interests of the various healthcare trade associations have made putting together a comprehensive approach to the uninsured problem nearly impossible.

  3. Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims.

    PubMed

    Gabbiadini, Alessandro; Riva, Paolo; Andrighetto, Luca; Volpato, Chiara; Bushman, Brad J

    2016-01-01

    Empathy--putting oneself in another's shoes--has been described as the "social glue" that holds society together. This study investigates how exposure to sexist video games can decrease empathy for female violence victims. We hypothesized that playing violent-sexist video games would increase endorsement of masculine beliefs, especially among participants who highly identify with dominant and aggressive male game characters. We also hypothesized that the endorsement of masculine beliefs would reduce empathy toward female violence victims. Participants (N = 154) were randomly assigned to play a violent-sexist game, a violent-only game, or a non-violent game. After gameplay, measures of identification with the game character, traditional masculine beliefs, and empathy for female violence victims were assessed. We found that participants' gender and their identification with the violent male video game character moderated the effects of the exposure to sexist-violent video games on masculine beliefs. Our results supported the prediction that playing violent-sexist video games increases masculine beliefs, which occurred for male (but not female) participants who were highly identified with the game character. Masculine beliefs, in turn, negatively predicted empathic feelings for female violence victims. Overall, our study shows who is most affected by the exposure to sexist-violent video games, and why the effects occur. (200 words). PMID:27074057

  4. Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims.

    PubMed

    Gabbiadini, Alessandro; Riva, Paolo; Andrighetto, Luca; Volpato, Chiara; Bushman, Brad J

    2016-01-01

    Empathy--putting oneself in another's shoes--has been described as the "social glue" that holds society together. This study investigates how exposure to sexist video games can decrease empathy for female violence victims. We hypothesized that playing violent-sexist video games would increase endorsement of masculine beliefs, especially among participants who highly identify with dominant and aggressive male game characters. We also hypothesized that the endorsement of masculine beliefs would reduce empathy toward female violence victims. Participants (N = 154) were randomly assigned to play a violent-sexist game, a violent-only game, or a non-violent game. After gameplay, measures of identification with the game character, traditional masculine beliefs, and empathy for female violence victims were assessed. We found that participants' gender and their identification with the violent male video game character moderated the effects of the exposure to sexist-violent video games on masculine beliefs. Our results supported the prediction that playing violent-sexist video games increases masculine beliefs, which occurred for male (but not female) participants who were highly identified with the game character. Masculine beliefs, in turn, negatively predicted empathic feelings for female violence victims. Overall, our study shows who is most affected by the exposure to sexist-violent video games, and why the effects occur. (200 words).

  5. Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims

    PubMed Central

    Gabbiadini, Alessandro; Riva, Paolo; Andrighetto, Luca; Volpato, Chiara; Bushman, Brad J.

    2016-01-01

    Empathy—putting oneself in another’s shoes—has been described as the “social glue” that holds society together. This study investigates how exposure to sexist video games can decrease empathy for female violence victims. We hypothesized that playing violent-sexist video games would increase endorsement of masculine beliefs, especially among participants who highly identify with dominant and aggressive male game characters. We also hypothesized that the endorsement of masculine beliefs would reduce empathy toward female violence victims. Participants (N = 154) were randomly assigned to play a violent-sexist game, a violent-only game, or a non-violent game. After gameplay, measures of identification with the game character, traditional masculine beliefs, and empathy for female violence victims were assessed. We found that participants’ gender and their identification with the violent male video game character moderated the effects of the exposure to sexist-violent video games on masculine beliefs. Our results supported the prediction that playing violent-sexist video games increases masculine beliefs, which occurred for male (but not female) participants who were highly identified with the game character. Masculine beliefs, in turn, negatively predicted empathic feelings for female violence victims. Overall, our study shows who is most affected by the exposure to sexist-violent video games, and why the effects occur. (200 words) PMID:27074057

  6. 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.

  7. Forgiveness Week.

    ERIC Educational Resources Information Center

    Milner, Art

    1984-01-01

    Carefully orchestrated public relations and publicity campaign at Free Library of Philadelphia motivated an estimated 35,000 patrons to return almost 160,000 overdues during "no fines" week. Coverage by radio stations, newspapers, and television aided recovery of materials including rare 1910 score of a Rachmaninoff symphony which was 31 years…

  8. Reevaluating the Impact of Video Games.

    ERIC Educational Resources Information Center

    Funk, Jeanne B.

    1993-01-01

    Surveyed 357 seventh and eighth graders about video game play and preference. Found that approximately 64% of boys and 56% of girls played one to two hours of video games per week at home; and that, among five categories of video games, those most preferred by the students were games that involved fantasy violence and sports games. (BC)

  9. Concordance of sustained virologic response at weeks 4, 12 and 24 post-treatment of hepatitis c in the era of new oral direct-acting antivirals: A concise review.

    PubMed

    Burgess, Sarah V; Hussaini, Trana; Yoshida, Eric M

    2016-01-01

    The goal of treatment for chronic hepatitis C viral (HCV) infection is to cure the infection rather than suppress the virus. Historically, a sustained virological response (SVR) defined as undetectable HCV RNA at 24 weeks following the completion of treatment was considered the gold standard to define successful eradication of the virus as a primary endpoint in clinical trials. SVR measured at 12 weeks post-treatment has been shown to be highly concordant with SVR24 in trials of pegylated interferon and ribavirin. The appropriateness and durability of SVR12 as the efficacy endpoint with new oral direct-acting antivirals is less established. A literatura search was performed using PubMed, EMBASE and CENTRAL databases to identify any studies that examined the concordance between SVR24 and earlier time points. Two studies and 4 abstracts were found that performed concordance analyses using positive and negative predictive values. Overall, SVR4 and SVR12 were highly concordant with SVR24 with high positive (> 97%) and negative (> 94%) predictive values; however there was a higher risk of HCV relapse occurring after post-treatment week 4. The majority of the data focused on SVR12 and demonstrated that SVR12 reliably predicted SVR24 in several populations infected with HCV (treatment-naïve, prior null responders, different genotypes) using various new oral direct-acting antiviral regimens. In conclusion, the available data suggests that SVR12 is a reliable assessment of HCV eradication and could be used instead of SVR24 for drug development clinical trials assessing efficacy of new direct-acting antivirals. Data on the long-term durability of SVR12 is still needed.

  10. Artificial Video for Video Analysis

    ERIC Educational Resources Information Center

    Gallis, Michael R.

    2010-01-01

    This paper discusses the use of video analysis software and computer-generated animations for student activities. The use of artificial video affords the opportunity for students to study phenomena for which a real video may not be easy or even possible to procure, using analysis software with which the students are already familiar. We will…

  11. Video Games and Children. ERIC Digest.

    ERIC Educational Resources Information Center

    Cesarone, Bernard

    This digest examines data on video game use by children, explains ratings of video game violence, and reviews research on the effects of video games on children and adolescents. A recent study of seventh and eighth graders found that 65% of males and 57% of females played 1 to 6 hours of video games at home per week, and 38% of males and 16% of…

  12. Immersive video

    NASA Astrophysics Data System (ADS)

    Moezzi, Saied; Katkere, Arun L.; Jain, Ramesh C.

    1996-03-01

    Interactive video and television viewers should have the power to control their viewing position. To make this a reality, we introduce the concept of Immersive Video, which employs computer vision and computer graphics technologies to provide remote users a sense of complete immersion when viewing an event. Immersive Video uses multiple videos of an event, captured from different perspectives, to generate a full 3D digital video of that event. That is accomplished by assimilating important information from each video stream into a comprehensive, dynamic, 3D model of the environment. Using this 3D digital video, interactive viewers can then move around the remote environment and observe the events taking place from any desired perspective. Our Immersive Video System currently provides interactive viewing and `walkthrus' of staged karate demonstrations, basketball games, dance performances, and typical campus scenes. In its full realization, Immersive Video will be a paradigm shift in visual communication which will revolutionize television and video media, and become an integral part of future telepresence and virtual reality systems.

  13. 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.

  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. 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. Accessibility Videos.

    PubMed

    Kurppa, Ari; Nordlund, Marika

    2016-01-01

    It can be difficult to understand accessibility, if you do not have the personal experience. The Accessibility Centre ESKE produced short videos which demonstrate the meaning of accessibility in different situations. Videos will raise accessibility awareness of architects, other planners and professionals in the construction field and maintenance. PMID:27534282

  17. Violent Video Games Alter Brain Function in Young Men

    MedlinePlus

    ... and Updates News from the RSNA Annual Meeting Violent Video Games Alter Brain Function in Young Men ... Using functional MRI, researchers have found that playing violent video games for one week causes changes in ...

  18. 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.

  19. 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).

  20. Video flowmeter

    DOEpatents

    Lord, D.E.; Carter, G.W.; Petrini, R.R.

    1983-08-02

    A video flowmeter is described that is capable of specifying flow nature and pattern and, at the same time, the quantitative value of the rate of volumetric flow. An image of a determinable volumetric region within a fluid containing entrained particles is formed and positioned by a rod optic lens assembly on the raster area of a low-light level television camera. The particles are illuminated by light transmitted through a bundle of glass fibers surrounding the rod optic lens assembly. Only particle images having speeds on the raster area below the raster line scanning speed may be used to form a video picture which is displayed on a video screen. The flowmeter is calibrated so that the locus of positions of origin of the video picture gives a determination of the volumetric flow rate of the fluid. 4 figs.

  1. Video flowmeter

    DOEpatents

    Lord, D.E.; Carter, G.W.; Petrini, R.R.

    1981-06-10

    A video flowmeter is described that is capable of specifying flow nature and pattern and, at the same time, the quantitative value of the rate of volumetric flow. An image of a determinable volumetric region within a fluid containing entrained particles is formed and positioned by a rod optic lens assembly on the raster area of a low-light level television camera. The particles are illuminated by light transmitted through a bundle of glass fibers surrounding the rod optic lens assembly. Only particle images having speeds on the raster area below the raster line scanning speed may be used to form a video picture which is displayed on a video screen. The flowmeter is calibrated so that the locus of positions of origin of the video picture gives a determination of the volumetric flow rate of the fluid.

  2. Video Golf

    NASA Technical Reports Server (NTRS)

    1995-01-01

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

  3. Infants Learn Baby Signs from Video

    ERIC Educational Resources Information Center

    Dayanim, Shoshana; Namy, Laura L.

    2015-01-01

    There is little evidence that infants learn from infant-oriented educational videos and television programming. This 4-week longitudinal experiment investigated 15-month-olds' (N = 92) ability to learn American Sign Language signs (e.g., patting head for hat) from at-home viewing of instructional video, either with or without parent support,…

  4. Seaworthy Videos.

    ERIC Educational Resources Information Center

    Green, John O.

    1991-01-01

    Advice on creation of effective videotape recordings for use in alumni affairs is drawn from the experience of a number of colleges. Suggested uses include special events, lifelong learning, admissions, video magazines, and development. Specific do's and don'ts for production are also offered. (MSE)

  5. Interactive Video.

    ERIC Educational Resources Information Center

    Boyce, Carol

    1992-01-01

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

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

    ERIC Educational Resources Information Center

    Baharav, Eva

    2008-01-01

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

  7. 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…

  8. Launch Support Video Site

    NASA Technical Reports Server (NTRS)

    OFarrell, Zachary L.

    2013-01-01

    The goal of this project is to create a website that displays video, countdown clock, and event times to customers during launches, without needing to be connected to the internal operations network. The requirements of this project are to also minimize the delay in the clock and events to be less than two seconds. The two parts of this are the webpage, which will display the data and videos to the user, and a server to send clock and event data to the webpage. The webpage is written in HTML with CSS and JavaScript. The JavaScript is responsible for connecting to the server, receiving new clock data, and updating the webpage. JavaScript is used for this because it can send custom HTTP requests from the webpage, and provides the ability to update parts of the webpage without having to refresh the entire page. The server application will act as a relay between the operations network, and the open internet. On the operations network side, the application receives multicast packets that contain countdown clock and events data. It will then parse the data into current countdown times and events, and create a packet with that information that can be sent to webpages. The other part will accept HTTP requests from the webpage, and respond to them with current data. The server is written in C# with some C++ files used to define the structure of data packets. The videos for the webpage will be shown in an embedded player from UStream.

  9. Cell Phone Video Recording Feature as a Language Learning Tool: A Case Study

    ERIC Educational Resources Information Center

    Gromik, Nicolas A.

    2012-01-01

    This paper reports on a case study conducted at a Japanese national university. Nine participants used the video recording feature on their cell phones to produce weekly video productions. The task required that participants produce one 30-second video on a teacher-selected topic. Observations revealed the process of video creation with a cell…

  10. Consumer Choice in Online Video Act

    THOMAS, 113th Congress

    Sen. Rockefeller, John D., IV [D-WV

    2013-11-12

    11/12/2013 Read twice and referred to the Committee on Commerce, Science, and Transportation. (text of measure as introduced: CR S7954-7961) (All Actions) Tracker: This bill has the status IntroducedHere are the steps for Status of Legislation:

  11. Animal Crush Video Prohibition Act of 2010

    THOMAS, 111th Congress

    Sen. Kyl, Jon [R-AZ

    2010-09-27

    09/27/2010 Read twice and referred to the Committee on the Judiciary. (All Actions) Notes: For further action, see H.R.5566, which became Public Law 111-294 on 12/9/2010. Tracker: This bill has the status IntroducedHere are the steps for Status of Legislation:

  12. Marketing through Video Presentations.

    ERIC Educational Resources Information Center

    Newhart, Donna

    1989-01-01

    Discusses the advantages of using video presentations as marketing tools. Includes information about video news releases, public service announcements, and sales/marketing presentations. Describes the three stages in creating a marketing video: preproduction planning; production; and postproduction. (JOW)

  13. Early intervention of long-acting nifedipine GITS reduces brachial–ankle pulse wave velocity and improves arterial stiffness in Chinese patients with mild hypertension: a 24-week, single-arm, open-label, prospective study

    PubMed Central

    Zhang, Jidong; Wang, Yan; Hu, Haijuan; Yang, Xiaohong; Tian, Zejun; Liu, Demin; Gu, Guoqiang; Zheng, Hongmei; Xie, Ruiqin; Cui, Wei

    2016-01-01

    Background Nifedipine gastrointestinal therapeutic system (GITS) is used to treat angina and hypertension. The authors aimed to study the early intervention impact on arterial stiffness and pulse wave velocity (PWV) independent of its blood-pressure-(BP) lowering effect in mild hypertensive patients. Methods This single-center, single-arm, open-label, prospective, Phase IV study recruited patients with mild hypertension and increased PWV from December 2013 to December 2014 (N=138; age, 18–75 years; systolic blood pressure, 140–160 mmHg; diastolic BP, 90–100 mmHg; increased brachial–ankle pulse wave velocity [baPWV, ≥12 m/s]). Nifedipine GITS (30 mg/d) was administered for 24 weeks to achieve target BP of <140/90 mmHg. The dose was uptitrated at 60 mg/d in case of unsatisfactory BP reduction after 4 weeks. Primary study end point was the change in baPWV after nifedipine GITS treatment. Hemodynamic parameters (office BP, 24-hour ambulatory BP monitoring, and heart rate and adverse events) were evaluated at baseline and followed-up at 2, 4, 8, 12, 18, and 24 weeks. Results Majority of patients (n=117; 84.8%) completed the study. baPWV decreased significantly at 4 weeks compared with baseline (1,598.87±239.82 vs 1,500.89±241.15 cm/s, P<0.001), was stable at 12 weeks (1,482.24±215.14 cm/s, P<0.001), and remained steady through 24 weeks (1,472.58±205.01 cm/s, P<0.001). Office BP reduced from baseline to week 4 (154/95 vs 136/85 mmHg) and remained steady until 24 weeks. Nifedipine GITS significantly decreased 24-hour ambulatory BP monitoring (P<0.001) after 24 weeks from baseline. Mean arterial pressure and pulse pressure were lowered significantly after 4, 12, and 24 weeks of treatment (P<0.001). These changes in baPWV were significantly correlated with changes in systolic blood pressure, diastolic BP, and mean arterial pressure (P<0.05), but not with changes in pulse pressure (P>0.05). There were no other drug-related serious adverse events. Conclusion

  14. Video Physics.

    ERIC Educational Resources Information Center

    DeJong, Marvin L.

    1983-01-01

    Describes two kinematics/dynamics programs (Apple II) easily adaptable to other microcomputers. Kept simple, the programs allow teacher/student to control forces acting on a particle by introducing force laws in programs or by using game paddles/joystick. Discusses equations used and provides program listings. (JN)

  15. Development of a video tampering dataset for forensic investigation.

    PubMed

    Ismael Al-Sanjary, Omar; Ahmed, Ahmed Abdullah; Sulong, Ghazali

    2016-09-01

    Forgery is an act of modifying a document, product, image or video, among other media. Video tampering detection research requires an inclusive database of video modification. This paper aims to discuss a comprehensive proposal to create a dataset composed of modified videos for forensic investigation, in order to standardize existing techniques for detecting video tampering. The primary purpose of developing and designing this new video library is for usage in video forensics, which can be consciously associated with reliable verification using dynamic and static camera recognition. To the best of the author's knowledge, there exists no similar library among the research community. Videos were sourced from YouTube and by exploring social networking sites extensively by observing posted videos and rating their feedback. The video tampering dataset (VTD) comprises a total of 33 videos, divided among three categories in video tampering: (1) copy-move, (2) splicing, and (3) swapping-frames. Compared to existing datasets, this is a higher number of tampered videos, and with longer durations. The duration of every video is 16s, with a 1280×720 resolution, and a frame rate of 30 frames per second. Moreover, all videos possess the same formatting quality (720p(HD).avi). Both temporal and spatial video features were considered carefully during selection of the videos, and there exists complete information related to the doctored regions in every modified video in the VTD dataset. This database has been made publically available for research on splicing, Swapping frames, and copy-move tampering, and, as such, various video tampering detection issues with ground truth. The database has been utilised by many international researchers and groups of researchers.

  16. Development of a video tampering dataset for forensic investigation.

    PubMed

    Ismael Al-Sanjary, Omar; Ahmed, Ahmed Abdullah; Sulong, Ghazali

    2016-09-01

    Forgery is an act of modifying a document, product, image or video, among other media. Video tampering detection research requires an inclusive database of video modification. This paper aims to discuss a comprehensive proposal to create a dataset composed of modified videos for forensic investigation, in order to standardize existing techniques for detecting video tampering. The primary purpose of developing and designing this new video library is for usage in video forensics, which can be consciously associated with reliable verification using dynamic and static camera recognition. To the best of the author's knowledge, there exists no similar library among the research community. Videos were sourced from YouTube and by exploring social networking sites extensively by observing posted videos and rating their feedback. The video tampering dataset (VTD) comprises a total of 33 videos, divided among three categories in video tampering: (1) copy-move, (2) splicing, and (3) swapping-frames. Compared to existing datasets, this is a higher number of tampered videos, and with longer durations. The duration of every video is 16s, with a 1280×720 resolution, and a frame rate of 30 frames per second. Moreover, all videos possess the same formatting quality (720p(HD).avi). Both temporal and spatial video features were considered carefully during selection of the videos, and there exists complete information related to the doctored regions in every modified video in the VTD dataset. This database has been made publically available for research on splicing, Swapping frames, and copy-move tampering, and, as such, various video tampering detection issues with ground truth. The database has been utilised by many international researchers and groups of researchers. PMID:27574113

  17. Rheumatoid Arthritis Educational Video Series

    MedlinePlus

    ... Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos was designed to help you ... Educational Videos for Patients Rheumatoid Arthritis Educational Video Series Psoriatic Arthritis 101 2010 E.S.C.A.P. ...

  18. Rheumatoid Arthritis Educational Video Series

    MedlinePlus

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

  19. The Video Book.

    ERIC Educational Resources Information Center

    Clendenin, Bruce

    This book provides a comprehensive step-by-step learning guide to video production. It begins with camera equipment, both still and video. It then describes how to reassemble the video and build a final product out of "video blocks," and discusses multiple-source configurations, which are required for professional level productions of live shows.…

  20. Techniques for video indexing

    NASA Astrophysics Data System (ADS)

    Chen, C. Y. Roger; Meliksetian, Dikran S.; Liu, Larry J.; Chang, Martin C.

    1996-01-01

    A data model for long objects (such as video files) is introduced, to support general referencing structures, along with various system implementation strategies. Based on the data model, various indexing techniques for video are then introduced. A set of basic functionalities is described, including all the frame level control, indexing, and video clip editing. We show how the techniques can be used to automatically index video files based on closed captions with a typical video capture card, for both compressed and uncompressed video files. Applications are presented using those indexing techniques in security control and viewers' rating choice, general video search (from laser discs, CD ROMs, and regular disks), training videos, and video based user or system manuals.

  1. EFFECTS OF VIDEO MODELING ON TREATMENT INTEGRITY OF BEHAVIORAL INTERVENTIONS

    PubMed Central

    DiGennaro-Reed, Florence D; Codding, Robin; Catania, Cynthia N; Maguire, Helena

    2010-01-01

    We examined the effects of individualized video modeling on the accurate implementation of behavioral interventions using a multiple baseline design across 3 teachers. During video modeling, treatment integrity improved above baseline levels; however, teacher performance remained variable. The addition of verbal performance feedback increased treatment integrity to 100% for all participants, and performance was maintained 1 week later. Teachers found video modeling to be more socially acceptable with performance feedback than alone, but rated both positively. PMID:21119903

  2. 76 FR 56658 - Video Description Implementation of the Twenty-First Century Communications and Video...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-09-14

    ...-First Century Communications and Video Accessibility Act of 2010, MB Docket No. 11-43; FCC 11-126, 76 FR... amendments to 47 CFR 79.3(d) and (e), published at 76 FR 55585, September 8, 2011, are effective on October... December 15, 2009 (74 FR 66356) which became effective on January 25, 2010. Privacy Act Impact...

  3. 'How To' Clean Room Video

    NASA Technical Reports Server (NTRS)

    McCarty, Kaley Corinne

    2013-01-01

    One of the projects that I am completing this summer is a Launch Services Program intern 'How to' set up a clean room informational video. The purpose of this video is to go along with a clean room kit that can be checked out by employees at the Kennedy Space Center and to be taken to classrooms to help educate students and intrigue them about NASA. The video will include 'how to' set up and operate a clean room at NASA. This is a group project so we will be acting as a team and contributing our own input and ideas. We will include various activities for children in classrooms to complete, while learning and having fun. Activities that we will explain and film include: helping children understand the proper way to wear a bunny suit, a brief background on cleanrooms, and the importance of maintaining the cleanliness of a space craft. This project will be shown to LSP management and co-workers; we will be presenting the video once it is completed.

  4. Semantic home video categorization

    NASA Astrophysics Data System (ADS)

    Min, Hyun-Seok; Lee, Young Bok; De Neve, Wesley; Ro, Yong Man

    2009-02-01

    Nowadays, a strong need exists for the efficient organization of an increasing amount of home video content. To create an efficient system for the management of home video content, it is required to categorize home video content in a semantic way. So far, a significant amount of research has already been dedicated to semantic video categorization. However, conventional categorization approaches often rely on unnecessary concepts and complicated algorithms that are not suited in the context of home video categorization. To overcome the aforementioned problem, this paper proposes a novel home video categorization method that adopts semantic home photo categorization. To use home photo categorization in the context of home video, we segment video content into shots and extract key frames that represent each shot. To extract the semantics from key frames, we divide each key frame into ten local regions and extract lowlevel features. Based on the low level features extracted for each local region, we can predict the semantics of a particular key frame. To verify the usefulness of the proposed home video categorization method, experiments were performed with home video sequences, labeled by concepts part of the MPEG-7 VCE2 dataset. To verify the usefulness of the proposed home video categorization method, experiments were performed with 70 home video sequences. For the home video sequences used, the proposed system produced a recall of 77% and an accuracy of 78%.

  5. Do the Depictions of Sexual Attire and Sexual Behavior in Music Videos Differ Based on Video Network and Character Gender?

    ERIC Educational Resources Information Center

    King, Keith; Laake, Rebecca A.; Bernard, Amy

    2006-01-01

    This study examined the sexual messages depicted in music videos aired on MTV, MTV2, BET, and GAC from August 2, 2004 to August 15, 2004. One-hour segments of music videos were taped daily for two weeks. Depictions of sexual attire and sexual behavior were analyzed via a four-page coding sheet (interrater-reliability = 0.93). Results indicated…

  6. Video Screen Capture Basics

    ERIC Educational Resources Information Center

    Dunbar, Laura

    2014-01-01

    This article is an introduction to video screen capture. Basic information of two software programs, QuickTime for Mac and BlueBerry Flashback Express for PC, are also discussed. Practical applications for video screen capture are given.

  7. Student Evaluation of Online Pharmaceutical Compounding Videos.

    PubMed

    Park, Hanna L; Shrewsbury, Robert P

    2016-03-25

    Objective. To describe pharmacy students' views on the effectiveness of an expansion of the compounding laboratory website at the UNC Eshelman School of Pharmacy. Methods. Originally, there were 39 videos and three animations available. In 2011, an additional 59 videos and two animations were added. Concurrently, all of the interactive questions were updated to fully integrate with the expanded video library. Students were surveyed about the expanded video library regarding accessibility, functionality, and usefulness, and how using the library impacted their learning of compounding. Surveys were analyzed with descriptive statistics. Means and SDs were calculated for the rating scale questions; independent t tests and Wilcoxon nonparametric tests were used to find differences between professional classes and campuses. Analytical results were evaluated with a one-way analysis of variance (ANOVA), z test, and a homogeneity of variance (Levene's) test. Results. The response rate to the survey was 85%. Compounding videos were used by 386/391 students. Thirty-four percent of students used the videos an average of 30 minutes or less per week; 56% used the videos 1-2 hours per week. Approximately 80% of students were satisfied with the functionality and accessibility of the videos. All students, regardless of professional year or campus affiliation, put their confidence/competence at about 70% of the rating scale. Conclusions. As no standardized compounding curriculum was found in US schools of pharmacy and students reported being satisfied with the website, it could be an accessible, functional, and useful resource for pharmaceutical compounding in schools of pharmacy.

  8. Student Evaluation of Online Pharmaceutical Compounding Videos.

    PubMed

    Park, Hanna L; Shrewsbury, Robert P

    2016-03-25

    Objective. To describe pharmacy students' views on the effectiveness of an expansion of the compounding laboratory website at the UNC Eshelman School of Pharmacy. Methods. Originally, there were 39 videos and three animations available. In 2011, an additional 59 videos and two animations were added. Concurrently, all of the interactive questions were updated to fully integrate with the expanded video library. Students were surveyed about the expanded video library regarding accessibility, functionality, and usefulness, and how using the library impacted their learning of compounding. Surveys were analyzed with descriptive statistics. Means and SDs were calculated for the rating scale questions; independent t tests and Wilcoxon nonparametric tests were used to find differences between professional classes and campuses. Analytical results were evaluated with a one-way analysis of variance (ANOVA), z test, and a homogeneity of variance (Levene's) test. Results. The response rate to the survey was 85%. Compounding videos were used by 386/391 students. Thirty-four percent of students used the videos an average of 30 minutes or less per week; 56% used the videos 1-2 hours per week. Approximately 80% of students were satisfied with the functionality and accessibility of the videos. All students, regardless of professional year or campus affiliation, put their confidence/competence at about 70% of the rating scale. Conclusions. As no standardized compounding curriculum was found in US schools of pharmacy and students reported being satisfied with the website, it could be an accessible, functional, and useful resource for pharmaceutical compounding in schools of pharmacy. PMID:27073283

  9. Student Evaluation of Online Pharmaceutical Compounding Videos

    PubMed Central

    Park, Hanna L.

    2016-01-01

    Objective. To describe pharmacy students’ views on the effectiveness of an expansion of the compounding laboratory website at the UNC Eshelman School of Pharmacy. Methods. Originally, there were 39 videos and three animations available. In 2011, an additional 59 videos and two animations were added. Concurrently, all of the interactive questions were updated to fully integrate with the expanded video library. Students were surveyed about the expanded video library regarding accessibility, functionality, and usefulness, and how using the library impacted their learning of compounding. Surveys were analyzed with descriptive statistics. Means and SDs were calculated for the rating scale questions; independent t tests and Wilcoxon nonparametric tests were used to find differences between professional classes and campuses. Analytical results were evaluated with a one-way analysis of variance (ANOVA), z test, and a homogeneity of variance (Levene’s) test. Results. The response rate to the survey was 85%. Compounding videos were used by 386/391 students. Thirty-four percent of students used the videos an average of 30 minutes or less per week; 56% used the videos 1–2 hours per week. Approximately 80% of students were satisfied with the functionality and accessibility of the videos. All students, regardless of professional year or campus affiliation, put their confidence/competence at about 70% of the rating scale. Conclusions. As no standardized compounding curriculum was found in US schools of pharmacy and students reported being satisfied with the website, it could be an accessible, functional, and useful resource for pharmaceutical compounding in schools of pharmacy. PMID:27073283

  10. Video Event Detection Framework on Large-Scale Video Data

    ERIC Educational Resources Information Center

    Park, Dong-Jun

    2011-01-01

    Detection of events and actions in video entails substantial processing of very large, even open-ended, video streams. Video data present a unique challenge for the information retrieval community because properly representing video events is challenging. We propose a novel approach to analyze temporal aspects of video data. We consider video data…

  11. 47 CFR 79.3 - Video description of video programming.

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... video description per calendar quarter during prime time or on children's programming, on each channel... 47 Telecommunication 4 2010-10-01 2010-10-01 false Video description of video programming. 79.3... CLOSED CAPTIONING AND VIDEO DESCRIPTION OF VIDEO PROGRAMMING § 79.3 Video description of...

  12. 47 CFR 79.3 - Video description of video programming.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... provide 50 hours of video description per calendar quarter, either during prime time or on children's... 47 Telecommunication 4 2013-10-01 2013-10-01 false Video description of video programming. 79.3... CLOSED CAPTIONING AND VIDEO DESCRIPTION OF VIDEO PROGRAMMING § 79.3 Video description of...

  13. 47 CFR 79.3 - Video description of video programming.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... provide 50 hours of video description per calendar quarter, either during prime time or on children's... 47 Telecommunication 4 2012-10-01 2012-10-01 false Video description of video programming. 79.3... CLOSED CAPTIONING AND VIDEO DESCRIPTION OF VIDEO PROGRAMMING § 79.3 Video description of...

  14. Secure video communications system

    DOEpatents

    Smith, Robert L.

    1991-01-01

    A secure video communications system having at least one command network formed by a combination of subsystems. The combination of subsystems to include a video subsystem, an audio subsystem, a communications subsystem, and a control subsystem. The video communications system to be window driven and mouse operated, and having the ability to allow for secure point-to-point real-time teleconferencing.

  15. Authoring with Video

    ERIC Educational Resources Information Center

    Strassman, Barbara K.; O'Connell, Trisha

    2007-01-01

    Teachers are hungry for strategies that will motivate their students to engage in reading and writing. One promising method is the Authoring With Video (AWV) approach, which encourages teachers to use captioning software and digital video in writing assignments. AWV builds on students' fascination with television and video but removes the audio…

  16. 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,…

  17. Video: Modalities and Methodologies

    ERIC Educational Resources Information Center

    Hadfield, Mark; Haw, Kaye

    2012-01-01

    In this article, we set out to explore what we describe as the use of video in various modalities. For us, modality is a synthesizing construct that draws together and differentiates between the notion of "video" both as a method and as a methodology. It encompasses the use of the term video as both product and process, and as a data collection…

  18. 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…

  19. 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…

  20. MotorWeek

    ScienceCinema

    None

    2016-07-12

    In 2008, PBS's MotorWeek, television's original automotive magazine, visited Argonne's Transportation Technology R&D Center "to learn what it really takes to make clean power sources a viable reality."

  1. MotorWeek

    SciTech Connect

    2009-01-01

    In 2008, PBS's MotorWeek, television's original automotive magazine, visited Argonne's Transportation Technology R&D Center "to learn what it really takes to make clean power sources a viable reality."

  2. 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

  3. NEI You Tube Videos: Amblyopia

    MedlinePlus

    ... YouTube Videos > NEI YouTube Videos: Amblyopia NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration Amblyopia ... of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia NEI on Twitter NEI on YouTube NEI ...

  4. Video Event Trigger

    NASA Technical Reports Server (NTRS)

    Williams, Glenn L.; Lichter, Michael J.

    1994-01-01

    Video event trigger (VET) processes video image data to generate trigger signal when image shows significant change like motion or appearance, disappearance, change in color, change in brightness, or dilation of object. System aids in efficient utilization of image-data-storage and image-data-processing equipment in applications in which many video frames show no changes and are wasteful to record and analyze all frames when only relatively few frames show changes of interest. Applications include video recording of automobile crash tests, automated video monitoring of entrances, exits, parking lots, and secure areas.

  5. Energy Week presentations

    SciTech Connect

    2006-07-01

    Topics covered include: energy security; clean energy and low carbon; energy for growth and poverty reduction in Africa; financing of energy efficiency; SMEs for decentralised energy service provision; potential for biofuels in developing countries; clean energy and sustainable development; clean energy finance and private equity funds; power generation and low carbon technologies; beyond traditional finance; rehabilitation and emission control in thermal power plants; and carbon finance. The presentations are mainly in ppt (Power Point) or pdf (Acrobat) format. Some videos of the conference are also available on the website.

  6. Making a Lasting Impression: Recovery Act Reporting At Hanford - 12528

    SciTech Connect

    Tebrugge, Kimberly; Disney, Maren

    2012-07-01

    The award of American Recovery and Reinvestment Act funding came with an unprecedented request for transparency to showcase to the American public how the stimulus funding was being put to work to achieve the goals put forth by the U.S. Government. At the U.S. Department of Energy Hanford Site, this request manifested in a contract requirement to provide weekly narrative, photos and video to highlight Recovery Act-funded projects. For DOE contractor CH2M HILL Plateau Remediation Company (CH2M HILL), the largest recipient of Hanford's funding, the reporting mechanism evolved into a communications tool for documenting the highly technical cleanup, then effectively sharing that story with the DOE and its varying stakeholder audiences. The report set the groundwork for building a streaming narrative of week-by-week progress. With the end of the Recovery Act, CH2M HILL is applying lessons learned from this stringent, transparent reporting process to its long-term reporting and communications of the progress being made in nuclear decommissioning at Hanford. (authors)

  7. 20 CFR 617.13 - Weekly amounts of TRA.

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... 20 Employees' Benefits 3 2011-04-01 2011-04-01 false Weekly amounts of TRA. 617.13 Section 617.13... FOR WORKERS UNDER THE TRADE ACT OF 1974 Trade Readjustment Allowances (TRA) § 617.13 Weekly amounts of TRA. (a) Regular allowance. The amount of TRA payable for a week of total unemployment (including...

  8. 20 CFR 617.13 - Weekly amounts of TRA.

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... 20 Employees' Benefits 3 2014-04-01 2014-04-01 false Weekly amounts of TRA. 617.13 Section 617.13... FOR WORKERS UNDER THE TRADE ACT OF 1974 Trade Readjustment Allowances (TRA) § 617.13 Weekly amounts of TRA. (a) Regular allowance. The amount of TRA payable for a week of total unemployment (including...

  9. 20 CFR 617.13 - Weekly amounts of TRA.

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ... 20 Employees' Benefits 3 2013-04-01 2013-04-01 false Weekly amounts of TRA. 617.13 Section 617.13... FOR WORKERS UNDER THE TRADE ACT OF 1974 Trade Readjustment Allowances (TRA) § 617.13 Weekly amounts of TRA. (a) Regular allowance. The amount of TRA payable for a week of total unemployment (including...

  10. 20 CFR 617.13 - Weekly amounts of TRA.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 20 Employees' Benefits 3 2010-04-01 2010-04-01 false Weekly amounts of TRA. 617.13 Section 617.13... FOR WORKERS UNDER THE TRADE ACT OF 1974 Trade Readjustment Allowances (TRA) § 617.13 Weekly amounts of TRA. (a) Regular allowance. The amount of TRA payable for a week of total unemployment (including...

  11. 20 CFR 617.13 - Weekly amounts of TRA.

    Code of Federal Regulations, 2012 CFR

    2012-04-01

    ... 20 Employees' Benefits 3 2012-04-01 2012-04-01 false Weekly amounts of TRA. 617.13 Section 617.13... FOR WORKERS UNDER THE TRADE ACT OF 1974 Trade Readjustment Allowances (TRA) § 617.13 Weekly amounts of TRA. (a) Regular allowance. The amount of TRA payable for a week of total unemployment (including...

  12. Student-Produced Video: Two Approaches

    ERIC Educational Resources Information Center

    Carney, Nathaniel; Foss, Patrick

    2008-01-01

    This article introduces the idea of using video production to engage second language learners in learner-centered, project-based learning activities to motivate them to learn and participate through writing, directing, acting in, and editing a movie. The authors describe two projects. In the first project, four pairs of students each created a…

  13. Stereoscopic Video Microscope

    NASA Astrophysics Data System (ADS)

    Butterfield, James F.

    1980-11-01

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

  14. 78 FR 31800 - Accessible Emergency Information, and Apparatus Requirements for Emergency Information and Video...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-05-24

    ... Communications and Video Accessibility Act of 2010, Report and Order, 76 FR 55585 (2011) (``2011 Video..., 77 FR 70970, sought comment on this issue, the record is not yet sufficiently detailed for us to... subscribers to access linear video programming that contains emergency information via tablets,...

  15. 77 FR 70970 - Accessible Emergency Information, and Apparatus Requirements for Emergency Information and Video...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-11-28

    ..., 2009 (74 FR 66356) which became effective on January 25, 2010. Needs and Uses: The Commission is... Description of Video Programming, Report and Order, 65 FR 54805 (2000) (``2000 Video Description Order''). The... Accessibility Act of 2010, Report and Order, 76 FR 55585 (2011) (``2011 Video Description Order''). The...

  16. Phun Week: Understanding Physiology

    ERIC Educational Resources Information Center

    Limson, Mel; Matyas, Marsha Lakes

    2009-01-01

    Topics such as sports, exercise, health, and nutrition can make the science of physiology relevant and engaging for students. In addition, many lessons on these topics, such as those on the cardiovascular, respiratory, and digestive systems, align with national and state life science education standards. Physiology Understanding Week (PhUn…

  17. A Week of Observations

    ERIC Educational Resources Information Center

    Colasacco, Jenne

    2011-01-01

    Even the most effective teachers have room to grow, but it's not always easy for principals to give adequate guidance through short observations. High school principal Jenne Colasacco decided to bring more depth to her observations by observing each of her teachers during one class for an entire week. The new observation structure, which included…

  18. Swahili 12 Weeks Course.

    ERIC Educational Resources Information Center

    Defense Language Inst., Washington, DC.

    This 12-weeks course in basic Swahili comprises 55 lesson units in five volumes. The general course format consists of (1) perception drills for comprehension, oral production, and association using "situational picture" illustrations; (2) dialogs in English and Swahili, with cartoon guides; (3) sequenced pattern and recombination drills, and (4)…

  19. World breastfeeding week.

    PubMed

    Coleridge, Hannah-Lee

    2003-08-01

    'Breastfeeding in a globalised world for peace and justice' is the theme of this year's World Breastfeeding Week, which is to be held at the beginning of August. This article explores the aims of the campaign, the obstacles and benefits of globalisation and the activities that are being held around the world.

  20. ACTS mobile SATCOM experiments

    NASA Technical Reports Server (NTRS)

    Abbe, Brian S.; Frye, Robert E.; Jedrey, Thomas C.

    1993-01-01

    Over the last decade, the demand for reliable mobile satellite communications (satcom) for voice, data, and video applications has increased dramatically. As consumer demand grows, the current spectrum allocation at L-band could become saturated. For this reason, NASA and the Jet Propulsion Laboratory are developing the Advanced Communications Technology Satellites (ACTS) mobile terminal (AMT) and are evaluating the feasibility of K/Ka-band (20/30 GHz) mobile satcom to meet these growing needs. U.S. industry and government, acting as co-partners, will evaluate K/Ka-band mobile satcom and develop new technologies by conducting a series of applications-oriented experiments. The ACTS and the AMT testbed will be used to conduct these mobile satcom experiments. The goals of the ACTS Mobile Experiments Program and the individual experiment configurations and objectives are further presented.

  1. 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…

  2. 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.

  3. Secure video communications systems

    SciTech Connect

    Smith, R.L.

    1991-10-08

    This patent describes a secure video communications system having at least one command network formed by a combination of subsystems. The combination of subsystems to include a video subsystem, an audio subsystem, a communications subsystem, and a control subsystem. The video communications system to be window driven and mouse operated, and having the ability to allow for secure point-to-point real-time teleconferencing.

  4. From Video to Photo

    NASA Technical Reports Server (NTRS)

    2004-01-01

    Ever wonder whether a still shot from a home video could serve as a "picture perfect" photograph worthy of being framed and proudly displayed on the mantle? Wonder no more. A critical imaging code used to enhance video footage taken from spaceborne imaging instruments is now available within a portable photography tool capable of producing an optimized, high-resolution image from multiple video frames.

  5. Digital Video and Interactivity

    NASA Astrophysics Data System (ADS)

    Morelli, Alysson K.; Chaves, Gabriel C.; Belchior, Tiago M.

    With the growth of digital video technology, the authors have chosen to explore the potential of the DVD, in terms of interactivity. The research aims at understanding the interaction possibilities of digital video in a DVD player, while still keeping the narrative constraints. This paper explains the project, the resulting DVD, and shows that the relation of the spectator to a video can be changed by the interaction.

  6. Multispectral bilateral video fusion.

    PubMed

    Bennett, Eric P; Mason, John L; McMillan, Leonard

    2007-05-01

    We present a technique for enhancing underexposed visible-spectrum video by fusing it with simultaneously captured video from sensors in nonvisible spectra, such as Short Wave IR or Near IR. Although IR sensors can accurately capture video in low-light and night-vision applications, they lack the color and relative luminances of visible-spectrum sensors. RGB sensors do capture color and correct relative luminances, but are underexposed, noisy, and lack fine features due to short video exposure times. Our enhanced fusion output is a reconstruction of the RGB input assisted by the IR data, not an incorporation of elements imaged only in IR. With a temporal noise reduction, we first remove shot noise and increase the color accuracy of the RGB footage. The IR video is then normalized to ensure cross-spectral compatibility with the visible-spectrum video using ratio images. To aid fusion, we decompose the video sources with edge-preserving filters. We introduce a multispectral version of the bilateral filter called the "dual bilateral" that robustly decomposes the RGB video. It utilizes the less-noisy IR for edge detection but also preserves strong visible-spectrum edges not in the IR. We fuse the RGB low frequencies, the IR texture details, and the dual bilateral edges into a noise-reduced video with sharp details, correct chrominances, and natural relative luminances. PMID:17491451

  7. Sampling video compression system

    NASA Technical Reports Server (NTRS)

    Matsumoto, Y.; Lum, H. (Inventor)

    1977-01-01

    A system for transmitting video signal of compressed bandwidth is described. The transmitting station is provided with circuitry for dividing a picture to be transmitted into a plurality of blocks containing a checkerboard pattern of picture elements. Video signals along corresponding diagonal rows of picture elements in the respective blocks are regularly sampled. A transmitter responsive to the output of the sampling circuitry is included for transmitting the sampled video signals of one frame at a reduced bandwidth over a communication channel. The receiving station is provided with a frame memory for temporarily storing transmitted video signals of one frame at the original high bandwidth frequency.

  8. Destination: Poland. Video Guide.

    ERIC Educational Resources Information Center

    Puchalski, Shirley; Legowski, Margaret

    This video guide was developed for teachers and students participating in the Peace Corps World Wise Schools program. The primary purpose of the study/video series is to enhance each class's correspondence with its Peace Corps Volunteer and help students gain a greater understanding of regions and cultures different from their own. The specific…

  9. The Video Generation.

    ERIC Educational Resources Information Center

    Provenzo, Eugene F., Jr.

    1992-01-01

    Video games are neither neutral nor harmless but represent very specific social and symbolic constructs. Research on the social content of today's video games reveals that sex bias and gender stereotyping are widely evident throughout the Nintendo games. Violence and aggression also pervade the great majority of the games. (MLF)

  10. The Value of Video

    ERIC Educational Resources Information Center

    Thompson, Douglas E.

    2011-01-01

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

  11. Creating Photomontage Videos

    ERIC Educational Resources Information Center

    Nitzberg, Kevan

    2008-01-01

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

  12. Digital Video Editing

    ERIC Educational Resources Information Center

    McConnell, Terry

    2004-01-01

    Monica Adams, head librarian at Robinson Secondary in Fairfax country, Virginia, states that librarians should have the technical knowledge to support projects related to digital video editing. The process of digital video editing and the cables, storage issues and the computer system with software is described.

  13. 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.

  14. 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.

  15. VIS/ACT: The next episode

    NASA Technical Reports Server (NTRS)

    Maney, Tucker; Hamburger, Henry

    1993-01-01

    VIS/ACT is a multi-media educational system for aircrew coordination training (ACT). Students view video segments, answer questions that are adjusted to individual performance, and engage in related activities. Although the system puts the student in a reactive critiquing role, it has proved effective in improving performance on active targeted ACT skills, in group simulation tasks. VIS/ACT itself is the product of coordination among three Navy agencies.

  16. 76 FR 14856 - Video Description: Implementation of the Twenty-First Century Communications and Video...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-03-18

    ... ``Informal Complaints and Inquiries'', in the Federal Register on December 15, 2009 (74 FR 66356) which... cultural and civic life of the nation. \\1\\ Twenty-First Century Communications and Video Accessibility Act... or cultural, television has become an integral part of American life. I, and other blind and...

  17. a week in space

    NASA Astrophysics Data System (ADS)

    collette, christian

    2016-04-01

    COLLETTE Christian Institut Saint Laurent Liège Belgium. I am a science teacher at a technical high school. Generally, my students don't come from a privileged social background and are not particularly motivated for studies. For 10 years, I organize, for one of my sections, a spatial (and special) school year that ends in a spatial week. Throughout this year, with the help of my colleagues, I will introduce into all themes a lot of concepts relating to space. French, history, geography, English, mathematics, technical courses, sciences, and even gymnastics will be training actors in space culture. In spring, I will accompany my class in the Euro Space Center (Redu- Belgium) where we will live one week 24 hours on "like astronauts" One third of the time is dedicated to astronaut training (moonwalk, remote manipulator system, mission simulation, weightless wall, building rockets, satellites, etc.), One third to more intellectual activities on space (lectures, research, discovery of the outside run) the last one third of time in outside visits (museums, site of ESA-Redu) or in movies about space (October sky, Apollo 13, etc.) During this year, the profits, so educational as human, are considerable!

  18. 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.

  19. Interventional video tomography

    NASA Astrophysics Data System (ADS)

    Truppe, Michael J.; Pongracz, Ferenc; Ploder, Oliver; Wagner, Arne; Ewers, Rolf

    1995-05-01

    Interventional Video Tomography (IVT) is a new imaging modality for Image Directed Surgery to visualize in real-time intraoperatively the spatial position of surgical instruments relative to the patient's anatomy. The video imaging detector is based on a special camera equipped with an optical viewing and lighting system and electronic 3D sensors. When combined with an endoscope it is used for examining the inside of cavities or hollow organs of the body from many different angles. The surface topography of objects is reconstructed from a sequence of monocular video or endoscopic images. To increase accuracy and speed of the reconstruction the relative movement between objects and endoscope is continuously tracked by electronic sensors. The IVT image sequence represents a 4D data set in stereotactic space and contains image, surface topography and motion data. In ENT surgery an IVT image sequence of the planned and so far accessible surgical path is acquired prior to surgery. To simulate the surgical procedure the cross sectional imaging data is superimposed with the digitally stored IVT image sequence. During surgery the video sequence component of the IVT simulation is substituted by the live video source. The IVT technology makes obsolete the use of 3D digitizing probes for the patient image coordinate transformation. The image fusion of medical imaging data with live video sources is the first practical use of augmented reality in medicine. During surgery a head-up display is used to overlay real-time reformatted cross sectional imaging data with the live video image.

  20. Video game induced seizures.

    PubMed

    Ferrie, C D; De Marco, P; Grünewald, R A; Giannakodimos, S; Panayiotopoulos, C P

    1994-08-01

    Fifteen patients who experienced epileptic seizures while playing video games are described together with a review of 20 cases in the English literature. Nine of the 15 cases and all but two of the reported cases experienced their first seizure while playing video games. Two thirds of patients had idiopathic generalised epilepsy and mainly reported generalised tonic clonic seizures, but some had typical absence seizures and myoclonic jerks while playing video games. In this series, 30% with idiopathic generalised epilepsy had juvenile myoclonic epilepsy. Overall, 70% of patients with idiopathic generalised epilepsy were photosensitive to intermittent photic stimulation and the mechanism of seizure provocation was probably similar to that of television induced seizures, although sensitivity to specific patterns was sometimes important. Two children had self induced video game seizures. Non-photic factors such as excitement, fatigue, sleep deprivation, cognitive processing, and diurnal variation in susceptibility seemed to be important seizure precipitants, particularly in non-photo-sensitive patients. Twenty nine per cent of patients had partial (mainly occipital) video game associated seizures. Occipital spikes were common in the EEG of these patients. Photosensitivity to intermittent photic stimulation may have been important in two patients but in the others, who all played arcade video games, other mechanisms need to be considered. Video game associated seizures are a feature of several epileptic syndromes and differ in precipitants and appropriate management.

  1. Astronomical Video Suites

    NASA Astrophysics Data System (ADS)

    Francisco Salgado, Jose

    2010-01-01

    Astronomer and visual artist Jose Francisco Salgado has directed two astronomical video suites to accompany live performances of classical music works. The suites feature awe-inspiring images, historical illustrations, and visualizations produced by NASA, ESA, and the Adler Planetarium. By the end of 2009, his video suites Gustav Holst's The Planets and Astronomical Pictures at an Exhibition will have been presented more than 40 times in over 10 countries. Lately Salgado, an avid photographer, has been experimenting with high dynamic range imaging, time-lapse, infrared, and fisheye photography, as well as with stereoscopic photography and video to enhance his multimedia works.

  2. Video game epilepsy.

    PubMed

    Singh, R; Bhalla, A; Lehl, S S; Sachdev, A

    2001-12-01

    Reflex epilepsy is the commonest form of epilepsy in which seizures are provoked by specific external stimulus. Photosensitive reflex epilepsy is provoked by environmental flicker stimuli. Video game epilepsy is considered to be its variant or a pattern sensitive epilepsy. The mean age of onset is around puberty and boys suffer more commonly as they are more inclined to play video games. Television set or computer screen is the commonest precipitants. The treatment remains the removal of the offending stimulus along with drug therapy. Long term prognosis in these patients is better as photosensitivity gradually declines with increasing age. We present two such case of epilepsy induced by video game.

  3. Video image cliff notes

    NASA Astrophysics Data System (ADS)

    Szu, Harold; Hsu, Charles

    2012-06-01

    Can a compressive sampling expert system help to build a summary of a video in a composited picture? Digital Internet age has provided all with an information degree of freedom; but, comes with it, the societal trash being accumulated beyond analysts to sort through, to summary video automatically as a digital library category. While we wish preserve the spirit of democratic Smartphone-Internet to all, we provide an automation and unbiased tool called the compressive sampling expert system (CSpES) to summarize the video content at user's own discretion.

  4. 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... 47 Telecommunication 4 2014-10-01 2014-10-01 false Video description of video programming....

  5. Act resilient.

    PubMed

    Joseph, Genie; Bice-Stephens, Wynona

    2014-01-01

    Attendees have reported changing from being fearful to serene, from listless to energized, from disengaged to connected, and becoming markedly less anxious in a few weeks. Anecdotally, self-reported stress levels have been reduced by over 50% after just one class. Attendees learn not to be afraid of their feelings by working with emotions in a playful manner. When a person can act angry, but separate himself from his personal story, the emotional energy exists in a separate form that is not attached to specific events, and can be more easily dealt with and neutralized. Attendees are taught to "take out the emotional trash" through expressive comedy. They become less intimated by their own emotional intensity and triggers as they learn how even metaphorical buckets of anger, shame, guilt and hurt can be emotionally emptied. The added benefit is that this is accomplished without the disclosure of personal information of the requirement to reexperience past pain which can trigger its own cascade of stress. PMID:24706248

  6. Differences in eye-hand motor coordination of video-game users and non-users.

    PubMed

    Griffith, J L; Voloschin, P; Gibb, G D; Bailey, J R

    1983-08-01

    The recent proliferation of electronic video games has caused an outcry from those who question the merits of the games, while others maintain the games improve eye-hand coordination. At present, no empirical data are available to indicate whether there are differences in eye-hand coordination between video game users and non-users. Comparing 31 video game users and 31 non-users showed users have significantly better eye-hand motor coordination on a pursuit rotor. However, no relationship was found between an individual's eye-hand motor coordination and the amount of time spent weekly playing video games or the length of experience with video games. PMID:6622153

  7. Violence in Teen-Rated Video Games

    PubMed Central

    Haninger, Kevin; Ryan, M. Seamus; Thompson, Kimberly M

    2004-01-01

    %) received only a content descriptor for blood, and 14 game titles (4%) received no content descriptors for violence or blood. In the random sample of 81 T-rated video games we played, 79 games (98%) involved intentional violence for an average of 36% of game play time, and 34 games (42%) contained blood. More than half of the games (51%) depicted 5 or more types of weapons, with players able to select weapons in 48 games (59%). We observed 37 games (46%) that rewarded or required the player to destroy objects, 73 games (90%) that rewarded or required the player to injure characters, and 56 games (69%) that rewarded or required the player to kill. We observed a total of 11,499 character deaths in the 81 games, occurring at an average rate of 122 deaths per hour of game play (range 0 to 1310). This included 5689 human deaths, occurring at an average rate of 61 human deaths per hour of game play (range 0 to 1291). Overall, we identified 44 games (54%) that depicted deaths to nonhuman characters and 51 games (63%) that depicted deaths to human characters, including the player. Conclusions: Content analysis suggests a significant amount of violence, injury, and death in T-rated video games. Given the large amount of violence involving guns and knives, the relative lack of blood suggests that many T-rated video games do not realistically portray the consequences of violence. Physicians and parents should appreciate that T-rated video games may be a source of exposure to violence and some unexpected content for children and adolescents, and that the majority of T-rated video games provide incentives to the players to commit simulated acts of violence. PMID:15208514

  8. Analyzing crime scene videos

    NASA Astrophysics Data System (ADS)

    Cunningham, Cindy C.; Peloquin, Tracy D.

    1999-02-01

    Since late 1996 the Forensic Identification Services Section of the Ontario Provincial Police has been actively involved in state-of-the-art image capture and the processing of video images extracted from crime scene videos. The benefits and problems of this technology for video analysis are discussed. All analysis is being conducted on SUN Microsystems UNIX computers, networked to a digital disk recorder that is used for video capture. The primary advantage of this system over traditional frame grabber technology is reviewed. Examples from actual cases are presented and the successes and limitations of this approach are explored. Suggestions to companies implementing security technology plans for various organizations (banks, stores, restaurants, etc.) will be made. Future directions for this work and new technologies are also discussed.

  9. NREL Buildings Research Video

    ScienceCinema

    None

    2016-07-12

    Through research, the National Renewable Energy Laboratory (NREL) has developed many strategies and design techniques to ensure both commercial and residential buildings use as little energy as possible and also work well with the surroundings. Here you will find a video that introduces the work of NREL Buildings Research, highlights some of the facilities on the NREL campus, and demonstrates these efficient building strategies. Watch this video to see design highlights of the Science and Technology Facility on the NREL campus—the first Federal building to be LEED® Platinum certified. Additionally, the video demonstrates the energy-saving features of NRELs Thermal Test Facility. For a text version of this video visit http://www.nrel.gov/buildings/about_research_text_version.html

  10. IRIS First Light Video

    NASA Video Gallery

    First Interface Region Imaging Spectrograph (IRIS) movie, 21 hours after opening the telescope door. This video has been slowed forty percent and looped four times to show greater detail. Credit: N...

  11. Video Views and Reviews

    ERIC Educational Resources Information Center

    Watters, Christopher D.

    2003-01-01

    This article reviews three "Molecular Biology of the Cell" movies. These include videos on nuclear dynamics and nuclear localization signals, spindle and chromosomal movements during mitosis, and fibroblast motility and substrate adhesiveness. (Contains 5 figures.)

  12. 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.

  13. 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…

  14. The Vision Digital Video Library.

    ERIC Educational Resources Information Center

    Gauch, Susan; Li, Wei; Gauch, John

    1997-01-01

    Describes VISION (Video Indexing for Searching over Networks), a digital video prototype developed at the University of Kansas to demonstrate the technology necessary for an online digital video library. Highlights include content-based search and retrieval of video over computer networks; full-text information retrieval; and future plans.…

  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. Video games and youth violence: a prospective analysis in adolescents.

    PubMed

    Ferguson, Christopher J

    2011-04-01

    The potential influence of violent video games on youth violence remains an issue of concern for psychologists, policymakers and the general public. Although several prospective studies of video game violence effects have been conducted, none have employed well validated measures of youth violence, nor considered video game violence effects in context with other influences on youth violence such as family environment, peer delinquency, and depressive symptoms. The current study builds upon previous research in a sample of 302 (52.3% female) mostly Hispanic youth. Results indicated that current levels of depressive symptoms were a strong predictor of serious aggression and violence across most outcome measures. Depressive symptoms also interacted with antisocial traits so that antisocial individuals with depressive symptoms were most inclined toward youth violence. Neither video game violence exposure, nor television violence exposure, were prospective predictors of serious acts of youth aggression or violence. These results are put into the context of criminological data on serious acts of violence among youth.

  17. Video image position determination

    DOEpatents

    Christensen, Wynn; Anderson, Forrest L.; Kortegaard, Birchard L.

    1991-01-01

    An optical beam position controller in which a video camera captures an image of the beam in its video frames, and conveys those images to a processing board which calculates the centroid coordinates for the image. The image coordinates are used by motor controllers and stepper motors to position the beam in a predetermined alignment. In one embodiment, system noise, used in conjunction with Bernoulli trials, yields higher resolution centroid coordinates.

  18. Video Editing System

    NASA Technical Reports Server (NTRS)

    Schlecht, Leslie E.; Kutler, Paul (Technical Monitor)

    1998-01-01

    This is a proposal for a general use system based, on the SGI IRIS workstation platform, for recording computer animation to videotape. In addition, this system would provide features for simple editing and enhancement. Described here are a list of requirements for the system, and a proposed configuration including the SGI VideoLab Integrator, VideoMedia VLAN animation controller and the Pioneer rewritable laserdisc recorder.

  19. Frame architecture for video servers

    NASA Astrophysics Data System (ADS)

    Venkatramani, Chitra; Kienzle, Martin G.

    1999-11-01

    Video is inherently frame-oriented and most applications such as commercial video processing require to manipulate video in terms of frames. However, typical video servers treat videos as byte streams and perform random access based on approximate byte offsets to be supplied by the client. They do not provide frame or timecode oriented API which is essential for many applications. This paper describes a frame-oriented architecture for video servers. It also describes the implementation in the context of IBM's VideoCharger server. The later part of the paper describes an application that uses the frame architecture and provides fast and slow-motion scanning capabilities to the server.

  20. Adaptive maritime video surveillance

    NASA Astrophysics Data System (ADS)

    Gupta, Kalyan Moy; Aha, David W.; Hartley, Ralph; Moore, Philip G.

    2009-05-01

    Maritime assets such as ports, harbors, and vessels are vulnerable to a variety of near-shore threats such as small-boat attacks. Currently, such vulnerabilities are addressed predominantly by watchstanders and manual video surveillance, which is manpower intensive. Automatic maritime video surveillance techniques are being introduced to reduce manpower costs, but they have limited functionality and performance. For example, they only detect simple events such as perimeter breaches and cannot predict emerging threats. They also generate too many false alerts and cannot explain their reasoning. To overcome these limitations, we are developing the Maritime Activity Analysis Workbench (MAAW), which will be a mixed-initiative real-time maritime video surveillance tool that uses an integrated supervised machine learning approach to label independent and coordinated maritime activities. It uses the same information to predict anomalous behavior and explain its reasoning; this is an important capability for watchstander training and for collecting performance feedback. In this paper, we describe MAAW's functional architecture, which includes the following pipeline of components: (1) a video acquisition and preprocessing component that detects and tracks vessels in video images, (2) a vessel categorization and activity labeling component that uses standard and relational supervised machine learning methods to label maritime activities, and (3) an ontology-guided vessel and maritime activity annotator to enable subject matter experts (e.g., watchstanders) to provide feedback and supervision to the system. We report our findings from a preliminary system evaluation on river traffic video.

  1. Elective Delivery Before 39 Weeks

    MedlinePlus

    ... Delivery, and Postpartum Care Elective Delivery Before 39 Weeks • What is a “medically indicated” delivery? • What is ... the baby grow and develop during the last weeks of pregnancy? • What are the risks for babies ...

  2. Personal video manager: managing and mining home video collections

    NASA Astrophysics Data System (ADS)

    Wu, Peng; Obrador, Pere

    2005-07-01

    Home video collections constitute an important source of content to be experienced within the digital entertainment context. To make such content easy to access and reuse, various video analysis technologies have been researched and developed to extract video assets for management tasks, including video shot/scene detection, keyframe extraction, and video skimming/summarization. However, one less addressed issue is to investigate how useful those assets are in helping consumers managing their video collections and the usage pattern of the assets. In this paper, we present Personal Video Manager, both as a home video management system and an explorative research platform to enable a systematic analysis and understanding of consumers" demand on video assets and video processing technologies. For understanding consumer"s interest, PVM adopts database management technologies to model and archive how consumers identify video assets and utilize them for management tasks. The PVM mining engine performs data mining on such archived data to mine useful knowledge of consumer"s preference on video assets and behavior on utilizing the assets. As revealed in the experiment, consumer's interaction embeds rich information to be leveraged in developing more effective video analysis technologies.

  3. Video semantics discovery from video captions and comments

    NASA Astrophysics Data System (ADS)

    Wu, Rongteng; Sun, Jizhou; Chen, Jinyan; Wu, Huabei

    2008-03-01

    To improve the retrieval accuracy of content-based video retrieval systems, researchers face a hard challenge that is reducing the 'semantic gap' between the extracted features of the systems and the richness of human semantics. This paper presents a novel video retrieval system to bridge the semantic gap. Firstly, the video captions are segmented from the video and then are transformed into text format. To extract the semantic information from the video streaming we apply a text mining process, which adopts a cluster algorithm as a kernel, on the text format captions. On the other hand, in this system, users are requested to comment on the video which they download from the system when they have watched the video. Then we associate the users' comments with the video on the system. The same text mining process is used to deal with the comment texts. We combine the captions of the video with the comments on the video to extract the semantic information of the video more accurately. Finally, taking advantage of the comments and the captions of the video, we performed experiments on a set of videos and obtained promising results.

  4. ACTS broadband aeronautical experiment

    NASA Technical Reports Server (NTRS)

    Abbe, Brian S.; Jedrey, Thomas C.; Estabrook, Polly; Agan, Martin J.

    1993-01-01

    In the last decade, the demand for reliable data, voice, and video satellite communication links between aircraft and ground to improve air traffic control, airline management, and to meet the growing demand for passenger communications has increased significantly. It is expected that in the near future, the spectrum required for aeronautical communication services will grow significantly beyond that currently available at L-band. In anticipation of this, JPL is developing an experimental broadband aeronautical satellite communications system that will utilize NASA's Advanced Communications Technology Satellite (ACTS) as a satellite of opportunity and the technology developed under JPL's ACTS Mobile Terminal (AMT) Task to evaluate the feasibility of using K/Ka-band for these applications. The application of K/Ka-band for aeronautical satellite communications at cruise altitudes is particularly promising for several reasons: (1) the minimal amount of signal attenuation due to rain; (2) the reduced drag due to the smaller K/Ka-band antennas (as compared to the current L-band systems); and (3) the large amount of available bandwidth. The increased bandwidth available at these frequencies is expected to lead to significantly improved passenger communications - including full-duplex compressed video and multiple channel voice. A description of the proposed broadband experimental system will be presented including: (1) applications of K/Ka-band aeronautical satellite technology to U.S. industry; (2) the experiment objectives; (3) the experiment set-up; (4) experimental equipment description; and (5) industrial participation in the experiment and the benefits.

  5. Brains on video games

    PubMed Central

    Bavelier, Daphne; Green, C. Shawn; Han, Doug Hyun; Renshaw, Perry F.; Merzenich, Michael M.; Gentile, Douglas A.

    2015-01-01

    The popular press is replete with stories about the effects of video and computer games on the brain. Sensationalist headlines claiming that video games ‘damage the brain’ or ‘boost brain power’ do not do justice to the complexities and limitations of the studies involved, and create a confusing overall picture about the effects of gaming on the brain. Here, six experts in the field shed light on our current understanding of the positive and negative ways in which playing video games can affect cognition and behaviour, and explain how this knowledge can be harnessed for educational and rehabilitation purposes. As research in this area is still in its early days, the contributors of this Viewpoint also discuss several issues and challenges that should be addressed to move the field forward. PMID:22095065

  6. 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.

  7. Brains on video games.

    PubMed

    Bavelier, Daphne; Green, C Shawn; Han, Doug Hyun; Renshaw, Perry F; Merzenich, Michael M; Gentile, Douglas A

    2011-11-18

    The popular press is replete with stories about the effects of video and computer games on the brain. Sensationalist headlines claiming that video games 'damage the brain' or 'boost brain power' do not do justice to the complexities and limitations of the studies involved, and create a confusing overall picture about the effects of gaming on the brain. Here, six experts in the field shed light on our current understanding of the positive and negative ways in which playing video games can affect cognition and behaviour, and explain how this knowledge can be harnessed for educational and rehabilitation purposes. As research in this area is still in its early days, the contributors of this Viewpoint also discuss several issues and challenges that should be addressed to move the field forward.

  8. Video transmission for telemedicine.

    PubMed

    Squibb, N J

    1999-01-01

    The transmission of moving pictures to remote locations is an important part of telemedicine. Although the first videoconferencing demonstrations were performed in the 1930s, the technology is still fragmented and its quality is sometimes too poor for it to be useful. Conventional television technology is analogue (the fundamental television standards were developed before the Second World War) and does not 'fit' the digital world very well. This paper reviews video transmission and videoconferencing technologies and the results that can be expected. While trained professionals may be able to make use of poor-quality video systems, real advances in telemedicine require studio-quality video, which is possible only with high-bandwidth technology.

  9. Video game addiction and college performance among males: results from a 1 year longitudinal study.

    PubMed

    Schmitt, Zachary L; Livingston, Michael G

    2015-01-01

    This study explored the pattern of video game usage and video game addiction among male college students and examined how video game addiction was related to expectations of college engagement, college grade point average (GPA), and on-campus drug and alcohol violations. Participants were 477 male, first year students at a liberal arts college. In the week before the start of classes, participants were given two surveys: one of expected college engagement, and the second of video game usage, including a measure of video game addiction. Results suggested that video game addiction is (a) negatively correlated with expected college engagement, (b) negatively correlated with college GPA, even when controlling for high school GPA, and (c) negatively correlated with drug and alcohol violations that occurred during the first year in college. Results are discussed in terms of implications for male students' engagement and success in college, and in terms of the construct validity of video game addiction. PMID:25584728

  10. Video game addiction and college performance among males: results from a 1 year longitudinal study.

    PubMed

    Schmitt, Zachary L; Livingston, Michael G

    2015-01-01

    This study explored the pattern of video game usage and video game addiction among male college students and examined how video game addiction was related to expectations of college engagement, college grade point average (GPA), and on-campus drug and alcohol violations. Participants were 477 male, first year students at a liberal arts college. In the week before the start of classes, participants were given two surveys: one of expected college engagement, and the second of video game usage, including a measure of video game addiction. Results suggested that video game addiction is (a) negatively correlated with expected college engagement, (b) negatively correlated with college GPA, even when controlling for high school GPA, and (c) negatively correlated with drug and alcohol violations that occurred during the first year in college. Results are discussed in terms of implications for male students' engagement and success in college, and in terms of the construct validity of video game addiction.

  11. Video Recording Paper - Innovation In Video Recording

    NASA Astrophysics Data System (ADS)

    Shalit, Hanoch

    1984-08-01

    Traditionally, multiple format recording emulsions for medical video imaging have utilized a film (transparent) base. The major reason for this is probably because the film and camera manufacturers felt the diagnostician is accustomed to viewing x-ray images on a film base and would prefer to view video images that way also. Because of the need to keep radiation exposure to patients at a minimum and the fact that photographic emulsions are generally very inefficient in utilizing x-ray radiation, a film base was the logical requirement for direct x-ray imaging as it enabled the image to be recorded by two emulsions rather than one. The transparent base thus allows viewing a photograph which is the result of the additive effect of the two emulsions. The use of transparent base imposed specific requirements that necessitated the development of a whole complex of equipment designed for the particular use of film such as the processing machines, their chemical solutions, and the famous viewbox and alternators that characterize the radiology departments of today.

  12. Relationships between Computer and Video Game Play and Creativity among Upper Elementary School Students

    ERIC Educational Resources Information Center

    Hamlen, Karla R.

    2009-01-01

    This study explored relationships between time spent playing video games in a typical week and general creativity, as measured by a common assessment. One hundred eighteen students in 4th and 5th grades answered questions about their video game play and completed the Torrance Tests of Creative Thinking (Torrance, Orlow, & Safter, 1990). While…

  13. Getting to Know You: Using Documentary Video-Making to Challenge Ageist Stereotypes

    ERIC Educational Resources Information Center

    Lee, Terry

    2012-01-01

    The article theorizes that augmenting traditional humanities course work with documentary video-making can enhance and motivate learning. The English class profiled focused on aging and the lives of elders in an adult daycare center and a retirement community. Students documented elders' stories in video over 15 weeks. The instructor's goal was to…

  14. Collaboration, Engagement & Fun: How Youth Preferences in Video Gaming Can Inform 21st Century Education

    ERIC Educational Resources Information Center

    Trespalacios, Jesus; Chamberlin, Barbara; Gallagher, Rachel R.

    2011-01-01

    In this content analysis study, researchers explored middle school students' preference for playing video games and the possible implications for learning environments. During two-week, summer sessions, learners played videos games and answered questions related to their preferences in different settings. Students' preferences and justifications…

  15. TV Guide: Two-Year-Old Children Learn To Use Video as a Source of Information.

    ERIC Educational Resources Information Center

    Troseth, Georgene L.

    2003-01-01

    Examined the effect of experience on children's use of video-presented information. Found that after seeing themselves "live" on their family television for 2 weeks, 2-year-olds reliably used a live video presentation of an adult hiding a toy to find the toy in an object-retrieval task. Most also transferred what they learned to a task involving…

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

    ERIC Educational Resources Information Center

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

    2011-01-01

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

  17. Violence and Sex in Music Videos: TV and Rock n' Roll.

    ERIC Educational Resources Information Center

    Sherman, Barry L.; Dominick, Joseph R.

    1986-01-01

    Describes a study measuring the amount and kind of violence and sex presented in prime time music videos during a seven-week period. Compares sex and violence on music television to known data on conventional TV. (MS)

  18. First Video Game

    ScienceCinema

    Takacs, Peter

    2016-07-12

    More than fifty years ago, before either arcades or home video games, visitors waited in line at Brookhaven National Laboratory to play Tennis for Two, an electronic tennis game that is unquestionably a forerunner of the modern video game. Two people played the electronic tennis game with separate controllers that connected to an analog computer and used an oscilloscope for a screen. The game's creator, William Higinbotham, was a physicist who lobbied for nuclear nonproliferation as the first chair of the Federation of American Scientists.

  19. First Video Game

    SciTech Connect

    Takacs, Peter

    2008-10-21

    More than fifty years ago, before either arcades or home video games, visitors waited in line at Brookhaven National Laboratory to play Tennis for Two, an electronic tennis game that is unquestionably a forerunner of the modern video game. Two people played the electronic tennis game with separate controllers that connected to an analog computer and used an oscilloscope for a screen. The game's creator, William Higinbotham, was a physicist who lobbied for nuclear nonproliferation as the first chair of the Federation of American Scientists.

  20. Reevaluating the impact of video games.

    PubMed

    Funk, J B

    1993-02-01

    The evolution of the video game phenomenon is reviewed and contemporary data are presented. A survey assessing frequency and location of play and game preference was completed by 357 seventh- and eighth-grade students. In this middle-class sample, about two thirds of girls played video games at least one to two hours per week at home, but only 20% played in arcades. About 90% of boys played in the home and about 50% in arcades. Approximately half of preferred games were from one of two categories of violent games, while 2% of preferred games were educational. Parent education about the influence of the media should include recommendations to monitor game playing and influence game selection.

  1. Reevaluating the impact of video games.

    PubMed

    Funk, J B

    1993-02-01

    The evolution of the video game phenomenon is reviewed and contemporary data are presented. A survey assessing frequency and location of play and game preference was completed by 357 seventh- and eighth-grade students. In this middle-class sample, about two thirds of girls played video games at least one to two hours per week at home, but only 20% played in arcades. About 90% of boys played in the home and about 50% in arcades. Approximately half of preferred games were from one of two categories of violent games, while 2% of preferred games were educational. Parent education about the influence of the media should include recommendations to monitor game playing and influence game selection. PMID:8432085

  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. 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,…

  4. 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…

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

    ERIC Educational Resources Information Center

    Bourgeois, Raoul; And Others

    1983-01-01

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

  6. 47 CFR 79.3 - Video description of video programming.

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... video description per calendar quarter during prime time or on children's programming, on each channel... first 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...

  7. "Physics on Stage" Festival Video Now Available

    NASA Astrophysics Data System (ADS)

    2001-01-01

    ESO Video Clip 01/01 is issued on the web in conjunction with the release of an 18-min documentary video from the Science Festival of the "Physics On Stage" programme. This unique event took place during November 6-11, 2000, on the CERN premises at the French-Swiss border near Geneva, and formed part of the European Science and Technology Week 2000, an initiative by the European Commission to raise the public awareness of science in Europe. Physics On Stage and the Science Festival were jointly organised by CERN, ESA and ESO, in collaboration with the European Physical Society (EPS) and the European Association for Astronomy Education (EAAE) and national organisations in about 25 European countries. During this final phase of the yearlong Physics On Stage programme, more than 500 physics teachers, government officials and media representatives gathered at CERN to discuss different aspects of physics education. The meeting was particular timely in view of the current decline of interest in physics and technology by Europe's citizens, especially schoolchildren. It included spectacular demonstrations of new educational materials and methods. An 18-min video is now available that documents this event. It conveys the great enthusiasm of the many participants who spent an extremely fruitful week, meeting and exchanging information with colleagues from all over the continent. It shows the various types of activities that took place, from the central "fair" with national and organisational booths to the exciting performances and other dramatic presentations. Based of the outcome of 13 workshops that focussed on different subject matters, a series of very useful recommendations was passed at the final session. The Science Festival was also visited by several high-ranking officials, including the European Commissioner for Research, Phillipe Busquin. Full reports from the Festival will soon become available from the International Steering Committee..More information is

  8. VIDEO BLOGGING AND ENGLISH PRESENTATION PERFORMANCE: A PILOT STUDY.

    PubMed

    Alan Hung, Shao-Ting; Danny Huang, Heng-Tsung

    2015-10-01

    This study investigated the utility of video blogs in improving EFL students' performance in giving oral presentations and, further, examined the students' perceptions toward video blogging. Thirty-six English-major juniors participated in a semester-long video blog project for which they uploaded their 3-min. virtual presentation clips over 18 weeks. Their virtual presentation clips were rated by three raters using a scale for speaking performance that contained 14 presentation skills. Data sources included presentation clips, reflections, and interviews. The results indicated that the students' overall presentation performance improved significantly. In particular, among the 14 presentation skills projection, intonation, posture, introduction, conclusion, and purpose saw the most substantial improvement. Finally, the qualitative data revealed that learners perceived that the video blog project facilitated learning but increased anxiety. PMID:26444840

  9. VIDEO BLOGGING AND ENGLISH PRESENTATION PERFORMANCE: A PILOT STUDY.

    PubMed

    Alan Hung, Shao-Ting; Danny Huang, Heng-Tsung

    2015-10-01

    This study investigated the utility of video blogs in improving EFL students' performance in giving oral presentations and, further, examined the students' perceptions toward video blogging. Thirty-six English-major juniors participated in a semester-long video blog project for which they uploaded their 3-min. virtual presentation clips over 18 weeks. Their virtual presentation clips were rated by three raters using a scale for speaking performance that contained 14 presentation skills. Data sources included presentation clips, reflections, and interviews. The results indicated that the students' overall presentation performance improved significantly. In particular, among the 14 presentation skills projection, intonation, posture, introduction, conclusion, and purpose saw the most substantial improvement. Finally, the qualitative data revealed that learners perceived that the video blog project facilitated learning but increased anxiety.

  10. ACT: Acting Out Central Theme.

    ERIC Educational Resources Information Center

    Kise, Joan Duff

    1982-01-01

    The author describes ACT (Acting Out Central Theme), a method for dealing with psychomotor, cognitive, and affective domains in slow readers. The ACT approach involves three sessions which focus on discussion of a theme such as friendship, presentaton of the theme as a skit, and assignment of topics to individual students. (SW)

  11. Health Videos: MedlinePlus

    MedlinePlus

    ... page: //medlineplus.gov/ency/anatomyvideos.html.htm Health Videos To use the sharing features on this page, please enable JavaScript. These animated videos show the anatomy of body parts and organ ...

  12. Videos & Tools: MedlinePlus

    MedlinePlus

    ... of this page: https://medlineplus.gov/videosandcooltools.html Videos & Tools To use the sharing features on this page, please enable JavaScript. Watch health videos on topics such as anatomy, body systems, and ...

  13. Understanding Your Cancer Prognosis Video

    Cancer.gov

    Understanding Your Cancer Prognosis is the main video in the NCI Prognosis Video Series, which offers the perspectives of three cancer patients and their doctor, an oncologist who is also a national expert in doctor-patient communication.

  14. Television and music video exposure and adolescent 'alcopop' use.

    PubMed

    Van den Bulck, Jan; Beullens, Kathleen; Mulder, Joost

    2006-01-01

    Alcohol abuse among adolescents is a cause for concern. Around 1995 alcopops (sweetened alcoholic drinks) entered the scene and caused even more concern. Many fear that the sweet taste makes is easier to start drinking for those not yet used to drinking alcohol and the marketing appears aimed at adolescents. Because alcohol use has been linked to television viewing in general and music video viewing in particular this article examined whether a relationship existed between television and music video exposure and the consumption of alcopops. Data were collected with a questionnaire focused on television exposure and alcohol behavior. Respondents were a random sample of 2,546 first- and fourth year schoolchildren of Flanders, the Dutch speaking region of Belgium (60% of the Belgian population). Self reported general TV viewing, music video exposure and drinking of alcopops at home and/or while going out were measured. 68.4% of the respondents watched music videos at least several times a week. The odds of being an alcopop drinker at home increased by 196% for those, who watched music videos at least several times a week (OR = 1.961). For each additional hour of TV viewed per day, the respondents were 17% more likely to be drinkers of altopops at home (OR = 1.169). The odds of being an alcopop drinker, when going out increased by 239% for those who watched music videos at least several times a week (OR = 2.394). For each additional hour of TV viewed per day, the respondents were 19% more likely to be drinkers of alcopops when going out (OR = 1.186). These findings suggest that there is an association between music video exposure and use of alcopops not explained by overall exposure to television. This relationship merits further attention as it is a better predictor of alcopop use, than the control variables and overall TV viewing.

  15. Using high-speed video in ballistic experiments with crossbows

    NASA Astrophysics Data System (ADS)

    Geradts, Zeno J.; Dofferhoff, Gerard; Visser, Rob

    1997-02-01

    In a short period of two weeks experiments had to be done for court. The order was to investigate the effects of ballpoints shot transorbitally by a crossbow. The use of a high speed video camera turned out to be valuable for detailed observation of the ballpoint during launching and penetration of a gelatine model and demonstration of the results in court.

  16. Video Games as a Context for Numeracy Development

    ERIC Educational Resources Information Center

    Thomas, Troy A.; Wiest, Lynda R.

    2013-01-01

    Troy Thomas and Lynda Wiest share an engaging lesson on statistics involving analysis of real-world data on the top ten video game sales in the United States during a one-week period. Three upper-primary classes completed the lesson, providing insight into the lesson's effectiveness. The lesson description includes attention to the manner in which…

  17. Astronomy Video Contest

    NASA Astrophysics Data System (ADS)

    McFarland, John

    2008-05-01

    One of Galileo's staunchest supporters during his lifetime was Johannes Kepler, Imperial Mathematician to the Holy Roman Emperor. Johannes Kepler will be in St. Louis to personally offer a tribute to Galileo. Set Galileo's astronomy discoveries to music and you get the newest song by the well known acappella group, THE CHROMATICS. The song, entitled "Shoulders of Giants” was written specifically for IYA-2009 and will be debuted at this conference. The song will also be used as a base to create a music video by synchronizing a person's own images to the song's lyrics and tempo. Thousands of people already do this for fun and post their videos on YOU TUBE and other sites. The ASTRONOMY VIDEO CONTEST will be launched as a vehicle to excite, enthuse and educate people about astronomy and science. It will be an annual event administered by the Johannes Kepler Project and will continue to foster the goals of IYA-2009 for years to come. The Astronomy Video poster will contain all the basic information about the contest including: categories, rules, prizes, web address for more info and how to download the new song, "Shoulders of Giants.”

  18. Astronomy Video Contest

    NASA Astrophysics Data System (ADS)

    McFarland, John

    2008-05-01

    During Galileo's lifetime his staunchest supporter was Johannes Kepler, Imperial Mathematician to the Holy Roman Emperor. Johannes Kepler will be in St. Louis to personally offer a tribute to Galileo. Set Galileo's astronomy discoveries to music and you get the newest song by the well known acappella group, THE CHROMATICS. The song, entitled "Shoulders of Giants” was written specifically for IYA-2009 and will be debuted at this conference. The song will also be used as a base to create a music video by synchronizing a person's own images to the song's lyrics and tempo. Thousands of people already do this for fun and post their videos on YOU TUBE and other sites. The ASTRONOMY VIDEO CONTEST will be launched as a vehicle to excite, enthuse and educate people about astronomy and science. It will be an annual event administered by the Johannes Kepler Project and will continue to foster the goals of IYA-2009 for years to come. During this presentation the basic categories, rules, and prizes for the Astronomy Video Contest will be covered and finally the new song "Shoulders of Giants” by THE CHROMATICS will be unveiled

  19. Video for You.

    ERIC Educational Resources Information Center

    Missouri State Council on the Arts, St. Louis.

    Designed to give students and adults an opportunity to put their ideas on videotape, this component of the Special Arts Project has as specific goals stimulating student/adult creativity, learning how different people can work together to make a successful program, and making video available to the community as a form of documentation and…

  20. Deep Web video

    ScienceCinema

    None Available

    2016-07-12

    To make the web work better for science, OSTI has developed state-of-the-art technologies and services including a deep web search capability. The deep web includes content in searchable databases available to web users but not accessible by popular search engines, such as Google. This video provides an introduction to the deep web search engine.

  1. Using Video and Film

    ERIC Educational Resources Information Center

    Coles, Alf

    2011-01-01

    This article discusses how the author has adopted a multimedia approach to teaching and Continuing Professional Development (CPD). There is widespread acceptance of the potential power for using video recordings of lessons as a vehicle for teacher learning. Yet a re-current problem has been reported in research projects, from as far back as 1990,…

  2. Video Game Controversies.

    ERIC Educational Resources Information Center

    Funk, Jeanne B.; Buchman, Debra D.

    1995-01-01

    Reviews the literature on: (1) health-related effects of video games (VGs), including seizures, physiologic responses, and musculoskeletal injuries; (2) eye-hand coordination in VGs; (3) psychological adjustment related to VGs, including possible psychopathologies and violence-related effects; and (4) the educational impact of VGs. Also examines…

  3. Caught on Video

    ERIC Educational Resources Information Center

    Sprankle, Bob

    2008-01-01

    When cheaper video cameras with built-in USB connectors were first introduced, the author relates that he pined for one so he introduced the technology into the classroom. The author believes that it would not only be a great tool for students to capture their own learning, but also make his job of collecting authentic assessment more streamlined…

  4. Jack & the Video Camera

    ERIC Educational Resources Information Center

    Charlan, Nathan

    2010-01-01

    This article narrates how the use of video camera has transformed the life of Jack Williams, a 10-year-old boy from Colorado Springs, Colorado, who has autism. The way autism affected Jack was unique. For the first nine years of his life, Jack remained in his world, alone. Functionally non-verbal and with motor skill problems that affected his…

  5. Video Telescope Operating Microscopy.

    PubMed

    Divers, Stephen J

    2015-09-01

    Exotic pet veterinarians frequently have to operate on small animals, and magnification is commonly used. Existing endoscopy equipment can be used with a mechanical arm and telescope to enable video telescope operating microscopy. The additional equipment items and their specifics are described, and several case examples are provided. PMID:26117519

  6. Diverse Screenings: Multicultural Videos.

    ERIC Educational Resources Information Center

    Mitchell-Powell, Brenda

    1994-01-01

    The videos in this selected, annotated bibliography combine educational and entertainment elements. All 35 are suitable for classroom, library, and family use, but those designed specifically for educational use are designated. Subjects include minority issues in the United States and abroad and race hatred. (SLD)

  7. Next-Gen Video

    ERIC Educational Resources Information Center

    Arnn, Barbara

    2007-01-01

    This article discusses how schools across the US are using the latest videoconference and audio/video streaming technologies creatively to move to the next level of their very specific needs. At the Georgia Institute of Technology in Atlanta, the technology that is the backbone of the school's extensive distance learning program has to be…

  8. Deep Web video

    SciTech Connect

    None Available

    2009-06-01

    To make the web work better for science, OSTI has developed state-of-the-art technologies and services including a deep web search capability. The deep web includes content in searchable databases available to web users but not accessible by popular search engines, such as Google. This video provides an introduction to the deep web search engine.

  9. The Compressed Video Experience.

    ERIC Educational Resources Information Center

    Weber, John

    In the fall semester 1995, Southern Arkansas University- Magnolia (SAU-M) began a two semester trial delivering college classes via a compressed video link between SAU-M and its sister school Southern Arkansas University Tech (SAU-T) in Camden. As soon as the University began broadcasting and receiving classes, it was discovered that using the…

  10. Video Telescope Operating Microscopy.

    PubMed

    Divers, Stephen J

    2015-09-01

    Exotic pet veterinarians frequently have to operate on small animals, and magnification is commonly used. Existing endoscopy equipment can be used with a mechanical arm and telescope to enable video telescope operating microscopy. The additional equipment items and their specifics are described, and several case examples are provided.

  11. Acting for Television and Film: A Collaborative Process.

    ERIC Educational Resources Information Center

    Brown, Kent R.

    Today, with the influx of media production courses across the country, students can intimately experience the differences between acting for the stage and acting for the screen and learn to shape their performances for a two-dimensional image. Such a course in video and film acting was introduced at the University of Arkansas. Students enrolled…

  12. Video Games: Competing with Machines.

    ERIC Educational Resources Information Center

    Hanson, Jarice

    This study was designed to compare the attitudinal and lifestyle patterns of video game players with the amount of time they play, the number of games they play, and the types of video games they play, to determine whether their personal use of time and attitude toward leisure is different when playing video games. Subjects were 200 individuals…

  13. Using Video to Enhance Instruction.

    ERIC Educational Resources Information Center

    Quigley, Brooke

    The first of eight major sections in this report on the use of instructional video at the University of Washington focuses on the usefulness of video. The second section provides an overview of videotape and videodisc technology, and the third lists instructional goals which may be achieved through instructional video. Examples of the use of video…

  14. Participatory Video in Community Development.

    ERIC Educational Resources Information Center

    Anderson, Keith

    1988-01-01

    Discusses the use of participatory video in rural underdeveloped countries and describes a video project in Costa Rica that helped farmers with agricultural management and soil erosion problems. Video production considerations are described, and the use of role playing to supplement documentation is explained. (four references) (LRW)

  15. Video Analysis of Rolling Cylinders

    ERIC Educational Resources Information Center

    Phommarach, S.; Wattanakasiwich, P.; Johnston, I.

    2012-01-01

    In this work, we studied the rolling motion of solid and hollow cylinders down an inclined plane at different angles. The motions were captured on video at 300 frames s[superscript -1], and the videos were analyzed frame by frame using video analysis software. Data from the real motion were compared with the theory of rolling down an inclined…

  16. Video Games and Digital Literacies

    ERIC Educational Resources Information Center

    Steinkuehler, Constance

    2010-01-01

    Today's youth are situated in a complex information ecology that includes video games and print texts. At the basic level, video game play itself is a form of digital literacy practice. If we widen our focus from the "individual player + technology" to the online communities that play them, we find that video games also lie at the nexus of a…

  17. Innovative Uses of Video Analysis

    ERIC Educational Resources Information Center

    Brown, Douglas; Cox, Anne J.

    2009-01-01

    The value of video analysis in physics education is well established, and both commercial and free educational video analysis programs are readily available. The video format is familiar to students, contains a wealth of spatial and temporal data, and provides a bridge between direct observations and abstract representations of physical phenomena.…

  18. We All Stream for Video

    ERIC Educational Resources Information Center

    Technology & Learning, 2008

    2008-01-01

    More than ever, teachers are using digital video to enhance their lessons. In fact, the number of schools using video streaming increased from 30 percent to 45 percent between 2004 and 2006, according to Market Data Retrieval. Why the popularity? For starters, video-streaming products are easy to use. They allow teachers to punctuate lessons with…

  19. 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.

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

    SciTech Connect

    Trease, Harold E.; Trease, Lynn L.

    2009-08-01

    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" content from image and video data.

  1. Conceptualizing Cognitive Skills Developed during Video Game Play: A Case Study in Teaching Composition

    ERIC Educational Resources Information Center

    Smith, Sandra Wilson

    2008-01-01

    While video games have been much maligned in the popular press, a number of scholars have begun to explore the positive side of these games, especially in terms of learning. Some critics have analyzed video games and the act of game play as complex, cultural texts. In college courses, such as composition, in which one goal is the development of…

  2. 76 FR 75911 - Certain Video Game Systems and Controllers; Investigations: Terminations, Modifications and Rulings

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-12-05

    ... From the Federal Register Online via the Government Publishing Office INTERNATIONAL TRADE COMMISSION Certain Video Game Systems and Controllers; Investigations: Terminations, Modifications and Rulings AGENCY: U.S. International Trade Commission. ACTION: Notice. Section 337 of the Tariff Act of...

  3. Juggling Act

    ERIC Educational Resources Information Center

    Rudalevige, Andrew

    2009-01-01

    Two education bills from George W. Bush's first term are long overdue for reauthorization. One, of course, is the No Child Left Behind Act (NCLB), passed in late 2001. The other is the Education Sciences Reform Act (ESRA), which in November 2002 replaced the Office of Educational Research and Improvement (OERI) with a new Institute of Education…

  4. Video surveillance at night

    NASA Astrophysics Data System (ADS)

    Stevens, Mark R.; Pollak, Joshua B.; Ralph, Scott; Snorrason, Magnus S.

    2005-05-01

    The interpretation of video imagery is the quintessential goal of computer vision. The ability to group moving pixels into regions and then associate those regions with semantic labels has long been studied by the vision community. In urban nighttime scenarios, the difficulty of this task is simultaneously alleviated and compounded. At night there is typically less movement in the scene, which makes the detection of relevant motion easier. However, the poor quality of the imagery makes it more difficult to interpret actions from these motions. In this paper, we present a system capable of detecting moving objects in outdoor nighttime video. We focus on visible-and-near-infrared (VNIR) cameras, since they offer low cost and very high resolution compared to alternatives such as thermal infrared. We present empirical results demonstrating system performance on a parking lot surveillance scenario. We also compare our results to a thermal infrared sensor viewing the same scene.

  5. Video material and epilepsy.

    PubMed

    Harding, G F; Jeavons, P M; Edson, A S

    1994-01-01

    Nine patients who had epileptic attacks while playing computer games were studied in the laboratory. Patients had an EEG recorded as well as their response to intermittent photic stimulation (IPS) at flash rates of 1-60 fps. In addition, pattern sensitivity was assessed in all patients by a gratings pattern. Only 2 patients had no previous history of convulsions, and only 2 had a normal basic EEG. All but 1 were sensitive to IPS, and all but 1 were pattern sensitive. Most patients were male, but although this appears to conflict with previously published literature results regarding the sex ratio in photosensitivity, it was due to the male predominance of video game usage. We compared our results with those reported in the literature. Diagnosing video game epilepsy requires performing an EEG with IPS and pattern stimulation. We propose a standard method of testing.

  6. Digital cinema video compression

    NASA Astrophysics Data System (ADS)

    Husak, Walter

    2003-05-01

    The Motion Picture Industry began a transition from film based distribution and projection to digital distribution and projection several years ago. Digital delivery and presentation offers the prospect to increase the quality of the theatrical experience for the audience, reduce distribution costs to the distributors, and create new business opportunities for the theater owners and the studios. Digital Cinema also presents an opportunity to provide increased flexibility and security of the movies for the content owners and the theater operators. Distribution of content via electronic means to theaters is unlike any of the traditional applications for video compression. The transition from film-based media to electronic media represents a paradigm shift in video compression techniques and applications that will be discussed in this paper.

  7. Ultrasound Imaging System Video

    NASA Technical Reports Server (NTRS)

    2002-01-01

    In this video, astronaut Peggy Whitson uses the Human Research Facility (HRF) Ultrasound Imaging System in the Destiny Laboratory of the International Space Station (ISS) to image her own heart. The Ultrasound Imaging System provides three-dimension image enlargement of the heart and other organs, muscles, and blood vessels. It is capable of high resolution imaging in a wide range of applications, both research and diagnostic, such as Echocardiography (ultrasound of the heart), abdominal, vascular, gynecological, muscle, tendon, and transcranial ultrasound.

  8. Resistance through Video Game Play: It's a Boy Thing

    ERIC Educational Resources Information Center

    Sanford, Kathy; Madill, Leanna

    2006-01-01

    The male youth in our study used video games to resist institutional authority, hegemonic masculinity, and femininity. Videogame play offered them a safe place to resist authority, which was often limited to small acts of adolescent defiance that could limit their future ability to engage thoughtfully and critically in the world. This resistance…

  9. The Video Role Model as an Enterprise Teaching Aid

    ERIC Educational Resources Information Center

    Robertson, Martyn; Collins, Amanda

    2003-01-01

    This article examines the need to develop a more enterprising approach to learning by adopting an experiential approach. It specifically examines the use of video case studies of entrepreneurial role models within an enterprise module at Leeds Metropolitan University. The exercise enables students to act as a consultant or counsellor and apply…

  10. Struggles and Solutions for Streaming Video in the Online Classroom

    ERIC Educational Resources Information Center

    Fruin, Christine

    2012-01-01

    The upcoming round of exemptions to the Digital Millennium Copyright Act of 1998 anticircumvention provision and the questions raised by the copyright infringement lawsuit filed against the against University of California, Los Angeles (UCLA) for its streaming video practices illustrate the problematic state of the law concerning the digitization…

  11. 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…

  12. Indigenous Digital Storytelling in Video: Witnessing with Alma Desjarlais

    ERIC Educational Resources Information Center

    Iseke, Judy M.

    2011-01-01

    Indigenous digital storytelling in video is a way of witnessing the stories of Indigenous communities and Elders, including what has happened and is happening in the lives and work of Indigenous peoples. Witnessing includes acts of remembrance in which we look back to reinterpret and recreate our relationship to the past in order to understand the…

  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. 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.

  15. Utilizing Video Games

    NASA Astrophysics Data System (ADS)

    Blaize, L.

    Almost from its birth, the computer and video gaming industry has done an admirable job of communicating the vision and attempting to convey the experience of traveling through space to millions of gamers from all cultures and demographics. This paper will propose several approaches the 100 Year Starship Study can take to use the power of interactive media to stir interest in the Starship and related projects among a global population. It will examine successful gaming franchises from the past that are relevant to the mission and consider ways in which the Starship Study could cooperate with game development studios to bring the Starship vision to those franchises and thereby to the public. The paper will examine ways in which video games can be used to crowd-source research aspects for the Study, and how video games are already considering many of the same topics that will be examined by this Study. Finally, the paper will propose some mechanisms by which the 100 Year Starship Study can establish very close ties with the gaming industry and foster cooperation in pursuit of the Study's goals.

  16. Adult Learners' Week in Australia.

    ERIC Educational Resources Information Center

    Cross, John

    2002-01-01

    Promotional materials and activities for Australia's Adult Learners Week, which are shaped by a variety of stakeholders , include media strategies and a website. Activities are evaluated using a market research company and website and telephone hotline statistics. (SK)

  17. Method for endobronchial video parsing

    NASA Astrophysics Data System (ADS)

    Byrnes, Patrick D.; Higgins, William E.

    2016-03-01

    Endoscopic examination of the lungs during bronchoscopy produces a considerable amount of endobronchial video. A physician uses the video stream as a guide to navigate the airway tree for various purposes such as general airway examinations, collecting tissue samples, or administering disease treatment. Aside from its intraoperative utility, the recorded video provides high-resolution detail of the airway mucosal surfaces and a record of the endoscopic procedure. Unfortunately, due to a lack of robust automatic video-analysis methods to summarize this immense data source, it is essentially discarded after the procedure. To address this problem, we present a fully-automatic method for parsing endobronchial video for the purpose of summarization. Endoscopic- shot segmentation is first performed to parse the video sequence into structurally similar groups according to a geometric model. Bronchoscope-motion analysis then identifies motion sequences performed during bronchoscopy and extracts relevant information. Finally, representative key frames are selected based on the derived motion information to present a drastically reduced summary of the processed video. The potential of our method is demonstrated on four endobronchial video sequences from both phantom and human data. Preliminary tests show that, on average, our method reduces the number of frames required to represent an input video sequence by approximately 96% and consistently selects salient key frames appropriately distributed throughout the video sequence, enabling quick and accurate post-operative review of the endoscopic examination.

  18. Audio characterization for video indexing

    NASA Astrophysics Data System (ADS)

    Patel, Nilesh V.; Sethi, Ishwar K.

    1996-03-01

    The major problem facing video databases is that of content characterization of video clips once the cut boundaries have been determined. The current efforts in this direction are focussed exclusively on the use of pictorial information, thereby neglecting an important supplementary source of content information, i.e. the embedded audio or sound track. The current research in audio processing can be readily applied to create many different video indices for use in Video On Demand (VOD), educational video indexing, sports video characterization, etc. MPEG is an emerging video and audio compression standard with rapidly increasing popularity in multimedia industry. Compressed bit stream processing has gained good recognition among the researchers. We have also demonstrated feature extraction in MPEG compressed video which implements a majority of scene change detection schemes on compressed video. In this paper, we examine the potential of audio information for content characterization by demonstrating the extraction of widely used features in audio processing directly from compressed data stream and their application to video clip classification.

  19. Photometric Calibration of Consumer Video Cameras

    NASA Technical Reports Server (NTRS)

    Suggs, Robert; Swift, Wesley, Jr.

    2007-01-01

    analyze. The light source used to generate the calibration images is an artificial variable star comprising a Newtonian collimator illuminated by a light source modulated by a rotating variable neutral- density filter. This source acts as a point source, the brightness of which varies at a known rate. A video camera to be calibrated is aimed at this source. Fixed neutral-density filters are inserted in or removed from the light path as needed to make the video image of the source appear to fluctuate between dark and saturated bright. The resulting video-image data are analyzed by use of custom software that determines the integrated signal in each video frame and determines the system response curve (measured output signal versus input brightness). These determinations constitute the calibration, which is thereafter used in automatic, frame-by-frame processing of the data from the video images to be analyzed.

  20. The efficacy of video feedback for learning the golf swing.

    PubMed

    Guadagnoli, M; Holcomb, W; Davis, M

    2002-08-01

    This study was designed to examine the efficacy of video instruction relative to that of verbal and self-guided instruction. Before training, 30 golfers were assigned at random to one of three groups: video, verbal or self-guided instruction. Video instruction was defined as a practice session in which the teacher was aided by the use of video. Verbal instruction was defined as practising with the teacher providing verbal feedback. Self-guided practice was defined as practising without the aid of a teacher. The participants had a pre-test, four 90 min practice sessions, an immediate post-test and a 2 week delayed post-test. During the pre-test and post-tests, all participants were required to strike 15 golf balls, with a 7-iron, from an artificial turf mat for distance and accuracy. The results showed that all groups were equal on the pre-test. On the first post-test, the two instruction groups performed worse than the self-guided group. However, on the second post-test, the two instruction groups performed better than the self-guided group, with the video group performing best. We interpret these results to mean that video analysis is an effective means of practice, but that the positive effects may take some time to develop. PMID:12190281

  1. ACT Test

    MedlinePlus

    ... this page helpful? Also known as: ACT; Activated Coagulation Time Formal name: Activated Clotting Time Related tests: ... in the blood called platelets and proteins called coagulation factors are activated in a sequence of steps ...

  2. Acting Atoms.

    ERIC Educational Resources Information Center

    Farin, Susan Archie

    1997-01-01

    Describes a fun game in which students act as electrons, protons, and neutrons. This activity is designed to help students develop a concrete understanding of the abstract concept of atomic structure. (DKM)

  3. Video stabilization using space-time video completion

    NASA Astrophysics Data System (ADS)

    Voronin, V.; Frantc, V.; Marchuk, V.; Shrayfel, I.; Gapon, N.; Agaian, S.

    2016-05-01

    This paper proposes a video stabilization method using space-time video completion for effective static and dynamic textures reconstruction instead of frames cropping. The proposed method can produce full-frame videos by naturally filling in missing image parts by locally aligning image data of neighboring frames. We propose to use a set of descriptors that encapsulate the information of periodical motion of objects necessary to reconstruct missing/corrupted frames. The background is filled-in by extending spatial texture synthesis techniques using set of 3D patches. Experimental results demonstrate the effectiveness of the proposed method in the task of full-frame video stabilization.

  4. Rate-Adaptive Video Compression (RAVC) Universal Video Stick (UVS)

    NASA Astrophysics Data System (ADS)

    Hench, David L.

    2009-05-01

    The H.264 video compression standard, aka MPEG 4 Part 10 aka Advanced Video Coding (AVC) allows new flexibility in the use of video in the battlefield. This standard necessitates encoder chips to effectively utilize the increased capabilities. Such chips are designed to cover the full range of the standard with designers of individual products given the capability of selecting the parameters that differentiate a broadcast system from a video conferencing system. The SmartCapture commercial product and the Universal Video Stick (UVS) military versions are about the size of a thumb drive with analog video input and USB (Universal Serial Bus) output and allow the user to select the parameters of imaging to the. Thereby, allowing the user to select video bandwidth (and video quality) using four dimensions of quality, on the fly, without stopping video transmission. The four dimensions are: 1) spatial, change from 720 pixel x 480 pixel to 320 pixel x 360 pixel to 160 pixel x 180 pixel, 2) temporal, change from 30 frames/ sec to 5 frames/sec, 3) transform quality with a 5 to 1 range, 4) and Group of Pictures (GOP) that affects noise immunity. The host processor simply wraps the H.264 network abstraction layer packets into the appropriate network packets. We also discuss the recently adopted scalable amendment to H.264 that will allow limit RAVC at any point in the communication chain by throwing away preselected packets.

  5. Video indirect ophthalmoscopy using a hand-held video camera.

    PubMed

    Shanmugam, Mahesh P

    2011-01-01

    Fundus photography in adults and cooperative children is possible with a fundus camera or by using a slit lamp-mounted digital camera. Retcam TM or a video indirect ophthalmoscope is necessary for fundus imaging in infants and young children under anesthesia. Herein, a technique of converting and using a digital video camera into a video indirect ophthalmoscope for fundus imaging is described. This device will allow anyone with a hand-held video camera to obtain fundus images. Limitations of this technique involve a learning curve and inability to perform scleral depression.

  6. Positive Association of Video Game Playing with Left Frontal Cortical Thickness in Adolescents

    PubMed Central

    Kühn, Simone; Lorenz, Robert; Banaschewski, Tobias; Barker, Gareth J.; Büchel, Christian; Conrod, Patricia J.; Flor, Herta; Garavan, Hugh; Ittermann, Bernd; Loth, Eva; Mann, Karl; Nees, Frauke; Artiges, Eric; Paus, Tomas; Rietschel, Marcella; Smolka, Michael N.; Ströhle, Andreas; Walaszek, Bernadetta; Schumann, Gunter; Heinz, Andreas; Gallinat, Jürgen

    2014-01-01

    Playing video games is a common recreational activity of adolescents. Recent research associated frequent video game playing with improvements in cognitive functions. Improvements in cognition have been related to grey matter changes in prefrontal cortex. However, a fine-grained analysis of human brain structure in relation to video gaming is lacking. In magnetic resonance imaging scans of 152 14-year old adolescents, FreeSurfer was used to estimate cortical thickness. Cortical thickness across the whole cortical surface was correlated with self-reported duration of video gaming (hours per week). A robust positive association between cortical thickness and video gaming duration was observed in left dorsolateral prefrontal cortex (DLPFC) and left frontal eye fields (FEFs). No regions showed cortical thinning in association with video gaming frequency. DLPFC is the core correlate of executive control and strategic planning which in turn are essential cognitive domains for successful video gaming. The FEFs are a key region involved in visuo-motor integration important for programming and execution of eye movements and allocation of visuo-spatial attention, processes engaged extensively in video games. The results may represent the biological basis of previously reported cognitive improvements due to video game play. Whether or not these results represent a-priori characteristics or consequences of video gaming should be studied in future longitudinal investigations. PMID:24633348

  7. Positive association of video game playing with left frontal cortical thickness in adolescents.

    PubMed

    Kühn, Simone; Lorenz, Robert; Banaschewski, Tobias; Barker, Gareth J; Büchel, Christian; Conrod, Patricia J; Flor, Herta; Garavan, Hugh; Ittermann, Bernd; Loth, Eva; Mann, Karl; Nees, Frauke; Artiges, Eric; Paus, Tomas; Rietschel, Marcella; Smolka, Michael N; Ströhle, Andreas; Walaszek, Bernadetta; Schumann, Gunter; Heinz, Andreas; Gallinat, Jürgen

    2014-01-01

    Playing video games is a common recreational activity of adolescents. Recent research associated frequent video game playing with improvements in cognitive functions. Improvements in cognition have been related to grey matter changes in prefrontal cortex. However, a fine-grained analysis of human brain structure in relation to video gaming is lacking. In magnetic resonance imaging scans of 152 14-year old adolescents, FreeSurfer was used to estimate cortical thickness. Cortical thickness across the whole cortical surface was correlated with self-reported duration of video gaming (hours per week). A robust positive association between cortical thickness and video gaming duration was observed in left dorsolateral prefrontal cortex (DLPFC) and left frontal eye fields (FEFs). No regions showed cortical thinning in association with video gaming frequency. DLPFC is the core correlate of executive control and strategic planning which in turn are essential cognitive domains for successful video gaming. The FEFs are a key region involved in visuo-motor integration important for programming and execution of eye movements and allocation of visuo-spatial attention, processes engaged extensively in video games. The results may represent the biological basis of previously reported cognitive improvements due to video game play. Whether or not these results represent a-priori characteristics or consequences of video gaming should be studied in future longitudinal investigations.

  8. 76 FR 40617 - Security Zone; 2011 Seattle Seafair Fleet Week Moving Vessels, Puget Sound, Washington

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-07-11

    ... SECURITY Coast Guard 33 CFR Part 165 RIN 1625-AA87 Security Zone; 2011 Seattle Seafair Fleet Week Moving... while each vessel is participating in the Seafair Fleet Week Parade of Ships and while moored following... security of the vessels from sabotage or other subversive acts during Seafair Fleet Week Parade of...

  9. 75 FR 45055 - Security Zone; 2010 Seattle Seafair Fleet Week Moving Vessels, Puget Sound, WA

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-08-02

    ... SECURITY Coast Guard 33 CFR Part 165 RIN 1625-AA87 Security Zone; 2010 Seattle Seafair Fleet Week Moving... acts during Seafair Fleet Week and will do so by prohibiting any person or vessel from entering or... of visiting foreign vessels in the 2010 Seattle Seafair Fleet Week event. Basis and Purpose...

  10. Children's Recall and Motivation for an Environmental Education Video with Supporting Pedagogical Materials

    ERIC Educational Resources Information Center

    Viteri, Fátima; Clarebout, Geraldine; Crauwels, Marion

    2014-01-01

    This study examined recall (Rcl) differences of high, average and low achieving fifth-grade elementary students (72) for an environmental education video with supporting pedagogical materials. In addition, it assessed the motivational level of all students. Recall assessment was carried out one-week and twenty-weeks after intervention. Main…

  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. Video segmentation techniques for news

    NASA Astrophysics Data System (ADS)

    Phillips, Michael; Wolf, Wayne H.

    1996-11-01

    This paper describes our experiences in video analysis for a video library on the World Wide Web. News and documentary programs, though seemingly simple, have some characteristics which can cause problems in simple shot segmentation algorithms. We have developed a methodology, based on our experience with the analysis of several hours of news/documentary footage, which improve the results of shot segmentation on this type of material and which in turn allows for higher-quality storyboards for our video library.

  13. Video borehole depth measuring system

    SciTech Connect

    Utasi, J.G.

    1986-09-02

    A method is described of determining penetration of a drill string into the earth utilizing an element of a drilling rig, comprising: providing a target on the element of the drill rig; positioning a video camera at a remote location relative to the drill rig placing the video camera within a waterproof housing at the remote location; directing the video camera at the target; and tracking the movement of the target with the drill string into the earth.

  14. Aerial Video Imaging

    NASA Technical Reports Server (NTRS)

    1991-01-01

    When Michael Henry wanted to start an aerial video service, he turned to Johnson Space Center for assistance. Two NASA engineers - one had designed and developed TV systems in Apollo, Skylab, Apollo- Soyuz and Space Shuttle programs - designed a wing-mounted fiberglass camera pod. Camera head and angles are adjustable, and the pod is shaped to reduce vibration. The controls are located so a solo pilot can operate the system. A microprocessor displays latitude, longitude, and bearing, and a GPS receiver provides position data for possible legal references. The service has been successfully utilized by railroads, oil companies, real estate companies, etc.

  15. Thermal Video Systems

    NASA Technical Reports Server (NTRS)

    1988-01-01

    Hughes Aircraft Corporation's Probeye Model 3300 Thermal Video System consists of tripod mounted infrared scanner that detects the degree of heat emitted by an object and a TV monitor on which results are displayed. Latest addition to Hughes line of infrared medical applications can detect temperature variations as fine as one-tenth of a degree centigrade. Thermography, proving to be a valuable screening tool in diagnosis, can produce information to preclude necessity of performing more invasive tests that may be painful and hazardous. Also useful in verifying a patient's progress through therapy and rehabilitation.

  16. Techniques for video compression

    NASA Technical Reports Server (NTRS)

    Wu, Chwan-Hwa

    1995-01-01

    In this report, we present our study on multiprocessor implementation of a MPEG2 encoding algorithm. First, we compare two approaches to implementing video standards, VLSI technology and multiprocessor processing, in terms of design complexity, applications, and cost. Then we evaluate the functional modules of MPEG2 encoding process in terms of their computation time. Two crucial modules are identified based on this evaluation. Then we present our experimental study on the multiprocessor implementation of the two crucial modules. Data partitioning is used for job assignment. Experimental results show that high speedup ratio and good scalability can be achieved by using this kind of job assignment strategy.

  17. Video-based crowd synthesis.

    PubMed

    Flagg, Matthew; Rehg, James M

    2013-11-01

    As a controllable medium, video-realistic crowds are important for creating the illusion of a populated reality in special effects, games, and architectural visualization. While recent progress in simulation and motion captured-based techniques for crowd synthesis has focused on natural macroscale behavior, this paper addresses the complementary problem of synthesizing crowds with realistic microscale behavior and appearance. Example-based synthesis methods such as video textures are an appealing alternative to conventional model-based methods, but current techniques are unable to represent and satisfy constraints between video sprites and the scene. This paper describes how to synthesize crowds by segmenting pedestrians from input videos of natural crowds and optimally placing them into an output video while satisfying environmental constraints imposed by the scene. We introduce crowd tubes, a representation of video objects designed to compose a crowd of video billboards while avoiding collisions between static and dynamic obstacles. The approach consists of representing crowd tube samples and constraint violations with a conflict graph. The maximal independent set yields a dense constraint-satisfying crowd composition. We present a prototype system for the capture, analysis, synthesis, and control of video-based crowds. Several results demonstrate the system's ability to generate videos of crowds which exhibit a variety of natural behaviors. PMID:24029912

  18. Video-based crowd synthesis.

    PubMed

    Flagg, Matthew; Rehg, James M

    2013-11-01

    As a controllable medium, video-realistic crowds are important for creating the illusion of a populated reality in special effects, games, and architectural visualization. While recent progress in simulation and motion captured-based techniques for crowd synthesis has focused on natural macroscale behavior, this paper addresses the complementary problem of synthesizing crowds with realistic microscale behavior and appearance. Example-based synthesis methods such as video textures are an appealing alternative to conventional model-based methods, but current techniques are unable to represent and satisfy constraints between video sprites and the scene. This paper describes how to synthesize crowds by segmenting pedestrians from input videos of natural crowds and optimally placing them into an output video while satisfying environmental constraints imposed by the scene. We introduce crowd tubes, a representation of video objects designed to compose a crowd of video billboards while avoiding collisions between static and dynamic obstacles. The approach consists of representing crowd tube samples and constraint violations with a conflict graph. The maximal independent set yields a dense constraint-satisfying crowd composition. We present a prototype system for the capture, analysis, synthesis, and control of video-based crowds. Several results demonstrate the system's ability to generate videos of crowds which exhibit a variety of natural behaviors.

  19. Dad’s Last Week

    PubMed Central

    DeVoe, Jennifer E.

    2016-01-01

    I had intended to spend our spring break week in Montana with my kids and my dad, going to parks and museums together. Instead, I spent the week in the hospital, helping my dad make end-of-life choices and learning more about the importance of communication in health care settings and the preciousness of close relationships in life. I am a better person and a better physician because my dad trusted me to be there while he was dying. During his last week, I was grateful to have spent years studying medicine and years getting to know my dad. This combination of professional and personal knowledge enabled me to help him choose his own end-of-life path. As someone who does not like hospitals, I have always wondered why I became a doctor; now I know. PMID:27185000

  20. Austin Community College Video Game Development Certificate

    ERIC Educational Resources Information Center

    McGoldrick, Robert

    2008-01-01

    The Video Game Development program is designed and developed by leaders in the Austin video game development industry, under the direction of the ACC Video Game Advisory Board. Courses are taught by industry video game developers for those who want to become video game developers. The program offers a comprehensive approach towards learning what's…

  1. 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.

  2. Increasing Speed of Processing With Action Video Games.

    PubMed

    Dye, Matthew W G; Green, C Shawn; Bavelier, Daphne

    2009-01-01

    In many everyday situations, speed is of the essence. However, fast decisions typically mean more mistakes. To this day, it remains unknown whether reaction times can be reduced with appropriate training, within one individual, across a range of tasks, and without compromising accuracy. Here we review evidence that the very act of playing action video games significantly reduces reaction times without sacrificing accuracy. Critically, this increase in speed is observed across various tasks beyond game situations. Video gaming may therefore provide an efficient training regimen to induce a general speeding of perceptual reaction times without decreases in accuracy of performance.

  3. Visualizing motion in video

    NASA Astrophysics Data System (ADS)

    Brown, Lisa M.; Crayne, Susan

    2000-05-01

    In this paper, we present a visualization system and method for measuring, inspecting and analyzing motion in video. Starting from a simple motion video, the system creates a still image representation which we call a digital strobe photograph. Similar to visualization techniques used in conventional film photography to capture high-speed motion using strobe lamps or very fast shutters, and to capture time-lapse motion where the shutter is left open, this methodology creates a single image showing the motion of one or a small number of objects over time. Based on digital background subtraction, we assume that the background is stationary or at most slowing changing and that the camera position is fixed. The method is capable of displaying the motion based on a parameter indicating the time step between successive movements. It can also overcome problems of visualizing movement that is obscured by previous movements. The method is used in an educational software tool for children to measure and analyze various motions. Examples are given using simple physical objects such as balls and pendulums, astronomical events such as the path of the stars around the north pole at night, or the different types of locomotion used by snakes.

  4. Reconfigurable video tracker

    NASA Astrophysics Data System (ADS)

    Groves, Gillian K.; White, Spencer W.; Vahey, Michael D.; Harding, John A.

    1999-07-01

    Reconfigurable computing using SRAM-based field programmable gate arrays (FPGAs) can achieve significant computational performance advantage over conventional programmable processors. Since FPGAs can be customized, reconfigurable computers can provide optimal logic-circuitry for distinct phases of an application resulting in superior performance compared to generic multi-purpose hardware implementations. This performance improvement can be accomplished by reallocating logic resources to address the critical task at-hand. Consequently, not only can reconfigurable processors provide higher performance than programmable processors; they also enable common module architectures useful for multiple application or programs. In this paper, we will describe a fielded, ruggedized, fully programmable, single card, image-based tracking system using a reconfigurable computing module. The reconfigurable computing board contains multiple FPGAs, which can be customized at-request by loading configuration data from the host processor to the module over the Peripheral Component Interface (PCI) bus. Configurations can be selectively loaded to a specific FPGA or multiple configurations can be loaded simultaneously to different devices. This system provides multiple video tracking algorithms, automatic and manual target acquisition, RS-170 video input/output, and command/data I/O on a single 6U VME format card. While the initial application for this reconfigurable system was image-based target tracking, its hardware reconfigurability allows it to be applied to a wide variety of image and signal processing applications, such as automatic target recognition, IR search and track, and image enhancement.

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

    PubMed

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

    2010-12-01

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

  6. Say What? The Role of Audio in Multimedia Video

    NASA Astrophysics Data System (ADS)

    Linder, C. A.; Holmes, R. M.

    2011-12-01

    Audio, including interviews, ambient sounds, and music, is a critical-yet often overlooked-part of an effective multimedia video. In February 2010, Linder joined scientists working on the Global Rivers Observatory Project for two weeks of intensive fieldwork in the Congo River watershed. The team's goal was to learn more about how climate change and deforestation are impacting the river system and coastal ocean. Using stills and video shot with a lightweight digital SLR outfit and audio recorded with a pocket-sized sound recorder, Linder documented the trials and triumphs of working in the heart of Africa. Using excerpts from the six-minute Congo multimedia video, this presentation will illustrate how to record and edit an engaging audio track. Topics include interview technique, collecting ambient sounds, choosing and using music, and editing it all together to educate and entertain the viewer.

  7. Portuguese Special Course: 12 Weeks.

    ERIC Educational Resources Information Center

    Defense Language Inst., Washington, DC.

    This 12-week course in beginning Portuguese comprises four volumes of student text (Lessons 1-55) and a fifth volume of Portuguese-English/English-Portuguese vocabulary. Lesson materials consist of basic dialogs with English translation, recombination dialogs, readings and comprehension questions, oral exercises, and in later units, additional…

  8. Enhancing Cognition with Video Games: A Multiple Game Training Study

    PubMed Central

    Oei, Adam C.; Patterson, Michael D.

    2013-01-01

    Background Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. Methodology/Principal Findings We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. Conclusion/Significance Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be

  9. 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…

  10. Leading for Diversity Video Kit

    ERIC Educational Resources Information Center

    Henze, Rosemary C.

    2004-01-01

    The video and facilitator's guide accompanying the author's book, "Leading for Diversity," feature the four key principles for improving ethnic relations found in the book: (1) Building Community; (2) Affirming Identity; (3) Cultivating Student Leadership; and (4) Addressing Root Causes. This video, directed by the author, features real classroom…

  11. Visualizing and Writing Video Programs.

    ERIC Educational Resources Information Center

    Floyd, Steve

    1979-01-01

    Reviews 10 steps which serve as guidelines to simplify the creative process of producing a video training program: (1) audience analysis, (2) task analysis, (3) definition of objective, (4) conceptualization, (5) visualization, (6) storyboard, (7) video storyboard, (8) evaluation, (9) revision, and (10) production. (LRA)

  12. Video Podcasting in Physical Education

    ERIC Educational Resources Information Center

    Shumack, Kellie A.; Reilly, Erin

    2011-01-01

    The term "video podcasting" can be both intimidating and exciting. It might sound like something only the technologically savvy know how to do, and it is evident that "digital native" students love it. This "how to" article bridges the gap between intimidating and exciting in order to bring video podcasting into the realm of possibility for those…

  13. Global Awareness through Video News.

    ERIC Educational Resources Information Center

    MacDonald, Errol

    At Tokai University (Japan), an English-as-a-Second-Language course in global issues through video uses the Canadian Broadcasting Corporation's monthly video magazine "News in Review", published eight months a year for use in Canadian English-medium schools. Of the four segments in each magazine, usually two are about Canada or international…

  14. Videos Determine the Moon's "g"

    ERIC Educational Resources Information Center

    Persson, J. R.; Hagen, J. E.

    2011-01-01

    Determining the acceleration of a free-falling object due to gravity is a standard experiment in physics. Different methods to do this have been developed over the years. This article discusses the use of video-analysis tools as another method. If there is a video available and a known scale it is possible to analyse the motion. The use of video…

  15. Video Cases. [SITE 2002 Section].

    ERIC Educational Resources Information Center

    Talley, Sue, Ed.

    This document contains the following papers on video case studies from the SITE (Society for Information Technology & Teacher Education) 2002 conference: (1) "Developing Digital Video Resources To Improve Teaching with Technology: The PT3--'Best Practices' Project"; (2) "Portraits of Three Schools from the U.S.A. Exemplary Technology-Supported…

  16. Video Analysis of Muscle Motion

    ERIC Educational Resources Information Center

    Foster, Boyd

    2004-01-01

    In this article, the author discusses how video cameras can help students in physical education and sport science classes successfully learn and present anatomy and kinesiology content at levels. Video analysis of physical activity is an excellent way to expand student knowledge of muscle location and function, planes and axes of motion, and…

  17. Magnetic Braking: A Video Analysis

    ERIC Educational Resources Information Center

    Molina-Bolivar, J. A.; Abella-Palacios, A. J.

    2012-01-01

    This paper presents a laboratory exercise that introduces students to the use of video analysis software and the Lenz's law demonstration. Digital techniques have proved to be very useful for the understanding of physical concepts. In particular, the availability of affordable digital video offers students the opportunity to actively engage in…

  18. Video Games as Moral Educators?

    ERIC Educational Resources Information Center

    Khoo, Angeline

    2012-01-01

    The growing interest in video gaming is matched by a corresponding increase in concerns about the harmful effects on children and adolescents. There are numerous studies on aggression and addiction which spark debates on the negative effects of video gaming. At the same time, there are also studies demonstrating prosocial effects. This paper…

  19. Video Streaming in Online Learning

    ERIC Educational Resources Information Center

    Hartsell, Taralynn; Yuen, Steve Chi-Yin

    2006-01-01

    The use of video in teaching and learning is a common practice in education today. As learning online becomes more of a common practice in education, streaming video and audio will play a bigger role in delivering course materials to online learners. This form of technology brings courses alive by allowing online learners to use their visual and…

  20. The Art of Video Games

    ERIC Educational Resources Information Center

    Johnson, Mark M.

    2012-01-01

    The Smithsonian American Art Museum has created and will tour an exhibition on a most unusual but extremely popular art form--"The Art of Video Games." As one of the largest and first of its type, this exhibition will document and explore a 40-year evolution of video games as an artistic medium, with a focus on striking visual effects and the…

  1. Video classification using speaker identification

    NASA Astrophysics Data System (ADS)

    Patel, Nilesh V.; Sethi, Ishwar K.

    1997-01-01

    Video content characterization is a challenging problem in video databases. The aim of such characterization is to generate indices that can describe a video clip in terms of objects and their actions in the clip. Generally, such indices are extracted by performing image analysis on the video clips. Many such indices can also be generated by analyzing the embedded audio information of video clips. Indices pertaining to context, scene emotion, and actors or characters present in a video clip appear especially suitable for generation via audio analysis techniques of keyword spotting, and speech and speaker recognition. In this paper, we examine the potential of speaker identification techniques for characterizing video clips in terms of actors present in them. We describe a three-stage processing system consisting of a shot boundary detection stage, an audio classification stage, and a speaker identification stage to determine the presence of different actors in isolated shots. Experimental results using the movie A Few Good Men are presented to show the efficacy of speaker identification for labeling video clips in terms of persons present in them.

  2. Digital Video Over Space Systems and Networks

    NASA Technical Reports Server (NTRS)

    Grubbs, Rodney

    2010-01-01

    This slide presentation reviews the improvements and challenges that digital video provides over analog video. The use of digital video over IP options and trade offs, link integrity and latency are reviewed.

  3. 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.

  4. Video via radio testbed

    NASA Astrophysics Data System (ADS)

    Szu, Harold H.; Hsu, Charles C.

    2002-03-01

    In this paper, an efficient video compression (CR, compression ratio,approximately equals 1000:1) mechanism is presented, and that preserves not only the visual acuity but also the perception fidelity. This is possible because we have made novel utilization of the Human Vision System (HVS). It is well known that our eyes do not pay attention to image pixels rather to intensity changes. Thus the traditional compression based on pixels' dynamic range reduction at all pixel level could be overkill. We furthermore label the discontinuity of the intensity with the derivative jump value across the boundary as the finger print of the edge, and that label together with its actual gray scale value are called the singularity map (SM) that enable us uniquely identify those corresponding control points among neighbor- hood frames without the usual exhaustive search at all image pixels level. The proposed video compression consists of two parallel operations: (1) sending the lossy compression of full image by the HVS wavelets without, however, the block artifact of DCT of JPEG or MPEG, and (2) inserting the original gray scale edge preserved by the SM before the lossy compression operation. Although we know how HVS can extract the SM without the convolution broadening, effectively if we could separate the address from the actual value, we can derive the address by taking into consideration the usual convolution broadening using the Sobel and Canny or any edge operator. Once the address of SM is sharpened without the broadening by inverse diffusion or other tricks, we can straightforwardly look up the actual image value at the gray scale edge from the original image. Since the correspondence among neighborhood frames of the singularity maps is followed in time, we need only send the change of the address without the need of sending the next frame and that fact further compress the redundancy in time from K bytes per frame to K bits on the average. This is the essential principle

  5. Video game induced knuckle pad.

    PubMed

    Rushing, Mary E; Sheehan, Daniel J; Davis, Loretta S

    2006-01-01

    Controversy and concern surround the video game playing fascination of children. Scientific reports have explored the negative effects of video games on youth, with a growing number recognizing the actual physical implications of this activity. We offer another reason to discourage children's focus on video games: knuckle pads. A 13-year-old black boy presented with an asymptomatic, slightly hyperpigmented plaque over his right second distal interphalangeal joint. A punch biopsy specimen confirmed knuckle pad as the diagnosis, and a traumatic etiology from video game playing was suspected. Knuckle pads can be painful, cosmetically unappealing, and refractory to treatment. They can now be recognized as yet another potential adverse consequence of chronic video game playing.

  6. Magnetic Braking: A Video Analysis

    NASA Astrophysics Data System (ADS)

    Molina-Bolívar, J. A.; Abella-Palacios, A. J.

    2012-10-01

    This paper presents a laboratory exercise that introduces students to the use of video analysis software and the Lenz's law demonstration. Digital techniques have proved to be very useful for the understanding of physical concepts. In particular, the availability of affordable digital video offers students the opportunity to actively engage in kinematics in introductory-level physics.1,2 By using digital videos frame advance features and "marking" the position of a moving object in each frame, students are able to more precisely determine the position of an object at much smaller time increments than would be possible with common time devices. Once the student collects data consisting of positions and times, these values may be manipulated to determine velocity and acceleration. There are a variety of commercial and free applications that can be used for video analysis. Because the relevant technology has become inexpensive, video analysis has become a prevalent tool in introductory physics courses.

  7. Watermarking textures in video games

    NASA Astrophysics Data System (ADS)

    Liu, Huajian; Berchtold, Waldemar; Schäfer, Marcel; Lieb, Patrick; Steinebach, Martin

    2014-02-01

    Digital watermarking is a promising solution to video game piracy. In this paper, based on the analysis of special challenges and requirements in terms of watermarking textures in video games, a novel watermarking scheme for DDS textures in video games is proposed. To meet the performance requirements in video game applications, the proposed algorithm embeds the watermark message directly in the compressed stream in DDS files and can be straightforwardly applied in watermark container technique for real-time embedding. Furthermore, the embedding approach achieves high watermark payload to handle collusion secure fingerprinting codes with extreme length. Hence, the scheme is resistant to collusion attacks, which is indispensable in video game applications. The proposed scheme is evaluated in aspects of transparency, robustness, security and performance. Especially, in addition to classical objective evaluation, the visual quality and playing experience of watermarked games is assessed subjectively in game playing.

  8. Distributing digital video to multiple computers

    PubMed Central

    Murray, James A.

    2004-01-01

    Video is an effective teaching tool, and live video microscopy is especially helpful in teaching dissection techniques and the anatomy of small neural structures. Digital video equipment is more affordable now and allows easy conversion from older analog video devices. I here describe a simple technique for bringing digital video from one camera to all of the computers in a single room. This technique allows students to view and record the video from a single camera on a microscope. PMID:23493464

  9. Marin Tsunami (video)

    USGS Publications Warehouse

    Filmed and edited by: Loeffler, Kurt; Gesell, Justine

    2010-01-01

    Tsunamis are a constant threat to the coasts of our world. Although tsunamis are infrequent along the West coast of the United States, it is possible and necessary to prepare for potential tsunami hazards to minimize loss of life and property. Community awareness programs are important, as they strive to create an informed society by providing education and training. The Marin coast could be struck by a tsunami. Whether you live in Marin County, visit the beaches, or rent or own a home near the coast, it is vital to understand the tsunami threat and take preparation seriously. Marin Tsunami tells the story of what several West Marin communities are doing to be prepared. This video was produced by the US Geological Survey (USGS) in cooperation with the Marin Office of Emergency Services.

  10. Astronomy Week in Madeira, Portugal

    NASA Astrophysics Data System (ADS)

    Augusto, P.; Sobrinho, J. L.

    2012-05-01

    The outreach programme Semanas da Astronomia (Astronomy Weeks) is held in late spring or summer on the island of Madeira, Portugal. This programme has been attracting enough interest to be mentioned in the regional press/TV/radio every year and is now, without doubt, the astronomical highlight of the year on Madeira. We believe that this programme is a good case study for showing how to attract the general public to astronomy in a small (population 250 000, area 900 km2) and fairly isolated place such as Madeira. Our Astronomy Weeks have been different each year and have so far included exhibitions, courses, talks, a forum, documentaries, observing sessions (some with blackouts), music and an astro party. These efforts may contribute towards putting Madeira on the map with respect to observational astronomy, and have also contributed to the planned installation of two observatories in the island.

  11. Video Game Genre as a Predictor of Problem Use

    PubMed Central

    Golub, Andrew; Ream, Geoffrey; Dunlap, Eloise

    2012-01-01

    Abstract This study assessed how problem video game playing (PVP) varies with game type, or “genre,” among adult video gamers. Participants (n=3,380) were adults (18+) who reported playing video games for 1 hour or more during the past week and completed a nationally representative online survey. The survey asked about characteristics of video game use, including titles played in the past year and patterns of (problematic) use. Participants self-reported the extent to which characteristics of PVP (e.g., playing longer than intended) described their game play. Five percent of our sample reported moderate to extreme problems. PVP was concentrated among persons who reported playing first-person shooter, action adventure, role-playing, and gambling games most during the past year. The identification of a subset of game types most associated with problem use suggests new directions for research into the specific design elements and reward mechanics of “addictive” video games and those populations at greatest risk of PVP with the ultimate goal of better understanding, preventing, and treating this contemporary mental health problem. PMID:22242785

  12. Video game genre as a predictor of problem use.

    PubMed

    Elliott, Luther; Golub, Andrew; Ream, Geoffrey; Dunlap, Eloise

    2012-03-01

    This study assessed how problem video game playing (PVP) varies with game type, or "genre," among adult video gamers. Participants (n=3,380) were adults (18+) who reported playing video games for 1 hour or more during the past week and completed a nationally representative online survey. The survey asked about characteristics of video game use, including titles played in the past year and patterns of (problematic) use. Participants self-reported the extent to which characteristics of PVP (e.g., playing longer than intended) described their game play. Five percent of our sample reported moderate to extreme problems. PVP was concentrated among persons who reported playing first-person shooter, action adventure, role-playing, and gambling games most during the past year. The identification of a subset of game types most associated with problem use suggests new directions for research into the specific design elements and reward mechanics of "addictive" video games and those populations at greatest risk of PVP with the ultimate goal of better understanding, preventing, and treating this contemporary mental health problem.

  13. Role of Video Games in Improving Health-Related Outcomes

    PubMed Central

    Primack, Brian A.; Carroll, Mary V.; McNamara, Megan; Klem, Mary Lou; King, Brandy; Rich, Michael O.; Chan, Chun W.; Nayak, Smita

    2012-01-01

    Context Video games represent a multibillion-dollar industry in the U.S. Although video gaming has been associated with many negative health consequences, it may also be useful for therapeutic purposes. The goal of this study was to determine whether video games may be useful in improving health outcomes. Evidence acquisition Literature searches were performed in February 2010 in six databases: the Center on Media and Child Health Database of Research, MEDLINE, CINAHL, PsycINFO, EMBASE, and the Cochrane Central Register of Controlled Trials. Reference lists were hand-searched to identify additional studies. Only RCTs that tested the effect of video games on a positive, clinically relevant health consequence were included. Study selection criteria were strictly defined and applied by two researchers working independently. Study background information (e.g., location, funding source), sample data (e.g., number of study participants, demographics), intervention and control details, outcomes data, and quality measures were abstracted independently by two researchers. Evidence synthesis Of 1452 articles retrieved using the current search strategy, 38 met all criteria for inclusion. Eligible studies used video games to provide physical therapy, psychological therapy, improved disease self-management, health education, distraction from discomfort, increased physical activity, and skills training for clinicians. Among the 38 studies, a total of 195 health outcomes were examined. Video games improved 69% of psychological therapy outcomes, 59% of physical therapy outcomes, 50% of physical activity outcomes, 46% of clinician skills outcomes, 42% of health education outcomes, 42% of pain distraction outcomes, and 37% of disease self-management outcomes. Study quality was generally poor; for example, two thirds (66%) of studies had follow-up periods of <12 weeks, and only 11% of studies blinded researchers. Conclusions There is potential promise for video games to improve

  14. Six Week Slavery Novel Unit.

    ERIC Educational Resources Information Center

    Jones, Darolyn Lyn

    Developed in conjunction with a graduate course and used in classrooms with all types of learners, this paper presents a 6-week unit of study on slavery based on two adolescent novels--"NIGHTJOHN" by Gary Paulson and "My Name Is not Angelica" by Scott O'Dell. After a brief introduction to the unit, the paper presents the 14 activities of the unit:…

  15. Family planning week in Ukraine.

    PubMed

    Antarsh, L

    1997-01-01

    More than 600 events, including disco dances, seminars, and training courses for health professionals, took place during National Family Planning Week, held throughout Ukraine this year from May 26 to June 1. The events were announced on the radio, television, and in newspapers in every region of the country. The following are among the events which took place during the week: physicians gave presents and contraceptives to mothers of newborn infants in maternity hospitals in Dnipropetrovsk; loudspeakers blared messages about family planning in the most crowded streets of Sevastopol, Crimea; family planning rooms and centers opened in 8 districts of Rivninska; and every region of the country held an official opening ceremony. Many of the events had a special focus upon youth, with more than 200 events for adolescents. For more than 6 months, a special multi-ministry coordinating committee worked closely with AVSC to make this first-time event a reality. Public awareness of family planning increased as a result of the Week. Ukraine's Ministry of Health is looking forward to holding the event again next year with or without the support of outside agencies. PMID:12349011

  16. Interactive Video, The Next Step

    NASA Astrophysics Data System (ADS)

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

    2012-12-01

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

  17. Video-based fingerprint verification.

    PubMed

    Qin, Wei; Yin, Yilong; Liu, Lili

    2013-09-04

    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.

  18. 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

  19. Video systems for alarm assessment

    SciTech Connect

    Greenwoll, D.A.; Matter, J.C. ); Ebel, P.E. )

    1991-09-01

    The purpose of this NUREG is to present technical information that should be useful to NRC licensees in designing closed-circuit television systems for video alarm assessment. There is a section on each of the major components in a video system: camera, lens, lighting, transmission, synchronization, switcher, monitor, and recorder. Each section includes information on component selection, procurement, installation, test, and maintenance. Considerations for system integration of the components are contained in each section. System emphasis is focused on perimeter intrusion detection and assessment systems. A glossary of video terms is included. 13 figs., 9 tabs.

  20. Video games and youth violence: a prospective analysis in adolescents.

    PubMed

    Ferguson, Christopher J

    2011-04-01

    The potential influence of violent video games on youth violence remains an issue of concern for psychologists, policymakers and the general public. Although several prospective studies of video game violence effects have been conducted, none have employed well validated measures of youth violence, nor considered video game violence effects in context with other influences on youth violence such as family environment, peer delinquency, and depressive symptoms. The current study builds upon previous research in a sample of 302 (52.3% female) mostly Hispanic youth. Results indicated that current levels of depressive symptoms were a strong predictor of serious aggression and violence across most outcome measures. Depressive symptoms also interacted with antisocial traits so that antisocial individuals with depressive symptoms were most inclined toward youth violence. Neither video game violence exposure, nor television violence exposure, were prospective predictors of serious acts of youth aggression or violence. These results are put into the context of criminological data on serious acts of violence among youth. PMID:21161351

  1. Video and Cable: Emerging Forms of Library Service.

    ERIC Educational Resources Information Center

    Genova, B. K. L.

    1979-01-01

    Sketches the history of video and cable communications use in libraries, current library activities in video collection and production, problems with some library video projects, trends in video services, and plans for future video uses within libraries. (FM)

  2. Time synchronized video systems

    NASA Technical Reports Server (NTRS)

    Burnett, Ron

    1994-01-01

    The idea of synchronizing multiple video recordings to some type of 'range' time has been tried to varying degrees of success in the past. Combining this requirement with existing time code standards (SMPTE) and the new innovations in desktop multimedia however, have afforded an opportunity to increase the flexibility and usefulness of such efforts without adding costs over the traditional data recording and reduction systems. The concept described can use IRIG, GPS or a battery backed internal clock as the master time source. By converting that time source to Vertical Interval Time Code or Longitudinal Time Code, both in accordance with the SMPTE standards, the user will obtain a tape that contains machine/computer readable time code suitable for use with editing equipment that is available off-the-shelf. Accuracy on playback is then determined by the playback system chosen by the user. Accuracies of +/- 2 frames are common among inexpensive systems and complete frame accuracy is more a matter of the users' budget than the capability of the recording system.

  3. Multiview video quality enhancement

    NASA Astrophysics Data System (ADS)

    Jovanov, Ljubomir; Luong, Hiêp; Philips, Wilfried

    2016-01-01

    Realistic visualization is crucial for a more intuitive representation of complex data, medical imaging, simulation, and entertainment systems. In this respect, multiview autostereoscopic displays are a great step toward achieving the complete immersive user experience, although providing high-quality content for these types of displays is still a great challenge. Due to the different characteristics/settings of the cameras in the multiview setup and varying photometric characteristics of the objects in the scene, the same object may have a different appearance in the sequences acquired by the different cameras. Images representing views recorded using different cameras, in practice, have different local noise, color, and sharpness characteristics. View synthesis algorithms introduce artifacts due to errors in disparity estimation/bad occlusion handling or due to an erroneous warping function estimation. If the input multiview images are not of sufficient quality and have mismatching color and sharpness characteristics, these artifacts may become even more disturbing. Accordingly, the main goal of our method is to simultaneously perform multiview image sequence denoising, color correction, and the improvement of sharpness in slightly defocused regions. Results show that the proposed method significantly reduces the amount of the artifacts in multiview video sequences, resulting in a better visual experience.

  4. Video summarization using motion descriptors

    NASA Astrophysics Data System (ADS)

    Divakaran, Ajay; Peker, Kadir A.; Sun, Huifang

    2001-01-01

    We describe a technique for video summarization that uses motion descriptors computed in the compressed domain to speed up conventional color based video summarization technique. The basic hypothesis of the work is that the intensity of motion activity of a video segment is a direct indication of its 'summarizability.' We present experimental verification of this hypothesis. We are thus able to quickly identify easy to summarize segments of a video sequence since they have a low intensity of motion activity. Moreover, the compressed domain extraction of motion activity intensity is much simpler than the color-based calculations. We are able to easily summarize these segments by simply choosing a key-frame at random from each low- activity segment. We can then apply conventional color-based summarization techniques to the remaining segments. We are thus able to speed up color-based summarization techniques by reducing the number of segments on which computationally more expensive color-based computation is needed.

  5. Video summarization using motion descriptors

    NASA Astrophysics Data System (ADS)

    Divakaran, Ajay; Peker, Kadir A.; Sun, Huifang

    2000-12-01

    We describe a technique for video summarization that uses motion descriptors computed in the compressed domain to speed up conventional color based video summarization technique. The basic hypothesis of the work is that the intensity of motion activity of a video segment is a direct indication of its 'summarizability.' We present experimental verification of this hypothesis. We are thus able to quickly identify easy to summarize segments of a video sequence since they have a low intensity of motion activity. Moreover, the compressed domain extraction of motion activity intensity is much simpler than the color-based calculations. We are able to easily summarize these segments by simply choosing a key-frame at random from each low- activity segment. We can then apply conventional color-based summarization techniques to the remaining segments. We are thus able to speed up color-based summarization techniques by reducing the number of segments on which computationally more expensive color-based computation is needed.

  6. STS-135 Fused Launch Video

    NASA Video Gallery

    Imaging experts funded by the Space Shuttle Program and located at NASA's Ames Research Center prepared this video of the STS-135 launch by merging images taken by a set of six cameras capturing fi...

  7. NASA Video Catalog. Supplement 12

    NASA Technical Reports Server (NTRS)

    2002-01-01

    This report lists 1878 video productions from the NASA STI Database. 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 listing of the entries is arranged by STAR categories. A complete Table of Contents describes the scope of each category. 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. GFSC-TV Demo Video

    NASA Technical Reports Server (NTRS)

    1989-01-01

    This demonstration video produced by and for the Goddard Space Flight Center Television facility shows some of the capabilities of this state of the art facility that are available to projects at Goddard.

  9. Video Zoom into Veil Nebula

    NASA Video Gallery

    This video opens with a backyard view of the nighttime sky centered on the constellation Cygnus, the Swan. We zoom into a vast donut-shaped feature called the Veil Nebula. It is the tattered expand...

  10. Video concepts in CRM training

    NASA Technical Reports Server (NTRS)

    Yocum, M.

    1984-01-01

    Cockpit resource management (CRM) is discussed in the context of programs developed by Pennsylvania Airlines and Ransome Airlines. Video techniques in flight training are emphasized. Problems in cockpit interpersonal communication are addressed.

  11. Using Video to Analyze One's Own Teaching

    ERIC Educational Resources Information Center

    Tripp, Tonya; Rich, Peter

    2012-01-01

    Recently, interest in using video to facilitate teacher reflection has increased. Despite this increase, the frameworks employed to help teachers use video to reflect on their teaching are not based on the results of prior video analysis research. There is a need to better understand how and in what ways video has been used to reflect on one's own…

  12. Creating interactive video broadcasting system for VBLHEP

    NASA Astrophysics Data System (ADS)

    Slepov, I. P.

    2016-09-01

    The article describes the creation of a web service, which combines the possibility of organizing video broadcasts and video conferences for the VBLHEP, JINR events. Software and hardware components used for the organization of video streaming and video conferencing are presented.

  13. Indexing, Browsing, and Searching of Digital Video.

    ERIC Educational Resources Information Center

    Smeaton, Alan F.

    2004-01-01

    Presents a literature review that covers the following topics related to indexing, browsing, and searching of digital video: video coding and standards; conventional approaches to accessing digital video; automatically structuring and indexing digital video; searching, browsing, and summarization; measurement and evaluation of the effectiveness of…

  14. Documenting Laboratory Procedures with Video

    PubMed Central

    Wyttenbach, Robert A.

    2015-01-01

    Demonstrating laboratory procedures in person during class time can be time-consuming. When procedures are done under a microscope, live demonstration is also impractical because of the limited number of students who can view the demonstration at once. Creating videos beforehand, which students can watch before class and review during lab sessions, solves both of these problems. This article suggests ways to make and distribute high quality video of microscopic procedures. PMID:26240520

  15. TV Video-Level Controller

    NASA Technical Reports Server (NTRS)

    Kravitz, M.; Freedman, L. A.; Fredd, E. H.; Denef, D. E.

    1986-01-01

    Constant output maintained, though luminance varies by 5 million to 1. Three means of normalizing video output utilized in video-level controller: iris adjustment, tube voltage adjustment, and automatic gain control. With aid of automatic light control and gain control, television camera accommodates maximum light level 5 million times greater than lowest light level, while outputting constant 3-V peak signal to processing circuitry.

  16. Video games: good, bad, or other?

    PubMed

    Prot, Sara; McDonald, Katelyn A; Anderson, Craig A; Gentile, Douglas A

    2012-06-01

    Video games are a pervasive pastime among children and adolescents. The growing popularity of video games has instigated a debate among parents, researchers, video game producers, and policymakers concerning potential harmful and helpful effects of video games on children. This article provides an overview of research findings on the positive and negative effects of video games, thus providing an empirical answer to the question, are video games good or bad? The article also provides some guidelines to help pediatricians, parents, and other caregivers protect children from negative effects and to maximize positive effects of video games. PMID:22643171

  17. Video Encryption and Decryption on Quantum Computers

    NASA Astrophysics Data System (ADS)

    Yan, Fei; Iliyasu, Abdullah M.; Venegas-Andraca, Salvador E.; Yang, Huamin

    2015-08-01

    A method for video encryption and decryption on quantum computers is proposed based on color information transformations on each frame encoding the content of the encoding the content of the video. The proposed method provides a flexible operation to encrypt quantum video by means of the quantum measurement in order to enhance the security of the video. To validate the proposed approach, a tetris tile-matching puzzle game video is utilized in the experimental simulations. The results obtained suggest that the proposed method enhances the security and speed of quantum video encryption and decryption, both properties required for secure transmission and sharing of video content in quantum communication.

  18. CCD video camera and airborne applications

    NASA Astrophysics Data System (ADS)

    Sturz, Richard A.

    2000-11-01

    The human need to see for ones self and to do so remotely, has given rise to video camera applications never before imagined and growing constantly. The instant understanding and verification offered by video lends its applications to every facet of life. Once an entertainment media, video is now ever present in out daily life. The application to the aircraft platform is one aspect of the video camera versatility. Integrating the video camera into the aircraft platform is yet another story. The typical video camera when applied to more standard scene imaging poses less demanding parameters and considerations. This paper explores the video camera as applied to the more complicated airborne environment.

  19. Video games: good, bad, or other?

    PubMed

    Prot, Sara; McDonald, Katelyn A; Anderson, Craig A; Gentile, Douglas A

    2012-06-01

    Video games are a pervasive pastime among children and adolescents. The growing popularity of video games has instigated a debate among parents, researchers, video game producers, and policymakers concerning potential harmful and helpful effects of video games on children. This article provides an overview of research findings on the positive and negative effects of video games, thus providing an empirical answer to the question, are video games good or bad? The article also provides some guidelines to help pediatricians, parents, and other caregivers protect children from negative effects and to maximize positive effects of video games.

  20. Considerations When Using Videos in Lamaze Classes

    PubMed Central

    Hotelling, Barbara A.

    2012-01-01

    There are enough worthwhile videos available today so that a Lamaze Certified Childbirth Educator could literally teach an entire class series using only videos and feedback discussion. In this column, the author explores considerations in choosing videos for adult learners in Lamaze birth classes. Some things to consider when using videos should be the adult learner’s attention span, whether the video increases fear of birth or empowers the learner, and if the video is appropriate for the culture of the class participants. Finally, the author provides a list of some of the many wonderful videos available to Lamaze birth educators. PMID:23730131

  1. Video compressive sensing using Gaussian mixture models.

    PubMed

    Yang, Jianbo; Yuan, Xin; Liao, Xuejun; Llull, Patrick; Brady, David J; Sapiro, Guillermo; Carin, Lawrence

    2014-11-01

    A Gaussian mixture model (GMM)-based algorithm is proposed for video reconstruction from temporally compressed video measurements. The GMM is used to model spatio-temporal video patches, and the reconstruction can be efficiently computed based on analytic expressions. The GMM-based inversion method benefits from online adaptive learning and parallel computation. We demonstrate the efficacy of the proposed inversion method with videos reconstructed from simulated compressive video measurements, and from a real compressive video camera. We also use the GMM as a tool to investigate adaptive video compressive sensing, i.e., adaptive rate of temporal compression.

  2. 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.

  3. 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.

  4. 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... Carriage of video programming providers on open video systems. (a) Non-discrimination principle. Except as... discriminate among video programming providers with regard to carriage on its open video system, and its...

  5. 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... Carriage of video programming providers on open video systems. (a) Non-discrimination principle. Except as... discriminate among video programming providers with regard to carriage on its open video system, and its...

  6. 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... Carriage of video programming providers on open video systems. (a) Non-discrimination principle. Except as... discriminate among video programming providers with regard to carriage on its open video system, and its...

  7. 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... Carriage of video programming providers on open video systems. (a) Non-discrimination principle. Except as... discriminate among video programming providers with regard to carriage on its open video system, and its...

  8. 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... Carriage of video programming providers on open video systems. (a) Non-discrimination principle. Except as... discriminate among video programming providers with regard to carriage on its open video system, and its...

  9. Digital video technology, today and tomorrow

    NASA Astrophysics Data System (ADS)

    Liberman, J.

    1994-10-01

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

  10. Visual Analytics and Storytelling through Video

    SciTech Connect

    Wong, Pak C.; Perrine, Kenneth A.; Mackey, Patrick S.; Foote, Harlan P.; Thomas, Jim

    2005-10-31

    This paper supplements a video clip submitted to the Video Track of IEEE Symposium on Information Visualization 2005. The original video submission applies a two-way storytelling approach to demonstrate the visual analytics capabilities of a new visualization technique. The paper presents our video production philosophy, describes the plot of the video, explains the rationale behind the plot, and finally, shares our production experiences with our readers.

  11. TEM Video Compressive Sensing

    SciTech Connect

    Stevens, Andrew J.; Kovarik, Libor; Abellan, Patricia; Yuan, Xin; Carin, Lawrence; Browning, Nigel D.

    2015-08-02

    One of the main limitations of imaging at high spatial and temporal resolution during in-situ TEM experiments is the frame rate of the camera being used to image the dynamic process. While the recent development of direct detectors has provided the hardware to achieve frame rates approaching 0.1ms, the cameras are expensive and must replace existing detectors. In this paper, we examine the use of coded aperture compressive sensing methods [1, 2, 3, 4] to increase the framerate of any camera with simple, low-cost hardware modifications. The coded aperture approach allows multiple sub-frames to be coded and integrated into a single camera frame during the acquisition process, and then extracted upon readout using statistical compressive sensing inversion. Our simulations show that it should be possible to increase the speed of any camera by at least an order of magnitude. Compressive Sensing (CS) combines sensing and compression in one operation, and thus provides an approach that could further improve the temporal resolution while correspondingly reducing the electron dose rate. Because the signal is measured in a compressive manner, fewer total measurements are required. When applied to TEM video capture, compressive imaging couled improve acquisition speed and reduce the electron dose rate. CS is a recent concept, and has come to the forefront due the seminal work of Candès [5]. Since the publication of Candès, there has been enormous growth in the application of CS and development of CS variants. For electron microscopy applications, the concept of CS has also been recently applied to electron tomography [6], and reduction of electron dose in scanning transmission electron microscopy (STEM) imaging [7]. To demonstrate the applicability of coded aperture CS video reconstruction for atomic level imaging, we simulate compressive sensing on observations of Pd nanoparticles and Ag nanoparticles during exposure to high temperatures and other environmental

  12. Video and Library Privacy Protection Act of 1988. Joint Hearing before the Subcommittee on Courts, Civil Liberties, and the Administration of Justice of the House Committee on the Judiciary and the Subcommittee on Technology and the Law of the Senate Committee on the Judiciary. One Hundredth Congress, Second Session on H.R. 4947 and S. 2361.

    ERIC Educational Resources Information Center

    Congress of the U.S., Washington, DC. House Committee on the Judiciary.

    This hearing was held to address two bills designed to protect the privacy of users of video and library services, H.R. 4947 and S. 2361. The report opens with the full text of both bills and opening statements made by Representative Robert W. Kastenmeier, Senator Patrick J. Leahy, and Representative Carlos J. Moorhead. Testimony and prepared…

  13. Earth Science Week 2010 - Hurricane Energy

    NASA Video Gallery

    NASA hurricane scientist Dr. Jeff Halverson explains how hurricanes draw energy from the ocean surface. The video also provides an example of a classroom activity that allows students to map the ch...

  14. Earth Science Week 2010 - Infrared Energy

    NASA Video Gallery

    This video explores what infrared energy is and how NASA detects it to study our Earth's systems more completely. Satellite measurements over time allow scientists to study seasonal changes in loca...

  15. Earth Science Week 2012: Janel Thomas

    NASA Video Gallery

    A short video profile of Janel Thomas. She was a member of NASA's Genesis and Rapid Intensification Processes (GRIP) field campaign in 2010 where she operated the dropsonde instrument on board NASA...

  16. Automated analysis and annotation of basketball video

    NASA Astrophysics Data System (ADS)

    Saur, Drew D.; Tan, Yap-Peng; Kulkarni, Sanjeev R.; Ramadge, Peter J.

    1997-01-01

    Automated analysis and annotation of video sequences are important for digital video libraries, content-based video browsing and data mining projects. A successful video annotation system should provide users with useful video content summary in a reasonable processing time. Given the wide variety of video genres available today, automatically extracting meaningful video content for annotation still remains hard by using current available techniques. However, a wide range video has inherent structure such that some prior knowledge about the video content can be exploited to improve our understanding of the high-level video semantic content. In this paper, we develop tools and techniques for analyzing structured video by using the low-level information available directly from MPEG compressed video. Being able to work directly in the video compressed domain can greatly reduce the processing time and enhance storage efficiency. As a testbed, we have developed a basketball annotation system which combines the low-level information extracted from MPEG stream with the prior knowledge of basketball video structure to provide high level content analysis, annotation and browsing for events such as wide- angle and close-up views, fast breaks, steals, potential shots, number of possessions and possession times. We expect our approach can also be extended to structured video in other domains.

  17. 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

  18. The Four Day School Week. Research Brief

    ERIC Educational Resources Information Center

    Muir, Mike

    2013-01-01

    Can four-day school weeks help districts save money? How do districts overcome the barriers of moving to a four-day week? What is the effect of a four-day week on students, staff and the community? This paper enumerates the benefits for students and teachers of four-day school weeks. Recommendations for implementation of a four-day week are also…

  19. Hazmat Cam Wireless Video System

    SciTech Connect

    Kevin L. Young

    2006-02-01

    This paper describes the Hazmat Cam Wireless Video System and its application to emergency response involving chemical, biological or radiological contamination. The Idaho National Laboratory designed the Hazmat Cam Wireless Video System to assist the National Guard Weapons of Mass Destruction - Civil Support Teams during their mission of emergency response to incidents involving weapons of mass destruction. The lightweight, handheld camera transmits encrypted, real-time video from inside a contaminated area, or hot-zone, to a command post located a safe distance away. The system includes a small wireless video camera, a true-diversity receiver, viewing console, and an optional extension link that allows the command post to be placed up to five miles from danger. It can be fully deployed by one person in a standalone configuration in less than 10 minutes. The complete system is battery powered. Each rechargeable camera battery powers the camera for 3 hours with the receiver and video monitor battery lasting 22 hours on a single charge. The camera transmits encrypted, low frequency analog video signals to a true-diversity receiver with three antennas. This unique combination of encryption and transmission technologies delivers encrypted, interference-free images to the command post under conditions where other wireless systems fail. The lightweight camera is completely waterproof for quick and easy decontamination after use. The Hazmat Cam Wireless Video System is currently being used by several National Guard Teams, the US Army, and by fire fighters. The system has been proven to greatly enhance situational awareness during the crucial, initial phase of a hazardous response allowing commanders to make better, faster, safer decisions.

  20. 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.

  1. In-Class versus Online Video Lectures: Similar Learning Outcomes, but a Preference for In-Class

    ERIC Educational Resources Information Center

    Jensen, Scott A.

    2011-01-01

    Previous findings suggest some advantages to using an online format to deliver declarative knowledge and to using class time for active learning and discussion. During 4 weeks of an introductory psychology course, students were assigned on alternate weeks to attend one of two lecture formats: in-class lecture or online video lecture with an…

  2. Effects of Improvement on Selective Attention: Developing Appropriate Somatosensory Video Game Interventions for Institutional-Dwelling Elderly with Disabilities

    ERIC Educational Resources Information Center

    Chen, Shang-Ti; Chiang, I-Tsun; Liu, Eric Zhi-Feng; Chang, Maiga

    2012-01-01

    The purpose of this study was to develop appropriate somatosensory video game interventions on enhancing selective attention of institutional-dwelling elderly with disabilities. Fifty-eight participants aged 65[approximately]92 were recruited and divided into four groups, 4-week and 8-week experimental and two control groups, for evaluating the…

  3. Intersubjectivity in video interview.

    PubMed

    Haddouk, Lise

    2014-01-01

    The concept of relationship has rapidly evolved over the past few years, since the emergence of the internet network and the development of remote communication and exchanges. The emergence of cyberculture with the development of the internet has led to a new representation of the social link, in which communication never stops. In this context, computer mediated intersubjective relationships represent a main line of thinking and research. Thus, can we consider for example that relationship is only composed of an informational exchange? Would there be other dimensions possibly missing in computer mediated relationships? In this case, how could we re-introduce these aspects, "re-humanize" the remote relationships? New practices in psychology emerge with the ICT usage, both in the fields of research and for therapeutic purposes. Some fields like medicine already use remote health platforms that have proven useful in certain situations. In the field of remote clinical psychology, different media are used that contribute to the framework definition of the remote clinical interview, where the concept of relation holds a central place. Videoconference enables the introduction of an important element from the point of view of sensoriality: the body image, which engages the subjects' interaction in a different way than in a written or verbal exchange. But is the use of videoconference sufficient to establish a clinical framework comparable to the traditional one? How can the computer-mediated relationship enable and establish a potential object relation, rather than a mirrored one? Thinking through an online adaptation of the clinical interview framework led to the elaboration of a specific tool dedicated to this purpose and to research into the access to intersubjectivity in clinical video interview. This study's encouraging results have fostered the pursuit of this experience in the form of a platform dedicated to the conduction of clinical interviews through

  4. Video Meteor Fluxes

    NASA Technical Reports Server (NTRS)

    Campbell-Brown, M. D.; Braid, D.

    2011-01-01

    estimate the flux (Love & Brownlee, 1993); here the physical area of the detector is well known, but the masses depend strongly on the unknown velocity distribution. In the same size range, Thomas & Netherway (1989) used the narrow-beam radar at Jindalee to calculate the flux of sporadics. In between these very large and very small sizes, a number of video and photographic observations were reduced by Ceplecha (2001). These fluxes were calculated (details are given in Ceplecha, 1988) taking the Halliday et al. (1984) MORP fireball fluxes, slightly corrected in mass, as a calibration, and adjusting the flux of small cameras to overlap with the number/mass relation from that work.

  5. Intersubjectivity in video interview.

    PubMed

    Haddouk, Lise

    2014-01-01

    The concept of relationship has rapidly evolved over the past few years, since the emergence of the internet network and the development of remote communication and exchanges. The emergence of cyberculture with the development of the internet has led to a new representation of the social link, in which communication never stops. In this context, computer mediated intersubjective relationships represent a main line of thinking and research. Thus, can we consider for example that relationship is only composed of an informational exchange? Would there be other dimensions possibly missing in computer mediated relationships? In this case, how could we re-introduce these aspects, "re-humanize" the remote relationships? New practices in psychology emerge with the ICT usage, both in the fields of research and for therapeutic purposes. Some fields like medicine already use remote health platforms that have proven useful in certain situations. In the field of remote clinical psychology, different media are used that contribute to the framework definition of the remote clinical interview, where the concept of relation holds a central place. Videoconference enables the introduction of an important element from the point of view of sensoriality: the body image, which engages the subjects' interaction in a different way than in a written or verbal exchange. But is the use of videoconference sufficient to establish a clinical framework comparable to the traditional one? How can the computer-mediated relationship enable and establish a potential object relation, rather than a mirrored one? Thinking through an online adaptation of the clinical interview framework led to the elaboration of a specific tool dedicated to this purpose and to research into the access to intersubjectivity in clinical video interview. This study's encouraging results have fostered the pursuit of this experience in the form of a platform dedicated to the conduction of clinical interviews through

  6. The Communications Competitiveness and Infrastructure Modernization Act of 1991 (S. 1200).

    ERIC Educational Resources Information Center

    Sikes, Alfred C.; Verveer, Philip L.

    1992-01-01

    Two papers present arguments for and against the Communications Competitiveness and Infrastructure Act of 1991 (S. 1200). Topics addressed include earlier policy recommendations, competition in the telecommunications industry, benefits of video dial tone availability, telephone company participation in video services, restrictions on telephone…

  7. 77 FR 44475 - Security Zones; Seattle's Seafair Fleet Week Moving Vessels, Puget Sound, WA

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-07-30

    ... SECURITY Coast Guard 33 CFR Part 165 RIN 1625-AA87 Security Zones; Seattle's Seafair Fleet Week Moving...: The Coast Guard will enforce Seattle's Seafair Fleet Week Moving Vessels Security Zones from 12:00 p.m... ensure the security of the vessels from sabotage or other subversive acts during Seafair Fleet...

  8. Use scenarios: mobile 3D television and video

    NASA Astrophysics Data System (ADS)

    Strohmeier, Dominik; Weitzel, Mandy; Jumisko-Pyykkö, Satu

    2009-02-01

    The focus of 3D television and video has been in technical development while hardly any attention has been paid on user expectations and needs of related applications. The object of the study is to examine user requirements for mobile 3D television and video in depth. We conducted two qualitative studies, focus groups and probe studies, to improve the understanding of user approach. Eight focus groups were carried out with altogether 46 participants focusing on use scenario development. The data-collection of the probe study was done over the period of 4 weeks in the field with nine participants to reveal intrinsic user needs and expectations. Both studies were conducted and analyzed independently so that they did not influence each other. The results of both studies provide novel aspects of users, system and content, and context of use. In the paper, we present personas as first archetype users of mobile 3D television and video. Putting these personas into contexts, we summarize the results of our studies and previous related work in the form of use scenarios to guide the user-centered development of 3D television and video.

  9. 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.

  10. Parachute Aerodynamics From Video Data

    NASA Technical Reports Server (NTRS)

    Schoenenberger, Mark; Queen, Eric M.; Cruz, Juan R.

    2005-01-01

    A new data analysis technique for the identification of static and dynamic aerodynamic stability coefficients from wind tunnel test video data is presented. This new technique was applied to video data obtained during a parachute wind tunnel test program conducted in support of the Mars Exploration Rover Mission. Total angle-of-attack data obtained from video images were used to determine the static pitching moment curve of the parachute. During the original wind tunnel test program the static pitching moment curve had been determined by forcing the parachute to a specific total angle-of -attack and measuring the forces generated. It is shown with the new technique that this parachute, when free to rotate, trims at an angle-of-attack two degrees lower than was measured during the forced-angle tests. An attempt was also made to extract pitch damping information from the video data. Results suggest that the parachute is dynamically unstable at the static trim point and tends to become dynamically stable away from the trim point. These trends are in agreement with limit-cycle-like behavior observed in the video. However, the chaotic motion of the parachute produced results with large uncertainty bands.

  11. 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.

  12. Efficiently Finding Individuals from Video Dataset

    NASA Astrophysics Data System (ADS)

    Hao, Pengyi; Kamata, Sei-Ichiro

    We are interested in retrieving video shots or videos containing particular people from a video dataset. Owing to the large variations in pose, illumination conditions, occlusions, hairstyles and facial expressions, face tracks have recently been researched in the fields of face recognition, face retrieval and name labeling from videos. However, when the number of face tracks is very large, conventional methods, which match all or some pairs of faces in face tracks, will not be effective. Therefore, in this paper, an efficient method for finding a given person from a video dataset is presented. In our study, in according to performing research on face tracks in a single video, we also consider how to organize all the faces in videos in a dataset and how to improve the search quality in the query process. Different videos may include the same person; thus, the management of individuals in different videos will be useful for their retrieval. The proposed method includes the following three points. (i) Face tracks of the same person appearing for a period in each video are first connected on the basis of scene information with a time constriction, then all the people in one video are organized by a proposed hierarchical clustering method. (ii) After obtaining the organizational structure of all the people in one video, the people are organized into an upper layer by affinity propagation. (iii) Finally, in the process of querying, a remeasuring method based on the index structure of videos is performed to improve the retrieval accuracy. We also build a video dataset that contains six types of videos: films, TV shows, educational videos, interviews, press conferences and domestic activities. The formation of face tracks in the six types of videos is first researched, then experiments are performed on this video dataset containing more than 1 million faces and 218,786 face tracks. The results show that the proposed approach has high search quality and a short search time.

  13. 75 FR 48720 - Buy American Exceptions Under the American Recovery and Reinvestment Act of 2009

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-08-11

    ... section 1605(c) of the Recovery Act and OMB's implementing guidance published on April 23, 2009 (74 FR... (ADA-compliant dishwashers), Ground Fault Circuit Interrupter (GFCI) outlets and an Audio/Video...

  14. 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.

  15. 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.

  16. 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.

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

    PubMed

    Sharma, Manoj Kumar; Mahindru, Poornima

    2015-01-01

    Use of video games as a leisure-time activity has increased among teenagers. Excessive use of video games is associated with psychosocial dysfunctions in the user's life. Two teenagers came for consultation to our Service for Healthy Use of Technology (SHUT) clinic for management of addiction due to video games. They were assessed using a clinical interview as well as the General Health Questionnaire and Griffith criteria for video games. The cases emphasize the addictive potential of video games and their association with lifestyle changes. Addiction to video games has implications for screening and intervention among teenagers. PMID:27294452

  18. Neural network based temporal video segmentation.

    PubMed

    Cao, X; Suganthan, P N

    2002-01-01

    The organization of video information in video databases requires automatic temporal segmentation with minimal user interaction. As neural networks are capable of learning the characteristics of various video segments and clustering them accordingly, in this paper, a neural network based technique is developed to segment the video sequence into shots automatically and with a minimum number of user-defined parameters. We propose to employ growing neural gas (GNG) networks and integrate multiple frame difference features to efficiently detect shot boundaries in the video. Experimental results are presented to illustrate the good performance of the proposed scheme on real video sequences. PMID:12370954

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

    PubMed

    Sharma, Manoj Kumar; Mahindru, Poornima

    2015-01-01

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

  20. MMIC Phased Array Demonstrations with ACTS

    NASA Technical Reports Server (NTRS)

    Raquet, Charles A. (Compiler); Martzaklis, Konstantinos (Compiler); Zakrajsek, Robert J. (Compiler); Andro, Monty (Compiler); Turtle, John P.

    1996-01-01

    Over a one year period from May 1994 to May 1995, a number of demonstrations were conducted by the NASA Lewis Research Center (LeRC) in which voice, data, and/or video links were established via NASA's advanced communications technology satellite (ACTS) between the ACTS link evaluation terminal (LET) in Cleveland, OH, and aeronautical and mobile or fixed Earth terminals having monolithic microwave integrated circuit (MMIC) phased array antenna systems. This paper describes four of these. In one, a duplex voice link between an aeronautical terminal on the LeRC Learjet and the ACTS was achieved. Two others demonstrated duplex voice (and in one case video as well) links between the ACTS and an Army vehicle. The fourth demonstrated a high data rate downlink from ACTS to a fixed terminal. Array antenna systems used in these demonstrations were developed by LeRC and featured LeRC and Air Force experimental arrays using gallium arsenide MMIC devices at each radiating element for electronic beam steering and distributed power amplification. The single 30 GHz transmit array was developed by NASA/LeRC and Texas Instruments. The three 20 GHz receive arrays were developed in a cooperative effort with the Air Force Rome Laboratory, taking advantage of existing Air Force array development contracts with Boeing and Lockheed Martin. The paper describes the four proof-of-concept arrays and the array control system. The system configured for each of the demonstrations is described, and results are discussed.

  1. Handheld Devices and Video Modeling to Enhance the Learning of Self-Help Skills in Adolescents With Autism Spectrum Disorder.

    PubMed

    Campbell, Joseph E; Morgan, Michele; Barnett, Veronica; Spreat, Scott

    2015-04-01

    The viewing of videos is a much-studied intervention to teach self-help, social, and vocational skills. Many of the studies to date looked at video modeling using televisions, computers, and other large screens. This study looked at the use of video modeling on portable handheld devices to teach hand washing to three adolescent students with an autism spectrum disorder. Three students participated in this 4-week study conducted by occupational therapists. Baseline data were obtained for the first student for 1 week, the second for 2 weeks, and the third for 3 weeks; videos were introduced when the participants each finished the baseline phase. Given the cognitive and motor needs of the participants, the occupational therapist set the player so that the participants only had to press the play button to start the video playing. The participants were able to hold the players and view at distances that were most appropriate for their individual needs and preferences. The results suggest that video modeling on a handheld device improves the acquisition of self-help skills. PMID:26460472

  2. Video Browsing on Handheld Devices

    NASA Astrophysics Data System (ADS)

    Hürst, Wolfgang

    Recent improvements in processing power, storage space, and video codec development enable users now to playback video on their handheld devices in a reasonable quality. However, given the form factor restrictions of such a mobile device, screen size still remains a natural limit and - as the term "handheld" implies - always will be a critical resource. This is not only true for video but any data that is processed on such devices. For this reason, developers have come up with new and innovative ways to deal with large documents in such limited scenarios. For example, if you look at the iPhone, innovative techniques such as flicking have been introduced to skim large lists of text (e.g. hundreds of entries in your music collection). Automatically adapting the zoom level to, for example, the width of table cells when double tapping on the screen enables reasonable browsing of web pages that have originally been designed for large, desktop PC sized screens. A multi touch interface allows you to easily zoom in and out of large text documents and images using two fingers. In the next section, we will illustrate that advanced techniques to browse large video files have been developed in the past years, as well. However, if you look at state-of-the-art video players on mobile devices, normally just simple, VCR like controls are supported (at least at the time of this writing) that only allow users to just start, stop, and pause video playback. If supported at all, browsing and navigation functionality is often restricted to simple skipping of chapters via two single buttons for backward and forward navigation and a small and thus not very sensitive timeline slider.

  3. Immersive video for virtual tourism

    NASA Astrophysics Data System (ADS)

    Hernandez, Luis A.; Taibo, Javier; Seoane, Antonio J.

    2001-11-01

    This paper describes a new panoramic, 360 degree(s) video system and its use in a real application for virtual tourism. The development of this system has required to design new hardware for multi-camera recording, and software for video processing in order to elaborate the panorama frames and to playback the resulting high resolution video footage on a regular PC. The system makes use of new VR display hardware, such as WindowVR, in order to make the view dependent on the viewer's spatial orientation and so enhance immersiveness. There are very few examples of similar technologies and the existing ones are extremely expensive and/or impossible to be implemented on personal computers with acceptable quality. The idea of the system starts from the concept of Panorama picture, developed in technologies such as QuickTimeVR. This idea is extended to the concept of panorama frame that leads to panorama video. However, many problems are to be solved to implement this simple scheme. Data acquisition involves simultaneously footage recording in every direction, and latter processing to convert every set of frames in a single high resolution panorama frame. Since there is no common hardware capable of 4096x512 video playback at 25 fps rate, it must be stripped in smaller pieces which the system must manage to get the right frames of the right parts as the user movement demands it. As the system must be immersive, the physical interface to watch the 360 degree(s) video is a WindowVR, that is, a flat screen with an orientation tracker that the user holds in his hands, moving it like if it were a virtual window through which the city and its activity is being shown.

  4. Two-terminal video coding.

    PubMed

    Yang, Yang; Stanković, Vladimir; Xiong, Zixiang; Zhao, Wei

    2009-03-01

    Following recent works on the rate region of the quadratic Gaussian two-terminal source coding problem and limit-approaching code designs, this paper examines multiterminal source coding of two correlated, i.e., stereo, video sequences to save the sum rate over independent coding of both sequences. Two multiterminal video coding schemes are proposed. In the first scheme, the left sequence of the stereo pair is coded by H.264/AVC and used at the joint decoder to facilitate Wyner-Ziv coding of the right video sequence. The first I-frame of the right sequence is successively coded by H.264/AVC Intracoding and Wyner-Ziv coding. An efficient stereo matching algorithm based on loopy belief propagation is then adopted at the decoder to produce pixel-level disparity maps between the corresponding frames of the two decoded video sequences on the fly. Based on the disparity maps, side information for both motion vectors and motion-compensated residual frames of the right sequence are generated at the decoder before Wyner-Ziv encoding. In the second scheme, source splitting is employed on top of classic and Wyner-Ziv coding for compression of both I-frames to allow flexible rate allocation between the two sequences. Experiments with both schemes on stereo video sequences using H.264/AVC, LDPC codes for Slepian-Wolf coding of the motion vectors, and scalar quantization in conjunction with LDPC codes for Wyner-Ziv coding of the residual coefficients give a slightly lower sum rate than separate H.264/AVC coding of both sequences at the same video quality.

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

    PubMed

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

    2010-11-01

    Active video game interventions typically provide children a single game that may become unappealing. A peripheral device (jOG) encourages step-powered gaming on multiple games. This trial evaluated the effect of jOG on children's objectively measured PA, body fat and self-reported behaviors. 42 of 58 eligible children (8-10 y) randomly assigned to an intervention (jOG) or control (CON) completed the trial. Intervention children received two jOG devices for home use. Analyses of covariance compared the intervention effect at 6 and 12 weeks from baseline. No differences were found between groups for counts per minute (CPM; primary outcome) at 6 and 12 weeks (p > .05). Active video gaming increased (adjusted change 0.95 (95% CI 0.25, 1.65) h·d⁻¹, p <.01) and sedentary video gaming decreased (-0.34 (-1.24, 0.56) h·d⁻¹, p > .05) at 6 weeks relative to CON. No body fat changes were observed between groups. Targeted changes in video game use did not positively affect PA. Larger trials are needed to verify the impact of active video games on children's PA and health. PMID:21242603

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

    PubMed

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

    2010-11-01

    Active video game interventions typically provide children a single game that may become unappealing. A peripheral device (jOG) encourages step-powered gaming on multiple games. This trial evaluated the effect of jOG on children's objectively measured PA, body fat and self-reported behaviors. 42 of 58 eligible children (8-10 y) randomly assigned to an intervention (jOG) or control (CON) completed the trial. Intervention children received two jOG devices for home use. Analyses of covariance compared the intervention effect at 6 and 12 weeks from baseline. No differences were found between groups for counts per minute (CPM; primary outcome) at 6 and 12 weeks (p > .05). Active video gaming increased (adjusted change 0.95 (95% CI 0.25, 1.65) h·d⁻¹, p <.01) and sedentary video gaming decreased (-0.34 (-1.24, 0.56) h·d⁻¹, p > .05) at 6 weeks relative to CON. No body fat changes were observed between groups. Targeted changes in video game use did not positively affect PA. Larger trials are needed to verify the impact of active video games on children's PA and health.

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

    PubMed

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

    2010-08-01

    Bupropion has been used in the treatment of patients with substance dependence based on its weak inhibition of dopamine and norepinephrine reuptake. We hypothesized that 6 weeks of bupropion sustained release (SR) treatment would decrease craving for Internet game play as well as video game cue-induced brain activity in patients with Internet video game addiction (IAG). Eleven subjects who met criteria for IAG, playing StarCraft (>30 hr/week), and eight healthy comparison subjects (HC) who had experience playing StarCraft (<3 days/week and <1 hr/day). At baseline and at the end of 6 weeks of bupropion SR treatment, brain activity in response to StarCraft cue presentation was assessed using 1.5 Tesla functional MRI. In addition, symptoms of depression, craving for playing the game, and the severity of Internet addiction were evaluated by Beck Depression Inventory, self-report of craving on a 7-point visual analogue scale, and Young's Internet Addiction Scale, respectively. In response to game cues, IAG showed higher brain activation in left occipital lobe cuneus, left dorsolateral prefrontal cortex, and left parahippocampal gyrus than HC. After a 6 week period of bupropion SR, craving for Internet video game play, total game play time, and cue-induced brain activity in dorsolateral prefrontal cortex were decreased in the IAG. We suggest that bupropion SR may change craving and brain activity in ways that are similar to those observed in individuals with substance abuse or dependence.

  8. Video System Highlights Hydrogen Fires

    NASA Technical Reports Server (NTRS)

    Youngquist, Robert C.; Gleman, Stuart M.; Moerk, John S.

    1992-01-01

    Video system combines images from visible spectrum and from three bands in infrared spectrum to produce color-coded display in which hydrogen fires distinguished from other sources of heat. Includes linear array of 64 discrete lead selenide mid-infrared detectors operating at room temperature. Images overlaid on black and white image of same scene from standard commercial video camera. In final image, hydrogen fires appear red; carbon-based fires, blue; and other hot objects, mainly green and combinations of green and red. Where no thermal source present, image remains in black and white. System enables high degree of discrimination between hydrogen flames and other thermal emitters.

  9. 'Heat Dome' Not Budging Until Week's End

    MedlinePlus

    ... fullstory_160083.html 'Heat Dome' Not Budging Until Week's End Eastern part of country still in its ... not be budging before the end of the week, weather forecasters said Tuesday. "With no strong pushes ...

  10. Performance comparison of video quality metrics

    NASA Astrophysics Data System (ADS)

    Zoran, Kotevski; Pece, Mitrevski

    2010-02-01

    The development of digital video technology, due to its nature, introduced new approach to the objective video quality estimation. Basically there are two types of metrics for measuring the quality of digital video: purely mathematically defined video quality metrics (DELTA, MSAD, MSE, SNR and PSNR) where the error is mathematically calculated as a difference between the original and processed pixel, and video quality metrics that have similar characteristics as the Human Visual System (SSIM, NQI, VQM), where the perceptual quality is also considered in the overall quality estimation. The metrics from the first group are more technical ones and because the visual quality of perception is more complex than pixel error calculation, many examples show that their video quality estimation is deficiently accurate. The second group of metrics work in a different manner compared to previous, calculating the scene structure in the overall video quality estimation. This paper is concerned with experimental comparison of the performance of Structural Similarity (SSIM) and Video Quality Metric (VQM) metrics for objective video quality estimation. For the purpose of this experiment, more than 300 short video sequences were prepared. The measurements of these video sequences are used to draw the metrics dependence to common changes in processed video sequences. These changes include changes in: brightness, contrast, hue, saturation and noise. This paper pinpoints the key characteristics of each metric, gives the conclusion of the better performing one and gives directions for improvement of objective video quality estimation.

  11. Understanding Infidelity: An Interview with Gerald Weeks

    ERIC Educational Resources Information Center

    Smith, Travis

    2011-01-01

    In this interview, Gerald Weeks shares his expertise on the topic of infidelity and couples counseling. Dr. Weeks defines infidelity, presents assessment strategies for treating the issue of infidelity, and discusses an intersystemic model for infidelity treatment when counseling couples. Dr. Weeks also provides insight into common mistakes made…

  12. Four-Day Week Schedule. Research Brief

    ERIC Educational Resources Information Center

    Marx, Gary E.

    2007-01-01

    What does research say about the four-day week as an alternative school schedule? More than 100 districts in at least 12 states currently use a four-day week alternative schedule. Most are located in rural areas, serve less than 1000 students, and made the move to a shorter school week with longer instructional days for financial reasons. Although…

  13. 2-weekly docetaxel: issues for clinical practice

    PubMed Central

    Massari, F; Maines, F; Bria, E; Galligioni, E; Caffo, O; Tortora, G

    2015-01-01

    In the phase III trial comparing 2 docetaxel schedules (3-weekly versus 2-weekly) as first-line chemotherapy for CRPC, recently published in The Lancet Oncology, fewer serious adverse events, particularly hematologic toxicities, and longer times on treatment, in favor of the 2-weekly regimen are reported.1,2,3 PMID:25456569

  14. Blue Ribbon Panel 2016 Video Playlist

    Cancer.gov

    Blue Ribbon Panel members discuss recommendations from the panel report that was presented to the National Cancer Advisory Board. The playlist includes an overview video and 10 videos on the specific recommendations.

  15. Camcorder 101: Buying and Using Video Cameras.

    ERIC Educational Resources Information Center

    Catron, Louis E.

    1991-01-01

    Lists nine practical applications of camcorders to theater companies and programs. Discusses the purchase of video gear, camcorder features, accessories, the use of the camcorder in the classroom, theater management, student uses, and video production. (PRA)

  16. Innovative Video Diagnostic Equipment for Material Science

    NASA Technical Reports Server (NTRS)

    Capuano, G.; Titomanlio, D.; Soellner, W.; Seidel, A.

    2012-01-01

    Materials science experiments under microgravity increasingly rely on advanced optical systems to determine the physical properties of the samples under investigation. This includes video systems with high spatial and temporal resolution. The acquisition, handling, storage and transmission to ground of the resulting video data are very challenging. Since the available downlink data rate is limited, the capability to compress the video data significantly without compromising the data quality is essential. We report on the development of a Digital Video System (DVS) for EML (Electro Magnetic Levitator) which provides real-time video acquisition, high compression using advanced Wavelet algorithms, storage and transmission of a continuous flow of video with different characteristics in terms of image dimensions and frame rates. The DVS is able to operate with the latest generation of high-performance cameras acquiring high resolution video images up to 4Mpixels@60 fps or high frame rate video images up to about 1000 fps@512x512pixels.

  17. 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.

  18. Video Player Keyboard Shortcuts: MedlinePlus

    MedlinePlus

    ... of this page: https://medlineplus.gov/hotkeys.html Video Player Keyboard Shortcuts To use the sharing features ... of accessible keyboard shortcuts for our latest Health videos on the MedlinePlus site. These shortcuts allow you ...

  19. Special Needs: Planning for Adulthood (Videos)

    MedlinePlus

    ... Are Reading Upsetting News Reports? What to Say Vaccines: Which Ones & When? Smart School Lunches Emmy-Nominated Video "Cerebral Palsy: Shannon's Story" 5 Things to Know About Zika & Pregnancy Special Needs: Planning for Adulthood (Video) KidsHealth > ...

  20. Computerized tomography using video recorded fluoroscopic images

    NASA Technical Reports Server (NTRS)

    Kak, A. C.; Jakowatz, C. V., Jr.; Baily, N. A.; Keller, R. A.

    1975-01-01

    A computerized tomographic imaging system is examined which employs video-recorded fluoroscopic images as input data. By hooking the video recorder to a digital computer through a suitable interface, such a system permits very rapid construction of tomograms.

  1. 2010 NASA Dryden Flight Projects Video

    NASA Video Gallery

    NASA's Dryden Flight Research Center flew a wide variety of research, developmental and environmental science missions during 2010. This video montage produced by the NASA Dryden video team depicts...

  2. Electronic Eye: Streaming Video On-Demand.

    ERIC Educational Resources Information Center

    Meulen, Kathleen

    2002-01-01

    Discusses the use of on-demand streaming video in school libraries. Explains how streaming works, considers advantages and technical issues, and describes products from three companies that are pioneering streaming in the educational video market. (LRW)

  3. Development of an Incarceration-Specific Overdose Prevention Video: "Staying Alive on the Outside"

    ERIC Educational Resources Information Center

    Green, Traci C.; Bowman, Sarah E.; Ray, Madeline; McKenzie, Michelle; Lord, Sarah E.; Rich, Josiah D.

    2015-01-01

    Objectives: The first 2 weeks following release from prison are associated with extraordinary risk of fatal drug overdose. However, bystanders can reverse opioid overdoses using rescue breathing and naloxone, an overdose antidote. We reviewed overdose prevention and naloxone administration training videos for incarceration specific and behaviour…

  4. Video Game Playing Effects on Obesity in an Adolescent with Autism Spectrum Disorder: A Case Study.

    PubMed

    Strahan, Brandy E; Elder, Jennifer H

    2015-01-01

    Adolescent obesity has tripled in the past two decades, and adolescents with disabilities, specifically autism spectrum disorders (ASD), may be at greater risk for obesity due to the behavioral, physical, and psychosocial complications related to their disorder. This case study reports the effects of video game playing on an obese adolescent with ASD and illustrates the use of a multiple baseline single subject design. Over 12 weeks, the participant played inactive (6 weeks) and active video games (6 weeks) on the Wii console. Physiological data were evaluated weekly at home. Stress and anxiety were measured via the Stress Survey Schedule for Individuals with Autism and Other Pervasive Non-Developmental Disorders (SSS) and the Behavior Assessment System for Children Second Edition (BASC-2) pre- and postintervention. The Therapy Attitude Inventory (TAI) was used to determine parental perception of video game playing as a socially valid intervention to reduce stress and anxiety. Results demonstrated that active video game playing slowed and/or reduced weight and BMI with minimal changes to waist-to-hip ratios, triceps skinfolds, and stress and anxiety. This study demonstrates how alternative methods for physical activity may be used to improve health outcomes of overweight/obese adolescents with ASD and suggests directions for future research. PMID:26783457

  5. Utilizing Simulation-Based Training of Video Clip Instruction for the Store Service Operations Practice Course

    ERIC Educational Resources Information Center

    Lin, Che-Hung; Yen, Yu-Ren; Wu, Pai-Lu

    2015-01-01

    The aim of this study was to develop a store service operations practice course based on simulation-based training of video clip instruction. The action research of problem-solving strategies employed for teaching are by simulated store operations. The counter operations course unit used as an example, this study developed 4 weeks of subunits for…

  6. Home Video Games: Children and Parents Learn to Play and Play to Learn.

    ERIC Educational Resources Information Center

    Mitchell, Edna

    Twenty families in the San Francisco Bay area (California) with new Atari home video game sets were studied from February through June 1981 to obtain data on how the game-playing affected family interaction. Records of play were kept for one week each month and each family member was interviewed at the beginning and the end of the study. It was…

  7. Video Game Playing Effects on Obesity in an Adolescent with Autism Spectrum Disorder: A Case Study

    PubMed Central

    Strahan, Brandy E.; Elder, Jennifer H.

    2015-01-01

    Adolescent obesity has tripled in the past two decades, and adolescents with disabilities, specifically autism spectrum disorders (ASD), may be at greater risk for obesity due to the behavioral, physical, and psychosocial complications related to their disorder. This case study reports the effects of video game playing on an obese adolescent with ASD and illustrates the use of a multiple baseline single subject design. Over 12 weeks, the participant played inactive (6 weeks) and active video games (6 weeks) on the Wii console. Physiological data were evaluated weekly at home. Stress and anxiety were measured via the Stress Survey Schedule for Individuals with Autism and Other Pervasive Non-Developmental Disorders (SSS) and the Behavior Assessment System for Children Second Edition (BASC-2) pre- and postintervention. The Therapy Attitude Inventory (TAI) was used to determine parental perception of video game playing as a socially valid intervention to reduce stress and anxiety. Results demonstrated that active video game playing slowed and/or reduced weight and BMI with minimal changes to waist-to-hip ratios, triceps skinfolds, and stress and anxiety. This study demonstrates how alternative methods for physical activity may be used to improve health outcomes of overweight/obese adolescents with ASD and suggests directions for future research. PMID:26783457

  8. Bioscience Students' First Year Perspectives through Video Diaries: Home, Family and Student Transitions

    ERIC Educational Resources Information Center

    Scott, Jon; Green, Paul; Cashmore, Annette

    2012-01-01

    The first year experiences of students are viewed as important in contributing to retention, overall academic success and student satisfaction. As such there is an increased focus on students' experiences of their first weeks at university. In this paper we describe some findings from a video-diary project through which bioscience students…

  9. Video Game Playing Effects on Obesity in an Adolescent with Autism Spectrum Disorder: A Case Study.

    PubMed

    Strahan, Brandy E; Elder, Jennifer H

    2015-01-01

    Adolescent obesity has tripled in the past two decades, and adolescents with disabilities, specifically autism spectrum disorders (ASD), may be at greater risk for obesity due to the behavioral, physical, and psychosocial complications related to their disorder. This case study reports the effects of video game playing on an obese adolescent with ASD and illustrates the use of a multiple baseline single subject design. Over 12 weeks, the participant played inactive (6 weeks) and active video games (6 weeks) on the Wii console. Physiological data were evaluated weekly at home. Stress and anxiety were measured via the Stress Survey Schedule for Individuals with Autism and Other Pervasive Non-Developmental Disorders (SSS) and the Behavior Assessment System for Children Second Edition (BASC-2) pre- and postintervention. The Therapy Attitude Inventory (TAI) was used to determine parental perception of video game playing as a socially valid intervention to reduce stress and anxiety. Results demonstrated that active video game playing slowed and/or reduced weight and BMI with minimal changes to waist-to-hip ratios, triceps skinfolds, and stress and anxiety. This study demonstrates how alternative methods for physical activity may be used to improve health outcomes of overweight/obese adolescents with ASD and suggests directions for future research.

  10. Can Video Games Be Educational?

    ERIC Educational Resources Information Center

    Criswell, Chad

    2009-01-01

    One of the biggest debates among music educators today is about whether or not video games are a valid educational tool. As far back as the early 1990s, teachers were using games such as Sid Meier's Civilization to reinforce history and social studies concepts, but until recently games that dealt with areas of music education have been few and far…

  11. Destination: Sri Lanka. Video Guide.

    ERIC Educational Resources Information Center

    Legowski, Margaret

    This video guide was developed by the Peace Corps' Office of World Wise Schools. The activities it describes are designed to supplement elementary and secondary students' exploration of South Asia and to enhance their correspondence with a Peace Corps volunteer. Used in conjunction with the videotape "Destination: Sri Lanka," the activities in the…

  12. Digital Video: Get with It!

    ERIC Educational Resources Information Center

    Van Horn, Royal

    2001-01-01

    Several years after the first audiovisual Macintosh computer appeared, most educators are still oblivious of this technology. Almost every other economic sector (including the porn industry) makes abundant use of digital and streaming video. Desktop movie production is so easy that primary grade students can do it. Tips are provided. (MLH)

  13. The Video Nova Authoring System.

    ERIC Educational Resources Information Center

    Edwards, Sheila

    1986-01-01

    The Video Nova Authoring System (VNAS) was developed by computer programmers and instructional designers to provide noncomputer programmers with a tool to design interactive videodisc programs. VNAS allows the instructor complete design freedom, and although menu-driven, doesn't rely on preset lesson plans. Illustrations and sources for evaluation…

  14. Video Games and Civic Engagement

    ERIC Educational Resources Information Center

    Perkins-Gough, Deborah

    2009-01-01

    According to a national telephone survey by the Pew Internet Project, 99 percent of boys and 94 percent of girls ages 12-17 play computer, Web, portable, or console games; and 50 percent play such games daily. The survey report, Teens, Video Games, and Civics, examines the extent and nature of teens' game playing and sheds some light on the…

  15. Sex, Lies and Video Games

    ERIC Educational Resources Information Center

    Kearney, Paul; Pivec, Maja

    2007-01-01

    Sex and violence in video games is a social issue that confronts us all, especially as many commercial games are now being introduced for game-based learning in schools, and as such this paper polls teenage players about the rules their parents and teachers may or may not have, and surveys the gaming community, ie, game developers to parents, to…

  16. Radiation effects on video imagers

    SciTech Connect

    Yates, G.J.; Bujnosek, J.J.; Jaramillo, S.A.; Walton, R.B.; Martinez, T.M.; Black, J.P.

    1985-01-01

    Radiation sensitivity of several photoconductive, photoemissive, and solid state silicon-based video imagers was measured by analyzing stored photocharge induced by irradiation with continuous and pulsed sources of high energy photons and neutrons. Transient effects as functions of absorbed dose, dose rate, fluences, and ionizing particle energy are presented.

  17. Color-Video Thermal Maps

    NASA Technical Reports Server (NTRS)

    Wagner, W. R.; Laren, C. A.; Tonis, W. T.

    1987-01-01

    Computer-simulation method produces color-video representation of temperatures in combustion-chamber wall. New method displays two-dimensional or three-dimensional temperature variation. Colors in display represent specific temperature ranges. Colors change to show changes in temperature with flow, pressure, heat flux, and other factors during startup, steady-state operation, and shutdown.

  18. Video Games as Psychological Tests.

    ERIC Educational Resources Information Center

    Jones, Marshall B.

    1984-01-01

    Briefly describes the characteristics of video games and discusses some advantages and disadvantages of their use to measure individual abilities. Relevant research is cited in the areas of stabilization with practice, predictive testing, performance testing, testing under extreme conditions, testing brain-injured persons, and differential…

  19. Video coding with dynamic background

    NASA Astrophysics Data System (ADS)

    Paul, Manoranjan; Lin, Weisi; Lau, Chiew Tong; Lee, Bu-Sung

    2013-12-01

    Motion estimation (ME) and motion compensation (MC) using variable block size, sub-pixel search, and multiple reference frames (MRFs) are the major reasons for improved coding performance of the H.264 video coding standard over other contemporary coding standards. The concept of MRFs is suitable for repetitive motion, uncovered background, non-integer pixel displacement, lighting change, etc. The requirement of index codes of the reference frames, computational time in ME & MC, and memory buffer for coded frames limits the number of reference frames used in practical applications. In typical video sequences, the previous frame is used as a reference frame with 68-92% of cases. In this article, we propose a new video coding method using a reference frame [i.e., the most common frame in scene (McFIS)] generated by dynamic background modeling. McFIS is more effective in terms of rate-distortion and computational time performance compared to the MRFs techniques. It has also inherent capability of scene change detection (SCD) for adaptive group of picture (GOP) size determination. As a result, we integrate SCD (for GOP determination) with reference frame generation. The experimental results show that the proposed coding scheme outperforms the H.264 video coding with five reference frames and the two relevant state-of-the-art algorithms by 0.5-2.0 dB with less computational time.

  20. Video Display Terminals: Radiation Issues.

    ERIC Educational Resources Information Center

    Murray, William E.

    1985-01-01

    Discusses information gathered in past few years related to health effects of video display terminals (VDTs) with particular emphasis given to issues raised by VDT users. Topics covered include radiation emissions, health concerns, radiation surveys, occupational radiation exposure standards, and long-term risks. (17 references) (EJS)

  1. Swift M31 Video Tour

    NASA Video Gallery

    Between May 25 and July 26, 2008, Swift's Ultraviolet/Optical Telescope (UVOT) acquired 330 images of M31 at wavelengths of 192.8, 224.6, and 260 nanometers. This video will take you on a tour of s...

  2. Isothermal Dendritic Growth Experiment Video

    NASA Technical Reports Server (NTRS)

    1997-01-01

    This video, captured during the Isothermal Dendritic Growth Experiment (IDGE) flown on STS-87 as a part of the fourth United States Microgravity payload, shows the growth of a dendrite, and the surface solidification that occurred on the front and back windows of the growth chamber. Dendrites are tiny, tree like structures that form as metals solidify.

  3. Authentic Video in Intermediate German.

    ERIC Educational Resources Information Center

    Lutcavage, Charles

    1992-01-01

    Assorted techniques are offered for introducing authentic German video into the intermediate language curriculum. Television commercials, weather forecasts, and news programs are described as tools for enhancing listening comprehension and expanding students' cultural awareness. Various preparatory activities and follow-up assignments are…

  4. Creating Video Clips for Instruction.

    ERIC Educational Resources Information Center

    Molnar, Michael R.

    1995-01-01

    Describes the use of multimedia applications using Apple's QuickTime(TM) protocol to easily generate video clips or segments with sound and color and incorporate these into a computer-based document that can be used as lecture materials, a course textbook, or a lab manual. (LZ)

  5. Robust video hashing via multilinear subspace projections.

    PubMed

    Li, Mu; Monga, Vishal

    2012-10-01

    The goal of video hashing is to design hash functions that summarize videos by short fingerprints or hashes. While traditional applications of video hashing lie in database searches and content authentication, the emergence of websites such as YouTube and DailyMotion poses a challenging problem of anti-piracy video search. That is, hashes or fingerprints of an original video (provided to YouTube by the content owner) must be matched against those uploaded to YouTube by users to identify instances of "illegal" or undesirable uploads. Because the uploaded videos invariably differ from the original in their digital representation (owing to incidental or malicious distortions), robust video hashes are desired. We model videos as order-3 tensors and use multilinear subspace projections, such as a reduced rank parallel factor analysis (PARAFAC) to construct video hashes. We observe that, unlike most standard descriptors of video content, tensor-based subspace projections can offer excellent robustness while effectively capturing the spatio-temporal essence of the video for discriminability. We introduce randomization in the hash function by dividing the video into (secret key based) pseudo-randomly selected overlapping sub-cubes to prevent against intentional guessing and forgery. Detection theoretic analysis of the proposed hash-based video identification is presented, where we derive analytical approximations for error probabilities. Remarkably, these theoretic error estimates closely mimic empirically observed error probability for our hash algorithm. Furthermore, experimental receiver operating characteristic (ROC) curves reveal that the proposed tensor-based video hash exhibits enhanced robustness against both spatial and temporal video distortions over state-of-the-art video hashing techniques.

  6. Video Orbits of the Geminids

    NASA Astrophysics Data System (ADS)

    Hajdukova, M.

    2014-07-01

    Geminid meteoroids, observed by the video technique, were analysed with the aim of determining the actual dispersion of their reciprocal semimajor axes 1/a within the stream. Orbits were selected from the European Video Meteor Network Database, EDMOND, (Kornos et al., 2013), from the SonotaCo Shower Catalogue (SonotaCo, 2009), and from the Czech Catalogue of Video Meteor Orbits (Koten et al., 2003). The observed orbital dispersion, including the measurement errors, was compared with that obtained from the precisely-reduced photographic orbits of Geminids from the IAU Meteor Data Center (Lindblad et al., 2003). In this paper, we concentrate on the influence of errors on the orbital dispersion. The size and distribution of observational errors determined from the long-period meteoroid streams (Hajdukova 2013), were applied to determine the real dispersion within this short-period meteoroid stream. The observed dispersions, described by the median absolute deviation in terms of 1/a, range from 0.041 to 0.050 1/au. The deviation of the median reciprocal semimajor axis from the parent (3200) Phaethon, obtained from Japanese video orbits, is 0.009 1/au, and that from the EDMOND data 0.01 1/au. This deviation obtained from the photographic orbits of the IAU Meteor Data Center was significantly greater (Hajdukova 2009). Similar results were obtained from the Czech Video Orbits Catalogue, where the value is 0.05 1/au. The investigation showed that semimajor axes of meteor orbits in both the SonotaCo and EDMOND datasets are systematically biased as a consequence of the method used for the video orbit determination, probably because corrections for atmospheric deceleration were either incorrectly made or were not done at all. Thus, the determined heliocentric velocities are underestimated, and the semimajor axes medians shifted towards smaller values. The observed distributions in 1/a from these video data become biased towards higher values of 1/a. The orbits of the Geminid

  7. Conversations over Video Conferences: An Evaluation of the Spoken Aspects of Video-Mediated Communication.

    ERIC Educational Resources Information Center

    O'Conaill, Brid; And Others

    1993-01-01

    Considers reasons for the lack of acceptance of video communication; examines differences between spoken characteristics of video-mediated communication and face-to-face interaction; and evaluates two video communication systems in the United Kingdom, an Integrated Services Digital Network and LIVE-NET (London Interactive Video Education Network).…

  8. No Reference Video-Quality-Assessment Model for Monitoring Video Quality of IPTV Services

    NASA Astrophysics Data System (ADS)

    Yamagishi, Kazuhisa; Okamoto, Jun; Hayashi, Takanori; Takahashi, Akira

    Service providers should monitor the quality of experience of a communication service in real time to confirm its status. To do this, we previously proposed a packet-layer model that can be used for monitoring the average video quality of typical Internet protocol television content using parameters derived from transmitted packet headers. However, it is difficult to monitor the video quality per user using the average video quality because video quality depends on the video content. To accurately monitor the video quality per user, a model that can be used for estimating the video quality per video content rather than the average video quality should be developed. Therefore, to take into account the impact of video content on video quality, we propose a model that calculates the difference in video quality between the video quality of the estimation-target video and the average video quality estimated using a packet-layer model. We first conducted extensive subjective quality assessments for different codecs and video sequences. We then model their characteristics based on parameters related to compression and packet loss. Finally, we verify the performance of the proposed model by applying it to unknown data sets different from the training data sets used for developing the model.

  9. Video stereo-laparoscopy system

    NASA Astrophysics Data System (ADS)

    Xiang, Yang; Hu, Jiasheng; Jiang, Huilin

    2006-01-01

    Minimally invasive surgery (MIS) has contributed significantly to patient care by reducing the morbidity associated with more invasive procedures. MIS procedures have become standard treatment for gallbladder disease and some abdominal malignancies. The imaging system has played a major role in the evolving field of minimally invasive surgery (MIS). The image need to have good resolution, large magnification, especially, the image need to have depth cue at the same time the image have no flicker and suit brightness. The video stereo-laparoscopy system can meet the demand of the doctors. This paper introduces the 3d video laparoscopy has those characteristic, field frequency: 100Hz, the depth space: 150mm, resolution: 10pl/mm. The work principle of the system is introduced in detail, and the optical system and time-division stereo-display system are described briefly in this paper. The system has focusing image lens, it can image on the CCD chip, the optical signal can change the video signal, and through A/D switch of the image processing system become the digital signal, then display the polarized image on the screen of the monitor through the liquid crystal shutters. The doctors with the polarized glasses can watch the 3D image without flicker of the tissue or organ. The 3D video laparoscope system has apply in the MIS field and praised by doctors. Contrast to the traditional 2D video laparoscopy system, it has some merit such as reducing the time of surgery, reducing the problem of surgery and the trained time.

  10. Using Informal Education through Music Video Creation

    ERIC Educational Resources Information Center

    Cayari, Christopher

    2014-01-01

    Music video creation provides students a new way to express themselves and become better performers and consumers of media. This article provides a new perspective on Lucy Green's informal music pedagogy by enabling students to create music videos in music classrooms; thus, students are able to create music videos that informally develop…

  11. Using Videos to Spark Art Learning

    ERIC Educational Resources Information Center

    Stephens, Pam

    2006-01-01

    When appropriately used in the art classroom, videos play an important and vital role in instruction. From addressing diverse learning styles to meeting state standards, videos have the potential to be a significant teaching tool. Knowing when and how to use videos, however, is key to successful implementation. This article examines a few…

  12. Understanding Computer-Based Digital Video.

    ERIC Educational Resources Information Center

    Martindale, Trey

    2002-01-01

    Discussion of new educational media and technology focuses on producing and delivering computer-based digital video. Highlights include video standards, including international standards and aspect ratio; camera formats and features, including costs; shooting digital video; editing software; compression; and a list of informative Web sites. (LRW)

  13. Video Game Based Learning in English Grammar

    ERIC Educational Resources Information Center

    Singaravelu, G.

    2008-01-01

    The study enlightens the effectiveness of Video Game Based Learning in English Grammar at standard VI. A Video Game package was prepared and it consisted of self-learning activities in play way manner which attracted the minds of the young learners. Chief objective: Find out the effectiveness of Video-Game based learning in English grammar.…

  14. Activity based video indexing and search

    NASA Astrophysics Data System (ADS)

    Chen, Yang; Jiang, Qin; Medasani, Swarup; Allen, David; Lu, Tsai-ching

    2010-04-01

    We describe a method for searching videos in large video databases based on the activity contents present in the videos. Being able to search videos based on the contents (such as human activities) has many applications such as security, surveillance, and other commercial applications such as on-line video search. Conventional video content-based retrieval (CBR) systems are either feature based or semantics based, with the former trying to model the dynamics video contents using the statistics of image features, and the latter relying on automated scene understanding of the video contents. Neither approach has been successful. Our approach is inspired by the success of visual vocabulary of "Video Google" by Sivic and Zisserman, and the work of Nister and Stewenius who showed that building a visual vocabulary tree can improve the performance in both scalability and retrieval accuracy for 2-D images. We apply visual vocabulary and vocabulary tree approach to spatio-temporal video descriptors for video indexing, and take advantage of the discrimination power of these descriptors as well as the scalability of vocabulary tree for indexing. Furthermore, this approach does not rely on any model-based activity recognition. In fact, training of the vocabulary tree is done off-line using unlabeled data with unsupervised learning. Therefore the approach is widely applicable. Experimental results using standard human activity recognition videos will be presented that demonstrate the feasibility of this approach.

  15. Maximizing Resource Utilization in Video Streaming Systems

    ERIC Educational Resources Information Center

    Alsmirat, Mohammad Abdullah

    2013-01-01

    Video streaming has recently grown dramatically in popularity over the Internet, Cable TV, and wire-less networks. Because of the resource demanding nature of video streaming applications, maximizing resource utilization in any video streaming system is a key factor to increase the scalability and decrease the cost of the system. Resources to…

  16. Do Video Games Promote Positive Youth Development?

    ERIC Educational Resources Information Center

    Adachi, Paul J. C.; Willoughby, Teena

    2013-01-01

    We argue that video game play may meet Larson's (2000) criteria for fostering initiative in youth, and thus, may be related to positive outcomes such as flow, cooperation, problem solving, and reduced in-group bias. However, developmental and social psychologists examining adolescent video game use have focused heavily on how video games are…

  17. Tracking Vehicles in traffic Surveillance Video

    SciTech Connect

    Maire, M; Kamath, C

    2005-08-12

    We present a system for detecting and tracking vehicles in surveillance video. Our algorithm uses a simple motion model to determine salient regions in a sequence of video frames. Similar regions are associated between frames and clustered to yield coherent final tracks. The entire process is automatic and uses computation time that scales according to the size of the input video sequence.

  18. Serious Games: Video Games for Good?

    ERIC Educational Resources Information Center

    Sanford, Kathy; Starr, Lisa J.; Merkel, Liz; Bonsor Kurki, Sarah

    2015-01-01

    As video games become a ubiquitous part of today's culture internationally, as educators and parents we need to turn our attention to how video games are being understood and used in informal and formal settings. Serious games have developed as a genre of video games marketed for educating youth about a range of world issues. At face value this…

  19. Getting Started in Video Production for Instruction.

    ERIC Educational Resources Information Center

    Lipofsky, B. J.

    Arguing that the use of video in science instruction is an effective way to infuse both action and emotion into the educational setting, this paper chronicles faculty efforts at Brevard Community College (BCC), in Cocoa, Florida, to develop videos for science instruction and provides recommendations for producing similar videos. Following a…

  20. Video Projects for Elementary and Middle Schools.

    ERIC Educational Resources Information Center

    Kyker, Keith; Curchy, Christopher

    With step-by-step plans for 25 creative curriculum-based video projects, this project guide for elementary and middle school educators facilitates video production. Activities that span the curriculum increase student knowledge in a variety of subjects while building video production skills and putting students in an active role with television.…

  1. Computational Thinking in Constructionist Video Games

    ERIC Educational Resources Information Center

    Weintrop, David; Holbert, Nathan; Horn, Michael S.; Wilensky, Uri

    2016-01-01

    Video games offer an exciting opportunity for learners to engage in computational thinking in informal contexts. This paper describes a genre of learning environments called constructionist video games that are especially well suited for developing learners' computational thinking skills. These games blend features of conventional video games with…

  2. Video Gameplay, Personality and Academic Performance

    ERIC Educational Resources Information Center

    Ventura, Matthew; Shute, Valerie; Kim, Yoon Jeon

    2012-01-01

    The relationship between video gameplay, video game genre preference, personality, and GPA was investigated in an online correlational study with university students. In addition to administering self-report measures of GPA and personality, we asked three different questions regarding styles of video gameplay. The first asked the average time…

  3. Real Time Video Scene Detection and Classification.

    ERIC Educational Resources Information Center

    Gauch, John M.; Gauch, Susan; Bouix, Sylvain; Zhu, Xiaolan

    1999-01-01

    Describes the VISION (video indexing for searching over networks) digital video library system which was developed at the University of Kansas as a testbed for evaluating automatic and comprehensive mechanisms for library creation and content-based search and retrieval of video over local and wide area networks. Discusses experimental results.…

  4. Digital Video Revisited: Storytelling, Conferencing, Remixing

    ERIC Educational Resources Information Center

    Godwin-Jones, Robert

    2012-01-01

    Five years ago in the February, 2007, issue of LLT, I wrote about developments in digital video of potential interest to language teachers. Since then, there have been major changes in options for video capture, editing, and delivery. One of the most significant has been the rise in popularity of video-based storytelling, enabled largely by…

  5. Mobile Panoramic Video Applications for Learning

    ERIC Educational Resources Information Center

    Multisilta, Jari

    2014-01-01

    The use of videos on the internet has grown significantly in the last few years. For example, Khan Academy has a large collection of educational videos, especially on STEM subjects, available for free on the internet. Professional panoramic video cameras are expensive and usually not easy to carry because of the large size of the equipment.…

  6. Semantic Shot Classification in Sports Video

    NASA Astrophysics Data System (ADS)

    Duan, Ling-Yu; Xu, Min; Tian, Qi

    2003-01-01

    In this paper, we present a unified framework for semantic shot classification in sports videos. Unlike previous approaches, which focus on clustering by aggregating shots with similar low-level features, the proposed scheme makes use of domain knowledge of a specific sport to perform a top-down video shot classification, including identification of video shot classes for each sport, and supervised learning and classification of the given sports video with low-level and middle-level features extracted from the sports video. It is observed that for each sport we can predefine a small number of semantic shot classes, about 5~10, which covers 90~95% of sports broadcasting video. With the supervised learning method, we can map the low-level features to middle-level semantic video shot attributes such as dominant object motion (a player), camera motion patterns, and court shape, etc. On the basis of the appropriate fusion of those middle-level shot classes, we classify video shots into the predefined video shot classes, each of which has a clear semantic meaning. The proposed method has been tested over 4 types of sports videos: tennis, basketball, volleyball and soccer. Good classification accuracy of 85~95% has been achieved. With correctly classified sports video shots, further structural and temporal analysis, such as event detection, video skimming, table of content, etc, will be greatly facilitated.

  7. 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…

  8. Incorporating Video Games into Physical Education

    ERIC Educational Resources Information Center

    Hayes, Elizabeth; Silberman, Lauren

    2007-01-01

    Contrary to common belief, several studies have found no relationship between video gaming and obesity or physical inactivity. In fact, video gaming is an untapped resource for enhancing young people's motivation and ability to participate in sports and other movement-based activities. Many popular video games offer sophisticated and engaging…

  9. Video monitoring system for car seat

    NASA Technical Reports Server (NTRS)

    Elrod, Susan Vinz (Inventor); Dabney, Richard W. (Inventor)

    2004-01-01

    A video monitoring system for use with a child car seat has video camera(s) mounted in the car seat. The video images are wirelessly transmitted to a remote receiver/display encased in a portable housing that can be removably mounted in the vehicle in which the car seat is installed.

  10. College Student Video Gaming and Parental Influence

    ERIC Educational Resources Information Center

    Chue, Maechi

    2011-01-01

    Video gaming is prevalent among college students, and researchers have documented negative consequences from some students' excessive video gaming, but the study of past and current parental influence on college student video gaming is limited. This study collected data from college students from several Midwestern U.S. universities using an…

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

    PubMed Central

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

    2008-01-01

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

  12. Home-video content analysis for MTV-style video generation

    NASA Astrophysics Data System (ADS)

    Lee, Shih-Hung; Yeh, Chia-Hung; Kuo, C. C. J.

    2005-01-01

    Intelligent video pre-processing and authoring techniques that facilitate people to create MTV-style music video clips are investigated in this research. First, we present an automatic approach to detect and remove bad shots often occurring in home video, such as video with poor lighting or motion blur. Then, we consider the generation of MTV-style video clips by performing video and music tempo analysis and seeking an effective way in matching these two tempos. Experiment results are given to demonstrate the feasibility and efficiency of the proposed techniques for home video editing.

  13. Home-video content analysis for MTV-style video generation

    NASA Astrophysics Data System (ADS)

    Lee, Shih-Hung; Yeh, Chia-Hung; Kuo, C. C. J.

    2004-12-01

    Intelligent video pre-processing and authoring techniques that facilitate people to create MTV-style music video clips are investigated in this research. First, we present an automatic approach to detect and remove bad shots often occurring in home video, such as video with poor lighting or motion blur. Then, we consider the generation of MTV-style video clips by performing video and music tempo analysis and seeking an effective way in matching these two tempos. Experiment results are given to demonstrate the feasibility and efficiency of the proposed techniques for home video editing.

  14. Bit-rate allocation for multiple video streams using a pricing-based mechanism.

    PubMed

    Tiwari, Mayank; Groves, Theodore; Cosman, Pamela

    2011-11-01

    We consider the problem of bit-rate allocation for multiple video users sharing a common transmission channel. Previously, overall quality of multiple users was improved by exploiting relative video complexity. Users with high-complexity video benefit at the expense of video quality reduction for other users with simpler videos. The quality of all users can be improved by collectively allocating the bit rate in a centralized fashion which requires sharing video information with a central controller. In this paper, we present an informationally decentralized bit-rate allocation for multiple users where a user only needs to inform his demand to an allocator. Each user separately calculates his bit-rate demand based on his video complexity and bit-rate price, where the bit-rate price is announced by the allocator. The allocator adjusts the bit-rate price for the next period based on the bit rate demanded by the users and the total available bit-rate supply. Simulation results show that all users improve their quality by the pricing-based decentralized bit-rate allocation method compared with their allocation when acting individually. The results of our proposed method are comparable to the centralized bit-rate allocation.

  15. Much Ado about Nothing: The Misestimation and Overinterpretation of Violent Video Game Effects in Eastern and Western Nations--Comment on Anderson et al. (2010)

    ERIC Educational Resources Information Center

    Ferguson, Christopher J.; Kilburn, John

    2010-01-01

    The issue of violent video game influences on youth violence and aggression remains intensely debated in the scholarly literature and among the general public. Several recent meta-analyses, examining outcome measures most closely related to serious aggressive acts, found little evidence for a relationship between violent video games and aggression…

  16. Exploring Self-regulation of More or Less Expert College-Age Video Game Players: A Sequential Explanatory Design

    PubMed Central

    Yilmaz Soylu, Meryem; Bruning, Roger H.

    2016-01-01

    This study examined differences in self-regulation among college-age expert, moderately expert, and non-expert video game players in playing video games for fun. Winne's model of self-regulation (Winne, 2001) guided the study. The main assumption of this study was that expert video game players used more processes of self-regulation than the less-expert players. We surveyed 143 college students about their game playing frequency, habits, and use of self-regulation. Data analysis indicated that while playing recreational video games, expert gamers self-regulated more than moderately expert and non-expert players and moderately expert players used more processes of self-regulation than non-experts. Semi-structured interviews also were conducted with selected participants at each of the expertise levels. Qualitative follow-up analyses revealed five themes: (1) characteristics of expert video gamers, (2) conditions for playing a video game, (3) figuring out a game, (4) how gamers act and, (5) game context. Overall, findings indicated that playing a video game is a highly self-regulated activity and that becoming an expert video game player mobilizes multiple sets of self-regulation related skills and processes. These findings are seen as promising for educators desiring to encourage student self-regulation, because they indicate the possibility of supporting students via recreational video games by recognizing that their play includes processes of self-regulation. PMID:27729881

  17. Contour-based classification of video objects

    NASA Astrophysics Data System (ADS)

    Richter, Stephan; Kuehne, Gerald; Schuster, Oliver

    2000-12-01

    The recognition of objects that appear in a video sequence is an essential aspect of any video content analysis system. We present an approach which classifies a segmented video object base don its appearance in successive video frames. The classification is performed by matching curvature features of the contours of these object views to a database containing preprocessed views of prototypical objects using a modified curvature scale space technique. By integrating the result of an umber of successive frames and by using the modified curvature scale space technique as an efficient representation of object contours, our approach enables the robust, tolerant and rapid object classification of video objects.

  18. Contour-based classification of video objects

    NASA Astrophysics Data System (ADS)

    Richter, Stephan; Kuehne, Gerald; Schuster, Oliver

    2001-01-01

    The recognition of objects that appear in a video sequence is an essential aspect of any video content analysis system. We present an approach which classifies a segmented video object base don its appearance in successive video frames. The classification is performed by matching curvature features of the contours of these object views to a database containing preprocessed views of prototypical objects using a modified curvature scale space technique. By integrating the result of an umber of successive frames and by using the modified curvature scale space technique as an efficient representation of object contours, our approach enables the robust, tolerant and rapid object classification of video objects.

  19. Video recording in movement disorders: practical issues.

    PubMed

    Duker, Andrew P

    2013-10-01

    Video recording can provide a valuable and unique record of the physical examinations of patients with a movement disorder, capturing nuances of movement and supplementing the written medical record. In addition, video is an indispensable tool for education and research in movement disorders. Digital file recording and storage has largely replaced analog tape recording, increasing the ease of editing and storing video records. Practical issues to consider include hardware and software configurations, video format, the security and longevity of file storage, patient consent, and video protocols. PMID:24092296

  20. Reactive broadcasting protocol for video on demand

    NASA Astrophysics Data System (ADS)

    Paris, Jehan-Francois; Carter, Steven W.; Long, Darrell D. E.

    1999-12-01

    We propose a reactive broadcasting protocol that addresses the problem of distributing moderately popular videos in a more efficient fashion. Like all efficient broadcasting protocols, reactive broadcasting assumes that the customer set-top box has enough local storage to store at least one half of each video being watched. Unlike other broadcasting protocols, reactive broadcasting only broadcasts the later portions of each video. the initial segment of each video is distributed on demand using a stream tapping protocol. Our simulations show that reactive broadcasting outperforms both conventional broadcasting protocols and pure stream tapping for a wide range of video request rates.

  1. Practical video indexing and retrieval system

    NASA Astrophysics Data System (ADS)

    Liang, Yiqing; Wolf, Wayne H.; Liu, Bede; Huang, Jeffrey R.

    1998-03-01

    We integrated a practical digital video database system based on language and image analysis with components from digital video processing, still image search, information retrieval, closed captioning processing. The attempt is to utilize the multiple modalities of information in video and implement data fusion among the multiple modalities; image information, speech/dialog information, closed captioning information, sound track information such as music, gunfire, explosion, caption information, motion information, temporal information. Effort is made to allow access video contents at different levels including video program level, scene level, shot level, and object level. Approaches of browsing, subject-based classification, and random retrieving are available to gain access to the contents.

  2. 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

  3. Measuring the success of video segmentation algorithms

    NASA Astrophysics Data System (ADS)

    Power, Gregory J.

    2001-12-01

    Appropriate segmentation of video is a key step for applications such as video surveillance, video composing, video compression, storage and retrieval, and automated target recognition. Video segmentation algorithms involve dissecting the video into scenes based on shot boundaries as well as local objects and events based on spatial shape and regional motions. Many algorithmic approaches to video segmentation have been recently reported, but many lack measures to quantify the success of the segmentation especially in comparison to other algorithms. This paper suggests multiple bench-top measures for evaluating video segmentation. The paper suggests that the measures are most useful when 'truth' data about the video is available such as precise frame-by- frame object shape. When precise 'truth' data is unavailable, this paper suggests using hand-segmented 'truth' data to measure the success of the video segmentation. Thereby, the ability of the video segmentation algorithm to achieve the same quality of segmentation as the human is obtained in the form of a variance in multiple measures. The paper introduces a suite of measures, each scaled from zero to one. A score of one on a particular measure is a perfect score for a singular segmentation measure. Measures are introduced to evaluate the ability of a segmentation algorithm to correctly detect shot boundaries, to correctly determine spatial shape and to correctly determine temporal shape. The usefulness of the measures are demonstrated on a simple segmenter designed to detect and segment a ping pong ball from a table tennis image sequence.

  4. Video genre classification using multimodal features

    NASA Astrophysics Data System (ADS)

    Jin, Sung Ho; Bae, Tae Meon; Choo, Jin Ho; Ro, Yong Man

    2003-12-01

    We propose a video genre classification method using multimodal features. The proposed method is applied for the preprocessing of automatic video summarization or the retrieval and classification of broadcasting video contents. Through a statistical analysis of low-level and middle-level audio-visual features in video, the proposed method can achieve good performance in classifying several broadcasting genres such as cartoon, drama, music video, news, and sports. In this paper, we adopt MPEG-7 audio-visual descriptors as multimodal features of video contents and evaluate the performance of the classification by feeding the features into a decision tree-based classifier which is trained by CART. The experimental results show that the proposed method can recognize several broadcasting video genres with a high accuracy and the classification performance with multimodal features is superior to the one with unimodal features in the genre classification.

  5. Telemetry and Communication IP Video Player

    NASA Technical Reports Server (NTRS)

    OFarrell, Zachary L.

    2011-01-01

    Aegis Video Player is the name of the video over IP system for the Telemetry and Communications group of the Launch Services Program. Aegis' purpose is to display video streamed over a network connection to be viewed during launches. To accomplish this task, a VLC ActiveX plug-in was used in C# to provide the basic capabilities of video streaming. The program was then customized to be used during launches. The VLC plug-in can be configured programmatically to display a single stream, but for this project multiple streams needed to be accessed. To accomplish this, an easy to use, informative menu system was added to the program to enable users to quickly switch between videos. Other features were added to make the player more useful, such as watching multiple videos and watching a video in full screen.

  6. Normalization method for video images

    SciTech Connect

    Donohoe, G.W.; Hush, D.R.

    1992-12-31

    The present invention relates to a method and apparatus for automatically and adaptively normalizing analog signals representative of video images in object detection systems. Such normalization maximizes the average information content of the video images and, thereby, provides optimal digitized images for object detection and identification. The present invention manipulates two system control signals -- gain control signal and offset control signal -- to convert an analog image signal into a transformed analog image signal, such that the corresponding digitized image contains the maximum amount of information achievable with a conventional object detection system. In some embodiments of the present invention, information content is measured using parameters selected from image entropy, image mean, and image variance.

  7. Tsunami Preparedness in Washington (video)

    USGS Publications Warehouse

    Loeffler, Kurt; Gesell, Justine

    2010-01-01

    Tsunamis are a constant threat to the coasts of our world. Although tsunamis are infrequent along the West coast of the United States, it is possible and necessary to prepare for potential tsunami hazards to minimize loss of life and property. Community awareness programs are important, as they strive to create an informed society by providing education and training. This video about tsunami preparedness in Washington distinguishes between a local tsunami and a distant event and focus on the specific needs of this region. It offers guidelines for correct tsunami response and community preparedness from local emergency managers, first-responders, and leading experts on tsunami hazards and warnings, who have been working on ways of making the tsunami affected regions safer for the people and communities on a long-term basis. This video was produced by the US Geological Survey (USGS) in cooperation with Washington Emergency Management Division (EMD) and with funding by the National Tsunami Hazard Mitigation Program.

  8. Tsunami Preparedness in Oregon (video)

    USGS Publications Warehouse

    Filmed and edited by: Loeffler, Kurt; Gesell, Justine

    2010-01-01

    Tsunamis are a constant threat to the coasts of our world. Although tsunamis are infrequent along the West coast of the United States, it is possible and necessary to prepare for potential tsunami hazards to minimize loss of life and property. Community awareness programs are important, as they strive to create an informed society by providing education and training. This video about tsunami preparedness in Oregon distinguishes between a local tsunami and a distant event and focus on the specific needs of this region. It offers guidelines for correct tsunami response and community preparedness from local emergency managers, first-responders, and leading experts on tsunami hazards and warnings, who have been working on ways of making the tsunami affected regions safer for the people and communities on a long-term basis. This video was produced by the US Geological Survey (USGS) in cooperation with Oregon Department of Geology and Mineral Industries (DOGAMI).

  9. Video imaging systems: A survey

    NASA Astrophysics Data System (ADS)

    Kefauver, H. Lee

    1989-07-01

    Recent technological advances in the field of electronics have made video imaging a viable substitute for the traditional Polaroid(trademark) picture used to create photo ID credentials. New families of hardware and software products, when integrated into a system, provide an exciting and powerful toll which can be used simply to make badges or enhance an access control system. The reader is made aware of who is currently in this business and compare their capabilities.

  10. Video techniques applied to astrometry

    NASA Astrophysics Data System (ADS)

    Thuillot, W.; Arlot, J.-E.; Fettig, S.; Colas, F.

    1991-03-01

    This paper reports on the application of video techniques to the astrometry of fast-moving objects in the solar system. Various phenomena may be observed for astrometric purposes, and 2D photometry is well adapted for this. This paper describes the method used to acquire and analyze such observations and gives the first results obtained concerning two observations of mutual phenomena of the Galilean satellites of Jupiter which occurred during the last (1985) campaign of observations.

  11. Listening for Competence through Documentation: Assessing Children with Language Delays Using Digital Video

    ERIC Educational Resources Information Center

    Suarez, Stephanie Cox; Daniels, Karen J.

    2009-01-01

    This case study uses documentation as a tool for formative assessment to interpret the learning of twin boys with significantly delayed language skills. Reggio-inspired documentation (the act of collecting, interpreting, and reflecting on traces of learning from video, images, and observation notes) focused on the unfolding of the boys' nonverbal…

  12. Seeing and Playing as Labor: Toward a Visual Materialist Pedagogy of Video Games through Walter Benjamin

    ERIC Educational Resources Information Center

    Bulut, Ergin

    2013-01-01

    In this article, the author draws specifically on the work of Walter Benjamin and engages with the world of video games by focusing on the constitution of labor as it unfolds in modding practices, as well as approaching the very act of seeing labor in a highly visual culture where value is extracted not just through the labor process but also…

  13. Smart sensing surveillance video system

    NASA Astrophysics Data System (ADS)

    Hsu, Charles; Szu, Harold

    2016-05-01

    An intelligent video surveillance system is able to detect and identify abnormal and alarming situations by analyzing object movement. The Smart Sensing Surveillance Video (S3V) System is proposed to minimize video processing and transmission, thus allowing a fixed number of cameras to be connected on the system, and making it suitable for its applications in remote battlefield, tactical, and civilian applications including border surveillance, special force operations, airfield protection, perimeter and building protection, and etc. The S3V System would be more effective if equipped with visual understanding capabilities to detect, analyze, and recognize objects, track motions, and predict intentions. In addition, alarm detection is performed on the basis of parameters of the moving objects and their trajectories, and is performed using semantic reasoning and ontologies. The S3V System capabilities and technologies have great potential for both military and civilian applications, enabling highly effective security support tools for improving surveillance activities in densely crowded environments. It would be directly applicable to solutions for emergency response personnel, law enforcement, and other homeland security missions, as well as in applications requiring the interoperation of sensor networks with handheld or body-worn interface devices.

  14. Enhanced Video-Oculography System

    NASA Technical Reports Server (NTRS)

    Moore, Steven T.; MacDougall, Hamish G.

    2009-01-01

    A previously developed video-oculography system has been enhanced for use in measuring vestibulo-ocular reflexes of a human subject in a centrifuge, motor vehicle, or other setting. The system as previously developed included a lightweight digital video camera mounted on goggles. The left eye was illuminated by an infrared light-emitting diode via a dichroic mirror, and the camera captured images of the left eye in infrared light. To extract eye-movement data, the digitized video images were processed by software running in a laptop computer. Eye movements were calibrated by having the subject view a target pattern, fixed with respect to the subject s head, generated by a goggle-mounted laser with a diffraction grating. The system as enhanced includes a second camera for imaging the scene from the subject s perspective, and two inertial measurement units (IMUs) for measuring linear accelerations and rates of rotation for computing head movements. One IMU is mounted on the goggles, the other on the centrifuge or vehicle frame. All eye-movement and head-motion data are time-stamped. In addition, the subject s point of regard is superimposed on each scene image to enable analysis of patterns of gaze in real time.

  15. Psychological Outcomes After a Sexual Assault Video Intervention: A Randomized Trial.

    PubMed

    Miller, Katherine E; Cranston, Christopher C; Davis, Joanne L; Newman, Elana; Resnick, Heidi

    2015-01-01

    Sexual assault survivors are at risk for a number of mental and physical health problems, including posttraumatic stress disorder and anxiety. Unfortunately, few seek physical or mental health services after a sexual assault (Price, Davidson, Ruggiero, Acierno, & Resnick, 2014). Mitigating the impact of sexual assault via early interventions is a growing and important area of research. This study adds to this literature by replicating and expanding previous studies (e.g., Resnick, Acierno, Amstadter, Self-Brown, & Kilpatrick, 2007) examining the efficacy of a brief video-based intervention that provides psychoeducation and modeling of coping strategies to survivors at the time of a sexual assault nurse examination. Female sexual assault survivors receiving forensic examinations were randomized to standard care or to the video intervention condition (N = 164). The participants completed mental health assessments 2 weeks (n = 69) and 2 months (n = 74) after the examination. Analyses of covariance revealed that women in the video condition had significantly fewer anxiety symptoms at the follow-up assessments. In addition, of those participants in the video condition, survivors reporting no previous sexual assault history reported significantly fewer posttraumatic stress symptoms 2 weeks after the examination than those with a prior assault history. Forensic nurses have the unique opportunity to intervene immediately after a sexual assault. This brief video intervention is a cost-effective tool to aid with that process. PMID:26291847

  16. The effect of health education video on ocular massage after trabeculectomy.

    PubMed

    Hua, Liu; Yingjuan, Lv; Jingshu, Zhao; Wei, Cao

    2014-06-01

    The aim of this study was to investigate the effect of different ocular massage health education methods on ocular massage in glaucoma patients after trabeculectomy. Eighty-six patients with glaucoma after trabeculectomy (86 eyes) were randomly divided into two health education groups. One group was a watch video group (43 patients, 43 eyes), while the other was an orally taught health education group (43 patients, 43 eyes). Patients were followed up for 1 week, 1 month, and 3, 6, and 12 months after discharge. Records of the patient responses after health education, compliance of patients with follow-up, and intraocular pressure were determined. Measurements included intraocular pressure and differences between the watch video and orally taught health education groups. The differences between the watch video group and orally taught health education group were not statistically significant at 1 week and 1 month, while the differences were statistically significant at 3, 6, and 12 months. The results indicated that health education videos can enable glaucoma patients to have a better mastery of ocular massage after trabeculectomy. According to the needs of patients, health education video use produced good results and should be promoted.

  17. Psychological Outcomes After a Sexual Assault Video Intervention: A Randomized Trial.

    PubMed

    Miller, Katherine E; Cranston, Christopher C; Davis, Joanne L; Newman, Elana; Resnick, Heidi

    2015-01-01

    Sexual assault survivors are at risk for a number of mental and physical health problems, including posttraumatic stress disorder and anxiety. Unfortunately, few seek physical or mental health services after a sexual assault (Price, Davidson, Ruggiero, Acierno, & Resnick, 2014). Mitigating the impact of sexual assault via early interventions is a growing and important area of research. This study adds to this literature by replicating and expanding previous studies (e.g., Resnick, Acierno, Amstadter, Self-Brown, & Kilpatrick, 2007) examining the efficacy of a brief video-based intervention that provides psychoeducation and modeling of coping strategies to survivors at the time of a sexual assault nurse examination. Female sexual assault survivors receiving forensic examinations were randomized to standard care or to the video intervention condition (N = 164). The participants completed mental health assessments 2 weeks (n = 69) and 2 months (n = 74) after the examination. Analyses of covariance revealed that women in the video condition had significantly fewer anxiety symptoms at the follow-up assessments. In addition, of those participants in the video condition, survivors reporting no previous sexual assault history reported significantly fewer posttraumatic stress symptoms 2 weeks after the examination than those with a prior assault history. Forensic nurses have the unique opportunity to intervene immediately after a sexual assault. This brief video intervention is a cost-effective tool to aid with that process.

  18. Part Two: Learning Science Through Digital Video: Student Views on Watching and Creating Videos

    NASA Astrophysics Data System (ADS)

    Wade, P.; Courtney, A. R.

    2014-12-01

    The use of digital video for science education has become common with the wide availability of video imagery. This study continues research into aspects of using digital video as a primary teaching tool to enhance student learning in undergraduate science courses. Two survey instruments were administered to undergraduate non-science majors. Survey One focused on: a) What science is being learned from watching science videos such as a "YouTube" clip of a volcanic eruption or an informational video on geologic time and b) What are student preferences with regard to their learning (e.g. using video versus traditional modes of delivery)? Survey Two addressed students' perspectives on the storytelling aspect of the video with respect to: a) sustaining interest, b) providing science information, c) style of video and d) quality of the video. Undergraduate non-science majors were the primary focus group in this study. Students were asked to view video segments and respond to a survey focused on what they learned from the segments. The storytelling aspect of each video was also addressed by students. Students watched 15-20 shorter (3-15 minute science videos) created within the last four years. Initial results of this research support that shorter video segments were preferred and the storytelling quality of each video related to student learning.

  19. High-definition video display based on the FPGA and THS8200

    NASA Astrophysics Data System (ADS)

    Qian, Jia; Sui, Xiubao

    2014-11-01

    This paper presents a high-definition video display solution based on the FPGA and THS8200. THS8200 is a video decoder chip launched by TI company, this chip has three 10-bit DAC channels which can capture video data in both 4:2:2 and 4:4:4 formats, and its data synchronization can be either through the dedicated synchronization signals HSYNC and VSYNC, or extracted from the embedded video stream synchronization information SAV / EAV code. In this paper, we will utilize the address and control signals generated by FPGA to access to the data-storage array, and then the FPGA generates the corresponding digital video signals YCbCr. These signals combined with the synchronization signals HSYNC and VSYNC that are also generated by the FPGA act as the input signals of THS8200. In order to meet the bandwidth requirements of the high-definition TV, we adopt video input in the 4:2:2 format over 2×10-bit interface. THS8200 is needed to be controlled by FPGA with I2C bus to set the internal registers, and as a result, it can generate the synchronous signal that is satisfied with the standard SMPTE and transfer the digital video signals YCbCr into analog video signals YPbPr. Hence, the composite analog output signals YPbPr are consist of image data signal and synchronous signal which are superimposed together inside the chip THS8200. The experimental research indicates that the method presented in this paper is a viable solution for high-definition video display, which conforms to the input requirements of the new high-definition display devices.

  20. 75 FR 62307 - Fire Prevention Week, 2010

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-10-08

    ... Independence of the United States of America the two hundred and thirty-fifth. (Presidential Sig.) [FR Doc... Documents#0;#0; ] Proclamation 8577 of October 1, 2010 Fire Prevention Week, 2010 By the President of the United States of America A Proclamation During Fire Prevention Week, we reaffirm the importance of...

  1. 76 FR 63801 - Fire Prevention Week, 2011

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-10-13

    ... the United States of America the two hundred and thirty-sixth. (Presidential Sig.) [FR Doc. 2011-26720... October 13, 2011 Part IV The President Proclamation 8732--Fire Prevention Week, 2011 Proclamation 8733...; #0;Title 3-- #0;The President ] Proclamation 8732 of October 7, 2011 Fire Prevention Week, 2011...

  2. Using the Weekly Newspaper in Education.

    ERIC Educational Resources Information Center

    Becker, Sharon; Kendall, Stuart

    Intended for teachers in all subject areas at the elementary and secondary school levels, this booklet contains a variety of activities involving the use of the weekly newspaper as a teaching aid. Following a list of features of a weekly newspaper that make it suitable for classroom instruction, the activities are presented for elementary and…

  3. 77 FR 42941 - Captive Nations Week, 2012

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-07-20

    ... States of America the two hundred and thirty-seventh. (Presidential Sig.) [FR Doc. 2012-17948 Filed 7-19... July 20, 2012 Part VI The President Proclamation 8841--Captive Nations Week, 2012 Memorandum of July 11... President ] Proclamation 8841 of July 16, 2012 Captive Nations Week, 2012 By the President of the...

  4. 75 FR 28183 - World Trade Week, 2010

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-05-20

    ... the United States of America the two hundred and thirty-fourth. (Presidential Sig.) [FR Doc. 2010...#0;#0; ] Proclamation 8521 of May 12, 2010 World Trade Week, 2010 By the President of the United.... World Trade Week is an opportunity for us to reaffirm the importance of trade to our Nation's...

  5. 75 FR 29393 - Small Business Week, 2010

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-05-26

    ... thirty-fourth. (Presidential Sig.) [FR Doc. 2010-12755 Filed 5-25-10; 8:45 am] Billing code 3195-W0-P ... Documents#0;#0; ] Proclamation 8525 of May 20, 2010 Small Business Week, 2010 By the President of the United... new private sector jobs. During Small Business Week, we reaffirm our support for America's...

  6. 75 FR 71005 - American Education Week, 2010

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-11-22

    ... thirty-fifth. (Presidential Sig.) [FR Doc. 2010-29516 Filed 11-19-10; 8:45 am] Billing code 3195-W1-P ... Education Week, 2010 By the President of the United States of America A Proclamation Education is essential to our success as both a people and a Nation. During American Education Week, we rededicate...

  7. 75 FR 71519 - National Family Week, 2010

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-11-24

    ... thirty-fifth. (Presidential Sig.) [FR Doc. 2010-29729 Filed 11-23-10; 8:45 am] Billing code 3195-W1-P ... Week, 2010 By the President of the United States of America A Proclamation Like generations before them... Family Week, we celebrate the resilient spirit of America's families and their role in building...

  8. 78 FR 30729 - World Trade Week, 2013

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-05-22

    ... Independence of the United States of America the two hundred and thirty- seventh. (Presidential Sig.) [FR Doc... Documents#0;#0; ] Proclamation 8983 of May 17, 2013 World Trade Week, 2013 By the President of the United... Week, we recognize workers, growers, and entrepreneurs nationwide who share that ambition, and...

  9. 77 FR 22177 - National Volunteer Week, 2012

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-04-12

    .... (Presidential Sig.) [FR Doc. 2012-9017 Filed 4-11-12; 11:15 am] Billing code 3295-F2-P ... April 12, 2012 Part III The President Proclamation 8797--National Volunteer Week, 2012 Proclamation 8798--Pan American Day and Pan American Week, 2012 Proclamation 8799--National Former Prisoner of...

  10. 78 FR 69749 - American Education Week, 2013

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-11-20

    ... the two hundred and thirty- eighth. (Presidential Sig.) [FR Doc. 2013-28018 Filed 11-19-13; 11:15 am... November 20, 2013 Part II The President Proclamation 9058--American Education Week, 2013 #0; #0; #0... American Education Week, 2013 By the President of the United States of America A Proclamation Education...

  11. 76 FR 29139 - World Trade Week, 2011

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-05-19

    ... Independence of the United States of America the two hundred and thirty-fifth. (Presidential Sig.) [FR Doc...#0;#0; ] Proclamation 8677 of May 13, 2011 World Trade Week, 2011 By the President of the United... interdependent. World Trade Week is a time to highlight the vital connection between the global economy and...

  12. 77 FR 69733 - National Family Week, 2012

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-11-21

    ... States of America the two hundred and thirty-seventh. (Presidential Sig.) [FR Doc. 2012-28457 Filed 11-20... Week, 2012 By the President of the United States of America A Proclamation The bonds that tie us to our... strength of character in their children. This week, we celebrate the unity and compassion that keep...

  13. 78 FR 24321 - National Volunteer Week, 2013

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-04-24

    ... of America the two hundred and thirty- seventh. (Presidential Sig.) [FR Doc. 2013-09867 Filed 4-23-13... Documents#0;#0; ] Proclamation 8960 of April 19, 2013 National Volunteer Week, 2013 By the President of the... accept certain obligations to one another. National Volunteer Week is a time to renew that...

  14. 76 FR 71445 - American Education Week, 2011

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-11-17

    ... United States of America the two hundred and thirty-sixth. (Presidential Sig.) [FR Doc. 2011-29938 Filed... November 17, 2011 Part II The President Proclamation 8753--American Education Week, 2011 #0; #0; #0... American Education Week, 2011 By the President of the United States of America A Proclamation Ensuring...

  15. 75 FR 42279 - Captive Nations Week, 2010

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-07-21

    ... and thirty-fifth. (Presidential Sig.) [FR Doc. 2010-17984 Filed 7-20-10; 8:45 am] Billing code 3195-W0... Documents#0;#0; #0; #0;Title 3-- #0;The President ] Proclamation 8541 of July 16, 2010 Captive Nations Week... and requested the President to issue a proclamation designating the third week of July of each year...

  16. 78 FR 24323 - National Park Week, 2013

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-04-24

    ... the United States of America the two hundred and thirty- seventh. (Presidential Sig.) [FR Doc. 2013... Documents#0;#0; ] Proclamation 8961 of April 19, 2013 National Park Week, 2013 By the President of the... be passed on. During National Park Week, we celebrate the wonders entrusted to us by our...

  17. 75 FR 20891 - National Volunteer Week, 2010

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-04-21

    ... United States of America the two hundred and thirty-fourth. (Presidential Sig.) [FR Doc. 2010-9415 Filed... Documents#0;#0; ] Proclamation 8500 of April 16, 2010 National Volunteer Week, 2010 By the President of the... country. This week, we recognize their enduring contributions and encourage more Americans, especially...

  18. 76 FR 28623 - Small Business Week, 2011

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-05-18

    ... United States of America the two hundred and thirty-fifth. (Presidential Sig.) [FR Doc. 2011-12307 Filed... Documents#0;#0; #0; #0;Title 3-- #0;The President ] Proclamation 8673 of May 12, 2011 Small Business Week... to work hard enough, you can succeed in our country. This week, we honor and celebrate...

  19. 77 FR 68045 - American Education Week, 2012

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-11-15

    .... (Presidential Sig.) [FR Doc. 2012-27922 Filed 11-14-12; 8:45 am] Billing code 3295-F3 ... Documents#0;#0; ] Proclamation 8904 of November 9, 2012 American Education Week, 2012 By the President of... Nation's economic prosperity and civic life. This week, we reaffirm our national mission of educating...

  20. 76 FR 20215 - National Volunteer Week, 2011

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-04-12

    ... hundred and thirty-fifth. (Presidential Sig.) [FR Doc. 2011-8837 Filed 4-11-11; 8:45 am] Billing code 3195... Week, 2011 By the President of the United States of America A Proclamation America's story has been... they see a need. During National Volunteer Week, we celebrate the profound impact of volunteers...

  1. 77 FR 31151 - World Trade Week, 2012

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-05-24

    ... hundred and thirty-sixth. (Presidential Sig.) [FR Doc. 2012-12880 Filed 5-23-12; 11:15 am] Billing code... Documents#0;#0; ] Proclamation 8827 of May 21, 2012 World Trade Week, 2012 By the President of the United... demand for goods and services designed and produced by Americans. During World Trade Week, we...

  2. National Poison Prevention Week Promotional Materials.

    ERIC Educational Resources Information Center

    Poison Prevention Week Council, Washington, DC.

    This collection of materials for parents, early childhood workers, the elderly, and anyone in situations requiring safeguards against poisoning, spans the years 1993 and 1994 and is intended to promote National Poison Prevention Week. The materials included are: (1) the 31-page, illustrated report on National Poison Prevention Week for 1993,…

  3. 76 FR 82353 - Implementing the Provisions of the Communications Act of 1934, as Enacted by the Twenty-First...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-12-30

    ...In this document, the Commission adopts rules that implement provisions of section 104 of the Twenty-First Century Communications and Video Accessibility Act of 2010 (CVAA), Public Law 111-260, the most significant accessibility legislation since the passage of the Americans with Disabilities Act (ADA) in 1990. A Proposed Rule relating to implementation of section 718 of the Communications Act......

  4. 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.

  5. 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. PMID:25698962

  6. 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

  7. 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.

  8. Gross anatomy videos: student satisfaction, usage, and effect on student performance in a condensed curriculum.

    PubMed

    Topping, Daniel B

    2014-01-01

    Anatomy educators are being tasked with delivering the same quantity and quality of material in the face of fewer classroom and laboratory hours. As a result they have turned to computer-aided instruction (CAI) to supplement and augment curriculum delivery. Research on the satisfaction and use of anatomy videos, a form of CAI, on examination performance continues to grow. The purpose of this study was to describe the usage and effect on examination scores of a series of locally produced anatomy videos after an 11% curriculum reduction. First-year medical students (n = 40) were given access to the videos and the prior year's students (n = 40) were used as historical controls. There was no significant difference in demographics between the two groups. The survey response rate was 85% (n = 34) in the experimental group. The students found the videos to be highly satisfying (median = 5 on a five-point Likert scale, interquartile range = 1) and used them on average 1.55 times/week (SD ± 0.77). Availability of the videos did have a statistically significant effect (4% improvement) on the final laboratory examination (p = 0.039). This suggests that the videos were a well-received form of CAI that may be useful in bridging the gap created by a reduction in gross anatomy course contact hours. PMID:24106107

  9. Trajectories of problem video gaming among adult regular gamers: an 18-month longitudinal study.

    PubMed

    King, Daniel L; Delfabbro, Paul H; Griffiths, Mark D

    2013-01-01

    A three-wave, longitudinal study examined the long-term trajectory of problem gaming symptoms among adult regular video gamers. Potential changes in problem gaming status were assessed at two intervals using an online survey over an 18-month period. Participants (N=117) were recruited by an advertisement posted on the public forums of multiple Australian video game-related websites. Inclusion criteria were being of adult age and having a video gaming history of at least 1 hour of gaming every week over the past 3 months. Two groups of adult video gamers were identified: those players who did (N=37) and those who did not (N=80) identify as having a serious gaming problem at the initial survey intake. The results showed that regular gamers who self-identified as having a video gaming problem at baseline reported more severe problem gaming symptoms than normal gamers, at all time points. However, both groups experienced a significant decline in problem gaming symptoms over an 18-month period, controlling for age, video gaming activity, and psychopathological symptoms. PMID:23098213

  10. Video capture on student-owned mobile devices to facilitate psychomotor skills acquisition: A feasibility study.

    PubMed

    Hinck, Glori; Bergmann, Thomas F

    2013-01-01

    Objective : We evaluated the feasibility of using mobile device technology to allow students to record their own psychomotor skills so that these recordings can be used for self-reflection and formative evaluation. Methods : Students were given the choice of using DVD recorders, zip drive video capture equipment, or their personal mobile phone, device, or digital camera to record specific psychomotor skills. During the last week of the term, they were asked to complete a 9-question survey regarding their recording experience, including details of mobile phone ownership, technology preferences, technical difficulties, and satisfaction with the recording experience and video critique process. Results : Of those completing the survey, 83% currently owned a mobile phone with video capability. Of the mobile phone owners 62% reported having email capability on their phone and that they could transfer their video recording successfully to their computer, making it available for upload to the learning management system. Viewing the video recording of the psychomotor skill was valuable to 88% of respondents. Conclusions : Our results suggest that mobile phones are a viable technology to use for the video capture and critique of psychomotor skills, as most students own this technology and their satisfaction with this method is high. PMID:23957324

  11. Effect of video self-observations vs. observations of others on insight in psychotic disorders.

    PubMed

    David, Anthony S; Chis Ster, Irina; Zavarei, Hooman

    2012-04-01

    Improving insight in patients with schizophrenia and related disorders is a worthwhile goal. Previous work has suggested that patients' insight may improve if they see videos of themselves taken when ill. Our aim was to test the hypothesis that schizophrenia patients improve their insight after viewing videos of themselves when unwell more so than after viewing an actor. Forty patients admitted with an acute psychotic disorder underwent a videotaped recording of a clinical interview. The patients were then randomized to viewing this or a "control" video of a same-sex actor displaying psychotic symptoms approximately 3 weeks later. Insight, psychopathology, and mood were assessed before and 24 to 48 hours after viewing the videos. All participants showed general improvement across all measures. There was a trend for scores on the Schedule for the Assessment of Insight to improve more in those who viewed themselves when ill, but there were no clear statistically significant differences between the "self" and "other" video groups. In conclusion, video self-confrontation seems to be a safe and potentially effective means of enhancing insight, but evidence for a specific effect is lacking.

  12. Gross anatomy videos: student satisfaction, usage, and effect on student performance in a condensed curriculum.

    PubMed

    Topping, Daniel B

    2014-01-01

    Anatomy educators are being tasked with delivering the same quantity and quality of material in the face of fewer classroom and laboratory hours. As a result they have turned to computer-aided instruction (CAI) to supplement and augment curriculum delivery. Research on the satisfaction and use of anatomy videos, a form of CAI, on examination performance continues to grow. The purpose of this study was to describe the usage and effect on examination scores of a series of locally produced anatomy videos after an 11% curriculum reduction. First-year medical students (n = 40) were given access to the videos and the prior year's students (n = 40) were used as historical controls. There was no significant difference in demographics between the two groups. The survey response rate was 85% (n = 34) in the experimental group. The students found the videos to be highly satisfying (median = 5 on a five-point Likert scale, interquartile range = 1) and used them on average 1.55 times/week (SD ± 0.77). Availability of the videos did have a statistically significant effect (4% improvement) on the final laboratory examination (p = 0.039). This suggests that the videos were a well-received form of CAI that may be useful in bridging the gap created by a reduction in gross anatomy course contact hours.

  13. Trajectories of problem video gaming among adult regular gamers: an 18-month longitudinal study.

    PubMed

    King, Daniel L; Delfabbro, Paul H; Griffiths, Mark D

    2013-01-01

    A three-wave, longitudinal study examined the long-term trajectory of problem gaming symptoms among adult regular video gamers. Potential changes in problem gaming status were assessed at two intervals using an online survey over an 18-month period. Participants (N=117) were recruited by an advertisement posted on the public forums of multiple Australian video game-related websites. Inclusion criteria were being of adult age and having a video gaming history of at least 1 hour of gaming every week over the past 3 months. Two groups of adult video gamers were identified: those players who did (N=37) and those who did not (N=80) identify as having a serious gaming problem at the initial survey intake. The results showed that regular gamers who self-identified as having a video gaming problem at baseline reported more severe problem gaming symptoms than normal gamers, at all time points. However, both groups experienced a significant decline in problem gaming symptoms over an 18-month period, controlling for age, video gaming activity, and psychopathological symptoms.

  14. Video capture on student-owned mobile devices to facilitate psychomotor skills acquisition: A feasibility study.

    PubMed

    Hinck, Glori; Bergmann, Thomas F

    2013-01-01

    Objective : We evaluated the feasibility of using mobile device technology to allow students to record their own psychomotor skills so that these recordings can be used for self-reflection and formative evaluation. Methods : Students were given the choice of using DVD recorders, zip drive video capture equipment, or their personal mobile phone, device, or digital camera to record specific psychomotor skills. During the last week of the term, they were asked to complete a 9-question survey regarding their recording experience, including details of mobile phone ownership, technology preferences, technical difficulties, and satisfaction with the recording experience and video critique process. Results : Of those completing the survey, 83% currently owned a mobile phone with video capability. Of the mobile phone owners 62% reported having email capability on their phone and that they could transfer their video recording successfully to their computer, making it available for upload to the learning management system. Viewing the video recording of the psychomotor skill was valuable to 88% of respondents. Conclusions : Our results suggest that mobile phones are a viable technology to use for the video capture and critique of psychomotor skills, as most students own this technology and their satisfaction with this method is high.

  15. Video capture on student-owned mobile devices to facilitate psychomotor skills acquisition: A feasibility study

    PubMed Central

    Hinck, Glori; Bergmann, Thomas F.

    2013-01-01

    Objective We evaluated the feasibility of using mobile device technology to allow students to record their own psychomotor skills so that these recordings can be used for self-reflection and formative evaluation. Methods Students were given the choice of using DVD recorders, zip drive video capture equipment, or their personal mobile phone, device, or digital camera to record specific psychomotor skills. During the last week of the term, they were asked to complete a 9-question survey regarding their recording experience, including details of mobile phone ownership, technology preferences, technical difficulties, and satisfaction with the recording experience and video critique process. Results Of those completing the survey, 83% currently owned a mobile phone with video capability. Of the mobile phone owners 62% reported having email capability on their phone and that they could transfer their video recording successfully to their computer, making it available for upload to the learning management system. Viewing the video recording of the psychomotor skill was valuable to 88% of respondents. Conclusions Our results suggest that mobile phones are a viable technology to use for the video capture and critique of psychomotor skills, as most students own this technology and their satisfaction with this method is high. PMID:23957324

  16. Effective coviewing: Preschoolers' learning from video after a dialogic questioning intervention.

    PubMed

    Strouse, Gabrielle A; O'Doherty, Katherine; Troseth, Georgene L

    2013-12-01

    Young preschoolers rapidly acquire new information from social partners but do not learn efficiently from people on video. We trained parents to use Whitehurst's dialogic reading questioning techniques while watching educational television with their children. Eighty-one parents coviewed storybook videos with their 3-year-old children in 1 of 4 conditions: dialogic questioning (pause, ask questions, and encourage children to tell parts of the story), directed attention (pause and comment but do not ask questions), dialogic actress (show the videos with dialogic questioning by an on-screen actress embedded in them), or no intervention (show the videos as usual). After 4 weeks, children in the dialogic questioning group scored higher than children in the directed attention and no-intervention groups on story comprehension and story vocabulary measures. Scores from the dialogic actress group fell in between. On a standardized measure of expressive vocabulary, children in the 2 parent-interaction groups exhibited significant improvement over their pretest scores. Results indicate that parent-led questioning enhances children's learning from video stories at age 3 and that a video incorporating an on-screen dialogic questioner may also be effective. Mechanisms behind the effect of dialogic reading-style interventions are discussed.

  17. Automated rendezvous and docking with video imagery

    NASA Technical Reports Server (NTRS)

    Rodgers, Mike; Kennedy, Larry Z.

    1991-01-01

    For rendezvous and docking, assessing and tracking relative orientation is necessary within a minimum approach distance. Special target light patterns have previously been considered for use with video sensors for ease of determining relative orientation. A generalization of those approaches is addressed. At certain ranges, the entire structure of the target vehicle constitutes an acceptable target; at closer ranges, substructures will suffice. Acting on the same principle as the human intelligence, these structures can be compared with a memory model to assess the relative orientation and range. Models for comparison are constructed from a CAD facet model and current imagery. This approach requires fast image handling, projection, and comparison techniques which rely on rapidly developing parallel processing technology. Relative orientation and range assessment consists of successful comparison of the perceived target aspect with a known aspect. Generating a known projection from a model within required times, say subsecond times, is only now approaching feasibility. With this capability, rates of comparison used by the human brain can be approached and arbitrary known structures can be compared in reasonable times. Future space programs will have access to powerful computation devices which far exceed even this capability. For example, the possibility will exist to assess unknown structures and then control rendezvous and docking, all at very fast rates. The first step which has the current utility, namely applying this to known structures, is taken.

  18. Automated rendezvous and docking with video imagery

    NASA Astrophysics Data System (ADS)

    Rodgers, Mike; Kennedy, Larry Z.

    For rendezvous and docking, assessing and tracking relative orientation is necessary within a minimum approach distance. Special target light patterns have previously been considered for use with video sensors for ease of determining relative orientation. A generalization of those approaches is addressed. At certain ranges, the entire structure of the target vehicle constitutes an acceptable target; at closer ranges, substructures will suffice. Acting on the same principle as the human intelligence, these structures can be compared with a memory model to assess the relative orientation and range. Models for comparison are constructed from a CAD facet model and current imagery. This approach requires fast image handling, projection, and comparison techniques which rely on rapidly developing parallel processing technology. Relative orientation and range assessment consists of successful comparison of the perceived target aspect with a known aspect. Generating a known projection from a model within required times, say subsecond times, is only now approaching feasibility. With this capability, rates of comparison used by the human brain can be approached and arbitrary known structures can be compared in reasonable times. Future space programs will have access to powerful computation devices which far exceed even this capability. For example, the possibility will exist to assess unknown structures and then control rendezvous and docking, all at very fast rates. The first step which has the current utility, namely applying this to known structures, is taken.

  19. Adolescents’ exposure to tobacco and alcohol content in YouTube music videos

    PubMed Central

    Murray, Rachael; Lewis, Sarah; Leonardi‐Bee, Jo; Dockrell, Martin; Britton, John

    2015-01-01

    Abstract Aims To quantify tobacco and alcohol content, including branding, in popular contemporary YouTube music videos; and measure adolescent exposure to such content. Design Ten‐second interval content analysis of alcohol, tobacco or electronic cigarette imagery in all UK Top 40 YouTube music videos during a 12‐week period in 2013/14; on‐line national survey of adolescent viewing of the 32 most popular high‐content videos. Setting Great Britain. Participants A total of 2068 adolescents aged 11–18 years who completed an on‐line survey. Measurements Occurrence of alcohol, tobacco and electronic cigarette use, implied use, paraphernalia or branding in music videos and proportions and estimated numbers of adolescents who had watched sampled videos. Findings Alcohol imagery appeared in 45% [95% confidence interval (CI) = 33–51%] of all videos, tobacco in 22% (95% CI = 13–27%) and electronic cigarettes in 2% (95% CI = 0–4%). Alcohol branding appeared in 7% (95% CI = 2–11%) of videos, tobacco branding in 4% (95% CI = 0–7%) and electronic cigarettes in 1% (95% CI = 0–3%). The most frequently observed alcohol, tobacco and electronic cigarette brands were, respectively, Absolut Tune, Marlboro and E‐Lites. At least one of the 32 most popular music videos containing alcohol or tobacco content had been seen by 81% (95% CI = 79%, 83%) of adolescents surveyed, and of these 87% (95% CI = 85%, 89%) had re‐watched at least one video. The average number of videos seen was 7.1 (95% CI = 6.8, 7.4). Girls were more likely to watch and also re‐watch the videos than boys, P < 0.001. Conclusions Popular YouTube music videos watched by a large number of British adolescents, particularly girls, include significant tobacco and alcohol content, including branding. PMID:25516167

  20. Autonomous Motion Segmentation of Multiple Objects in Low Resolution Video Using Variational Level Sets

    SciTech Connect

    Moelich, M

    2003-11-18

    This report documents research that was done during a ten week internship in the Sapphire research group at the Lawrence Livermore National Laboratory during the Summer of 2003. The goal of the study was to develop an algorithm that is capable of isolating (segmenting) moving objects in low resolution video sequences. This capability is currently being developed by the Sapphire research group as the first stage in a longer term video data mining project. This report gives a chronological account of what ideas were tried in developing the algorithm and what was learned from each attempt. The final version of the algorithm, which is described in detail, gives good results and is fast.

  1. NFL Films audio, video, and film production facilities

    NASA Astrophysics Data System (ADS)

    Berger, Russ; Schrag, Richard C.; Ridings, Jason J.

    2003-04-01

    The new NFL Films 200,000 sq. ft. headquarters is home for the critically acclaimed film production that preserves the NFL's visual legacy week-to-week during the football season, and is also the technical plant that processes and archives football footage from the earliest recorded media to the current network broadcasts. No other company in the country shoots more film than NFL Films, and the inclusion of cutting-edge video and audio formats demands that their technical spaces continually integrate the latest in the ever-changing world of technology. This facility houses a staggering array of acoustically sensitive spaces where music and sound are equal partners with the visual medium. Over 90,000 sq. ft. of sound critical technical space is comprised of an array of sound stages, music scoring stages, audio control rooms, music writing rooms, recording studios, mixing theaters, video production control rooms, editing suites, and a screening theater. Every production control space in the building is designed to monitor and produce multi channel surround sound audio. An overview of the architectural and acoustical design challenges encountered for each sophisticated listening, recording, viewing, editing, and sound critical environment will be discussed.

  2. 77 FR 1089 - Sunshine Act Meetings

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-01-09

    ... From the Federal Register Online via the Government Publishing Office NUCLEAR REGULATORY COMMISSION Sunshine Act Meetings AGENCY: Agency Holding the Meetings: Nuclear Regulatory Commission DATES: Week of January 9, 2012. Place: Commissioners' Conference Room, 11555 Rockville Pike, Rockville, Maryland. Status: Public and Closed. Additional...

  3. 75 FR 15752 - Sunshine Act Notice

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-03-30

    ... Thursday, April 29, 2010 9:30 a.m. Briefing on the Fuel Cycle Oversight Process Revisions (Public Meeting... From the Federal Register Online via the Government Publishing Office NUCLEAR REGULATORY COMMISSION Sunshine Act Notice AGENCY HOLDING THE MEETINGS: Nuclear Regulatory Commission. DATES: Weeks...

  4. 75 FR 3263 - Sunshine Act; Meeting Notice

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-01-20

    ... From the Federal Register Online via the Government Publishing Office NUCLEAR REGULATORY COMMISSION Sunshine Act; Meeting Notice Agency Holding The Meetings: Nuclear Regulatory Commission Date: Weeks of January 18, 25, and February 1, 8, 15, 22, 2010. Place: Commissioners' Conference Room, 11555 Rockville Pike, Rockville, Maryland. Status:...

  5. Parallax-Robust Surveillance Video Stitching

    PubMed Central

    He, Botao; Yu, Shaohua

    2015-01-01

    This paper presents a parallax-robust video stitching technique for timely synchronized surveillance video. An efficient two-stage video stitching procedure is proposed in this paper to build wide Field-of-View (FOV) videos for surveillance applications. In the stitching model calculation stage, we develop a layered warping algorithm to align the background scenes, which is location-dependent and turned out to be more robust to parallax than the traditional global projective warping methods. On the selective seam updating stage, we propose a change-detection based optimal seam selection approach to avert ghosting and artifacts caused by moving foregrounds. Experimental results demonstrate that our procedure can efficiently stitch multi-view videos into a wide FOV video output without ghosting and noticeable seams. PMID:26712756

  6. 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.

  7. 76 FR 30374 - Cruise Vessel Safety and Security Act of 2010, Available Technology

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-05-25

    ... SECURITY Coast Guard Cruise Vessel Safety and Security Act of 2010, Available Technology AGENCY: Coast... public comment on the availability of technology to meet certain provisions of the Cruise Vessel Security and Safety Act of 2010(CVSSA), specifically related to video recording and overboard...

  8. 76 FR 31350 - Cruise Vessel Safety and Security Act of 2010, Available Technology

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-05-31

    ... SECURITY Coast Guard Cruise Vessel Safety and Security Act of 2010, Available Technology AGENCY: Coast... technology to meet certain provisions of the Cruise Vessel Security and Safety Act of 2010(CVSSA), specifically related to video recording and overboard detection technologies. The Notice of request...

  9. Video Recording Paper - Innovation In Medical Video Recording

    NASA Astrophysics Data System (ADS)

    Shalit, Hanoch

    1985-09-01

    Traditionally, multiple format recording emulsions for medical video imaging have utilized a film (transparent) base. The major reason for this is probably because the film and camera manufacturers felt the diagnostician is accustomed to viewing x-ray images on a film base and would prefer to view video images that way also. Because of the need to keep radiation exposure to patients at a minimum and the fact that photographic emulsions are generally very inefficient in utilizing x-ray radiation, a film base was the logical requirement for direct x-ray imaging as it enabled the image to be recorded by two emulsions rather than one. The transparent base thus allows viewing a photograph which is the result of the additive effect of the two emulsions. The use of transparent base imposed specific requirements that necessitated the development of a whole complex of equipment designed for the particular use of film such as the processing machines, their chemical solutions, and the famous viewbox and alternators that characterize the radiology departments of today.

  10. Robust frame-dependent video watermarking

    NASA Astrophysics Data System (ADS)

    Holliman, Matthew J.; Macy, William W.; Yeung, Minerva M.

    2000-05-01

    In this paper, we describe some of the problems associated with watermarking key management, with particular attention to the case of video. We also describe a possible solution to the problem, which is that of image-dependent watermarking, and briefly discuss some of the possible advantages to be gained from adopting such an approach. The paper also presents a simple, efficient means of robustly extracting bits from a video sequence. The algorithm has applications to secure, oblivious video watermark detection.

  11. Nonphotosensitive video game-induced partial seizures.

    PubMed

    Takahashi, Y; Shigematsu, H; Kubota, H; Inoue, Y; Fujiwara, T; Yagi, K; Seino, M

    1995-08-01

    We report a 9-year-old boy with a ring 20 chromosome anomaly whose complex partial seizures (CPS), presumably of frontal lobe origin, were often induced by playing video games. Neither photosensitivity nor pattern sensitivity was observed. An intensive video-EEG investigation showed that video games as well as mental calculation elicited rhythmic runs of bilateral high-voltage slow waves, which eventually evolved into ictal discharges. This case suggests that higher brain functions can be involved in seizure induction.

  12. Video sensor with range measurement capability

    NASA Technical Reports Server (NTRS)

    Briscoe, Jeri M. (Inventor); Corder, Eric L. (Inventor); Howard, Richard T. (Inventor); Broderick, David J. (Inventor)

    2008-01-01

    A video sensor device is provided which incorporates a rangefinder function. The device includes a single video camera and a fixed laser spaced a predetermined distance from the camera for, when activated, producing a laser beam. A diffractive optic element divides the beam so that multiple light spots are produced on a target object. A processor calculates the range to the object based on the known spacing and angles determined from the light spots on the video images produced by the camera.

  13. 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.

  14. 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.

  15. Video Instructional Development and Educational Opportunity (VIDEO) Program: Program Summary 1996.

    ERIC Educational Resources Information Center

    Missouri State Dept. of Elementary and Secondary Education, Jefferson City. Div. of Special State Instructional Programs.

    The Video Instructional Development and Educational Opportunity (VIDEO) Program encourages all public educational institutions in Missouri to supplement educational opportunities through the use of telecommunications technology, including instructional television programming and satellite broadcast instruction. Three subprograms within the VIDEO…

  16. Two digital video encoder circuits

    NASA Astrophysics Data System (ADS)

    Eldon, John A.

    1992-11-01

    Central to `multimedia' image processing is the desire to encode computer graphics data into a standard television signal, complete with line, field, and color subcarrier synchronizing information. The numerous incompatibilities between television and computer display standards render this operation far less trivial than it sounds to anyone who hasn't worked with both types of signals. To simplify the task of encoding computer graphics signals into standard NTSC (North America and Japan) or PAL (most of Europe) television format for display, broadcast, or recording, TRW LSI Products Inc. has introduced the two newest members of it multimedia integrated circuit family, the TMC22090 and TMC22190 digital video encoders.

  17. Surgical education through video broadcasting.

    PubMed

    Nagengast, Eric S; Ramos, Margarita S; Sarma, Hiteswar; Deshpande, Gaurav; Hatcher, Kristin; Magee, William P; Campbell, Alex

    2014-09-01

    Surgical training is facing new obstacles. As advancements in medicine are made, surgeons are expected to know more and to be able to perform more procedures. In the western world, increasing restrictions on residency work hours are adding a new hurdle to surgical training. In low-resource settings, a low attending-to-resident ratio results in limited operative experience for residents. Advances in telemedicine may offer new methods for surgical training. In this article, the authors share their unique experience using live video broadcasting of surgery for educational purposes at a comprehensive cleft care center in Guwahati, India.

  18. Astronauts Exercising in Space Video

    NASA Technical Reports Server (NTRS)

    2001-01-01

    To minimize the effects of weightlessness and partial gravity, astronauts use several counter measures to maintain health and fitness. One counter measure is exercise to help reduce or eliminate muscle atrophy and bone loss, and to improve altered cardiovascular function. This video shows astronauts on the International Space Station (ISS) using the stationary Cycle/ Ergometer Vibration Isolation System (CVIS), the Treadmill Vibration Isolation System (TVIS), and the resistance exercise device. These technologies and activities will be crucial to keeping astronauts healthy and productive during the long missions to the Moon. Mars, and beyond.

  19. Video as a format in health information.

    PubMed

    Crow, Suzanne; Ondrusek, Anita

    2002-01-01

    Video is a medium that has passed through a progression of technical advances including the invention of videotape, the incremental refinements to laser videodisc technologies, and the arrival of digital imaging technologies such as CD-ROM, DVD, and the Web's video streaming. Today, video is firmly established as a convenient and effective medium for conveying medical information. One result of these developments is that medical reference librarians can expect to encounter information requests and professional tasks that will require an understanding of these wide-ranging and differing video technologies.

  20. Prevention: lessons from video display installations

    SciTech Connect

    Margach, C.B.

    1983-04-01

    Workers interacting with video display units for periods in excess of two hours per day report significantly increased visual discomfort, fatigue and inefficiencies, as compared with workers performing similar tasks, but without the video viewing component. Difficulties in focusing and the appearance of myopia are among the problems being described. With a view to preventing or minimizing such problems, principles and procedures are presented providing for (a) modification of physical features of the video workstation and (b) improvement in the visual performances of the individual video unit operator.