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Sample records for adult video gamers

  1. 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

  2. The Contribution of Game Genre and other Use Patterns to Problem Video Game Play among Adult Video Gamers

    PubMed Central

    Ream, Geoffrey; McGinsky, Elizabeth; Dunlap, Eloise

    2012-01-01

    Aims To assess the contribution of patterns of video game play, including game genre, involvement, and time spent gaming, to problem use symptomatology. Design Nationally representative survey. Setting Online. Participants Large sample (n=3,380) of adult video gamers in the US. Measurements Problem video game play (PVGP) scale, video game genre typology, use patterns (gaming days in the past month and hours on days used), enjoyment, consumer involvement, and background variables. Findings Study confirms game genre's contribution to problem use as well as demographic variation in play patterns that underlie problem video game play vulnerability. Conclusions Identification of a small group of game types positively correlated with problem use suggests new directions for research into the specific design elements and reward mechanics of “addictive” video games. Unique vulnerabilities to problem use among certain groups demonstrate the need for ongoing investigation of health disparities related to contextual dimensions of video game play. PMID:23284310

  3. [Video games: are the motivations and intensity of use changing with age? Comparison between a population of adolescent and adult gamers].

    PubMed

    Caillon, J; Bouju, G; Grall-Bronnec, M

    2014-03-01

    Despite the popularity of video games, few studies have been conducted in France on their use. The objective of this study was to gather data from a sample of French video game players to learn more about this population. This approach also aimed to examine whether differences exist between adolescent and adult gamers in terms of their motivations to play and whether this practice met the criteria for problem video game playing. A questionnaire collecting sociodemographic data and assessing the problems associated with the use of video games, as well as motivations to play, was distributed during a video game festival and on the Internet. A total of 778 people responded to the questionnaire. The results showed that there were few differences between adolescent and adult gamers. Both groups had an intense video game habit. The majority of them sometimes had the feeling of losing control of their use and sacrificed other activities to play video games. This last dimension was most frequently cited by adults. The feeling of spending more time playing was most frequently cited by adolescents. Concerning motivations to play, the two groups differed only on the score of the "social" dimension, significantly higher among adolescents. PMID:24457109

  4. The Contribution of Game Genre and Other Use Patterns to Problem Video Game Play among Adult Video Gamers

    ERIC Educational Resources Information Center

    Elliott, Luther; Ream, Geoffrey; McGinsky, Elizabeth; Dunlap, Eloise

    2012-01-01

    A nationally representative online survey (n = 3,380) was used to assess the contribution of patterns of video game play to problem video game play (PVGP) symptomatology. Game genre, enjoyment, consumer involvement, time spent gaming (gaming days in the past month and hours on days used), and demographic variables were all examined. The study…

  5. Enacting Culture in Gaming: A Video Gamer's Literacy Experiences and Practices

    ERIC Educational Resources Information Center

    Toscano, Aaron Antonio

    2011-01-01

    Video games are growing as a subject for scholarly analysis (Gee, 2003; Selfe & Hawisher 2004; Selfe & Hawisher 2004, 2007): This discussion argues that video games are another simulacra for postmodern cultural critique. Video games do cultural work by allowing gamers to play out socially constructed hopes and fears. As cultural products mediated…

  6. The prevalence of problematic video gamers in the Netherlands.

    PubMed

    Haagsma, Maria C; Pieterse, Marcel E; Peters, Oscar

    2012-03-01

    This study surveyed Dutch adolescents and adults about their video gaming behavior to assess the prevalence of problematic gaming. A representative national panel of 902 respondents aged 14 to 81 took part in the study. The results show that gaming in general is a wide-spread and popular activity among the Dutch population. Browser games (small games played via the internet) and offline casual games (e.g., offline card games) were reported as most popular type of game. Online games (e.g., massively multiplayer online role-playing games) are played by a relatively small part of the respondents, yet considerably more time is spent on these online games than on browser games, offline casual games, and offline games (e.g., offline racing games). The prevalence of problematic gaming in the total sample is 1.3 percent. Among adolescents and young adults problematic gaming occurs in 3.3 percent of cases. Particularly male adolescents seem to be more vulnerable to developing problematic gaming habits. PMID:22313358

  7. Selectively enhanced motion perception in core video gamers.

    PubMed

    Hutchinson, Claire V; Stocks, Rachel

    2013-01-01

    In this study we examined the effects of action video game play on performance for encoding global motion. There were no significant differences between video game player (VGP) and non-video game player (NVGP) performance for either translational or rotational motion. For radial motion, VGPs were significantly better than NVGPs at discriminating contracting, but not expanding, elements. We postulate that VGPs are selectively sensitive to radial contractions because, while this type of optic flow information is abundant in action video games, it is not encountered in abundance in the real world. PMID:24422250

  8. Massively multiplayer online role-playing games: comparing characteristics of addict vs non-addict online recruited gamers in a French adult population

    PubMed Central

    2011-01-01

    Background Massively Multiplayer Online Role-Playing Games (MMORPGs) are a very popular and enjoyable leisure activity, and there is a lack of international validated instruments to assess excessive gaming. With the growing number of gamers worldwide, adverse effects (isolation, hospitalizations, excessive use, etc.) are observed in a minority of gamers, which is a concern for society and for the scientific community. In the present study, we focused on screening gamers at potential risk of MMORPG addiction. Methods In this exploratory study, we focused on characteristics, online habits and problematic overuse in adult MMORPG gamers. In addition to socio-demographical data and gamer behavioral patterns, 3 different instruments for screening addiction were used in French MMORPG gamers recruited online over 10 consecutive months: the substance dependence criteria for the Diagnostic and Statistical Manual of Mental Disorder, fourth revised edition (DSM-IV-TR) that has been adapted for MMORPG (DAS), the qualitative Goldberg Internet Addiction Disorder scale (GIAD) and the quantitative Orman Internet Stress Scale (ISS). For all scales, a score above a specific threshold defined positivity. Results The 448 participating adult gamers were mainly young adult university graduates living alone in urban areas. Participants showed high rates of both Internet addiction (44.2% for GIAD, 32.6% for ISS) and DAS positivity (27.5%). Compared to the DAS negative group, DAS positive gamers reported significantly higher rates of tolerance phenomenon (increased amount of time in online gaming to obtain the desired effect) and declared significantly more social, financial (OR: 4.85), marital (OR: 4.61), family (OR: 4.69) and/or professional difficulties (OR: 4.42) since they started online gaming. Furthermore, these gamers self-reported significantly higher rates (3 times more) of irritability, daytime sleepiness, sleep deprivation due to play, low mood and emotional changes since online

  9. Get Outside, Get Moving to Prevent 'Gamer's Thumb'

    MedlinePlus

    ... Get Moving to Prevent 'Gamer's Thumb' Playing video games hour after hour can trigger repetitive stress injuries, ... who spends a lot of time playing video games. But taking breaks can be just what the ...

  10. Sexist games=sexist gamers? A longitudinal study on the relationship between video game use and sexist attitudes.

    PubMed

    Breuer, Johannes; Kowert, Rachel; Festl, Ruth; Quandt, Thorsten

    2015-04-01

    From the oversexualized characters in fighting games, such as Dead or Alive or Ninja Gaiden, to the overuse of the damsel in distress trope in popular titles, such as the Super Mario series, the under- and misrepresentation of females in video games has been well documented in several content analyses. Cultivation theory suggests that long-term exposure to media content can affect perceptions of social realities in a way that they become more similar to the representations in the media and, in turn, impact one's beliefs and attitudes. Previous studies on video games and cultivation have often been cross-sectional or experimental, and the limited longitudinal work in this area has only considered time intervals of up to 1 month. Additionally, previous work in this area has focused on the effects of violent content and relied on self-selected or convenience samples composed mostly of adolescents or college students. Enlisting a 3 year longitudinal design, the present study assessed the relationship between video game use and sexist attitudes, using data from a representative sample of German players aged 14 and older (N=824). Controlling for age and education, it was found that sexist attitudes--measured with a brief scale assessing beliefs about gender roles in society--were not related to the amount of daily video game use or preference for specific genres for both female and male players. Implications for research on sexism in video games and cultivation effects of video games in general are discussed. PMID:25844719

  11. Gamers and Gaming Context: Relationships to Critical Thinking

    ERIC Educational Resources Information Center

    Gerber, Sue; Scott, Logan

    2011-01-01

    Gaming is purported to hold promise for education, in part, because it is thought to develop 21st century skills such as critical thinking. To date, there has been a dearth of generalisable research investigating the relationship between gaming and critical thinking. Results of a survey of 121 adults found that gamers and non-gamers do not differ…

  12. Gamers Go to College

    ERIC Educational Resources Information Center

    Westman, Craig; Bouman, Penny

    2006-01-01

    This book was written both to examine and reveal the Gamer generation as a popular culture trend that has been two plus decades in the making and shaping. And, it is a generation that is now entering college--Gen G. This book explores how the Gamer generation is less a subset of the Millennial generation, but rather a unique generation unto…

  13. Excellent gamer, excellent driver? The impact of adolescents' video game playing on driving behavior: a two-wave panel study.

    PubMed

    Beullens, Kathleen; Roe, Keith; Van den Bulck, Jan

    2011-01-01

    This study explored the impact of adolescents' playing of racing and drive'em up games on their risky driving behavior. Participants were 354 adolescent boys and girls who took part in a longitudinal panel survey on video game playing and risk taking attitudes, intentions and behaviors. In line with cultivation theory and theory of planned behavior the results showed that (even after controlling for aggression and sensation seeking) video game playing during adolescence succeeded in predicting later risky driving behavior through adolescents' attitudes and intentions to exhibit this behavior in the future. The results suggest that this relationship may in part be explained by the game content. PMID:21094297

  14. Take-Home Video for Adult Literacy

    ERIC Educational Resources Information Center

    Yule, Valerie

    1996-01-01

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

  15. Validation of the Internet Gaming Disorder Questionnaire in a Sample of Adult German-Speaking Internet Gamers.

    PubMed

    Jeromin, Franziska; Rief, Winfried; Barke, Antonia

    2016-07-01

    With the inclusion of Internet Gaming Disorder (IGD) in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders comes the need for a reliable and valid questionnaire to assess the diagnosis. The Internet Gaming Disorder Questionnaire (IGDQ) is a short tool that measures IGD. Our study aimed at investigating its psychometric properties in a sample of German gamers. Eight hundred ninety-four Internet game players (mean age: 26.5 ± 8.5 years, range: 18-75 years, 87.36% male) completed an online version of the IGDQ and the Compulsive Internet Use Scale (CIUS) and provided information on their Internet and gaming use. Item and reliability analyses were computed. To investigate the component structure, the sample was randomly divided into two subsamples. A maximum likelihood factor analysis was conducted for one subsample and a confirmatory factor analysis (CFA) for the other subsample. The IGDQ had a Cronbach's alpha of 0.70. The IGDQ score correlated with the CIUS score (r = 0.59) and the time spent playing (r = 0.24). The maximum likelihood factor analysis extracted one component, explaining 30.26% of the variance, which was confirmed by the CFA. The correlation of the IGDQ score with the CIUS score is a first indicator that the IGDQ allows for valid interpretations. In all, 7.94% of the gamers met the criteria for IGD. PMID:27428033

  16. Take-home video for adult literacy

    NASA Astrophysics Data System (ADS)

    Yule, Valerie

    1996-01-01

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

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

    ERIC Educational Resources Information Center

    Rubinstein, Adrienne; And Others

    1993-01-01

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

  18. An fMRI study of cognitive control in problem gamers.

    PubMed

    Luijten, Maartje; Meerkerk, Gert-Jan; Franken, Ingmar H A; van de Wetering, Ben J M; Schoenmakers, Tim M

    2015-03-30

    A small proportion of video game players develop uncontrolled gaming behavior. A dysfunctional cognitive control circuit may explain this excessive behavior. Therefore, the current study investigated whether problem gamers are characterized by deficits in various aspects of cognitive control (inhibitory control, error processing, attentional control) by measuring brain activation using functional magnetic resonance imaging during Go-NoGo and Stroop task performance. In addition, both impulsivity and attentional control were measured using self-reports. Participants comprised 18 problem gamers who were compared with 16 matched casual gaming controls. Results indicate significantly increased self-reported impulsivity levels and decreased inhibitory control accompanied by reduced brain activation in the left inferior frontal gyrus (IFG) and right inferior parietal lobe (IPL) in problem gamers relative to controls. Significant hypoactivation in the left IFG in problem gamers was also observed during Stroop task performance, but groups did not differ on behavioral and self-reported measures of attentional control. No evidence was found for reduced error processing in problem gamers. In conclusion, the current study provides evidence for reduced inhibitory control in problem gamers, while attentional control and error processing were mostly intact. These findings implicate that reduced inhibitory control and elevated impulsivity may constitute a neurocognitive weakness in problem gamers. PMID:25670645

  19. Differential regional gray matter volumes in patients with on-line game addiction and professional gamers

    PubMed Central

    Han, Doug Hyun; Lyoo, In Kyoon; Renshaw, Perry F.

    2015-01-01

    Patients with on-line game addiction (POGA) and professional video game players play video games for extended periods of time, but experience very different consequences for their on-line game play. Brain regions consisting of anterior cingulate, thalamus and occpito-temporal areas may increase the likelihood of becoming a pro-gamer or POGA. Twenty POGA, seventeen pro-gamers, and eighteen healthy comparison subjects (HC) were recruited. All magnetic resonance imaging (MRI) was performed on a 1.5 Tesla Espree MRI scanner (SIEMENS, Erlangen, Germany). Voxel-wise comparisons of gray matter volume were performed between the groups using the two-sample t-test with statistical parametric mapping (SPM5). Compared to HC, the POGA group showed increased impulsiveness and perseverative errors, and volume in left thalamus gray matter, but decreased gray matter volume in both inferior temporal gyri, right middle occipital gyrus, and left inferior occipital gyrus, compared with HC. Pro-gamers showed increased gray matter volume in left cingulate gyrus, but decreased gray matter volume in left middle occipital gyrus and right inferior temporal gyrus compared with HC. Additionally, the pro-gamer group showed increased gray matter volume in left cingulate gyrus and decreased left thalamus gray matter volume compared with the POGA group. The current study suggests that increased gray matter volumes of the left cingulate gyrus in pro-gamers and of the left thalamus in POGA may contribute to the different clinical characteristics of pro-gamers and POGA. PMID:22277302

  20. Gamers as Designers: A Framework for Investigating Design in Gaming Affinity Spaces

    ERIC Educational Resources Information Center

    Duncan, Sean C.

    2010-01-01

    This article addresses recent approaches to uncovering and theorizing the design activities that occur in online gaming affinity spaces. Examples are presented of productive d/Discourse present within online forums around three video game series, video games, or game platforms, and key design practices engaged upon by gamers in these spaces. It is…

  1. Factor Structure of the Internet Addiction Test in Online Gamers and Poker Players

    PubMed Central

    Achab, Sophia; Billieux, Joel; Thorens, Gabriel; Zullino, Daniele; Dufour, Magali; Rothen, Stéphane

    2015-01-01

    Background The Internet Addiction Test (IAT) is the most widely used questionnaire to screen for problematic Internet use. Nevertheless, its factorial structure is still debated, which complicates comparisons among existing studies. Most previous studies were performed with students or community samples despite the probability of there being more problematic Internet use among users of specific applications, such as online gaming or gambling. Objective To assess the factorial structure of a modified version of the IAT that addresses specific applications, such as video games and online poker. Methods Two adult samples—one sample of Internet gamers (n=920) and one sample of online poker players (n=214)—were recruited and completed an online version of the modified IAT. Both samples were split into two subsamples. Two principal component analyses (PCAs) followed by two confirmatory factor analyses (CFAs) were run separately. Results The results of principal component analysis indicated that a one-factor model fit the data well across both samples. In consideration of the weakness of some IAT items, a 17-item modified version of the IAT was proposed. Conclusions This study assessed, for the first time, the factorial structure of a modified version of an Internet-administered IAT on a sample of Internet gamers and a sample of online poker players. The scale seems appropriate for the assessment of such online behaviors. Further studies on the modified 17-item IAT version are needed. PMID:26543917

  2. Video Programs; A Source Guide of Organizations Distributing Video Programs for Use in "Adult Education".

    ERIC Educational Resources Information Center

    Winslow, Ken, Comp.

    Names of selected organizations providing video materials for use in adult education are listed alphabetically. Each entry includes name, address, and telephone number of the distributing organizations; available formats, fee arrangements, clearances, and subject-category description. (SK)

  3. Increased Cortical Thickness in Professional On-Line Gamers

    PubMed Central

    Hyun, Gi Jung; Shin, Yong Wook; Kim, Bung-Nyun; Cheong, Jae Hoon; Jin, Seong Nam

    2013-01-01

    Objective The bulk of recent studies have tested whether video games change the brain in terms of activity and cortical volume. However, such studies are limited by several factors including cross-sectional comparisons, co-morbidity, and short-term follow-up periods. In the present study, we hypothesized that cognitive flexibility and the volume of brain cortex would be correlated with the career length of on-line pro-gamers. Methods High-resolution magnetic resonance scans were acquired in twenty-three pro-gamers recruited from StarCraft pro-game teams. We measured cortical thickness in each individual using FreeSurfer and the cortical thickness was correlated with the career length and the performance of the pro-gamers. Results Career length was positively correlated with cortical thickness in three brain regions: right superior frontal gyrus, right superior parietal gyrus, and right precentral gyrus. Additionally, increased cortical thickness in the prefrontal cortex was correlated with winning rates of the pro-game league. Increased cortical thickness in the prefrontal and parietal cortices was also associated with higher performance of Wisconsin Card Sorting Test. Conclusion Our results suggest that in individuals without pathologic conditions, regular, long-term playing of on-line games is associated with volume changes in the prefrontal and parietal cortices, which are associated with cognitive flexibility. PMID:24474988

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

    ERIC Educational Resources Information Center

    Gramss, Denise; Struve, Doreen

    2009-01-01

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

  5. INTERACTIVE VIDEO DANCE GAMES FOR HEALTHY OLDER ADULTS

    PubMed Central

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

    2016-01-01

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

  6. Evaluation of a Video Prompting and Fading Procedure for Teaching Dish Washing Skills to Adults with Developmental Disabilities

    ERIC Educational Resources Information Center

    Sigafoos, Jeff; O'Reilly, Mark; Cannella, Helen; Edrisinha, Chaturi; de la Cruz, Berenice; Upadhyaya, Megha; Lancioni, Giulio E.; Hundley, Anna; Andrews, Alonzo; Garver, Carolyn; Young, David

    2007-01-01

    We evaluated a video prompting and fading procedure for teaching three adults with developmental disabilities to wash dishes. Video prompting involved showing video clips depicting each step of the task. All three adults reached 90-100% correct when video prompting was implemented. Following acquisition, video prompting was withdrawn, but…

  7. Video game practice optimizes executive control skills in dual-task and task switching situations.

    PubMed

    Strobach, Tilo; Frensch, Peter A; Schubert, Torsten

    2012-05-01

    We examined the relation of action video game practice and the optimization of executive control skills that are needed to coordinate two different tasks. As action video games are similar to real life situations and complex in nature, and include numerous concurrent actions, they may generate an ideal environment for practicing these skills (Green & Bavelier, 2008). For two types of experimental paradigms, dual-task and task switching respectively; we obtained performance advantages for experienced video gamers compared to non-gamers in situations in which two different tasks were processed simultaneously or sequentially. This advantage was absent in single-task situations. These findings indicate optimized executive control skills in video gamers. Similar findings in non-gamers after 15 h of action video game practice when compared to non-gamers with practice on a puzzle game clarified the causal relation between video game practice and the optimization of executive control skills. PMID:22426427

  8. Characteristics of Social Network Gamers: Results of an Online Survey

    PubMed Central

    Geisel, Olga; Panneck, Patricia; Stickel, Anna; Schneider, Michael; Müller, Christian A.

    2015-01-01

    Current research on Internet addiction (IA) reported moderate to high prevalence rates of IA and comorbid psychiatric symptoms in users of social networking sites (SNS) and online role-playing games. The aim of this study was to characterize adult users of an Internet multiplayer strategy game within a SNS. Therefore, we conducted an exploratory study using an online survey to assess sociodemographic variables, psychopathology, and the rate of IA in a sample of adult social network gamers by Young’s Internet Addiction Test (IAT), the Toronto Alexithymia Scale (TAS-26), the Beck Depression Inventory-II (BDI-II), the Symptom Checklist-90-R (SCL-90-R), and the WHO Quality of Life-BREF (WHOQOL-BREF). All participants were listed gamers of “Combat Zone” in the SNS “Facebook.” In this sample, 16.2% of the participants were categorized as subjects with IA and 19.5% fulfilled the criteria for alexithymia. Comparing study participants with and without IA, the IA group had significantly more subjects with alexithymia, reported more depressive symptoms, and showed poorer quality of life. These findings suggest that social network gaming might also be associated with maladaptive patterns of Internet use. Furthermore, a relationship between IA, alexithymia, and depressive symptoms was found that needs to be elucidated by future studies. PMID:26217238

  9. Characteristics of Social Network Gamers: Results of an Online Survey.

    PubMed

    Geisel, Olga; Panneck, Patricia; Stickel, Anna; Schneider, Michael; Müller, Christian A

    2015-01-01

    Current research on Internet addiction (IA) reported moderate to high prevalence rates of IA and comorbid psychiatric symptoms in users of social networking sites (SNS) and online role-playing games. The aim of this study was to characterize adult users of an Internet multiplayer strategy game within a SNS. Therefore, we conducted an exploratory study using an online survey to assess sociodemographic variables, psychopathology, and the rate of IA in a sample of adult social network gamers by Young's Internet Addiction Test (IAT), the Toronto Alexithymia Scale (TAS-26), the Beck Depression Inventory-II (BDI-II), the Symptom Checklist-90-R (SCL-90-R), and the WHO Quality of Life-BREF (WHOQOL-BREF). All participants were listed gamers of "Combat Zone" in the SNS "Facebook." In this sample, 16.2% of the participants were categorized as subjects with IA and 19.5% fulfilled the criteria for alexithymia. Comparing study participants with and without IA, the IA group had significantly more subjects with alexithymia, reported more depressive symptoms, and showed poorer quality of life. These findings suggest that social network gaming might also be associated with maladaptive patterns of Internet use. Furthermore, a relationship between IA, alexithymia, and depressive symptoms was found that needs to be elucidated by future studies. PMID:26217238

  10. Video Gaming Disorder and Sport and Exercise in Emerging Adulthood: A Longitudinal Study.

    PubMed

    Henchoz, Yves; Studer, Joseph; Deline, Stéphane; N'Goran, Alexandra A; Baggio, Stéphanie; Gmel, Gerhard

    2016-01-01

    Among the negative consequences of video gaming disorder, decreased participation in sport and exercise has received little attention. This study aimed to assess the longitudinal association between video gaming disorder and the level of sport and exercise in emerging adult men. A questionnaire was completed at baseline and 15-month follow-up by a representative national sample of 4,933 respondents. The seven items of the Game Addiction Scale were used to construct a latent variable representing video gaming disorder. Level of sport and exercise was also self-reported. Cross-lagged path modeling indicated a reciprocal causality between video gaming disorder and the level of sport and exercise, even after adjusting for a large set of confounders. These findings support the need for better promotion of sport and exercise among emerging adults in order to contribute to the prevention of video gaming disorder, and to raise the level of sport and exercise activity in addicted gamers. PMID:25258243

  11. Continuous Video Modeling to Prompt Completion of Multi-Component Tasks by Adults with Moderate Intellectual Disability

    ERIC Educational Resources Information Center

    Mechling, Linda C.; Ayres, Kevin M.; Purrazzella, Kaitlin; Purrazzella, Kimberly

    2014-01-01

    This investigation examined the ability of four adults with moderate intellectual disability to complete multi-component tasks using continuous video modeling. Continuous video modeling, which is a newly researched application of video modeling, presents video in a "looping" format which automatically repeats playing of the video while…

  12. Video game training enhances cognitive control in older adults.

    PubMed

    Anguera, J A; Boccanfuso, J; Rintoul, J L; Al-Hashimi, O; Faraji, F; Janowich, J; Kong, E; Larraburo, Y; Rolle, C; Johnston, E; Gazzaley, A

    2013-09-01

    Cognitive control is defined by a set of neural processes that allow us to interact with our complex environment in a goal-directed manner. Humans regularly challenge these control processes when attempting to simultaneously accomplish multiple goals (multitasking), generating interference as the result of fundamental information processing limitations. It is clear that multitasking behaviour has become ubiquitous in today's technologically dense world, and substantial evidence has accrued regarding multitasking difficulties and cognitive control deficits in our ageing population. Here we show that multitasking performance, as assessed with a custom-designed three-dimensional video game (NeuroRacer), exhibits a linear age-related decline from 20 to 79 years of age. By playing an adaptive version of NeuroRacer in multitasking training mode, older adults (60 to 85 years old) reduced multitasking costs compared to both an active control group and a no-contact control group, attaining levels beyond those achieved by untrained 20-year-old participants, with gains persisting for 6 months. Furthermore, age-related deficits in neural signatures of cognitive control, as measured with electroencephalography, were remediated by multitasking training (enhanced midline frontal theta power and frontal-posterior theta coherence). Critically, this training resulted in performance benefits that extended to untrained cognitive control abilities (enhanced sustained attention and working memory), with an increase in midline frontal theta power predicting the training-induced boost in sustained attention and preservation of multitasking improvement 6 months later. These findings highlight the robust plasticity of the prefrontal cognitive control system in the ageing brain, and provide the first evidence, to our knowledge, of how a custom-designed video game can be used to assess cognitive abilities across the lifespan, evaluate underlying neural mechanisms, and serve as a powerful tool

  13. Sleep Loses Out for Many Hooked on Video Games

    MedlinePlus

    ... page: https://medlineplus.gov/news/fullstory_159434.html Sleep Loses Out for Many Hooked on Video Games ... Bloodborne," "Fallout" and "Call of Duty" worth losing sleep over? For plenty of gamers, the answer is ...

  14. Sleep Loses Out for Many Hooked on Video Games

    MedlinePlus

    ... nlm.nih.gov/medlineplus/news/fullstory_159434.html Sleep Loses Out for Many Hooked on Video Games ... Bloodborne," "Fallout" and "Call of Duty" worth losing sleep over? For plenty of gamers, the answer is ...

  15. Adult Education Sound and Video Recordings--E. S. Bird Library.

    ERIC Educational Resources Information Center

    Charters, Alexander N., Comp.; Abbott, George, Comp.

    This publication lists items from the sound and video recording collection in the area of adult and continuing education in Bird Library, Syracuse University (Syracuse, New York). The major categories are sound recordings and video recordings. The items are listed in numerical order by call number. The following information is provided for sound…

  16. Does the Model Matter? Comparing Video Self-Modeling and Video Adult Modeling for Task Acquisition and Maintenance by Adolescents with Autism Spectrum Disorders

    ERIC Educational Resources Information Center

    Cihak, David F.; Schrader, Linda

    2009-01-01

    The purpose of this study was to compare the effectiveness and efficiency of learning and maintaining vocational chain tasks using video self-modeling and video adult modeling instruction. Four adolescents with autism spectrum disorders were taught vocational and prevocational skills. Although both video modeling conditions were effective for…

  17. Video Games Related to Young Adults: Mapping Research Interest

    ERIC Educational Resources Information Center

    Piotrowski, Chris

    2015-01-01

    This study attempts to identify the typological-research domain of the extant literature on video games related to college-age samples (18-29 years-of-age). A content analysis of 264 articles, from PsycINFO for these identifiers, was performed. Findings showed that negative or pathological aspects of video gaming, i.e., violence potential,…

  18. Complexities of Gaming Cultures: Adolescent Gamers Adapting and Transforming Learning

    ERIC Educational Resources Information Center

    Merkel, Liz; Sanford, Kathy

    2011-01-01

    In 2007, the authors' ethnographic research study of 11 adolescent gamers began in a response to social concern regarding adolescent (dis)engagement in school literacy practices. Since then, the authors' ongoing research has revealed the importance of understanding and knowing more about individual gamers' ways of knowing, and also about the…

  19. Pathological Internet use among adolescents: Comparing gamers and non-gamers.

    PubMed

    Strittmatter, Esther; Kaess, Michael; Parzer, Peter; Fischer, Gloria; Carli, Vladimir; Hoven, Christina W; Wasserman, Camilla; Sarchiapone, Marco; Durkee, Tony; Apter, Alan; Bobes, Julio; Brunner, Romuald; Cosman, Doina; Sisask, Merike; Värnik, Peeter; Wasserman, Danuta

    2015-07-30

    "Internet gaming disorder" was recently included in Section 3 of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). Non-gaming Internet activities were not considered because of a lack of evidence. This study examined whether gamers differ from non-gamers with respect to their psychological well-being among students who show pathological Internet use (PIU). This cross-sectional study was conducted within the project "Working in Europe to Stop Truancy Among Youth (WE-STAY)". A total of 8807 European representative students from randomly selected schools were included. The Young Diagnostic Questionnaire was applied to assess PIU, and students with this condition were divided into gamers (PIU-G) and non-gamers (PIU-NG). Overall, 3.62% and 3.11% of the students were classified as having PIU-G and PIU-NG, respectively. A multinomial logistic regression revealed that students with PIU-G and those with PIU-NG showed similarly increased risks for emotional symptoms, conduct disorder, hyperactivity/inattention, self-injurious behaviors, and suicidal ideation and behaviors. Students with PIU-G were more likely to be male and have a higher risk for peer problems than those with PIU-NG. Students with PIU-NG had a higher risk of depression than those with PIU-G. The significant psychological impairment of PIU-NG suggests that it should be considered in future diagnostic criteria. PMID:25959265

  20. Women, Video Gaming and Learning: Beyond Stereotypes

    ERIC Educational Resources Information Center

    Hayes, Elisabeth

    2005-01-01

    While video gaming has grown immensely as an industry over the last decade, with growing numbers of gamers around the globe, including women, gaming continues to be a very gendered practice. The apparent gender divide in video gaming has caught the attention of both the gaming industry and educators, generating considerable discussion and…

  1. Teaching multi-step math skills to adults with disabilities via video prompting.

    PubMed

    Kellems, Ryan O; Frandsen, Kaitlyn; Hansen, Blake; Gabrielsen, Terisa; Clarke, Brynn; Simons, Kalee; Clements, Kyle

    2016-11-01

    The purpose of this study was to evaluate the effectiveness of teaching multi-step math skills to nine adults with disabilities in an 18-21 post-high school transition program using a video prompting intervention package. The dependent variable was the percentage of steps completed correctly. The independent variable was the video prompting intervention, which involved several multi-step math calculation skills: (a) calculating a tip (15%), (b) calculating item unit prices, and (c) adjusting a recipe for more or fewer people. Results indicated a functional relationship between the video prompting interventions and prompting package and the percentage of steps completed correctly. 8 out of the 9 adults showed significant gains immediately after receiving the video prompting intervention. PMID:27589151

  2. Action Video Game Training for Healthy Adults: A Meta-Analytic Study

    PubMed Central

    Wang, Ping; Liu, Han-Hui; Zhu, Xing-Ting; Meng, Tian; Li, Hui-Jie; Zuo, Xi-Nian

    2016-01-01

    Action video game (AVG) has attracted increasing attention from both the public and from researchers. More and more studies found video game training improved a variety of cognitive functions. However, it remains controversial whether healthy adults can benefit from AVG training, and whether young and older adults benefit similarly from AVG training. In the present study, we aimed to quantitatively assess the AVG training effect on the cognitive ability of adults and to compare the training effects on young and older adults by conducting a meta-analysis on previous findings. We systematically searched video game training studies published between January 1986 and July 2015. Twenty studies were included in the present meta-analysis, for a total of 313 participants included in the training group and 323 participants in the control group. The results demonstrate that healthy adults achieve moderate benefit from AVG training in overall cognitive ability and moderate to small benefit in specific cognitive domains. In contrast, young adults gain more benefits from AVG training than older adults in both overall cognition and specific cognitive domains. Age, education, and some methodological factors, such as the session duration, session number, total training duration, and control group type, modulated the training effects. These meta-analytic findings provide evidence that AVG training may serve as an efficient way to improve the cognitive performance of healthy adults. We also discussed several directions for future AVG training studies. PMID:27378996

  3. Action Video Game Training for Healthy Adults: A Meta-Analytic Study.

    PubMed

    Wang, Ping; Liu, Han-Hui; Zhu, Xing-Ting; Meng, Tian; Li, Hui-Jie; Zuo, Xi-Nian

    2016-01-01

    Action video game (AVG) has attracted increasing attention from both the public and from researchers. More and more studies found video game training improved a variety of cognitive functions. However, it remains controversial whether healthy adults can benefit from AVG training, and whether young and older adults benefit similarly from AVG training. In the present study, we aimed to quantitatively assess the AVG training effect on the cognitive ability of adults and to compare the training effects on young and older adults by conducting a meta-analysis on previous findings. We systematically searched video game training studies published between January 1986 and July 2015. Twenty studies were included in the present meta-analysis, for a total of 313 participants included in the training group and 323 participants in the control group. The results demonstrate that healthy adults achieve moderate benefit from AVG training in overall cognitive ability and moderate to small benefit in specific cognitive domains. In contrast, young adults gain more benefits from AVG training than older adults in both overall cognition and specific cognitive domains. Age, education, and some methodological factors, such as the session duration, session number, total training duration, and control group type, modulated the training effects. These meta-analytic findings provide evidence that AVG training may serve as an efficient way to improve the cognitive performance of healthy adults. We also discussed several directions for future AVG training studies. PMID:27378996

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

    PubMed

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

    2016-01-01

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

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

    PubMed Central

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

    2016-01-01

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

  6. Effects of video game playing on cerebral blood flow in young adults: a SPECT study.

    PubMed

    Chou, Yuan-Hwa; Yang, Bang-Hung; Hsu, Ju-Wei; Wang, Shyh-Jen; Lin, Chun-Lung; Huang, Kai-Lin; Chien Chang, Alice; Lee, Shin-Min

    2013-04-30

    To study the impact of video game playing on the human brain, the effects of two video games playing on cerebral blood flow (CBF) in young adults were determined. Thirty healthy subjects comprising 18 males and 12 females who were familiar with video game playing were recruited. Each subject underwent three sessions of single photon emission computed tomography (SPECT) with a bolus injection of 20 mCi (99m)Tc ECD IV to measure their CBF. The first measurement was performed as baseline, the second and third measurements were performed after playing two different video games for 30 min, respectively. Statistic parametric mapping (SPM2) with Matlab 6.5 implemented on a personal computer was used for image analysis. CBF was significantly decreased in the prefrontal cortex and significantly increased in the temporal and occipital cortices after both video games playing. Furthermore, decreased CBF in the anterior cingulate cortex (ACC) which was significantly correlated with the number of killed characters was found after the violent game playing. The major finding of hypo-perfusion in prefrontal regions after video game playing is consistent with a previous study showing reduced or abnormal prefrontal cortex functions after video game playing. The second finding of decreased CBF in the ACC after playing the violent video game provides support for a previous hypothesis that the ACC might play a role in regulating violent behavior. PMID:23137807

  7. Using Video Modeling Delivered through iPods to Teach Vocational Tasks to Young Adults with Autism Spectrum Disorders (ASD)

    ERIC Educational Resources Information Center

    Kellems, Ryan O.

    2010-01-01

    The purpose of this study was to evaluate the effectiveness of using video modeling delivered through a Portable media player (video iPod) as a means of teaching three job-related tasks to four young adults with autism spectrum disorders (ASD) in a community-based employment setting. The videos used in the study were enhanced by adding written…

  8. Impulsivity in Multiplayer Online Battle Arena Gamers: Preliminary Results on Experimental and Self-Report Measures.

    PubMed

    Nuyens, Filip; Deleuze, Jory; Maurage, Pierre; Griffiths, Mark D; Kuss, Daria J; Billieux, Joël

    2016-06-01

    Background and aims Multiplayer Online Battle Arena (MOBA) games have become the most popular type of video games played worldwide, superseding the playing of Massively Multiplayer Online Role-Playing Games and First-Person Shooter games. However, empirical studies focusing on the use and abuse of MOBA games are still very limited, particularly regarding impulsivity, which is an indicator of addictive states but has not yet been explored in MOBA games. In this context, the objective of the present study is to explore the associations between impulsivity and symptoms of addictive use of MOBA games in a sample of highly involved League of Legends (LoL, currently the most popular MOBA game) gamers. Methods Thirty-six LoL gamers were recruited and completed both experimental (Single Key Impulsivity Paradigm) and self-reported impulsivity assessments (s-UPPS-P Impulsive Behavior Scale, Barratt Impulsiveness Scale), in addition to an assessment of problematic video game use (Problematic Online Gaming Questionnaire). Results Results showed links between impulsivity-related constructs and signs of excessive MOBA game involvement. Findings indicated that impaired ability to postpone rewards in an experimental laboratory task was strongly related to problematic patterns of MOBA game involvement. Although less consistent, several associations were also found between self-reported impulsivity traits and signs of excessive MOBA game involvement. Conclusions Despite these results are preliminary and based upon a small (self-selected) sample, the present study highlights potential psychological factors related to the addictive use of MOBA games. PMID:27156376

  9. Unpopular, overweight, and socially inept: reconsidering the stereotype of online gamers.

    PubMed

    Kowert, Rachel; Festl, Ruth; Quandt, Thorsten

    2014-03-01

    Online gaming has become an activity associated with a highly specific, caricatured, and often negative image. This "stereotype" has permeated the collective consciousness, as online gamers have become common caricatures in popular media. A lack of comprehensive demographic inquiries into the online gaming population has made it difficult to dispute these stereotypical characteristics and led to rising concerns about the validity of these stereotypes. The current study aims to clarify the basis of these negative characterizations, and determine whether online video game players display the social, physical, and psychological shortcomings stereotypically attributed them. Sampling and recruiting was conducted using a two-stage approach. First, a representative sample of 50,000 individuals aged 14 and older who were asked about their gaming behavior in an omnibus telephone survey. From this sample, 4,500 video game players were called for a second telephone interview, from which the current data were collected. Only those participants who completed all of the questions relating to video game play were retained for the current analysis (n=2,550). Between- and within-group analyses were enlisted to uncover differences between online, offline, and nongame playing communities across varying degrees of involvement. The results indicate that the stereotype of online gamers is not fully supported empirically. However, a majority of the stereotypical attributes was found to hold a stronger relationship with more involved online players than video game players as a whole, indicating an empirical foundation for the unique stereotypes that have emerged for this particular subgroup of video game players. PMID:24053382

  10. Reliability and Validity of the Behavioral Addiction Measure for Video Gaming.

    PubMed

    Sanders, James L; Williams, Robert J

    2016-01-01

    Most tests of video game addiction have weak construct validity and limited ability to correctly identify people in denial. The purpose of the present research was to investigate the reliability and validity of a new test of video game addiction (Behavioral Addiction Measure-Video Gaming [BAM-VG]) that was developed in part to address these deficiencies. Regular adult video gamers (n = 506) were recruited from a Canadian online panel and completed a survey containing three measures of excessive video gaming (BAM-VG; DSM-5 criteria for Internet Gaming Disorder [IGD]; and the IGD-20), as well as questions concerning extensiveness of video game involvement and self-report of problems associated with video gaming. One month later, they were reassessed for the purposes of establishing test-retest reliability. The BAM-VG demonstrated good internal consistency as well as 1 month test-retest reliability. Criterion-related validity was demonstrated by significant correlations with the following: time spent playing, self-identification of video game problems, and scores on other instruments designed to assess video game addiction (DSM-5 IGD, IGD-20). Consistent with the theory, principal component analysis identified two components underlying the BAM-VG that roughly correspond with impaired control and significant negative consequences deriving from this impaired control. Together with its excellent construct validity and other technical features, the BAM-VG represents a reliable and valid test of video game addiction. PMID:26720761

  11. Testing the Predictive Validity and Construct of Pathological Video Game Use.

    PubMed

    Groves, Christopher L; Gentile, Douglas; Tapscott, Ryan L; Lynch, Paul J

    2015-01-01

    Three studies assessed the construct of pathological video game use and tested its predictive validity. Replicating previous research, Study 1 produced evidence of convergent validity in 8th and 9th graders (N = 607) classified as pathological gamers. Study 2 replicated and extended the findings of Study 1 with college undergraduates (N = 504). Predictive validity was established in Study 3 by measuring cue reactivity to video games in college undergraduates (N = 254), such that pathological gamers were more emotionally reactive to and provided higher subjective appraisals of video games than non-pathological gamers and non-gamers. The three studies converged to show that pathological video game use seems similar to other addictions in its patterns of correlations with other constructs. Conceptual and definitional aspects of Internet Gaming Disorder are discussed. PMID:26694472

  12. Testing the Predictive Validity and Construct of Pathological Video Game Use

    PubMed Central

    Groves, Christopher L.; Gentile, Douglas; Tapscott, Ryan L.; Lynch, Paul J.

    2015-01-01

    Three studies assessed the construct of pathological video game use and tested its predictive validity. Replicating previous research, Study 1 produced evidence of convergent validity in 8th and 9th graders (N = 607) classified as pathological gamers. Study 2 replicated and extended the findings of Study 1 with college undergraduates (N = 504). Predictive validity was established in Study 3 by measuring cue reactivity to video games in college undergraduates (N = 254), such that pathological gamers were more emotionally reactive to and provided higher subjective appraisals of video games than non-pathological gamers and non-gamers. The three studies converged to show that pathological video game use seems similar to other addictions in its patterns of correlations with other constructs. Conceptual and definitional aspects of Internet Gaming Disorder are discussed. PMID:26694472

  13. Video game training enhances cognition of older adults: a meta-analytic study.

    PubMed

    Toril, Pilar; Reales, José M; Ballesteros, Soledad

    2014-09-01

    It has been suggested that video game training enhances cognitive functions in young and older adults. However, effects across studies are mixed. We conducted a meta-analysis to examine the hypothesis that training healthy older adults with video games enhances their cognitive functioning. The studies included in the meta-analysis were video game training interventions with pre- and posttraining measures. Twenty experimental studies published between 1986 and 2013, involving 474 trained and 439 healthy older controls, met the inclusion criteria. The results indicate that video game training produces positive effects on several cognitive functions, including reaction time (RT), attention, memory, and global cognition. The heterogeneity test did not show a significant heterogeneity (I(2) = 20.69%) but this did not preclude a further examination of moderator variables. The magnitude of this effect was moderated by methodological and personal factors, including the age of the trainees and the duration of the intervention. The findings suggest that cognitive and neural plasticity is maintained to a certain extent in old age. Training older adults with video games enhances several aspects of cognition and might be a valuable intervention for cognitive enhancement. PMID:25244488

  14. Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood

    PubMed Central

    Ream, Geoffrey L.; Elliott, Luther C.; Dunlap, Eloise

    2013-01-01

    This study explored the relationship between video gaming and age during childhood, adolescence, and emerging adulthood. It also examined whether “role incompatibility,” the theory that normative levels of substance use decrease through young adulthood as newly acquired adult roles create competing demands, generalizes to video gaming. Emerging adult video gamers (n = 702) recruited from video gaming contexts in New York City completed a computer-assisted personal interview and life-history calendar. All four video gaming indicators—days/week played, school/work day play, nonschool/work day play, and problem play—had significant curvilinear relationships with age. The “shape” of video gaming's relationship with age is, therefore, similar to that of substance use, but video gaming appears to peak earlier in life than substance use, that is, in late adolescence rather than emerging adulthood. Of the four video gaming indicators, role incompatibility only significantly affected school/work day play, the dimension with the clearest potential to interfere with life obligations. PMID:24236277

  15. Computer-Presented Video Prompting for Teaching Microwave Oven Use to Three Adults with Developmental Disabilities

    ERIC Educational Resources Information Center

    Sigafoos, Jeff; O'Reilly, Mark; Cannella, Helen; Upadhyaya, Megha; Edrisinha, Chaturi; Lancioni, Giulio E.; Hundley, Anna; Andrews, Alonzo; Garver, Carolyn; Young, David

    2005-01-01

    We evaluated the use of a video prompting procedure for teaching three adults with developmental disabilities to make popcorn using a microwave oven. Training, using a 10-step task analysis, was conducted in the kitchen of the participant's vocational training program. During baseline, participants were instructed to make popcorn, but were given…

  16. Playing Action Video Games Improves Visuomotor Control.

    PubMed

    Li, Li; Chen, Rongrong; Chen, Jing

    2016-08-01

    Can playing action video games improve visuomotor control? If so, can these games be used in training people to perform daily visuomotor-control tasks, such as driving? We found that action gamers have better lane-keeping and visuomotor-control skills than do non-action gamers. We then trained non-action gamers with action or nonaction video games. After they played a driving or first-person-shooter video game for 5 or 10 hr, their visuomotor control improved significantly. In contrast, non-action gamers showed no such improvement after they played a nonaction video game. Our model-driven analysis revealed that although different action video games have different effects on the sensorimotor system underlying visuomotor control, action gaming in general improves the responsiveness of the sensorimotor system to input error signals. The findings support a causal link between action gaming (for as little as 5 hr) and enhancement in visuomotor control, and suggest that action video games can be beneficial training tools for driving. PMID:27485132

  17. 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

  18. 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. PMID:22242785

  19. Neural bases of selective attention in action video game players.

    PubMed

    Bavelier, D; Achtman, R L; Mani, M; Föcker, J

    2012-05-15

    Over the past few years, the very act of playing action video games has been shown to enhance several different aspects of visual selective attention, yet little is known about the neural mechanisms that mediate such attentional benefits. A review of the aspects of attention enhanced in action game players suggests there are changes in the mechanisms that control attention allocation and its efficiency (Hubert-Wallander, Green, & Bavelier, 2010). The present study used brain imaging to test this hypothesis by comparing attentional network recruitment and distractor processing in action gamers versus non-gamers as attentional demands increased. Moving distractors were found to elicit lesser activation of the visual motion-sensitive area (MT/MST) in gamers as compared to non-gamers, suggestive of a better early filtering of irrelevant information in gamers. As expected, a fronto-parietal network of areas showed greater recruitment as attentional demands increased in non-gamers. In contrast, gamers barely engaged this network as attentional demands increased. This reduced activity in the fronto-parietal network that is hypothesized to control the flexible allocation of top-down attention is compatible with the proposal that action game players may allocate attentional resources more automatically, possibly allowing more efficient early filtering of irrelevant information. PMID:21864560

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

    PubMed

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

    2013-01-01

    The purpose of this study was to measure the effect of action video gaming on central elements of visual attention using Bundesen's (1990) Theory of Visual Attention. To examine the cognitive impact of action video gaming, we tested basic functions of visual attention in 42 young male adults. Participants were divided into three groups depending on the amount of time spent playing action video games: non-players (<2h/month, N=12), casual players (4-8h/month, N=10), and experienced players (>15h/month, N=20). All participants were tested in three tasks which tap central functions of visual attention and short-term memory: a test based on the Theory of Visual Attention (TVA), an enumeration test and finally the Attentional Network Test (ANT). The results show that action video gaming does not seem to impact the capacity of visual short-term memory. However, playing action video games does seem to improve the encoding speed of visual information into visual short-term memory and the improvement does seem to depend on the time devoted to gaming. This suggests that intense action video gaming improves basic attentional functioning and that this improvement generalizes into other activities. The implications of these findings for cognitive rehabilitation training are discussed. PMID:23261420

  1. Reasons for playing casual video games and perceived benefits among adults 18 to 80 years old.

    PubMed

    Whitbourne, Susan Krauss; Ellenberg, Stacy; Akimoto, Kyoko

    2013-12-01

    Casual video games (CVGs) are becoming increasingly popular among middle-aged and older adults, yet there are few studies documenting why adults of different ages play these games, what benefits they perceive, and how regularly they play. The present study compared the online survey responses of 10,308 adults ranging from 18 to 80 years of age to questions regarding PopCap's popular free online game, Bejeweled Blitz (BJB). All respondents cited playing against friends as their main reason for playing. However, there were differences by age in the second most frequently cited reason. Middle-aged adults cited stress relief, and older adults reported that they seek the game's challenges. As a result of playing CVGs, younger adults noted that they felt sharper and experienced improved memory; older adults were more likely to feel that their visuospatial skills and response time benefited. Adults aged 60 and older had heavier patterns of game play than did adults under the age of 60 years. A significant number of respondents (14.7%) spontaneously noted that they felt that BJB had addictive qualities. CVG players seem to be drawn into this activity by its social nature and to a certain extent by its reinforcing properties. Once involved, however, they believe that they derive a number of benefits that, for older adults, appear to offset declines in age-sensitive cognitive functions. PMID:23971430

  2. The Development of Attention Skills in Action Video Game Players

    ERIC Educational Resources Information Center

    Dye, M. W. G.; Green, C. S.; Bavelier, D.

    2009-01-01

    Previous research suggests that action video game play improves attentional resources, allowing gamers to better allocate their attention across both space and time. In order to further characterize the plastic changes resulting from playing these video games, we administered the Attentional Network Test (ANT) to action game players and…

  3. Sleep quality is negatively related to video gaming volume in adults.

    PubMed

    Exelmans, Liese; Van den Bulck, Jan

    2015-04-01

    Most literature on the relationship between video gaming and sleep disturbances has looked at children and adolescents. There is little research on such a relationship in adult samples. The aim of the current study was to investigate the association of video game volume with sleep quality in adults via face-to-face interviews using standardized questionnaires. Adults (n = 844, 56.2% women), aged 18-94 years old, participated in the study. Sleep quality was measured using the Pittsburgh Sleep Quality Index, and gaming volume was assessed by asking the hours of gaming on a regular weekday (Mon-Thurs), Friday and weekend day (Sat-Sun). Adjusting for gender, age, educational level, exercise and perceived stress, results of hierarchical regression analyses indicated that video gaming volume was a significant predictor of sleep quality (β = 0.145), fatigue (β = 0.109), insomnia (β = 0.120), bedtime (β = 0.100) and rise time (β = 0.168). Each additional hour of video gaming per day delayed bedtime by 6.9 min (95% confidence interval 2.0-11.9 min) and rise time by 13.8 min (95% confidence interval 7.8-19.7 min). Attributable risk for having poor sleep quality (Pittsburgh Sleep Quality Index > 5) due to gaming >1 h day was 30%. When examining the components of the Pittsburgh Sleep Quality Index using multinomial regression analysis (odds ratios with 95% confidence intervals), gaming volume significantly predicted sleep latency, sleep efficiency and use of sleep medication. In general, findings support the conclusion that gaming volume is negatively related to the overall sleep quality of adults, which might be due to underlying mechanisms of screen exposure and arousal. PMID:25358428

  4. The neural processing of voluntary completed, real and virtual violent and nonviolent computer game scenarios displaying predefined actions in gamers and nongamers.

    PubMed

    Regenbogen, Christina; Herrmann, Manfred; Fehr, Thorsten

    2010-01-01

    Studies investigating the effects of violent computer and video game playing have resulted in heterogeneous outcomes. It has been assumed that there is a decreased ability to differentiate between virtuality and reality in people that play these games intensively. FMRI data of a group of young males with (gamers) and without (controls) a history of long-term violent computer game playing experience were obtained during the presentation of computer game and realistic video sequences. In gamers the processing of real violence in contrast to nonviolence produced activation clusters in right inferior frontal, left lingual and superior temporal brain regions. Virtual violence activated a network comprising bilateral inferior frontal, occipital, postcentral, right middle temporal, and left fusiform regions. Control participants showed extended left frontal, insula and superior frontal activations during the processing of real, and posterior activations during the processing of virtual violent scenarios. The data suggest that the ability to differentiate automatically between real and virtual violence has not been diminished by a long-term history of violent video game play, nor have gamers' neural responses to real violence in particular been subject to desensitization processes. However, analyses of individual data indicated that group-related analyses reflect only a small part of actual individual different neural network involvement, suggesting that the consideration of individual learning history is sufficient for the present discussion. PMID:19823959

  5. The beliefs adults and children hold about television and video games.

    PubMed

    Sneed, C; Runco, M A

    1992-05-01

    In Phase 1 of this study, we asked 23 parents between the ages of 30 and 52 years and 26 children between the ages of 10 and 19 years to list effects of television and video games on children. A questionnaire was developed using the most frequently given responses (e.g., television influences children's aggressive behavior, verbal abilities, or time with friends). In Phase 2, this questionnaire was administered to different groups of parents and children and a control group of adults without offspring (N = 204) who were asked to rate the influence of each item on the questionnaire. Multivariate analyses of variance indicated that there were similarities and differences among the groups. For example, parents and other adults held similar beliefs about the influence of television, but parents held more positive beliefs about the influence of video games than the other adults. Children held more positive beliefs about the influence of television than parents, but parents and children held similar beliefs about the influence of video games. PMID:1527774

  6. Use of Video Modeling to Teach Vocational Skills to Adolescents and Young Adults with Autism Spectrum Disorders

    ERIC Educational Resources Information Center

    Allen, Keith D.; Wallace, Dustin P.; Renes, Diana; Bowen, Scott L.; Burke, Ray V.

    2010-01-01

    As part of a collaborative project between a University Center for Excellence in Developmental Disabilities and a local private business, we examined the effects of video modeling to teach vocational skills to four adolescents and young adults with Autism Spectrum Disorders. Video modeling was used to teach the participants to wear a WalkAround[R]…

  7. A dichoptic custom-made action video game as a treatment for adult amblyopia.

    PubMed

    Vedamurthy, Indu; Nahum, Mor; Huang, Samuel J; Zheng, Frank; Bayliss, Jessica; Bavelier, Daphne; Levi, Dennis M

    2015-09-01

    Previous studies have employed different experimental approaches to enhance visual function in adults with amblyopia including perceptual learning, videogame play, and dichoptic training. Here, we evaluated the efficacy of a novel dichoptic action videogame combining all three approaches. This experimental intervention was compared to a conventional, yet unstudied method of supervised occlusion while watching movies. Adults with unilateral amblyopia were assigned to either play the dichoptic action game (n=23; 'game' group), or to watch movies monocularly while the fellow eye was patched (n=15; 'movies' group) for a total of 40hours. Following training, visual acuity (VA) improved on average by ≈0.14logMAR (≈28%) in the game group, with improvements noted in both anisometropic and strabismic patients. This improvement is similar to that obtained following perceptual learning, video game play or dichoptic training. Surprisingly, patients with anisometropic amblyopia in the movies group showed similar improvement, revealing a greater impact of supervised occlusion in adults than typically thought. Stereoacuity, reading speed, and contrast sensitivity improved more for game group participants compared with movies group participants. Most improvements were largely retained following a 2-month no-contact period. This novel video game, which combines action gaming, perceptual learning and dichoptic presentation, results in VA improvements equivalent to those previously documented with each of these techniques alone. Our game intervention led to greater improvement than control training in a variety of visual functions, thus suggesting that this approach has promise for the treatment of adult amblyopia. PMID:25917239

  8. Learning about the game: designing science games for a generation of gamers

    NASA Astrophysics Data System (ADS)

    Chmiel, Marjee

    2012-12-01

    This paper is a response to "Challenges and Opportunities: Using a science-based video game in secondary school settings" by Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg, and Nicole Husain. The article highlights two critical areas that I argue require more research in the studies of video games in education. The first area focuses on the need to better understand how children interact with non-educational games, outside of the school setting. This includes issues such as "gamer culture" and game play styles. The better we understand these issues, the better educational game designers and implementers can imagine the kinds of behaviors that might be elicited from students when we bring educational games into their classroom. In this focus, the student is the unit of analysis, but it is the student in and out of the classroom: the way the student understands video games when she is at home, playing with friends, and at school. The second area focuses on the study of the classroom as a unit of analysis. As the authors of this study reveal, classroom cultures affect the reception and success of an educational game. This is to ask, how does a game play when students have to play it in pairs or groups for a lack of resources? What is the role of the teacher in the success of video game implementation? How does a game react to multiple server requests in a short period of time? These are issues that are still largely unexplored in the educational game design literature.

  9. The effect of action video game playing on sensorimotor learning: Evidence from a movement tracking task.

    PubMed

    Gozli, Davood G; Bavelier, Daphne; Pratt, Jay

    2014-10-12

    Research on the impact of action video game playing has revealed performance advantages on a wide range of perceptual and cognitive tasks. It is not known, however, if playing such games confers similar advantages in sensorimotor learning. To address this issue, the present study used a manual motion-tracking task that allowed for a sensitive measure of both accuracy and improvement over time. When the target motion pattern was consistent over trials, gamers improved with a faster rate and eventually outperformed non-gamers. Performance between the two groups, however, did not differ initially. When the target motion was inconsistent, changing on every trial, results revealed no difference between gamers and non-gamers. Together, our findings suggest that video game playing confers no reliable benefit in sensorimotor control, but it does enhance sensorimotor learning, enabling superior performance in tasks with consistent and predictable structure. PMID:25318081

  10. A negative association between video game experience and proactive cognitive control.

    PubMed

    Bailey, Kira; West, Robert; Anderson, Craig A

    2010-01-01

    Some evidence demonstrates that video game experience has a beneficial effect on visuospatial cognition. In contrast, other evidence indicates that video game experience may be negatively related to cognitive control. In this study we examined the specificity of the influence of video game experience on cognitive control. Participants with high and low video game experience performed the Stroop task while event-related brain potentials were recorded. The behavioral data revealed no difference between high and low gamers for the Stroop interference effect and a reduction in the conflict adaptation effect in high gamers. The amplitude of the medial frontal negativity and a frontal slow wave was attenuated in high gamers, and there was no effect of gaming status on the conflict slow potential. These data lead to the suggestion that video game experience has a negative influence on proactive, but not reactive, cognitive control. PMID:19818048

  11. Geek or Chic? Emerging Stereotypes of Online Gamers

    ERIC Educational Resources Information Center

    Kowert, Rachel; Griffiths, Mark D.; Oldmeadow, Julian A.

    2012-01-01

    The present study sought to examine the extent to which the cultural portrayal of online gamers, often in comical, caricatured, or sensational forms, has become transformed into sets of cognitive associations between the category and traits. A total of 342 participants completed an online survey in which they rated how applicable each of a list of…

  12. Comparison of the Effects of Continuous Video Modeling, Video Prompting, and Video Modeling on Task Completion by Young Adults with Moderate Intellectual Disability

    ERIC Educational Resources Information Center

    Mechling, Linda C.; Ayres, Kevin M.; Bryant, Kathryn J.; Foster, Ashley L.

    2014-01-01

    This study compared the effects of three procedures (video prompting: VP, video modeling: VM, and continuous video modeling: CVM) on task completion by three high school students with moderate intellectual disability. The comparison was made across three sets of fundamentally different tasks (putting away household items in clusters of two items;…

  13. Would the "Real" Girl Gamer Please Stand Up? Gender, LAN Cafes and the Reformulation of the "Girl" Gamer

    ERIC Educational Resources Information Center

    Beavis, Catherine; Charles, Claire

    2007-01-01

    In this paper we consider the significance of cyber "LAN" cafes as sites where on and off-line practices meet in way that complicates binary notions of the gendered gamer. Existing research into computer games culture suggests a male dominated environment and points to girls' lower levels of competence and participation in games. Building on…

  14. Acquisition of high-quality digital video of Drosophila larval and adult behaviors from a lateral perspective.

    PubMed

    Zenger, Beatrix; Wetzel, Sabine; Duncan, Jason

    2014-01-01

    Drosophila melanogaster is a powerful experimental model system for studying the function of the nervous system. Gene mutations that cause dysfunction of the nervous system often produce viable larvae and adults that have locomotion defective phenotypes that are difficult to adequately describe with text or completely represent with a single photographic image. Current modes of scientific publishing, however, support the submission of digital video media as supplemental material to accompany a manuscript. Here we describe a simple and widely accessible microscopy technique for acquiring high-quality digital video of both Drosophila larval and adult phenotypes from a lateral perspective. Video of larval and adult locomotion from a side-view is advantageous because it allows the observation and analysis of subtle distinctions and variations in aberrant locomotive behaviors. We have successfully used the technique to visualize and quantify aberrant crawling behaviors in third instar larvae, in addition to adult mutant phenotypes and behaviors including grooming. PMID:25350294

  15. Examining the influence of actual-ideal self-discrepancies, depression, and escapism, on pathological gaming among massively multiplayer online adolescent gamers.

    PubMed

    Li, Dongdong; Liau, Albert; Khoo, Angeline

    2011-09-01

    This study examined whether actual-ideal self-discrepancy (AISD) is related to pathological gaming through escapism as a means of reducing depression for adolescent massively multiplayer online gamers. A Discrepancy-reduction Motivation model of pathological video gaming was tested. A survey was conducted on 161 adolescent gamers from secondary schools. Two mediation effects were tested using path analysis: (a) depression would mediate the relationship between AISDs and escapism, and (b) escapism would mediate the relationship between depression and pathological gaming. Results support the hypotheses stated above. The indirect effects of both AISD and depression were significant on pathological gaming. AISD and escapism also had direct effects on pathological gaming. The present study suggests that pathological behaviors may be over-regulated coping strategies of approaching the ideal self and avoiding the actual self. PMID:21332374

  16. Video game training to improve selective visual attention in older adults

    PubMed Central

    Belchior, Patrícia; Marsiske, Michael; Sisco, Shannon M.; Yam, Anna; Bavelier, Daphne; Ball, Karlene; Mann, William C.

    2013-01-01

    The current study investigated the effect of video game training on older adult’s useful field of view performance (the UFOV® test). Fifty-eight older adult participants were randomized to receive practice with the target action game (Medal of Honor), a placebo control arcade game (Tetris), a clinically validated UFOV training program, or into a no contact control group. Examining pretest–posttest change in selective visual attention, the UFOV improved significantly more than the game groups; all three intervention groups improved significantly more than no-contact controls. There was a lack of difference between the two game conditions, differing from findings with younger adults. Discussion considers whether games posing less challenge might still be effective interventions for elders, and whether optimal training dosages should be higher. PMID:24003265

  17. Video-Game Play Induces Plasticity in the Visual System of Adults with Amblyopia

    PubMed Central

    Li, Roger W.; Ngo, Charlie; Nguyen, Jennie; Levi, Dennis M.

    2011-01-01

    Abnormal visual experience during a sensitive period of development disrupts neuronal circuitry in the visual cortex and results in abnormal spatial vision or amblyopia. Here we examined whether playing video games can induce plasticity in the visual system of adults with amblyopia. Specifically 20 adults with amblyopia (age 15–61 y; visual acuity: 20/25–20/480, with no manifest ocular disease or nystagmus) were recruited and allocated into three intervention groups: action videogame group (n = 10), non-action videogame group (n = 3), and crossover control group (n = 7). Our experiments show that playing video games (both action and non-action games) for a short period of time (40–80 h, 2 h/d) using the amblyopic eye results in a substantial improvement in a wide range of fundamental visual functions, from low-level to high-level, including visual acuity (33%), positional acuity (16%), spatial attention (37%), and stereopsis (54%). Using a cross-over experimental design (first 20 h: occlusion therapy, and the next 40 h: videogame therapy), we can conclude that the improvement cannot be explained simply by eye patching alone. We quantified the limits and the time course of visual plasticity induced by video-game experience. The recovery in visual acuity that we observed is at least 5-fold faster than would be expected from occlusion therapy in childhood amblyopia. We used positional noise and modelling to reveal the neural mechanisms underlying the visual improvements in terms of decreased spatial distortion (7%) and increased processing efficiency (33%). Our study had several limitations: small sample size, lack of randomization, and differences in numbers between groups. A large-scale randomized clinical study is needed to confirm the therapeutic value of video-game treatment in clinical situations. Nonetheless, taken as a pilot study, this work suggests that video-game play may provide important principles for treating amblyopia, and perhaps

  18. Playing video games while using or feeling the effects of substances: associations with substance use problems.

    PubMed

    Ream, Geoffrey L; Elliott, Luther C; Dunlap, Eloise

    2011-10-01

    This study tested the hypothesis that playing video games while using or feeling the effects of a substance--referred to herein as "concurrent use"-is related to substance use problems after controlling for substance use frequency, video gaming as an enthusiastic hobby, and demographic factors. Data were drawn from a nationally representative online survey of adult video gamers conducted by Knowledge Networks, valid n = 2,885. Problem video game playing behavior was operationalized using Tejeiro Salguero and Bersabé Morán's 2002 problem video game play (PVP) measure, and measures for substance use problems were taken from the National Survey of Drug Use and Health (NSDUH). Separate structural equation modeling analyses were conducted for users of caffeine, tobacco, alcohol, and marijuana. In all four models, concurrent use was directly associated with substance use problems, but not with PVP. Video gaming as an enthusiastic hobby was associated with substance use problems via two indirect paths: through PVP for all substances, and through concurrent use for caffeine, tobacco, and alcohol only. Results illustrate the potential for "drug interaction" between self-reinforcing behaviors and addictive substances, with implications for the development of problem use. PMID:22073023

  19. Playing Video Games While Using or Feeling the Effects of Substances: Associations with Substance Use Problems

    PubMed Central

    Ream, Geoffrey L.; Elliott, Luther C.; Dunlap, Eloise

    2011-01-01

    This study tested the hypothesis that playing video games while using or feeling the effects of a substance—referred to herein as “concurrent use”—is related to substance use problems after controlling for substance use frequency, video gaming as an enthusiastic hobby, and demographic factors. Data were drawn from a nationally representative online survey of adult video gamers conducted by Knowledge Networks, valid n = 2,885. Problem video game playing behavior was operationalized using Tejeiro Salguero and Bersabé Morán’s 2002 problem video game play (PVP) measure, and measures for substance use problems were taken from the National Survey of Drug Use and Health (NSDUH). Separate structural equation modeling analyses were conducted for users of caffeine, tobacco, alcohol, and marijuana. In all four models, concurrent use was directly associated with substance use problems, but not with PVP. Video gaming as an enthusiastic hobby was associated with substance use problems via two indirect paths: through PVP for all substances, and through concurrent use for caffeine, tobacco, and alcohol only. Results illustrate the potential for “drug interaction” between self-reinforcing behaviors and addictive substances, with implications for the development of problem use. PMID:22073023

  20. Automated Video Analysis of Handwashing Behavior as a Potential Marker of Cognitive Health in Older Adults.

    PubMed

    Ashraf, Ahmed; Taati, Babak

    2016-03-01

    The identification of different stages of cognitive impairment can allow older adults to receive timely care and plan for the level of caregiving. People with existing diagnosis of cognitive impairment go through episodic phases of dementia requiring different levels of care at different times. Monitoring the cognitive status of existing patients is, thus, critical to deciding the level of care required by older adults. In this paper, we present a system to assess the cognitive status of older adults by monitoring a common activity of daily living, namely handwashing. Specifically, we extract features from handwashing trials of participants diagnosed with different levels of dementia ranging from cognitively intact to severe cognitive impairment, as assessed by the mini-mental state exam (MMSE). Based on videos of handwashing trials, we extract two classes of features: one characterizing the occupancy of different sink regions by the participant, and the other capturing the path tortuosity of the motion trajectory of participant's hands. We perform correlation analysis to assess univariate capacity of individual features to predict MMSE scores. To assess multivariate performance, we use machine learning methods to train models that predict the cognitive status (aware, mild, moderate, severe), as well as the MMSE scores. We present results demonstrating that features derived from hand washing behavior can be potential surrogate markers of a person's dementia, which can be instrumental in developing automated tools for continuously monitoring the cognitive status of older adults. PMID:25794404

  1. Mechanisms of recovery of visual function in adult amblyopia through a tailored action video game.

    PubMed

    Vedamurthy, Indu; Nahum, Mor; Bavelier, Daphne; Levi, Dennis M

    2015-01-01

    Amblyopia is a deficit in vision that arises from abnormal visual experience early in life. It was long thought to develop into a permanent deficit, unless properly treated before the end of the sensitive period for visual recovery. However, a number of studies now suggest that adults with long-standing amblyopia may at least partially recover visual acuity and stereopsis following perceptual training. Eliminating or reducing interocular suppression has been hypothesized to be at the root of these changes. Here we show that playing a novel dichoptic video game indeed results in reduced suppression, improved visual acuity and, in some cases, improved stereopsis. Our relatively large cohort of adults with amblyopia, allowed us, for the first time, to assess the link between visual function recovery and reduction in suppression. Surprisingly, no significant correlation was found between decreased suppression and improved visual function. This finding challenges the prevailing view and suggests that while dichoptic training improves visual acuity and stereopsis in adult amblyopia, reduced suppression is unlikely to be at the root of visual recovery. These results are discussed in the context of their implication on recovery of amblyopia in adults. PMID:25719537

  2. Mechanisms of recovery of visual function in adult amblyopia through a tailored action video game

    PubMed Central

    Vedamurthy, Indu; Nahum, Mor; Bavelier, Daphne; Levi, Dennis M.

    2015-01-01

    Amblyopia is a deficit in vision that arises from abnormal visual experience early in life. It was long thought to develop into a permanent deficit, unless properly treated before the end of the sensitive period for visual recovery. However, a number of studies now suggest that adults with long-standing amblyopia may at least partially recover visual acuity and stereopsis following perceptual training. Eliminating or reducing interocular suppression has been hypothesized to be at the root of these changes. Here we show that playing a novel dichoptic video game indeed results in reduced suppression, improved visual acuity and, in some cases, improved stereopsis. Our relatively large cohort of adults with amblyopia, allowed us, for the first time, to assess the link between visual function recovery and reduction in suppression. Surprisingly, no significant correlation was found between decreased suppression and improved visual function. This finding challenges the prevailing view and suggests that while dichoptic training improves visual acuity and stereopsis in adult amblyopia, reduced suppression is unlikely to be at the root of visual recovery. These results are discussed in the context of their implication on recovery of amblyopia in adults. PMID:25719537

  3. Kinematic analysis of video-captured falls experienced by older adults in long-term care.

    PubMed

    Choi, W J; Wakeling, J M; Robinovitch, S N

    2015-04-13

    Falls cause 95% of hip and wrist fractures and 60% of head injuries in older adults. Risk for such injuries depends in part on velocity at contact, and the time available during the fall to generate protective responses. However, we have no information on the impact velocities and durations of falls in older adults. We addressed this barrier through kinematic analysis of 25 real-life falls (experienced by 23 individuals of mean age 80 years (SD=9.8)) captured on video in two long-term facilities. All 25 falls involved impact to the pelvis, 12 involved head impact, and 21 involved hand impact. We determined time-varying positions by digitizing each video, using direct linear transformations calibrated for each fall, and impact velocities through differentiation. The vertical impact velocity averaged 2.14 m/s (SD=0.63) for the pelvis, 2.91 m/s (SD=0.86) for the head, and 2.87 m/s (SD=1.60) for the hand. These values are 38%, 28%, and 4% lower, respectively, than predictions from an inverted pendulum model. Furthermore, the average pelvis impact velocity was 16% lower than values reported previously for young individuals in laboratory falling experiments. The average fall duration was 1271 ms (SD=648) from the initiation of imbalance to pelvis impact, and 583 ms (SD=255) from the start of descent to pelvis impact. These first measures of the kinematics of falls in older adults can inform the design and testing of fall injury prevention interventions (e.g., hip protectors, helmets, and flooring). PMID:25769730

  4. The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents

    PubMed Central

    VAN ROOIJ, ANTONIUS J.; KUSS, DARIA J.; GRIFFITHS, MARK D.; SHORTER, GILLIAN W.; SCHOENMAKERS, M. TIM; VAN DE MHEEN, DIKE

    2014-01-01

    Abstract Aims: The current study explored the nature of problematic (addictive) video gaming (PVG) and the association with game type, psychosocial health, and substance use. Methods: Data were collected using a paper and pencil survey in the classroom setting. Three samples were aggregated to achieve a total sample of 8478 unique adolescents. Scales included measures of game use, game type, the Video game Addiction Test (VAT), depressive mood, negative self-esteem, loneliness, social anxiety, education performance, and use of cannabis, alcohol and nicotine (smoking). Results: Findings confirmed problematic gaming is most common amongst adolescent gamers who play multiplayer online games. Boys (60%) were more likely to play online games than girls (14%) and problematic gamers were more likely to be boys (5%) than girls (1%). High problematic gamers showed higher scores on depressive mood, loneliness, social anxiety, negative self-esteem, and self-reported lower school performance. Nicotine, alcohol, and cannabis using boys were almost twice more likely to report high PVG than non-users. Conclusions: It appears that online gaming in general is not necessarily associated with problems. However, problematic gamers do seem to play online games more often, and a small subgroup of gamers – specifically boys – showed lower psychosocial functioning and lower grades. Moreover, associations with alcohol, nicotine, and cannabis use are found. It would appear that problematic gaming is an undesirable problem for a small subgroup of gamers. The findings encourage further exploration of the role of psychoactive substance use in problematic gaming. PMID:25317339

  5. The Impact of Video Gaming on Decision-Making and Teamworking Skills

    ERIC Educational Resources Information Center

    Campus-Wide Information Systems, 2005

    2005-01-01

    Purpose: To discuss the considerable impact of video gaming on young players' decision-making and teamworking skills, and the belief that video games provide an invaluable "training camp" for business. Design/methodology/approach: An interview with John Beck, the author of the book Got Game: How a New Generation of Gamers Is Reshaping Business…

  6. Attitudes of older adults toward shooter video games: An initial study to select an acceptable game for training visual processing.

    PubMed

    McKay, Sandra M; Maki, Brian E

    2010-01-01

    A computer-based 'Useful Field of View' (UFOV) training program has been shown to be effective in improving visual processing in older adults. Studies of young adults have shown that playing video games can have similar benefits; however, these studies involved realistic and violent 'first-person shooter' (FPS) games. The willingness of older adults to play such games has not been established. OBJECTIVES: To determine the degree to which older adults would accept playing a realistic, violent FPS-game, compared to video games not involving realistic depiction of violence. METHODS: Sixteen older adults (ages 64-77) viewed and rated video-clip demonstrations of the UFOV program and three video-game genres (realistic-FPS, cartoon-FPS, fixed-shooter), and were then given an opportunity to try them out (30 minutes per game) and rate various features. RESULTS: The results supported a hypothesis that the participants would be less willing to play the realistic-FPS game in comparison to the less violent alternatives (p's<0.02). After viewing the video-clip demonstrations, 10 of 16 participants indicated they would be unwilling to try out the realistic-FPS game. Of the six who were willing, three did not enjoy the experience and were not interested in playing again. In contrast, all 12 subjects who were willing to try the cartoon-FPS game reported that they enjoyed it and would be willing to play again. A high proportion also tried and enjoyed the UFOV training (15/16) and the fixed-shooter game (12/15). DISCUSSION: A realistic, violent FPS video game is unlikely to be an appropriate choice for older adults. Cartoon-FPS and fixed-shooter games are more viable options. Although most subjects also enjoyed UFOV training, a video-game approach has a number of potential advantages (for instance, 'addictive' properties, low cost, self-administration at home). We therefore conclude that non-violent cartoon-FPS and fixed-shooter video games warrant further investigation as an

  7. Gaming the Game: A Study of the Gamer Mode in Educational Wargaming

    ERIC Educational Resources Information Center

    Frank, Anders

    2012-01-01

    A risk associated with the use of games in training and education is that players "game the game," instead of focusing on their learning goals. The term "gamer mode" is proposed to describe this attitude. A player with a gamer-mode attitude strives to achieve goals that are optimal for winning the game, but suboptimal with respect to educational…

  8. 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

  9. Are Internet use and video-game-playing addictive behaviors? Biological, clinical and public health implications for youths and adults

    PubMed Central

    Yau, Yvonne H. C.; Crowley, Michael J.; Mayes, Linda C.; Potenza, Marc N.

    2013-01-01

    Internet use and video-game playing are experiencing rapid growth among both youth and adult populations. Research suggests that a minority of users experience symptoms traditionally associated with substance-related addictions. Mental health professionals, policy makers and the general public continue to debate the issue of Internet addiction (IA) and problematic video-game playing (PVG). This review identifies existing studies into the clinical and biological characteristics of these disorders that may help guide decisions as to whether or not IA and PVG should be grouped together with substance use disorders (SUDs). PMID:24288435

  10. Use of a Proximity Sensor Switch for "Hands Free" Operation of Computer-Based Video Prompting by Young Adults with Moderate Intellectual Disability

    ERIC Educational Resources Information Center

    Ivey, Alexandria N.; Mechling, Linda C.; Spencer, Galen P.

    2015-01-01

    In this study, the effectiveness of a "hands free" approach for operating video prompts to complete multi-step tasks was measured. Students advanced the video prompts by using a motion (hand wave) over a proximity sensor switch. Three young adult females with a diagnosis of moderate intellectual disability participated in the study.…

  11. Movie Ratings and the Content of Adult Videos: The Sex-Violence Ratio.

    ERIC Educational Resources Information Center

    Yang, Ni; Linz, Daniel

    1990-01-01

    Quantifies sexual, violent, sexually violent, and prosocial behaviors in a sample of R-rated and X-rated videocassettes. Finds the predominant behavior in both X- and XXX-rated videos is sexual. Finds the predominant behavior in R-rated videos was violence followed by prosocial behavior. (RS)

  12. Teaching Leisure Skills to an Adult with Developmental Disabilities Using a Video Prompting Intervention Package

    ERIC Educational Resources Information Center

    Chan, Jeffrey Michael; Lambdin, Lindsay; Van Laarhoven, Toni; Johnson, Jesse W.

    2013-01-01

    The current study used a video prompting plus least-to-most prompting treatment package to teach a 35-year-old Caucasian man with Down Syndrome three leisure skills. Each leisure skill was task analyzed and the researchers created brief videos depicting the completion of individual steps. Using a multiple probe across behaviors design, the video…

  13. Adult and adolescent exposure to tobacco and alcohol content in contemporary YouTube music videos in Great Britain: a population estimate

    PubMed Central

    Cranwell, Jo; Opazo-Breton, Magdalena; Britton, John

    2016-01-01

    Background We estimate exposure of British adults and adolescents to tobacco and alcohol content from a sample of popular YouTube music videos. Methods British viewing figures were generated from 2 representative online national surveys of adult and adolescent viewing of the 32 most popular videos containing content. 2068 adolescents aged 11–18 years (1010 boys, 1058 girls), and 2232 adults aged 19+years (1052 male, 1180 female) completed the surveys. We used the number of 10 s intervals in the 32 most popular videos containing content to estimate the number of impressions. We extrapolated gross and per capita impressions for the British population from census data and estimated numbers of adults and adolescents who had ever watched the sampled videos. Results From video release to the point of survey, the videos delivered an estimated 1006 million gross impressions of alcohol (95% CI 748 to 1264 million), and 203 million of tobacco (95% CI 151 to 255 million), to the British population. Per capita exposure was around 5 times higher for alcohol than for tobacco, and nearly 4 times higher in adolescents, who were exposed to an average of 52.1 (95% CI 43.4 to 60.9) and 10.5 (95% CI 8.8 to 12.3) alcohol and tobacco impressions, respectively, than in adults (14.1 (95% CI 10.2 to 18.1) and 2.9 (95% CI 2.1 to 3.6)). Exposure rates were higher in girls than in boys. Conclusions YouTube music videos deliver millions of gross impressions of alcohol and tobacco content. Adolescents are exposed much more than adults. Music videos are a major global medium of exposure to such content. PMID:26767404

  14. Feasibility of activity-promoting video games among obese adolescents and young adults in a clinical setting.

    PubMed

    Radon, Katja; Fürbeck, Barbara; Thomas, Silke; Siegfried, Wolfgang; Nowak, Dennis; von Kries, Rüdiger

    2011-01-01

    One component of the recent obesity epidemic is the sedentary behaviour of children and adolescents e.g., use of video games consoles. The new generation of video games requires body movements and might thus increase activity. The aim of this study was to evaluate whether such games could have an effect on physical activity in obese adolescents in a clinical setting. Between March and May 2007 activity-promoting video games ("apvg") were offered to all 84 inpatients (aged 13-28 years) registered in a long-term rehabilitation programme on a voluntary base. Reasons for (non-)attendance were assessed. Frequency and duration of use of the activity-promoting video game sessions were documented. Furthermore, heart rate and activity counts during use of "apvg", endurance training, and strength training were measured. Of 84 inpatients, 51 used the "apvg" at least once (69%) over the study period. The median weekly use of the intervention was 27 min during the first week (range 0-182 min), declining to zero (range 0-74 min) in week four. Mean heart rate during the sessions (mean 115 bpm; 95% confidence interval 108-122 bpm) was similar to the heart rate during strength training (106 bpm; 101-112 bpm). The results indicate that the video games could have an impact on the activity of obese adolescents and young adults. However, as the interest in the devices seems to be too low the suitability of them for weight reduction programmes in young people cannot be ensured. PMID:20837400

  15. Plasticity of Attentional Functions in Older Adults after Non-Action Video Game Training: A Randomized Controlled Trial

    PubMed Central

    Mayas, Julia; Parmentier, Fabrice B. R.; Andrés, Pilar; Ballesteros, Soledad

    2014-01-01

    A major goal of recent research in aging has been to examine cognitive plasticity in older adults and its capacity to counteract cognitive decline. The aim of the present study was to investigate whether older adults could benefit from brain training with video games in a cross-modal oddball task designed to assess distraction and alertness. Twenty-seven healthy older adults participated in the study (15 in the experimental group, 12 in the control group. The experimental group received 20 1-hr video game training sessions using a commercially available brain-training package (Lumosity) involving problem solving, mental calculation, working memory and attention tasks. The control group did not practice this package and, instead, attended meetings with the other members of the study several times along the course of the study. Both groups were evaluated before and after the intervention using a cross-modal oddball task measuring alertness and distraction. The results showed a significant reduction of distraction and an increase of alertness in the experimental group and no variation in the control group. These results suggest neurocognitive plasticity in the old human brain as training enhanced cognitive performance on attentional functions. Trial Registration ClinicalTrials.gov NCT02007616 PMID:24647551

  16. Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial.

    PubMed

    Ballesteros, Soledad; Prieto, Antonio; Mayas, Julia; Toril, Pilar; Pita, Carmen; Ponce de León, Laura; Reales, José M; Waterworth, John

    2014-01-01

    Age-related cognitive and brain declines can result in functional deterioration in many cognitive domains, dependency, and dementia. A major goal of aging research is to investigate methods that help to maintain brain health, cognition, independent living and wellbeing in older adults. This randomized controlled study investigated the effects of 20 1-h non-action video game training sessions with games selected from a commercially available package (Lumosity) on a series of age-declined cognitive functions and subjective wellbeing. Two groups of healthy older adults participated in the study, the experimental group who received the training and the control group who attended three meetings with the research team along the study. Groups were similar at baseline on demographics, vocabulary, global cognition, and depression status. All participants were assessed individually before and after the intervention, or a similar period of time, using neuropsychological tests and laboratory tasks to investigate possible transfer effects. The results showed significant improvements in the trained group, and no variation in the control group, in processing speed (choice reaction time), attention (reduction of distraction and increase of alertness), immediate and delayed visual recognition memory, as well as a trend to improve in Affection and Assertivity, two dimensions of the Wellbeing Scale. Visuospatial working memory (WM) and executive control (shifting strategy) did not improve. Overall, the current results support the idea that training healthy older adults with non-action video games will enhance some cognitive abilities but not others. PMID:25352805

  17. Effects of interactive physical-activity video-game training on physical and cognitive function in older adults.

    PubMed

    Maillot, Pauline; Perrot, Alexandra; Hartley, Alan

    2012-09-01

    The purpose of the present study was to assess the potential of exergame training based on physically simulated sport play as a mode of physical activity that could have cognitive benefits for older adults. If exergame play has the cognitive benefits of conventional physical activity and also has the intrinsic attractiveness of video games, then it might be a very effective way to induce desirable lifestyle changes in older adults. To examine this issue, the authors developed an active video game training program using a pretest-training-posttest design comparing an experimental group (24 × 1 hr of training) with a control group without treatment. Participants completed a battery of neuropsychological tests, assessing executive control, visuospatial functions, and processing speed, to measure the cognitive impact of the program. They were also given a battery of functional fitness tests to measure the physical impact of the program. The trainees improved significantly in measures of game performance. They also improved significantly more than the control participants in measures of physical function and cognitive measures of executive control and processing speed, but not on visuospatial measures. It was encouraging to observe that, engagement in physically simulated sport games yielded benefits to cognitive and physical skills that are directly involved in functional abilities older adults need in everyday living (e.g., Hultsch, Hertzog, Small, & Dixon, 1999). PMID:22122605

  18. Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial

    PubMed Central

    Ballesteros, Soledad; Prieto, Antonio; Mayas, Julia; Toril, Pilar; Pita, Carmen; Ponce de León, Laura; Reales, José M.; Waterworth, John

    2014-01-01

    Age-related cognitive and brain declines can result in functional deterioration in many cognitive domains, dependency, and dementia. A major goal of aging research is to investigate methods that help to maintain brain health, cognition, independent living and wellbeing in older adults. This randomized controlled study investigated the effects of 20 1-h non-action video game training sessions with games selected from a commercially available package (Lumosity) on a series of age-declined cognitive functions and subjective wellbeing. Two groups of healthy older adults participated in the study, the experimental group who received the training and the control group who attended three meetings with the research team along the study. Groups were similar at baseline on demographics, vocabulary, global cognition, and depression status. All participants were assessed individually before and after the intervention, or a similar period of time, using neuropsychological tests and laboratory tasks to investigate possible transfer effects. The results showed significant improvements in the trained group, and no variation in the control group, in processing speed (choice reaction time), attention (reduction of distraction and increase of alertness), immediate and delayed visual recognition memory, as well as a trend to improve in Affection and Assertivity, two dimensions of the Wellbeing Scale. Visuospatial working memory (WM) and executive control (shifting strategy) did not improve. Overall, the current results support the idea that training healthy older adults with non-action video games will enhance some cognitive abilities but not others. PMID:25352805

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

    PubMed Central

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

    2011-01-01

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

  20. Effects of Violent-Video-Game Exposure on Aggressive Behavior, Aggressive-Thought Accessibility, and Aggressive Affect Among Adults With and Without Autism Spectrum Disorder.

    PubMed

    Engelhardt, Christopher R; Mazurek, Micah O; Hilgard, Joseph; Rouder, Jeffrey N; Bartholow, Bruce D

    2015-08-01

    Recent mass shootings have prompted the idea among some members of the public that exposure to violent video games can have a pronounced effect on individuals with autism spectrum disorder (ASD). Empirical evidence for or against this claim has been missing, however. To address this issue, we assigned adults with and without ASD to play a violent or nonviolent version of a customized first-person shooter video game. After they played the game, we assessed three aggression-related outcome variables (aggressive behavior, aggressive-thought accessibility, and aggressive affect). Results showed strong evidence that adults with ASD, compared with typically developing adults, are not differentially affected by acute exposure to violent video games. Moreover, model comparisons provided modest evidence against any effect of violent game content whatsoever. Findings from this experiment suggest that societal concerns that exposure to violent games may have a unique effect on adults with autism are not supported by evidence. PMID:26113064

  1. Does Playing Sports Video Games Predict Increased Involvement in Real-Life Sports Over Several Years Among Older Adolescents and Emerging Adults?

    PubMed

    Adachi, Paul J C; Willoughby, Teena

    2016-02-01

    Given the extreme popularity of video games among older adolescents and emerging adults, the investigation of positive outcomes of video game play during these developmental periods is crucial. An important direction for research in this area is the investigation of a link between sports video game play and involvement in real-life sports among youth. Yet, this association has not been examined in the long-term among older adolescents and emerging adults, and thus represents an exciting new area for discovery. The primary goal of the current study, therefore, was to examine the long-term association between sports video game play and involvement in real-life sports clubs among older adolescents and emerging adults. In addition, we examined whether self-esteem was an underlying mechanism of this longitudinal association. We surveyed older adolescents and emerging adults (N = 1132; 70.6 % female; M age = 19.06 years, range of 17-25 years at the first assessment) annually over 3 years about their video game play, self-esteem, and involvement in real-life sports. We found a long-term predictive effect of sports video game play on increased involvement in real-life sports over the 3 years. Furthermore, we demonstrated that self-esteem was an underlying mechanism of this long-term association. Our findings make an important contribution to an emerging body of literature on the positive outcomes of video game play, as they suggest that sports video game play may be an effective tool to promote real-life sports participation and physical activity among older adolescents and emerging adults. PMID:26033045

  2. Methods to evaluate functional nerve recovery in adult rats: walking track analysis, video analysis and the withdrawal reflex.

    PubMed

    Dijkstra, J R; Meek, M F; Robinson, P H; Gramsbergen, A

    2000-03-15

    The aim of this study was to compare different methods for the evaluation of functional nerve recovery. Three groups of adult male Wistar rats were studied. In group A, a 12-mm gap between nerve ends was bridged by an autologous nerve graft; in rats of group B we performed a crush lesion of the sciatic nerve and group C consisted of non-operated control rats. The withdrawal reflex, elicited by an electric stimulus, was used to evaluate the recovery of sensory nerve function. To investigate motor nerve recovery we analyzed the walking pattern. Three different methods were used to obtain data for footprint analysis: photographic paper with thickened film developer on the paws, normal white paper with finger paint, and video recordings. The footprints were used to calculate the sciatic function index (SFI). From the video recordings, we also analyzed stepcycles. The withdrawal reflex is a convenient and reproducible test for the evaluation of global sensory nerve recovery. Recording walking movements on video and the analysis of footplacing is a perfect although time-consuming method for the evaluation of functional aspects of motor nerve recovery. PMID:10720672

  3. Diffusion of Innovation Theory and Xbox Live: Examining Minority Gamers' Responses and Rate of Adoption to Changes in Xbox Live

    ERIC Educational Resources Information Center

    Gray, Kishonna L.

    2012-01-01

    This article examines the response of minority gamers as they adopt new innovations in Xbox Live. Using diffusion of innovation theory, specific attention is given to gamers' rate of adoption of the new Xbox Live environment, which was a recent update to the Xbox Live interface. By employing virtual ethnography, observations, and interviews reveal…

  4. Video Modeling to Teach Social Safety Skills to Young Adults with Intellectual Disability

    ERIC Educational Resources Information Center

    Spivey, Corrine E.; Mechling, Linda C.

    2016-01-01

    This study evaluated the effectiveness of video modeling with a constant time delay procedure to teach social safety skills to three young women with intellectual disability. A multiple probe design across three social safety skills (responding to strangers who: requested personal information; requested money; and entered the participant's…

  5. Effect of Playing a Video Game on Adults' and Adolescents' Spatial Visualization.

    ERIC Educational Resources Information Center

    Pepin, Michel; Dorval, Michel

    This paper presents the results of two studies which were performed to assess the effects of the practice of an interactive video game on spatial visualization test scores. The first study used 70 Laval University undergraduate students as subjects, while subjects for the second study were 101 seventh grade students from the area of Quebec City.…

  6. Classroom Strategies. A Video Tape Bank for English as a Second Language and Adult Basic Education.

    ERIC Educational Resources Information Center

    Hafner, Janet R.; And Others

    Palomar College produced an alternative resource for staff development in the form of a video tape library of demonstration ESL/ABE classroom strategies. The series of 15 tapes offers an inexpensive and easily duplicated means of viewing a variety of methods, an opportunity to select certain methods for repeated viewing, and the opportunity to…

  7. Culturally Diverse Videos, Audios, and CD-ROMs for Children and Young Adults.

    ERIC Educational Resources Information Center

    Wood, Irene

    The purpose of this book is to help librarians develop high quality video, audio, and CD-ROM collections for preschool through high school learning with titles that reflect the ethnic heritage and experience of the diverse North American population, primarily African Americans, Asian Americans, Hispanic Americans, and Native Americans. The more…

  8. Sexually explicit media on the internet: a content analysis of sexual behaviors, risk, and media characteristics in gay male adult videos.

    PubMed

    Downing, Martin J; Schrimshaw, Eric W; Antebi, Nadav; Siegel, Karolynn

    2014-05-01

    Recent research suggests that viewing sexually explicit media (SEM), i.e., adult videos, may influence sexual risk taking among men who have sex with men. Despite this evidence, very little is known about the content of gay male SEM on the Internet, including the prevalence of sexual risk behaviors and their relation to video- and performer-characteristics, viewing frequency, and favorability. The current study content analyzed 302 sexually explicit videos featuring male same-sex performers that were posted to five highly trafficked adult-oriented websites. Findings revealed that gay male SEM on the Internet features a variety of conventional and nonconventional sexual behaviors. There was a substantial prevalence of unprotected anal intercourse (UAI) (34 %) and was virtually the same as the prevalence of anal sex with a condom (36 %). The presence of UAI was not associated with video length, amateur production, number of video views, favorability, or website source. However, the presence of other potentially high-risk behaviors (e.g., ejaculation in the mouth, and ejaculation on/in/rubbed into the anus) was associated with longer videos, more views, and group sex videos (three or more performers). The findings of high levels of sexual risk behavior and the fact that there was virtually no difference in the prevalence of anal sex with and without a condom in gay male SEM have important implications for HIV prevention efforts, future research on the role of SEM on sexual risk taking, and public health policy. PMID:23733156

  9. Sexually Explicit Media on the Internet: A Content Analysis of Sexual Behaviors, Risk, and Media Characteristics in Gay Male Adult Videos

    PubMed Central

    Downing, Martin J.; Schrimshaw, Eric W.; Antebi, Nadav; Siegel, Karolynn

    2013-01-01

    Recent research suggests that viewing sexually explicit media (SEM), i.e., adult videos, may influence sexual risk taking among men who have sex with men (MSM). Despite this evidence, very little is known about the content of gay male SEM on the Internet, including the prevalence of sexual risk behaviors and their relation to video- and performer-characteristics, viewing frequency, and favorability. The current study content analyzed 302 sexually explicit videos featuring male same-sex performers that were posted to five highly trafficked adult-oriented websites. Findings revealed that gay male SEM on the Internet features a variety of conventional and nonconventional sexual behaviors. There was a substantial prevalence of unprotected anal intercourse (UAI) (34%) and was virtually the same as the prevalence of anal sex with a condom (36%). The presence of UAI was not associated with video length, amateur production, number of video views, favorability, or website source. However, the presence of other potentially high-risk behaviors (e.g., ejaculation in the mouth, and ejaculation on/in/rubbed into the anus) was associated with longer videos, more views, and group sex videos (three or more performers). The findings of high levels of sexual risk behavior and the fact that there was virtually no difference in the prevalence of anal sex with and without a condom in gay male SEM have important implications for HIV prevention efforts, future research on the role of SEM on sexual risk taking, and public health policy. PMID:23733156

  10. Video Games and Learning: Teaching and Participatory Culture in the Digital Age. Technology, Education--Connections (the TEC Series)

    ERIC Educational Resources Information Center

    Squire, Kurt

    2011-01-01

    Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the "gamer generation?" This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates…

  11. 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.

  12. Exploring the feasibility of a therapeutic music video intervention in adolescents and young adults during stem-cell transplantation.

    PubMed

    Burns, Debra S; Robb, Sheri L; Haase, Joan E

    2009-01-01

    The purpose of this study was to explore the feasibility and preliminary efficacy of a therapeutic music video (TMV) intervention for adolescents and young adults (AYAs) undergoing stem-cell transplantation (SCT). Twelve AYAs (aged 11-24 years) were randomized to the TMV or an audio-book protocol. The TMV was designed to diminish symptom distress and improve coping, derived meaning, resilience, and quality of life by supporting AYAs in exploring thoughts and feelings. Six sessions with a board-certified music therapist were held twice a week for 3 weeks. The Adolescent Resilience Model guided the selection of a large, comprehensive battery of outcome measures. Major data collections occurred before admission, after intervention, and at 100 days after transplantation. Participants completed a brief set of measures at presession/postsessions 2, 4, and 6. Rates of consent, session completion, and questionnaire completion supported feasibility. Immediate follow-up measures suggest positive trends in the TMV group for hope, spirituality, confidence/mastery, and self-transcendence. Positive trends at 100 days include MOS, symptoms distress, defensive coping, spirituality, and self-transcendence. Therapeutic music video participants also demonstrated gains in quality of life. The TMV intervention may buffer the immediate after-effects of the stem-cell transplantation experience, and a larger study is warranted. PMID:19661790

  13. Assessment of voluntary exercise behavior and active video gaming among adolescent and young adult patients during hematopoietic stem cell transplantation.

    PubMed

    Rosipal, Nicole C; Mingle, Lindsay; Smith, Janet; Morris, G Stephen

    2013-01-01

    This pilot study sought to examine the exercise behavior and preferences among adolescent and young adult (AYA) hematopoietic stem cell transplant (HSCT) recipients. Eighteen patients aged 19 to 25 years were recruited to engage in unsupervised exercise activities lasting at least 60 minutes/week during hospitalization for HSCT. Enrolled patients had access to standard exercise activities (walking, resistance training, and basketball) and active video gaming equipment. Physical function (6-Minute Walk Test and Timed-Up-and-Go test) and quality of life (Behavioral, Affective, and Somatic Experiences Scale) were assessed at different time points during admission. Participants exercised an average of 76% of the days during admission and spent an average of 36.5 minutes per day exercising. The Nintendo Wii was the preferred active video gaming equipment, but standard exercises accounted for 73% of all exercise time. Neither functional capacity nor quality of life improved. Results suggest that AYAs voluntarily exercise during HSCT admission, prefer to use standard exercise activities, and may require supervision in order to derive maximum benefits from their efforts. These results provide guidance for developing rehabilitation interventions for AYA HSCT recipients. PMID:23160792

  14. Comparison of the Effects of Video Models with and without Verbal Cueing on Task Completion by Young Adults with Moderate Intellectual Disability

    ERIC Educational Resources Information Center

    Mechling, Linda C.; Collins, Terri S.

    2012-01-01

    This study compared the effects of video models with and without verbal cuing (voice over) on the completion of fine motor cooking related tasks by four young adults with moderate intellectual disability. The effects of the two modeling conditions were compared using an adapted alternating treatments design with an extended baseline, comparison,…

  15. Computer-Based Video Instruction to Teach Young Adults with Moderate Intellectual Disabilities to Perform Multiple Step, Job Tasks in a Generalized Setting

    ERIC Educational Resources Information Center

    Mechling, Linda C.; Ortega-Hurndon, Fanny

    2007-01-01

    This study evaluated the effectiveness of computer-based video instruction (CBVI) to teach three young adults with moderate intellectual disabilities to perform complex, multiple step, job tasks in a generalized setting. A multiple probe design across three job tasks and replicated across three students was used to evaluate the effectiveness of…

  16. Effectiveness and Efficiency of Peer and Adult Models Used in Video Modeling in Teaching Pretend Play Skills to Children with Autism Spectrum Disorder

    ERIC Educational Resources Information Center

    Sani-Bozkurt, Sunagul; Ozen, Arzu

    2015-01-01

    This study aimed to examine whether or not there was any difference in the effectiveness and efficiency of the presentation of video modeling interventions using peer and adult models in teaching pretend play skills to children with ASD and to examine the views of parents about the study. Participants were two boys and one girl, aged 5-6 years…

  17. Core and peripheral criteria of video game addiction in the game addiction scale for adolescents.

    PubMed

    Brunborg, Geir Scott; Hanss, Daniel; Mentzoni, Rune Aune; Pallesen, Ståle

    2015-05-01

    Assessment of video game addiction often involves measurement of peripheral criteria that indicate high engagement with games, and core criteria that indicate problematic use of games. A survey of the Norwegian population aged 16-74 years (N=10,081, response rate 43.6%) was carried out in 2013, which included the Gaming Addiction Scale for Adolescents (GAS). Confirmatory factor analysis showed that a two-factor structure, which separated peripheral criteria from core criteria, fitted the data better (CFI=0.963; RMSEA=0.058) compared to the original one-factor solution where all items are determined to load only on one factor (CFI=0.905, RMSEA=0.089). This was also found when we analyzed men aged ≤33 years, men aged >33 years, women aged ≤33 years, and women aged >33 years separately. This indicates that the GAS measures both engagement and problems related to video games. Multi-group measurement invariance testing showed that the factor structure was valid in all four groups (configural invariance) for the two-factor structure but not for the one-factor structure. A novel approach to categorization of problem gamers and addicted gamers where only the core criteria items are used (the CORE 4 approach) was compared to the approach where all items are included (the GAS 7 approach). The current results suggest that the CORE 4 approach might be more appropriate for classification of problem gamers and addicted gamers compared to the GAS 7 approach. PMID:25826043

  18. Deviant bodies, stigmatized identities, and racist acts: examining the experiences of African-American gamers in Xbox Live

    NASA Astrophysics Data System (ADS)

    Gray, K. L.

    2012-12-01

    The purpose of this article is to illustrate how minority gamers, particularly African-American males, are subject to the label of deviant within the virtual gaming community of Xbox Live. They are labeled deviant based on the stigma of their physical identity - blackness, through a process of linguistic profiling. By employing virtual ethnography, the author identifies a process that leads to racism based on how the black gamer sounds within the space. The act of racism emerges through a process involving questioning, provoking, instigating, and ultimately racism. Many black gamers have normalized these racist experiences and have accepted the label of deviant placed upon their bodies.

  19. What Pace Is Best? Assessing Adults' Learning from Slideshows and Video

    ERIC Educational Resources Information Center

    Sage, Kara

    2014-01-01

    When acquiring information from a 2D platform, self-control and/or optimal pacing may help reduce cognitive load and enhance learning outcomes. In the present research, adults viewed novel action sequences via one of four learning media: (1) self-paced slideshows, where viewers advanced through slides at their own pace by clicking a mouse, (2)…

  20. An empirical analysis of online gamers' perceptions of game items: modified theory of consumption values approach.

    PubMed

    Park, Bong-Won; Lee, Kun Chang

    2011-01-01

    The aims of this article are (1) to propose a modified theory of consumption values (MTCV) for investigation of online gamer perceptions of the value of purchasable game items and (2) to apply the developed MTCV to multiple game genres and player age groups. To address these aims, 327 valid questionnaires were obtained and analyzed. The original theory of consumption values (TCV) was modified to apply to the specific characteristics of online games. The original TCV specifies five types of consumption values: functional value, social value, emotional value, conditional value, and epistemic value. After revising the TCV to apply to the examination of online games, we proposed that the MTCV be composed of character competency value, enjoyment value, visual authority value, and monetary value. The validity of the MTCV was proven by statistically analyzing the responses provided by the 327 valid questionnaires. To examine the second aim, experiments were conducted to examine the MTCV in three online game genres-massive multiplayer online role-playing games, first-person shooters games, and casual games. The second aim was also studied via questionnaires that examined the ages of online gamers. It was determined that massive multiplayer online role-playing games players regard visual authority value and monetary value as more important than do casual gamers. It was also determined that younger gamers tend to be more interested in visual authority, whereas older gamers tend to be more interested in character competency. This research provides a foundation for future studies to extend the MTCV to consider other user factors, such as cultural effects. PMID:21288134

  1. Video gamers of League of Legends: The role of passion in abusive use and in performance.

    PubMed

    Bertran, Enric; Chamarro, Andrés

    2016-01-01

    There is growing concern about the addictive potential of Massively Multiplayer Online Role Playing Games (MMORPG). The Multiplayer Online Battle Arena (MOBA) is a new genre, poorly studied but very popular, in which performance holds priority over immersion. The aim of the current study was to explore the influence of passion both on abuse and performance, using the dualistic model of passion. A total of 369 participants completed an online questionnaire that included problematic use and the Passion Scale. From players' nicknames, performance statistics were obtained. The results show that harmonious passion is a protector from negative consequences. On the other hand, obsessive passion predicts negative consequences and use of videogames for evasion. Obsessive passion also predicts better performance. These results suggest that distinguishing the two kinds of passion is important because they influence vulnerability to developing maladaptive behaviors and also players' performance. PMID:26990387

  2. Direct Versus Video Laryngoscopy for Intubating Adult Patients with Gastrointestinal Bleeding

    PubMed Central

    Carlson, Jestin N.; Crofts, Jason; Walls, Ron M.; Brown, Calvin A.

    2015-01-01

    Introduction Video laryngoscopy (VL) has been advocated for several aspects of emergency airway management; however, there are still concerns over its use in select patient populations such as those with large volume hematemesis secondary to gastrointestinal (GI) bleeds. Given the relatively infrequent nature of this disease process, we sought to compare intubation outcomes between VL and traditional direct laryngoscopy (DL) in patients intubated with GI bleeding, using the third iteration of the National Emergency Airway Registry (NEARIII). Methods We performed a retrospective analysis of a prospectively collected national database (NEARIII) of intubations performed in United States emergency departments (EDs) from July 1, 2002, through December 31, 2012. All cases where the indication for intubation was “GI bleed” were analyzed. We included patient, provider and intubation characteristics. We compared data between intubation attempts initiated as DL and VL using parametric and non-parametric tests when appropriate. Results We identified 325 intubations, 295 DL and 30 VL. DL and VL cases were similar in terms of age, sex, weight, difficult airway predictors, operator specialty (emergency medicine, anesthesia or other) and level of operator training (post-graduate year 1, 2, etc). Proportion of successful first attempts (DL 261/295 (88.5%) vs. VL 28/30 (93.3%) p=0.58) and Cormack-Lehane grade views (p=0.89) were similar between devices. The need for device change was similar between DL [2/295 (0.7%) and VL 1/30 (3.3%); p=0.15]. Conclusion In this national registry of intubations performed in the ED for patients with GI bleeds, both DL and VL had similar rates of success, glottic views and need to change devices. PMID:26759653

  3. Does excessive play of violent first-person-shooter-video-games dampen brain activity in response to emotional stimuli?

    PubMed

    Montag, Christian; Weber, Bernd; Trautner, Peter; Newport, Beate; Markett, Sebastian; Walter, Nora T; Felten, Andrea; Reuter, Martin

    2012-01-01

    The present case-control study investigated the processing of emotional pictures in excessive first-person-shooter-video-players and control persons. All participants of the fMRI experiment were confronted with pictures from four categories including pleasant, unpleasant, neutral content and pictures from the first-person-shooter-video-game 'Counterstrike'. Compared to controls, gamers showed a significantly lower activation of the left lateral medial frontal lobe while processing negative emotions. Another interesting finding of the study represents the higher activation of frontal and temporal brain areas in gamers when processing screen-shots from the first-person-shooter-video-game 'Counterstrike'. Higher brain activity in the lateral prefrontal cortex could represent a protection mechanism against experiencing negative emotions by down-regulating limbic brain activity. Due to a frequent confrontation with violent scenes, the first-person-shooter-video-gamers might have habituated to the effects of unpleasant stimuli resulting in lower brain activation. Individual differences in brain activations of the contrast Counterstrike>neutral pictures potentially resemble the activation of action-scripts related to the video-game. PMID:21982747

  4. Do Social Casino Gamers Migrate to Online Gambling? An Assessment of Migration Rate and Potential Predictors.

    PubMed

    Kim, Hyoun S; Wohl, Michael J A; Salmon, Melissa M; Gupta, Rina; Derevensky, Jeffrey

    2015-12-01

    Social casino games (i.e., free-to-play online gambling games) are enjoyed by millions of players worldwide on a daily basis. Despite being free to play, social casino games share many similarities to traditional casino games. As such, concerns have been raised as to whether social casino games influences the migration to online gambling among people who have not engaged in such activity (see Griffiths in World Online Gambl 9:12-13, 2010). To date, however, no empirical research has assessed this possibility. Thus, the purpose of the present research was to assess the extent to which social casino gamers migrate to online gambling and potential predictors (time spent on social casino games, skill building, enhancement and micro-transactions) of such migration. To this end, social casino gamers who never gambled online (N = 409) completed a questionnaire battery assessing our variables of interest and were re-contacted 6-months later to see if they had engaged in online gambling during the intervening months. Approximately 26% of social casino gamers reported having migrated to online gambling. Importantly, engagement in micro-transactions was the only unique predictor of migration from social casino gaming to online gambling. The implications for the potential harms associated with social casino gaming are discussed. PMID:25410278

  5. Distinguished Books. Notable Books of 2001; Best Books for Young Adults; Quick Picks for Reluctant Young Adult Readers; Audiobooks for Young Adults; Notable Children's Books; Notable Children's Videos; Notable Recordings for Children; Notable software and Web Sites for Children; Bestsellers of 2001; Literary Prizes, 2001.

    ERIC Educational Resources Information Center

    Maryles, Daisy; Riippa, Laurele; Ink, Gary

    2002-01-01

    Presents bibliographies of notable books, best books for young adults, audiobooks for young adults, notable children's books, notable children's videos, notable recordings for children, and notable software and Web sites for children; discusses bestsellers; and lists literary prizes awarded in 2001. (LRW)

  6. Comparison of GlideScope video laryngoscope with Macintosh laryngoscope in adult patients undergoing elective surgical procedures

    PubMed Central

    Parasa, Mrunalini; Yallapragada, Srivishnu Vardhan; Vemuri, Nagendra Nath; Shaik, Mastan Saheb

    2016-01-01

    Background: GlideScope (GS) is a video laryngoscope that allows a real-time view of the glottis and endotracheal intubation. It provides a better view of the larynx without the need for alignment of the airway axes. Aim: This prospective randomized comparative study is designed to compare the intubation time, hemodynamic response, and complications associated with intubation using a GS or Macintosh laryngoscope (ML) in adult subjects undergoing elective surgical procedures. Materials and Methods: Sixty American Society of Anesthesiologists physical status 1–2 patients were included in this prospective randomized comparative study. Patients were randomized to be intubated using either a GS or an ML. The primary outcome measure was the intubation time. The secondary outcome measures were the hemodynamic response to intubation and the incidence of mucosal injury. Statistical Analysis: Mean and standard deviation were calculated for different parameters under the study. The observed results were analyzed using Student's t-test for quantitative data and Z-test of proportions. P<0.05 was considered statistically significant. Results: Intubation time was longer in GS group (45.7033 ± 11.649 s) as compared to ML (27.773 ± 5.122 s) P< 0.0001 with 95% confidence interval (95% CI) −13.2794 to −22.5806. GS provided better Cormack and Lehane laryngoscopic view (P = 0.0016 for grade 1 view) with 95% CI −0.1389 to −0.5951. GS group exhibited more laryngoscopic response than ML group with more increase in blood pressure and heart rate, but the difference was not statistically significant. More cases of mucosal trauma were documented in GS group. Conclusion: Use of GS to facilitate intubation led to better glottic view but took a longer time to achieve endotracheal intubation. GS was associated with more hemodynamic response to intubation and mucosal injury in comparison with an ML. PMID:27212755

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

    PubMed

    Collins, Emily; Freeman, Jonathan

    2014-03-01

    Action video game players have been found to outperform nonplayers on a variety of cognitive tasks. However, several failures to replicate these video game player advantages have indicated that this relationship may not be straightforward. Moreover, despite the discovery that problematic video game players do not appear to demonstrate the same superior performance as nonproblematic video game players in relation to multiple object tracking paradigms, this has not been investigated for other tasks. Consequently, this study compared gamers and nongamers in task switching ability, visual short-term memory, mental rotation, enumeration, and flanker interference, as well as investigated the influence of self-reported problematic video game use. A total of 66 participants completed the experiment, 26 of whom played action video games, including 20 problematic players. The results revealed no significant effect of playing action video games, nor any influence of problematic video game play. This indicates that the previously reported cognitive advantages in video game players may be restricted to specific task features or samples. Furthermore, problematic video game play may not have a detrimental effect on cognitive performance, although this is difficult to ascertain considering the lack of video game player advantage. More research is therefore sorely needed. PMID:24111600

  8. Violent video game players and non-players differ on facial emotion recognition.

    PubMed

    Diaz, Ruth L; Wong, Ulric; Hodgins, David C; Chiu, Carina G; Goghari, Vina M

    2016-01-01

    Violent video game playing has been associated with both positive and negative effects on cognition. We examined whether playing two or more hours of violent video games a day, compared to not playing video games, was associated with a different pattern of recognition of five facial emotions, while controlling for general perceptual and cognitive differences that might also occur. Undergraduate students were categorized as violent video game players (n = 83) or non-gamers (n = 69) and completed a facial recognition task, consisting of an emotion recognition condition and a control condition of gender recognition. Additionally, participants completed questionnaires assessing their video game and media consumption, aggression, and mood. Violent video game players recognized fearful faces both more accurately and quickly and disgusted faces less accurately than non-gamers. Desensitization to violence, constant exposure to fear and anxiety during game playing, and the habituation to unpleasant stimuli, are possible mechanisms that could explain these results. Future research should evaluate the effects of violent video game playing on emotion processing and social cognition more broadly. PMID:26299393

  9. Web-Based Video-Coaching to Assist an Automated Computer-Tailored Physical Activity Intervention for Inactive Adults: A Randomized Controlled Trial

    PubMed Central

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

    2016-01-01

    Background Web-based physical activity interventions that apply computer tailoring have shown to improve engagement and behavioral outcomes but provide limited accountability and social support for participants. It is unknown how video calls with a behavioral expert in a Web-based intervention will be received and whether they improve the effectiveness of computer-tailored advice. Objective The purpose of this study was to determine the feasibility and effectiveness of brief video-based coaching in addition to fully automated computer-tailored advice in a Web-based physical activity intervention for inactive adults. Methods Participants were assigned to one of the three groups: (1) tailoring + video-coaching where participants received an 8-week computer-tailored Web-based physical activity intervention (“My Activity Coach”) including 4 10-minute coaching sessions with a behavioral expert using a Web-based video-calling program (eg, Skype; n=52); (2) tailoring-only where participants received the same intervention without the coaching sessions (n=54); and (3) a waitlist control group (n=45). Demographics were measured at baseline, intervention satisfaction at week 9, and physical activity at baseline, week 9, and 6 months by Web-based self-report surveys. Feasibility was analyzed by comparing intervention groups on retention, adherence, engagement, and satisfaction using t tests and chi-square tests. Effectiveness was assessed using linear mixed models to compare physical activity changes between groups. Results A total of 23 tailoring + video-coaching participants, 30 tailoring-only participants, and 30 control participants completed the postintervention survey (83/151, 55.0% retention). A low percentage of tailoring + video-coaching completers participated in the coaching calls (11/23, 48%). However, the majority of those who participated in the video calls were satisfied with them (5/8, 71%) and had improved intervention adherence (9/11, 82% completed 3 or 4

  10. The development of attention skills in action video game players

    PubMed Central

    Dye, M.W.G.; Green, C.S.; Bavelier, D.

    2009-01-01

    Previous research suggests that action video game play improves attentional resources, allowing gamers to better allocate their attention across both space and time. In order to further characterize the plastic changes resulting from playing these video games, we administered the Attentional Network Test (ANT) to action game players and non-playing controls aged between 7 and 22 years. By employing a mixture of cues and flankers, the ANT provides measures of how well attention is allocated to targets as a function of alerting and orienting cues, and to what extent observers are able to filter out the influence of task irrelevant information flanking those targets. The data suggest that action video game players of all ages have enhanced attentional skills that allow them to make faster correct responses to targets, and leaves additional processing resources that spill over to process distractors flanking the targets. PMID:19428410

  11. The development of attention skills in action video game players.

    PubMed

    Dye, M W G; Green, C S; Bavelier, D

    2009-07-01

    Previous research suggests that action video game play improves attentional resources, allowing gamers to better allocate their attention across both space and time. In order to further characterize the plastic changes resulting from playing these video games, we administered the Attentional Network Test (ANT) to action game players and non-playing controls aged between 7 and 22 years. By employing a mixture of cues and flankers, the ANT provides measures of how well attention is allocated to targets as a function of alerting and orienting cues, and to what extent observers are able to filter out the influence of task irrelevant information flanking those targets. The data suggest that action video game players of all ages have enhanced attentional skills that allow them to make faster correct responses to targets, and leaves additional processing resources that spill over to process distractors flanking the targets. PMID:19428410

  12. A cognitive-motor intervention using a dance video game to enhance foot placement accuracy and gait under dual task conditions in older adults: a randomized controlled trial

    PubMed Central

    2012-01-01

    Background Computer-based interventions have demonstrated consistent positive effects on various physical abilities in older adults. This study aims to compare two training groups that achieve similar amounts of strength and balance exercise where one group receives an intervention that includes additional dance video gaming. The aim is to investigate the different effects of the training programs on physical and psychological parameters in older adults. Methods Thirty-one participants (mean age ± SD: 86.2 ± 4.6 years), residents of two Swiss hostels for the aged, were randomly assigned to either the dance group (n = 15) or the control group (n = 16). The dance group absolved a twelve-week cognitive-motor exercise program twice weekly that comprised progressive strength and balance training supplemented with additional dance video gaming. The control group performed only the strength and balance exercises during this period. Outcome measures were foot placement accuracy, gait performance under single and dual task conditions, and falls efficacy. Results After the intervention between-group comparison revealed significant differences for gait velocity (U = 26, P = .041, r = .45) and for single support time (U = 24, P = .029, r = .48) during the fast walking dual task condition in favor of the dance group. No significant between-group differences were observed either in the foot placement accuracy test or in falls efficacy. Conclusions There was a significant interaction in favor of the dance video game group for improvements in step time. Significant improved fast walking performance under dual task conditions (velocity, double support time, step length) was observed for the dance video game group only. These findings suggest that in older adults a cognitive-motor intervention may result in more improved gait under dual task conditions in comparison to a traditional strength and balance exercise program. Trial registration

  13. Exploring the Nonformal Adult Educator in Twenty-First Century Contexts Using Qualitative Video Data Analysis Techniques

    ERIC Educational Resources Information Center

    Alston, Geleana Drew; Ellis-Hervey, Nina

    2015-01-01

    This study examined how "YouTube" creates a unique, nonformal cyberspace for Black females to vlog about natural hair. Specifically, we utilized qualitative video data analysis techniques to understand how using "YouTube" as a facilitation tool has the ability to collectively capture and maintain an audience of more than a…

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

    ERIC Educational Resources Information Center

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

    2011-01-01

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

  15. Analysis of EEG signals regularity in adults during video game play in 2D and 3D.

    PubMed

    Khairuddin, Hamizah R; Malik, Aamir S; Mumtaz, Wajid; Kamel, Nidal; Xia, Likun

    2013-01-01

    Video games have long been part of the entertainment industry. Nonetheless, it is not well known how video games can affect us with the advancement of 3D technology. The purpose of this study is to investigate the EEG signals regularity when playing video games in 2D and 3D modes. A total of 29 healthy subjects (24 male, 5 female) with mean age of 21.79 (1.63) years participated. Subjects were asked to play a car racing video game in three different modes (2D, 3D passive and 3D active). In 3D passive mode, subjects needed to wear a passive polarized glasses (cinema type) while for 3D active, an active shutter glasses was used. Scalp EEG data was recorded during game play using 19-channel EEG machine and linked ear was used as reference. After data were pre-processed, the signal irregularity for all conditions was computed. Two parameters were used to measure signal complexity for time series data: i) Hjorth-Complexity and ii) Composite Permutation Entropy Index (CPEI). Based on these two parameters, our results showed that the complexity level increased from eyes closed to eyes open condition; and further increased in the case of 3D as compared to 2D game play. PMID:24110125

  16. 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

  17. Core and Peripheral Criteria of Video Game Addiction in the Game Addiction Scale for Adolescents

    PubMed Central

    Hanss, Daniel; Mentzoni, Rune Aune; Pallesen, Ståle

    2015-01-01

    Abstract Assessment of video game addiction often involves measurement of peripheral criteria that indicate high engagement with games, and core criteria that indicate problematic use of games. A survey of the Norwegian population aged 16–74 years (N=10,081, response rate 43.6%) was carried out in 2013, which included the Gaming Addiction Scale for Adolescents (GAS). Confirmatory factor analysis showed that a two-factor structure, which separated peripheral criteria from core criteria, fitted the data better (CFI=0.963; RMSEA=0.058) compared to the original one-factor solution where all items are determined to load only on one factor (CFI=0.905, RMSEA=0.089). This was also found when we analyzed men aged ≤33 years, men aged >33 years, women aged ≤33 years, and women aged >33 years separately. This indicates that the GAS measures both engagement and problems related to video games. Multi-group measurement invariance testing showed that the factor structure was valid in all four groups (configural invariance) for the two-factor structure but not for the one-factor structure. A novel approach to categorization of problem gamers and addicted gamers where only the core criteria items are used (the CORE 4 approach) was compared to the approach where all items are included (the GAS 7 approach). The current results suggest that the CORE 4 approach might be more appropriate for classification of problem gamers and addicted gamers compared to the GAS 7 approach. PMID:25826043

  18. Girl Gamers: The Controversy of Girl Games and the Relevance of Female-Oriented Game Design for Instructional Design

    ERIC Educational Resources Information Center

    Dickey, Michele D.

    2006-01-01

    Digital games have typically been considered a male leisure activity; however, recent statistics indicate that increasing numbers of females are now playing games. The purpose of this review is to investigate how the influx of girl gamers and the emergence of female-oriented game design can inform instructional design for the construction of…

  19. The Gamer Generation Teaches School: The Gaming Practices and Attitudes towards Technology of Pre-Service Teachers

    ERIC Educational Resources Information Center

    Hayes, Elisabeth; Ohrnberger, Maryellen

    2013-01-01

    The purpose of this study was to identify the gaming practices of freshmen undergraduate teacher education students. We also investigated how students who play games compared to non-gamers in their interest in using specific technologies for learning, their beliefs about how technology affects their learning, their orientation towards using new…

  20. Continuous Video Modeling to Assist with Completion of Multi-Step Home Living Tasks by Young Adults with Moderate Intellectual Disability

    ERIC Educational Resources Information Center

    Mechling, Linda C.; Ayres, Kevin M.; Bryant, Kathryn J.; Foster, Ashley L.

    2014-01-01

    The current study evaluated a relatively new video-based procedure, continuous video modeling (CVM), to teach multi-step cleaning tasks to high school students with moderate intellectual disability. CVM in contrast to video modeling and video prompting allows repetition of the video model (looping) as many times as needed while the user completes…

  1. Distinguished Books. Notable Books of 2002; Best Books for Young Adults; Audiobooks for Young Adults; Quick Picks for Reluctant Young Adult Readers; Notable Children's Books; Notable Children's Videos; Notable Recordings for Children; Notable Software for Children; Bestsellers of 2002; Literary Prizes, 2002.

    ERIC Educational Resources Information Center

    Maryles, Daisy; Riippa, Laurele; Ink, Gary

    2003-01-01

    Includes bibliographies of notable books of 2002, including fiction, nonfiction, and poetry; books for young adults, including fiction, nonfiction, audiobooks, and titles for reluctant readers; notable books for children; videos for children; children's recordings and software; bestsellers, fiction and nonfiction; paperback bestsellers; almanacs,…

  2. A randomized controlled trial of brain training with non-action video games in older adults: results of the 3-month follow-up

    PubMed Central

    Ballesteros, Soledad; Mayas, Julia; Prieto, Antonio; Toril, Pilar; Pita, Carmen; Laura, Ponce de León; Reales, José M.; Waterworth, John A.

    2015-01-01

    This randomized controlled study (ClinicalTrials.gov NCT02007616) investigated the maintenance of training effects of 20 1-hr non-action video game training sessions with selected games from a commercial package on several age-declining cognitive functions and subjective wellbeing after a 3-month no-contact period. Two groups of cognitively normal older adults participated in both the post-training (posttest) and the present follow-up study, the experimental group who received training and the control group who attended several meetings with the research team during the study but did not receive training. Groups were similar at baseline on demographics, vocabulary, global cognition, and depression status. Significant improvements in the trained group, and no variation in the control group had been previously found at posttest, in processing speed, attention and visual recognition memory, as well as in two dimensions of subjective wellbeing. In the current study, improvement from baseline to 3 months follow-up was found only in wellbeing (Affection and Assertivity dimensions) in the trained group whereas there was no change in the control group. Previous significant improvements in processing speed, attention and spatial memory become non-significant after the 3-month interval. Training older adults with non-action video games enhanced aspects of cognition just after training but this effect disappeared after a 3-month no-contact follow-up period. Cognitive plasticity can be induced in older adults by training, but to maintain the benefits periodic boosting sessions would be necessary. PMID:25926790

  3. A randomized controlled trial of brain training with non-action video games in older adults: results of the 3-month follow-up.

    PubMed

    Ballesteros, Soledad; Mayas, Julia; Prieto, Antonio; Toril, Pilar; Pita, Carmen; Laura, Ponce de León; Reales, José M; Waterworth, John A

    2015-01-01

    This randomized controlled study (ClinicalTrials.gov NCT02007616) investigated the maintenance of training effects of 20 1-hr non-action video game training sessions with selected games from a commercial package on several age-declining cognitive functions and subjective wellbeing after a 3-month no-contact period. Two groups of cognitively normal older adults participated in both the post-training (posttest) and the present follow-up study, the experimental group who received training and the control group who attended several meetings with the research team during the study but did not receive training. Groups were similar at baseline on demographics, vocabulary, global cognition, and depression status. Significant improvements in the trained group, and no variation in the control group had been previously found at posttest, in processing speed, attention and visual recognition memory, as well as in two dimensions of subjective wellbeing. In the current study, improvement from baseline to 3 months follow-up was found only in wellbeing (Affection and Assertivity dimensions) in the trained group whereas there was no change in the control group. Previous significant improvements in processing speed, attention and spatial memory become non-significant after the 3-month interval. Training older adults with non-action video games enhanced aspects of cognition just after training but this effect disappeared after a 3-month no-contact follow-up period. Cognitive plasticity can be induced in older adults by training, but to maintain the benefits periodic boosting sessions would be necessary. PMID:25926790

  4. Action video games do not improve the speed of information processing in simple perceptual tasks.

    PubMed

    van Ravenzwaaij, Don; Boekel, Wouter; Forstmann, Birte U; Ratcliff, Roger; Wagenmakers, Eric-Jan

    2014-10-01

    Previous research suggests that playing action video games improves performance on sensory, perceptual, and attentional tasks. For instance, Green, Pouget, and Bavelier (2010) used the diffusion model to decompose data from a motion detection task and estimate the contribution of several underlying psychological processes. Their analysis indicated that playing action video games leads to faster information processing, reduced response caution, and no difference in motor responding. Because perceptual learning is generally thought to be highly context-specific, this transfer from gaming is surprising and warrants corroborative evidence from a large-scale training study. We conducted 2 experiments in which participants practiced either an action video game or a cognitive game in 5 separate, supervised sessions. Prior to each session and following the last session, participants performed a perceptual discrimination task. In the second experiment, we included a third condition in which no video games were played at all. Behavioral data and diffusion model parameters showed similar practice effects for the action gamers, the cognitive gamers, and the nongamers and suggest that, in contrast to earlier reports, playing action video games does not improve the speed of information processing in simple perceptual tasks. PMID:24933517

  5. Sound and Video Recordings--E. S. Bird Library. Syracuse University Resources for Educators of Adults, MSS 23. Revised.

    ERIC Educational Resources Information Center

    Charters, Alexander N., Comp.; Abbott, George, Comp.

    This document is a catalog of the adult education sound and videotape recordings available at the E. S. Bird Library at Syracuse University. The collection was gathered for use by practitioners and educators of adults who are conducting research. In the library collection, each media item has been catalogued by title, series, subject, author,…

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

    NASA Astrophysics Data System (ADS)

    Portlock, J.; Laird, H.

    2015-12-01

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

  7. Oxytocin enhances gaze-following responses to videos of natural social behavior in adult male rhesus monkeys.

    PubMed

    Putnam, P T; Roman, J M; Zimmerman, P E; Gothard, K M

    2016-10-01

    Gaze following is a basic building block of social behavior that has been observed in multiple species, including primates. The absence of gaze following is associated with abnormal development of social cognition, such as in autism spectrum disorders (ASD). Some social deficits in ASD, including the failure to look at eyes and the inability to recognize facial expressions, are ameliorated by intranasal administration of oxytocin (IN-OT). Here we tested the hypothesis that IN-OT might enhance social processes that require active engagement with a social partner, such as gaze following. Alternatively, IN-OT may only enhance the perceptual salience of the eyes, and may not modify behavioral responses to social signals. To test this hypothesis, we presented four monkeys with videos of conspecifics displaying natural behaviors. Each video was viewed multiple times before and after the monkeys received intranasally either 50 IU of OT or saline. We found that despite a gradual decrease in attention to the repeated viewing of the same videos (habituation), IN-OT consistently increased the frequency of gaze following saccades. Further analysis confirmed that these behaviors did not occur randomly, but rather predictably in response to the same segments of the videos. These findings suggest that in response to more naturalistic social stimuli IN-OT enhances the propensity to interact with a social partner rather than merely elevating the perceptual salience of the eyes. In light of these findings, gaze following may serve as a metric for pro-social effects of oxytocin that target social action more than social perception. PMID:27343726

  8. Standardized surgical techniques for adult living donor liver transplantation using a modified right lobe graft: a video presentation from bench to reperfusion.

    PubMed

    Hwang, Shin; Ha, Tae-Yong; Ahn, Chul-Soo; Moon, Deok-Bog; Kim, Ki-Hun; Song, Gi-Won; Jung, Dong-Hwan; Park, Gil-Chun; Lee, Sung-Gyu

    2016-08-01

    After having experienced more than 2,000 cases of adult living donor liver transplantation (LDLT), we established the concepts of right liver graft standardization. Right liver graft standardization intends to provide hemodynamics-based and regeneration-compliant reconstruction of vascular inflow and outflow. Right liver graft standardization consists of the following components: Right hepatic vein reconstruction includes a combination of caudal-side deep incision and patch venoplasty of the graft right hepatic vein to remove the acute angle between the graft right hepatic vein and the inferior vena cava; middle hepatic vein reconstruction includes interposition of a uniform-shaped conduit with large-sized homologous or prosthetic grafts; if the inferior right hepatic vein is present, its reconstruction includes funneling and unification venoplasty for multiple short hepatic veins; if donor portal vein anomaly is present, its reconstruction includes conjoined unification venoplasty for two or more portal vein orifices. This video clip that shows the surgical technique from bench to reperfusion was a case presentation of adult LDLT using a modified right liver graft from the patient's son. Our intention behind proposing the concept of right liver graft standardization is that it can be universally applicable and may guarantee nearly the same outcomes regardless of the surgeon's experience. We believe that this reconstruction model would be primarily applied to a majority of adult LDLT cases. PMID:27621745

  9. Standardized surgical techniques for adult living donor liver transplantation using a modified right lobe graft: a video presentation from bench to reperfusion

    PubMed Central

    Ha, Tae-Yong; Ahn, Chul-Soo; Moon, Deok-Bog; Kim, Ki-Hun; Song, Gi-Won; Jung, Dong-Hwan; Park, Gil-Chun; Lee, Sung-Gyu

    2016-01-01

    After having experienced more than 2,000 cases of adult living donor liver transplantation (LDLT), we established the concepts of right liver graft standardization. Right liver graft standardization intends to provide hemodynamics-based and regeneration-compliant reconstruction of vascular inflow and outflow. Right liver graft standardization consists of the following components: Right hepatic vein reconstruction includes a combination of caudal-side deep incision and patch venoplasty of the graft right hepatic vein to remove the acute angle between the graft right hepatic vein and the inferior vena cava; middle hepatic vein reconstruction includes interposition of a uniform-shaped conduit with large-sized homologous or prosthetic grafts; if the inferior right hepatic vein is present, its reconstruction includes funneling and unification venoplasty for multiple short hepatic veins; if donor portal vein anomaly is present, its reconstruction includes conjoined unification venoplasty for two or more portal vein orifices. This video clip that shows the surgical technique from bench to reperfusion was a case presentation of adult LDLT using a modified right liver graft from the patient's son. Our intention behind proposing the concept of right liver graft standardization is that it can be universally applicable and may guarantee nearly the same outcomes regardless of the surgeon's experience. We believe that this reconstruction model would be primarily applied to a majority of adult LDLT cases. PMID:27621745

  10. 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…

  11. Introducing GAMER: A fast and accurate method for ray-tracing galaxies using procedural noise

    SciTech Connect

    Groeneboom, N. E.; Dahle, H.

    2014-03-10

    We developed a novel approach for fast and accurate ray-tracing of galaxies using procedural noise fields. Our method allows for efficient and realistic rendering of synthetic galaxy morphologies, where individual components such as the bulge, disk, stars, and dust can be synthesized in different wavelengths. These components follow empirically motivated overall intensity profiles but contain an additional procedural noise component that gives rise to complex natural patterns that mimic interstellar dust and star-forming regions. These patterns produce more realistic-looking galaxy images than using analytical expressions alone. The method is fully parallelized and creates accurate high- and low- resolution images that can be used, for example, in codes simulating strong and weak gravitational lensing. In addition to having a user-friendly graphical user interface, the C++ software package GAMER is easy to implement into an existing code.

  12. Can interface features affect aggression resulting from violent video game play? An examination of realistic controller and large screen size.

    PubMed

    Kim, Ki Joon; Sundar, S Shyam

    2013-05-01

    Aggressiveness attributed to violent video game play is typically studied as a function of the content features of the game. However, can interface features of the game also affect aggression? Guided by the General Aggression Model (GAM), we examine the controller type (gun replica vs. mouse) and screen size (large vs. small) as key technological aspects that may affect the state aggression of gamers, with spatial presence and arousal as potential mediators. Results from a between-subjects experiment showed that a realistic controller and a large screen display induced greater aggression, presence, and arousal than a conventional mouse and a small screen display, respectively, and confirmed that trait aggression was a significant predictor of gamers' state aggression. Contrary to GAM, however, arousal showed no effects on aggression; instead, presence emerged as a significant mediator. PMID:23505967

  13. Caring for Others: Internet Video-Conferencing Group Intervention for Family Caregivers of Older Adults with Neurodegenerative Disease

    ERIC Educational Resources Information Center

    Marziali, Elsa; Donahue, Peter

    2006-01-01

    Purpose: The aim of this pilot feasibility study was to evaluate the effects of an innovative, Internet-based psychosocial intervention for family caregivers of older adults with neurodegenerative disease. Design and Methods: After receiving signed informed consent from each participant, we randomly assigned 66 caregivers to an Internet-based…

  14. Evaluation of educational videos to increase skin cancer risk awareness and sun-safe behaviors among adult Hispanics.

    PubMed

    Hernandez, Claudia; Wang, Stephanie; Abraham, Ivy; Angulo, Maria Isabel; Kim, Hajwa; Meza, Joyce R; Munoz, Anastasia; Rodriguez, Lizbeth; Uddin, Sabrina

    2014-09-01

    Although skin cancer is less common in Hispanics, they are at higher risk for presenting with more advanced stage skin cancer. We performed semi-structured interviews with Hispanic women that found high concern for photoaging from sun exposure. Based on these results, we developed two short Spanish-language films. The first emphasized photoaging benefits of sun protection, while the second focused on its benefits for skin cancer prevention. Our hypothesis was that the reduction of photoaging would be a more persuasive argument than skin cancer prevention for the adoption of sunscreen use by Hispanic women. Study participants were recruited from beauty salons located in predominantly Hispanic neighborhoods. Each of the two Spanish-language films was approximately 3 min long. A pre-intervention questionnaire assessed subjects' general knowledge and sunscreen habits, and a second questionnaire administered after viewing both films assessed for improvements in risk perception and inquired about which film was more persuasive. Eighty Hispanics participated ranging in age from 19 to 75. The pre-education survey found that 54 out of 80 believed that fair-skin Hispanics (FS) were at risk for skin cancer, and 44 out of 80 believed that dark-skin Hispanics (DS) were at risk. These numbers increased to 72 (FS) and 69 (DS) after the intervention (p value: <0.0002 FS, <0.0001 DS). Hispanics overwhelmingly selected the video emphasizing the benefits of sun protection for skin cancer prevention as the more persuasive film (74 out of 80). A Spanish-language video has the potential to make an impact in healthy sun-protective behaviors, and information on how to properly apply sunscreen should be included in educational messages. PMID:24595966

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

    PubMed Central

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

    2015-01-01

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

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

    PubMed

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

    2015-01-01

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

  17. 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

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

    PubMed Central

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

    2015-01-01

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

  19. Action video game play facilitates the development of better perceptual templates.

    PubMed

    Bejjanki, Vikranth R; Zhang, Ruyuan; Li, Renjie; Pouget, Alexandre; Green, C Shawn; Lu, Zhong-Lin; Bavelier, Daphne

    2014-11-25

    The field of perceptual learning has identified changes in perceptual templates as a powerful mechanism mediating the learning of statistical regularities in our environment. By measuring threshold-vs.-contrast curves using an orientation identification task under varying levels of external noise, the perceptual template model (PTM) allows one to disentangle various sources of signal-to-noise changes that can alter performance. We use the PTM approach to elucidate the mechanism that underlies the wide range of improvements noted after action video game play. We show that action video game players make use of improved perceptual templates compared with nonvideo game players, and we confirm a causal role for action video game play in inducing such improvements through a 50-h training study. Then, by adapting a recent neural model to this task, we demonstrate how such improved perceptual templates can arise from reweighting the connectivity between visual areas. Finally, we establish that action gamers do not enter the perceptual task with improved perceptual templates. Instead, although performance in action gamers is initially indistinguishable from that of nongamers, action gamers more rapidly learn the proper template as they experience the task. Taken together, our results establish for the first time to our knowledge the development of enhanced perceptual templates following action game play. Because such an improvement can facilitate the inference of the proper generative model for the task at hand, unlike perceptual learning that is quite specific, it thus elucidates a general learning mechanism that can account for the various behavioral benefits noted after action game play. PMID:25385590

  20. Does Video Gaming Affect Orthopaedic Skills Acquisition? A Prospective Cohort-Study

    PubMed Central

    Khatri, Chetan; Sugand, Kapil; Anjum, Sharika; Vivekanantham, Sayinthen; Akhtar, Kash; Gupte, Chinmay

    2014-01-01

    Introduction Previous studies have suggested that there is a positive correlation between the extent of video gaming and efficiency of surgical skill acquisition on laparoscopic and endovascular surgical simulators amongst trainees. However, the link between video gaming and orthopaedic trauma simulation remains unexamined, in particular dynamic hip screw (DHS) stimulation. Objective To assess effect of prior video gaming experience on virtual-reality (VR) haptic-enabled DHS simulator performance. Methods 38 medical students, naïve to VR surgical simulation, were recruited and stratified relative to their video gaming exposure. Group 1 (n = 19, video-gamers) were defined as those who play more than one hour per day in the last calendar year. Group 2 (n = 19, non-gamers) were defined as those who play video games less than one hour per calendar year. Both cohorts performed five attempts on completing a VR DHS procedure and repeated the task after a week. Metrics assessed included time taken for task, simulated flouroscopy time and screw position. Median and Bonett-Price 95% confidence intervals were calculated for seven real-time objective performance metrics. Data was confirmed as non-parametric by the Kolmogorov-Smirnov test. Analysis was performed using the Mann-Whitney U test for independent data whilst the Wilcoxon signed ranked test was used for paired data. A result was deemed significant when a two-tailed p-value was less than 0.05. Results All 38 subjects completed the study. The groups were not significantly different at baseline. After ten attempts, there was no difference between Group 1 and Group 2 in any of the metrics tested. These included time taken for task, simulated fluoroscopy time, number of retries, tip-apex distance, percentage cut-out and global score. Conclusion Contrary to previous literature findings, there was no correlation between video gaming experience and gaining competency on a VR DHS simulator. PMID:25333959

  1. "No level up!": no effects of video game specialization and expertise on cognitive performance.

    PubMed

    Gobet, Fernand; Johnston, Stephen J; Ferrufino, Gabriella; Johnston, Matthew; Jones, Michael B; Molyneux, Antonia; Terzis, Argyrios; Weeden, Luke

    2014-01-01

    Previous research into the effects of action video gaming on cognition has suggested that long term exposure to this type of game might lead to an enhancement of cognitive skills that transfer to non-gaming cognitive tasks. However, these results have been controversial. The aim of the current study was to test the presence of positive cognitive transfer from action video games to two cognitive tasks. More specifically, this study investigated the effects that participants' expertise and genre specialization have on cognitive improvements in one task unrelated to video gaming (a flanker task) and one related task (change detection task with both control and genre-specific images). This study was unique in three ways. Firstly, it analyzed a continuum of expertise levels, which has yet to be investigated in research into the cognitive benefits of video gaming. Secondly, it explored genre-specific skill developments on these tasks by comparing Action and Strategy video game players (VGPs). Thirdly, it used a very tight experiment design, including the experimenter being blind to expertise level and genre specialization of the participant. Ninety-two university students aged between 18 and 30 (M = 21.25) were recruited through opportunistic sampling and were grouped by video game specialization and expertise level. While the results of the flanker task were consistent with previous research (i.e., effect of congruence), there was no effect of expertise, and the action gamers failed to outperform the strategy gamers. Additionally, contrary to expectation, there was no interaction between genre specialization and image type in the change detection task, again demonstrating no expertise effect. The lack of effects for game specialization and expertise goes against previous research on the positive effects of action video gaming on other cognitive tasks. PMID:25506330

  2. The Game Transfer Phenomena Scale: An Instrument for Investigating the Nonvolitional Effects of Video Game Playing.

    PubMed

    Ortiz de Gortari, Angelica B; Pontes, Halley M; Griffiths, Mark D

    2015-10-01

    A variety of instruments have been developed to assess different dimensions of playing video games and its effects on cognitions, affect, and behaviors. The present study examined the psychometric properties of the Game Transfer Phenomena Scale (GTPS) that assesses nonvolitional phenomena experienced after playing video games (i.e., altered perceptions, automatic mental processes, and involuntary behaviors). A total of 1,736 gamers participated in an online survey used as the basis for the analysis. Confirmatory factor analysis (CFA) was performed to confirm the factorial structure of the GTPS. The five-factor structure using the 20 indicators based on the analysis of gamers' self-reports fitted the data well. Population cross-validity was also achieved, and the positive associations between the session length and overall scores indicate the GTPS warranted criterion-related validity. Although the understanding of Game Transfer Phenomena is still in its infancy, the GTPS appears to be a valid and reliable instrument for assessing nonvolitional gaming-related phenomena. The GTPS can be used for understanding the phenomenology of post-effects of playing video games. PMID:26376231

  3. 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…

  4. Effects of music videos on sleep quality in middle-aged and older adults with chronic insomnia: a randomized controlled trial.

    PubMed

    Lai, Hui-Ling; Chang, En-Ting; Li, Yin-Ming; Huang, Chiung-Yu; Lee, Li-Hua; Wang, Hsiu-Mei

    2015-05-01

    Listening to soothing music has been used as a complementary therapy to improve sleep quality. However, there is no empirical evidence for the effects of music videos (MVs) on sleep quality in adults with insomnia as assessed by polysomnography (PSG). In this randomized crossover controlled trial, we compared the effects of a peaceful Buddhist MV intervention to a usual-care control condition before bedtime on subjective and objective sleep quality in middle-aged and older adults with chronic insomnia. The study was conducted in a hospital's sleep laboratory. We randomly assigned 38 subjects, aged 50-75 years, to an MV/usual-care sequence or a usual-care/MV sequence. After pretest data collection, testing was held on two consecutive nights, with subjects participating in one condition each night according to their assigned sequence. Each intervention lasted 30 min. Sleep was assessed using PSG and self-report questionnaires. After controlling for baseline data, sleep-onset latency was significantly shorter by approximately 2 min in the MV condition than in the usual-care condition (p = .002). The MV intervention had no significant effects relative to the usual care on any other sleep parameters assessed by PSG or self-reported sleep quality. These results suggest that an MV intervention may be effective in promoting sleep. However, the effectiveness of a Buddhist MV on sleep needs further study to develop a culturally specific insomnia intervention. Our findings also suggest that an MV intervention can serve as another option for health care providers to improve sleep onset in people with insomnia. PMID:25237150

  5. Possible End to an Endless Quest? Cognitive Bias Modification for Excessive Multiplayer Online Gamers.

    PubMed

    Rabinovitz, Sharon; Nagar, Maayan

    2015-10-01

    Cognitive biases have previously been recognized as key mechanisms that contribute to the development, maintenance, and relapse of addictive behaviors. The same mechanisms have been recently found in problematic computer gaming. The present study aims to investigate whether excessive massively multiplayer online role-playing gamers (EG) demonstrate an approach bias toward game-related cues compared to neutral stimuli; to test whether these automatic action tendencies can be implicitly modified in a single session training; and to test whether this training affects game urges and game-seeking behavior. EG (n=38) were randomly assigned to a condition in which they were implicitly trained to avoid or to approach gaming cues by pushing or pulling a joystick, using a computerized intervention (cognitive bias modification via the Approach Avoidance Task). EG demonstrated an approach bias for gaming cues compared with neutral, movie cues. Single session training significantly decreased automatic action tendencies to approach gaming cues. These effects occurred outside subjective awareness. Furthermore, approach bias retraining reduced subjective urges and intentions to play, as well as decreased game-seeking behavior. Retraining automatic processes may be beneficial in changing addictive impulses in EG. Yet, large-scale trials and long-term follow-up are warranted. The results extend the application of cognitive bias modification from substance use disorders to behavioral addictions, and specifically to Internet gaming disorder. Theoretical implications are discussed. PMID:26383549

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. A Video Game Promoting Cancer Risk Perception and Information Seeking Behavior Among Young-Adult College Students: A Randomized Controlled Trial

    PubMed Central

    Beale, Ivan L; Chen, Minxing; Prokhorov, Alexander V

    2016-01-01

    Background Risky behaviors tend to increase drastically during the transition into young adulthood. This increase may ultimately facilitate the initiation of carcinogenic processes at a young age, highlighting a serious public health problem. By promoting information seeking behavior (ISB), young adults may become aware of cancer risks and potentially take preventive measures. Objective Based on the protection motivation theory, the current study seeks to evaluate the impact of challenge in a fully automated video game called Re-Mission on young adult college students' tendency to perceive the severity of cancer, feel susceptible to cancer, and engage in ISB. Methods A total of 216 young adults were recruited from a university campus, consented, screened, and randomized in a single-blinded format to 1 of 3 conditions: an intervention group playing Re-Mission at high challenge (HC; n=85), an intervention group playing Re-Mission at low challenge (LC; n=81), and a control group with no challenge (NC; presented with illustrated pictures of Re-Mission; n=50). Measurement was conducted at baseline, immediate posttest, 10-day follow-up, and 20-day follow-up. Repeated-measures mixed-effect models were conducted for data analysis of the main outcomes. Results A total of 101 young adults continued until 20-day follow-up. Mixed-effect models showed that participants in the HC and LC groups were more likely to increase in perceived susceptibility to cancer (P=.03), perceived severity of cancer (P=.02), and ISB (P=.01) than participants in the NC group. The LC group took until 10-day follow-up to show increase in perceived susceptibility (B=0.47, standard error (SE) 0.16, P=.005). The HC group showed an immediate increase in perceived susceptibility at posttest (B=0.43, SE 0.14, P=.002). The LC group exhibited no changes in perceived severity (B=0.40, SE 0.33, P=.24). On the other hand, the HC group showed a significant increase from baseline to posttest (B=0.39, SE 0.14, P

  11. Linking Online Gaming and Addictive Behavior: Converging Evidence for a General Reward Deficiency in Frequent Online Gamers

    PubMed Central

    Hahn, Tim; Notebaert, Karolien Hilde; Dresler, Thomas; Kowarsch, Linda; Reif, Andreas; Fallgatter, Andreas J.

    2014-01-01

    Millions of people regularly play so-called massively multiplayer online role playing games (MMORPGs). Recently, it has been argued that MMORPG overuse is becoming a significant health problem worldwide. Symptoms such as tolerance, withdrawal, and craving have been described. Based on behavioral, resting state, and task-related neuroimaging data, we test whether frequent players of the MMORPG “World of Warcraft” (WoW) – similar to drug addicts and individuals with an increased risk for addictions – show a generally deficient reward system. In frequent players of the MMORPG “World of Warcraft” (WoW-players) and in a control group of non-gamers we assessed (1) trait sensitivity to reward (SR), (2) BOLD responses during monetary reward processing in the ventral striatum, and (3) ventral-striatal resting-state dynamics. We found a decreased neural activation in the ventral striatum during the anticipation of both small and large monetary rewards. Additionally, we show generally altered neurodynamics in this region independent of any specific task for WoW players (resting state). On the behavioral level, we found differences in trait SR, suggesting that the reward processing deficiencies found in this study are not a consequence of gaming, but predisposed to it. These findings empirically support a direct link between frequent online gaming and the broad field of behavioral and drug addiction research, thus opening new avenues for clinical interventions in addicted gamers and potentially improving the assessment of addiction-risk in the vast population of frequent gamers. PMID:25426039

  12. Learning about the Game: Designing Science Games for a Generation of Gamers

    ERIC Educational Resources Information Center

    Chmiel, Marjee

    2012-01-01

    This paper is a response to "Challenges and Opportunities: Using a science-based video game in secondary school settings" by Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg, and Nicole Husain. The article highlights two critical areas that I argue require more research in the studies of video games in education. The first area focuses on the…

  13. Learning to Swim Using Video Modelling and Video Feedback within a Self-Management Program

    ERIC Educational Resources Information Center

    Lao, So-An; Furlonger, Brett E.; Moore, Dennis W.; Busacca, Margherita

    2016-01-01

    Although many adults who cannot swim are primarily interested in learning by direct coaching there are options that have a focus on self-directed learning. As an alternative a self-management program combined with video modelling, video feedback and high quality and affordable video technology was used to assess its effectiveness to assisting an…

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

    SciTech Connect

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

    1993-03-01

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

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

    SciTech Connect

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

    1994-07-01

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

  16. “No level up!”: no effects of video game specialization and expertise on cognitive performance

    PubMed Central

    Gobet, Fernand; Johnston, Stephen J.; Ferrufino, Gabriella; Johnston, Matthew; Jones, Michael B.; Molyneux, Antonia; Terzis, Argyrios; Weeden, Luke

    2014-01-01

    Previous research into the effects of action video gaming on cognition has suggested that long term exposure to this type of game might lead to an enhancement of cognitive skills that transfer to non-gaming cognitive tasks. However, these results have been controversial. The aim of the current study was to test the presence of positive cognitive transfer from action video games to two cognitive tasks. More specifically, this study investigated the effects that participants' expertise and genre specialization have on cognitive improvements in one task unrelated to video gaming (a flanker task) and one related task (change detection task with both control and genre-specific images). This study was unique in three ways. Firstly, it analyzed a continuum of expertise levels, which has yet to be investigated in research into the cognitive benefits of video gaming. Secondly, it explored genre-specific skill developments on these tasks by comparing Action and Strategy video game players (VGPs). Thirdly, it used a very tight experiment design, including the experimenter being blind to expertise level and genre specialization of the participant. Ninety-two university students aged between 18 and 30 (M = 21.25) were recruited through opportunistic sampling and were grouped by video game specialization and expertise level. While the results of the flanker task were consistent with previous research (i.e., effect of congruence), there was no effect of expertise, and the action gamers failed to outperform the strategy gamers. Additionally, contrary to expectation, there was no interaction between genre specialization and image type in the change detection task, again demonstrating no expertise effect. The lack of effects for game specialization and expertise goes against previous research on the positive effects of action video gaming on other cognitive tasks. PMID:25506330

  17. Video games.

    PubMed

    Funk, Jeanne B

    2005-06-01

    The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content. This article describes some of the currently popular video games, as well as developments that are on the horizon, and discusses the status of research on the positive and negative impacts of playing video games. Recommendations are made to help parents ensure that children play games that are consistent with their values. PMID:16111624

  18. 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.

  19. 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.

  20. 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).

  1. 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

  2. Inspiring Equal Contribution and Opportunity in a 3D Multi-User Virtual Environment: Bringing Together Men Gamers and Women Non-Gamers in Second Life[R

    ERIC Educational Resources Information Center

    deNoyelles, Aimee; Seo, Kay Kyeong-Ju

    2012-01-01

    A 3D multi-user virtual environment holds promise to support and enhance student online learning communities due to its ability to promote global synchronous interaction and collaboration, rich multisensory experience and expression, and elaborate design capabilities. Second Life[R], a multi-user virtual environment intended for adult users 18 and…

  3. 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.

  4. Profile video

    NASA Astrophysics Data System (ADS)

    Voglewede, Paul E.; Zampieron, Jeffrey

    2009-05-01

    For unattended persistent surveillance there is a need for a system which provides the following information: target classification, target quantity estimate, cargo presence and characterization, direction of travel, and action. Over highly bandwidth restricted links, such as Iridium, SATCOM or HF, the data rates of common techniques are too high, even after aggressive compression, to deliver the required intelligence in a timely, low power manner. We propose the following solution to this data rate problem: Profile Video. Profile video is a new technique which provides all of the required information in a very low data-rate package.

  5. Violent video games affecting our children.

    PubMed

    Vessey, J A; Lee, J E

    2000-01-01

    Exposure to media violence is associated with increased aggression and its sequelae. Unfortunately, the majority of entertainment video games contain violence. Moreover, children of both genders prefer games with violent content. As there is no compulsory legislative standards to limit the type and amount of violence in video games, concerned adults must assume an oversight role. PMID:12026362

  6. Modified Video Course Methodology for Distance Learning.

    ERIC Educational Resources Information Center

    Springer, Stephen B.

    In recent years, colleges have made extensive efforts to provide distance learning opportunities for adult students. At Southwest Texas State University, a required course in the Occupational Education program has been delivered in a modified video format. The video was made of an actual class being taught in a production studio. The main…

  7. Video Modeling Interventions for Individuals with Autism

    ERIC Educational Resources Information Center

    Delano, Monica E.

    2007-01-01

    Video modeling interventions involve a child watching videotapes of positive examples of adults, peers, or him- or herself engaging in a behavior that is being taught. The purpose of this review was to examine empirical studies in which video modeling interventions were applied to individuals with autism. Nineteen studies published between 1985…

  8. 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)

  9. Benchmarking the cultivation approach to video game effects: a comparison of the correlates of TV viewing and game play.

    PubMed

    Van Mierlo, Jan; Van den Bulck, Jan

    2004-02-01

    This study found significant relationships between first- and second-order cultivation measures and TV viewing, but found a relationship with video game play for only two variables in a sample of 322 Flemish 3rd and 6th year secondary school children. This suggests that the absence of a relationship with video game play is not the result of the absence of cultivation effects in Flanders. On the other hand it shows that the relationship between TV viewing and cultivation measures is not an artifact of systematic over reporting. The study concludes that cultivation measures typical of the "television world" are not related to playing video games. To study video game cultivation measures must be sought which reflect the mainstream of (particular genres of) video games. The role of selectivity needs to be studied more closely. As gamers play an active role in the violence of the games the possibility that self-protecting strategies are employed in processing video game contents must be taken into consideration. Existing process theories explaining what happens in television cultivation may be challenged by research into the cultivation effects of video games. PMID:15013263

  10. CPR: Adult

    MedlinePlus Videos and Cool Tools

    Refresher Center Home FIRST AID, CPR and AED LIFEGUARDING Refresher Putting It All Together: CPR—Adult (2:03) Refresher videos only utilize this player QUICK LINKS Home RedCross.org Purchase Course Materials Shop Our Store ...

  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. Enhancing perceptual and attentional skills requires common demands between the action video games and transfer tasks

    PubMed Central

    Oei, Adam C.; Patterson, Michael D.

    2015-01-01

    Despite increasing evidence that shows action video game play improves perceptual and cognitive skills, the mechanisms of transfer are not well-understood. In line with previous work, we suggest that transfer is dependent upon common demands between the game and transfer task. In the current study, participants played one of four action games with varying speed, visual, and attentional demands for 20 h. We examined whether training enhanced performance for attentional blink, selective attention, attending to multiple items, visual search and auditory detection. Non-gamers who played the game (Modern Combat) with the highest demands showed transfer to tasks of attentional blink and attending to multiple items. The game (MGS Touch) with fewer attentional demands also decreased attentional blink, but to a lesser degree. Other games failed to show transfer, despite having many action game characteristics but at a reduced intensity. The results support the common demands hypothesis. PMID:25713551

  13. Enhancing perceptual and attentional skills requires common demands between the action video games and transfer tasks.

    PubMed

    Oei, Adam C; Patterson, Michael D

    2015-01-01

    Despite increasing evidence that shows action video game play improves perceptual and cognitive skills, the mechanisms of transfer are not well-understood. In line with previous work, we suggest that transfer is dependent upon common demands between the game and transfer task. In the current study, participants played one of four action games with varying speed, visual, and attentional demands for 20 h. We examined whether training enhanced performance for attentional blink, selective attention, attending to multiple items, visual search and auditory detection. Non-gamers who played the game (Modern Combat) with the highest demands showed transfer to tasks of attentional blink and attending to multiple items. The game (MGS Touch) with fewer attentional demands also decreased attentional blink, but to a lesser degree. Other games failed to show transfer, despite having many action game characteristics but at a reduced intensity. The results support the common demands hypothesis. PMID:25713551

  14. Brain training for silver gamers: effects of age and game form on effectiveness, efficiency, self-assessment, and gameplay experience.

    PubMed

    Nacke, Lennart E; Nacke, Anne; Lindley, Craig A

    2009-10-01

    In recent years, an aging demographic majority in the Western world has come to the attention of the game industry. The recently released "brain-training" games target this population, and research investigating gameplay experience of the elderly using this game form is lacking. This study employs a 2 x 2 mixed factorial design (age group: young and old x game form: paper and Nintendo DS) to investigate effects of age and game form on usability, self-assessment, and gameplay experience in a supervised field study. Effectiveness was evaluated in task completion time, efficiency as error rate, together with self-assessment measures (arousal, pleasure, dominance) and game experience (challenge, flow, competence, tension, positive and negative affect). Results indicate players, regardless of age, are more effective and efficient using pen-and-paper than using a Nintendo DS console. However, the game is more arousing and induces a heightened sense of flow in digital form for gamers of all ages. Logic problem-solving challenges within digital games may be associated with positive feelings for the elderly but with negative feelings for the young. Thus, digital logic-training games may provide positive gameplay experience for an aging Western civilization. PMID:19772440

  15. The Effect of Serious Video Game Play on Science Inquiry Scores

    NASA Astrophysics Data System (ADS)

    Hilosky, Alexandra Borzillo

    American students are not developing the science inquiry skills needed to solve complex 21st century problems, thus impacting the workforce. In 2009, American high school students ranked 21 out of 26 in the category of problem-solving according to the Program for International Student Assessment. Serious video games have powerful epistemic value and are beneficial with respect to enhancing inquiry, effective problem-solving. The purpose of this correlational, quantitative study was to test Gee's assumption regarding the cycle of thinking (routinization, automatization, and deroutinization) by determining whether players status was a significant predictor of science inquiry scores, controlling for age, gender, and major. The 156 non-random volunteers who participated in this study were enrolled in a 2-year college in the northeastern U.S. Multiple regression analyses revealed that major was the strongest overall (significant) predictor, b = -.84, t(149) = -3.70, p < .001, even though gamer status served as a significant predictor variable for Stage 1 only, b = -.48, t(149) = -2.37, p = .019. Participants who reported playing serious video games scored .48 points higher than non-players of serious video games regardless of age, gender, and major, which supports previous studies that have found significant differences in scientific inquiry abilities related to forming hypotheses and identifying problems based on serious video game play. Recommendations include using serious games as instructional tools and to assess student learning (formative and summative), especially among non-traditional learners.

  16. Effects of video-game play on information processing: a meta-analytic investigation.

    PubMed

    Powers, Kasey L; Brooks, Patricia J; Aldrich, Naomi J; Palladino, Melissa A; Alfieri, Louis

    2013-12-01

    Do video games enhance cognitive functioning? We conducted two meta-analyses based on different research designs to investigate how video games impact information-processing skills (auditory processing, executive functions, motor skills, spatial imagery, and visual processing). Quasi-experimental studies (72 studies, 318 comparisons) compare habitual gamers with controls; true experiments (46 studies, 251 comparisons) use commercial video games in training. Using random-effects models, video games led to improved information processing in both the quasi-experimental studies, d = 0.61, 95% CI [0.50, 0.73], and the true experiments, d = 0.48, 95% CI [0.35, 0.60]. Whereas the quasi-experimental studies yielded small to large effect sizes across domains, the true experiments yielded negligible effects for executive functions, which contrasted with the small to medium effect sizes in other domains. The quasi-experimental studies appeared more susceptible to bias than were the true experiments, with larger effects being reported in higher-tier than in lower-tier journals, and larger effects reported by the most active research groups in comparison with other labs. The results are further discussed with respect to other moderators and limitations in the extant literature. PMID:23519430

  17. Kinematic Measurements of the Vocal-Fold Displacement Waveform in Typical Children and Adult Populations: Quantification of High-Speed Endoscopic Videos

    ERIC Educational Resources Information Center

    Patel, Rita; Donohue, Kevin D.; Unnikrishnan, Harikrishnan; Kryscio, Richard J.

    2015-01-01

    Purpose: This article presents a quantitative method for assessing instantaneous and average lateral vocal-fold motion from high-speed digital imaging, with a focus on developmental changes in vocal-fold kinematics during childhood. Method: Vocal-fold vibrations were analyzed for 28 children (aged 5-11 years) and 28 adults (aged 21-45 years)…

  18. Dynamic video summarization of home video

    NASA Astrophysics Data System (ADS)

    Lienhart, Rainer W.

    1999-12-01

    An increasing number of people own and use camcorders to make videos that capture their experiences and document their lives. These videos easily add up to many hours of material. Oddly, most of them are put into a storage box and never touched or watched again. The reasons for this are manifold. Firstly, the raw video material is unedited, and is therefore long-winded and lacking visually appealing effects. Video editing would help, but, it is still too time-consuming; people rarely find the time to do it. Secondly, watching the same tape more than a few times can be boring, since the video lacks any variation or surprise during playback. Automatic video abstracting algorithms can provide a method for processing videos so that users will want to play the material more often. However, existing automatic abstracting algorithms have been designed for feature films, newscasts or documentaries, and thus are inappropriate for home video material and raw video footage in general. In this paper, we present new algorithms for generating amusing, visually appealing and variable video abstracts of home video material automatically. They make use of a new, empirically motivated approach, also presented in the paper, to cluster time-stamped shots hierarchically into meaningful units. Last but not least, we propose a simple and natural extension of the way people acquire video - so-called on-the-fly annotations - which will allow a completely new set of applications on raw video footage as well as enable better and more selective automatic video abstracts. Moreover, our algorithms are not restricted to home video but can also be applied to raw video footage in general.

  19. Rugged Video System For Inspecting Animal Burrows

    NASA Technical Reports Server (NTRS)

    Triandafils, Dick; Maples, Art; Breininger, Dave

    1992-01-01

    Video system designed for examining interiors of burrows of gopher tortoises, 5 in. (13 cm) in diameter or greater, to depth of 18 ft. (about 5.5 m), includes video camera, video cassette recorder (VCR), television monitor, control unit, and power supply, all carried in backpack. Polyvinyl chloride (PVC) poles used to maneuver camera into (and out of) burrows, stiff enough to push camera into burrow, but flexible enough to bend around curves. Adult tortoises and other burrow inhabitants observable, young tortoises and such small animals as mice obscured by sand or debris.

  20. Video media-induced aggressiveness in children.

    PubMed

    Cardwell, Michael Steven

    2013-09-01

    Transmission of aggressive behaviors to children through modeling by adults has long been a commonly held psychological concept; however, with the advent of technological innovations during the last 30 years, video media-television, movies, video games, and the Internet-has become the primary model for transmitting aggressiveness to children. This review explores the acquisition of aggressive behaviors by children through modeling behaviors in violent video media. The impact of aggressive behaviors on the child, the family, and society is addressed. Suggestive action plans to curb this societal ill are presented. PMID:24002556

  1. Effect of cognitive status on self-regulatory driving behavior in older adults: an assessment of naturalistic driving using in-car video recordings.

    PubMed

    Festa, Elena K; Ott, Brian R; Manning, Kevin J; Davis, Jennifer D; Heindel, William C

    2013-03-01

    Previous findings that older drivers engage in strategic self-regulatory behaviors to minimize perceived safety risks are primarily based on survey reports rather than actual behavior. This study analyzed in-car video recording of naturalistic driving of 18 patients with Alzheimer disease (AD) and 20 age-matched controls in order to (1) characterize self-regulatory behaviors engaged by older drivers and (2) assess how behaviors change with cognitive impairment. Only participants who were rated "safe" on a prior standardized road test were selected for this study. Both groups drove primarily in environments that minimized the demands on driving skill and that incurred the least risk for involvement in major crashes. Patients with AD displayed further restrictions of driving behavior beyond those of healthy elderly individuals, suggesting additional regulation on the basis of cognitive status. These data provide critical empirical support for findings from previous survey studies indicating an overall reduction in driving mobility among older drivers with cognitive impairment. PMID:23385363

  2. 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.…

  3. No Fuss Video

    ERIC Educational Resources Information Center

    Doyle, Al

    2006-01-01

    Ever since video became readily available with the advent of the VCR, educators have been clamoring for easier ways to integrate the medium into the classroom. Today, thanks to broadband access and ever-expanding offerings, engaging students with high-quality video has never been easier. Video-on-demand (VOD) services provide bite-size video clips…

  4. Characterization of social video

    NASA Astrophysics Data System (ADS)

    Ostrowski, Jeffrey R.; Sarhan, Nabil J.

    2009-01-01

    The popularity of social media has grown dramatically over the World Wide Web. In this paper, we analyze the video popularity distribution of well-known social video websites (YouTube, Google Video, and the AOL Truveo Video Search engine) and characterize their workload. We identify trends in the categories, lengths, and formats of those videos, as well as characterize the evolution of those videos over time. We further provide an extensive analysis and comparison of video content amongst the main regions of the world.

  5. Films/Videos: Guidance for Children's Sound and Safe Development.

    ERIC Educational Resources Information Center

    Stanford, Beverly Hardcastle

    1993-01-01

    Three videos for adults chronicle the life works of Erik Erikson and Jean Piaget, two giants in the child development field, and three videos for children candidly and sensitively address common problems experienced by children, such as being afraid to read aloud in class, dealing with bullies, and protecting themselves from attack by strangers.…

  6. Video Player Keyboard Shortcuts

    MedlinePlus

    ... https://www.nlm.nih.gov/medlineplus/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 ...

  7. 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.

  8. 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…

  9. 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…

  10. Video-Level Monitor

    NASA Technical Reports Server (NTRS)

    Gregory, Ray W.

    1993-01-01

    Video-level monitor developed to provide full-scene monitoring of video and indicates level of brightest portion. Circuit designed nonspecific and can be inserted in any closed-circuit camera system utilizing RS170 or RS330 synchronization and standard CCTV video levels. System made of readily available, off-the-shelf components. Several units are in service.

  11. 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…

  12. 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.

  13. 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,…

  14. 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…

  15. Video Making, Production Pedagogies, and Educational Policy

    ERIC Educational Resources Information Center

    Smythe, Suzanne; Toohey, Kelleen; Dagenais, Diane

    2016-01-01

    The promise of "21st century learning" is that digital technologies will transform traditional learning and mobilize skills deemed necessary in an emerging digital culture. In two case studies of video making, one in a Grade 4 classroom, and one in an adult literacy setting, the authors develop the concept of "production…

  16. Choosing an Angle: Citizenship through Video Production

    ERIC Educational Resources Information Center

    Verrall, Ben

    2006-01-01

    Citizenship education is an important part of the development of young adults, enabling them to learn about their rights and responsibilities, and to understand how society works. Video is an effective medium for young people to express their views and, through involvement in a production process, they are able to learn more about putting forward…

  17. 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.

  18. Using Progressive Video Prompting to Teach Students with Moderate Intellectual Disability to Shoot a Basketball

    ERIC Educational Resources Information Center

    Lo, Ya-yu; Burk, Bradley; Burk, Bradley; Anderson, Adrienne L.

    2014-01-01

    The current study examined the effects of a modified video prompting procedure, namely progressive video prompting, to increase technique accuracy of shooting a basketball in the school gymnasium of three 11th-grade students with moderate intellectual disability. The intervention involved participants viewing video clips of an adult model who…

  19. Randomized Clinical Trial of Therapeutic Music Video Intervention for Resilience Outcomes in Adolescents/Young Adults Undergoing Hematopoietic Stem Cell Transplant: A Report from the Children’s Oncology Group

    PubMed Central

    Robb, Sheri L.; Burns, Debra S.; Stegenga, Kristin A.; Haut, Paul R.; Monahan, Patrick O.; Meza, Jane; Stump, Timothy E.; Cherven, Brooke O.; Docherty, Sharron L.; Hendricks-Ferguson, Verna L.; Kintner, Eileen K.; Haight, Ann E.; Wall, Donna A.; Haase, Joan E.

    2013-01-01

    Background To reduce the risk of adjustment problems associated with Hematopoietic Stem Cell Transplant (HSCT) for adolescents/young adults (AYA), we examined efficacy of a therapeutic music video (TMV) intervention delivered during the acute phase of HSCT to: (a) increase protective factors of spiritual perspective, social integration, family environment, courageous coping, and hope-derived meaning; (b) decrease risk factors of illness-related distress and defensive coping; and (c) increase outcomes of self-transcendence and resilience. Methods A multi-site, randomized controlled trial (COG-ANUR0631) conducted at 8 Children’s Oncology Group sites involving 113 AYA aged 11–24 years undergoing myeloablative HSCT. Participants, randomized to the TMV or low-dose control (audiobooks) group, completed 6 sessions over 3 weeks with a board-certified music therapist. Variables were based on Haase’s Resilience in Illness Model. Participants completed measures related to latent variables of illness-related distress, social integration, spiritual perspective, family environment, coping, hope-derived meaning and resilience at baseline (T1), post-intervention (T2), and 100-days post-transplant (T3). Results At T2, the TMV group reported significantly better courageous coping (ES=0.505; P=0.030). At T3, the TMV group reported significantly better social integration (ES=0.543; P=.028) and family environment (ES=0.663; P=0.008), as well as moderate non-significant effect sizes for spiritual perspective (E=0.450; P=0.071) and self-transcendence (ES=0.424; P=0.088). Conclusion The TMV intervention improves positive health outcomes of courageous coping, social integration, and family environment during a high risk cancer treatment. We recommend the TMV be examined in a broader population of AYA with high risk cancers. PMID:24469862

  20. Cue-induced Behavioral and Neural Changes among Excessive Internet Gamers and Possible Application of Cue Exposure Therapy to Internet Gaming Disorder

    PubMed Central

    Zhang, Yongjun; Ndasauka, Yamikani; Hou, Juan; Chen, Jiawen; Yang, Li zhuang; Wang, Ying; Han, Long; Bu, Junjie; Zhang, Peng; Zhou, Yifeng; Zhang, Xiaochu

    2016-01-01

    Internet gaming disorder (IGD) may lead to many negative consequences in everyday life, yet there is currently no effective treatment for IGD. Cue-reactivity paradigm is commonly used to evaluate craving for substance, food, and gambling; cue exposure therapy (CET) is applied to treating substance use disorders (SUDs) and some other psychological disorders such as pathological gambling (PG). However, no study has explored CET’s application to the treatment of IGD except two articles having implied that cues’ exposure may have therapeutic effect on IGD. This paper reviews studies on cue-induced behavioral and neural changes in excessive Internet gamers, indicating that behavioral and neural mechanisms of IGD mostly overlap with those of SUD. The CET’s effects in the treatment of SUDs and PG are also reviewed. We finally propose an optimized CET paradigm, which future studies should consider and investigate as a probable treatment of IGD. PMID:27242589

  1. Cue-induced Behavioral and Neural Changes among Excessive Internet Gamers and Possible Application of Cue Exposure Therapy to Internet Gaming Disorder.

    PubMed

    Zhang, Yongjun; Ndasauka, Yamikani; Hou, Juan; Chen, Jiawen; Yang, Li Zhuang; Wang, Ying; Han, Long; Bu, Junjie; Zhang, Peng; Zhou, Yifeng; Zhang, Xiaochu

    2016-01-01

    Internet gaming disorder (IGD) may lead to many negative consequences in everyday life, yet there is currently no effective treatment for IGD. Cue-reactivity paradigm is commonly used to evaluate craving for substance, food, and gambling; cue exposure therapy (CET) is applied to treating substance use disorders (SUDs) and some other psychological disorders such as pathological gambling (PG). However, no study has explored CET's application to the treatment of IGD except two articles having implied that cues' exposure may have therapeutic effect on IGD. This paper reviews studies on cue-induced behavioral and neural changes in excessive Internet gamers, indicating that behavioral and neural mechanisms of IGD mostly overlap with those of SUD. The CET's effects in the treatment of SUDs and PG are also reviewed. We finally propose an optimized CET paradigm, which future studies should consider and investigate as a probable treatment of IGD. PMID:27242589

  2. 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.

  3. Chidi holographic video system

    NASA Astrophysics Data System (ADS)

    Nwodoh, Thomas A.; Benton, Stephen A.

    2000-03-01

    Holo-Chidi is a holographic video processing system designed at the MIT Media Laboratory for real-time computation of Computer Generated Holograms and the subsequent display of the holograms at video frame rates. It's processing engine is adapted from Chidi which is reconfigurable multimedia processing system used for real-time synthesis and analysis of digital video frames. Holo-Chidi is made of two main components: the sets of Chidi processor cards and the display video concentrator card. The processor cards are used for hologram computation while the display video concentrator card acts as frame buffer for the system. The display video concentrator also formats the computed holographic data and converts them to analog form for feeding the acousto-optic modulators of the Media Lab's Mark-II holographic display system. The display video concentrator card can display the computed holograms from the Chidi cards loaded from its high-speed I/O interface port or precomputed holograms loaded from a PC through the United Serial Bus port of its communications processor at above video refresh rates. This paper discusses the design of the display video concentrator used to display holographic video in the Mark-II system.

  4. New video pupillometer

    NASA Astrophysics Data System (ADS)

    McLaren, Jay W.; Fjerstad, Wayne H.; Ness, Anders B.; Graham, Matthew D.; Brubaker, Richard F.

    1995-03-01

    An instrument is developed to measure pupil diameter from both eyes in the dark. Each eye is monitored with a small IR video camera and pupil diameters are calculated from the video signal at a rate of 60 Hz. A processing circuit, designed around a video digitizer, a digital logic circuit, and a microcomputer, extracts pupil diameter from each video frame in real time. This circuit also highlights the detected outline of the pupil on a monitored video image of each eye. Diameters are exported to a host computer that displays, graphs, analyzes, and stores them as pupillograms. The host computer controls pupil measurements and can turn on a yellow light emitting diode mounted just above each video camera to excite the pupillary light reflex. We present examples of pupillograms to illustrate how this instrument is used to measure the pupillary light reflex and pupil motility in the dark.

  5. Video Toroid Cavity Imager

    SciTech Connect

    Gerald, Rex E. II; 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.

  6. 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…

  7. 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.

  8. 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.

  9. 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.

  10. The Video Song Clip in the ESL Classroom.

    ERIC Educational Resources Information Center

    Filice, Serafina Lina; Sturino, Domenico

    1999-01-01

    Presents a number of practical ideas in promoting the learning of English through the use of a video song clip based on successful use of the classic "We Are the World," over the years with students at the University of Calabria, Italy as well as with adults in the adult Education program at Mohawk College in Ontario, Canada. (Author/VWL)

  11. The Video Guide. Second Edition.

    ERIC Educational Resources Information Center

    Bensinger, Charles

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

  12. Comparison of Three Video Perspectives When Using Video Prompting by Students with Moderate Intellectual Disability

    ERIC Educational Resources Information Center

    Spencer, Galen P.; Mechling, Linda C.; Ivey, Alexandria N.

    2015-01-01

    The purpose of this study was to compare the effects of three video perspectives: point-of-view, scene view, and a combination of point-of-view and scene view on task completion by three young adults with moderate intellectual disability. The comparison was made, using an Adapted Alternating Treatments Design, across three sets of fundamentally…

  13. Effect of Action Video Games on the Spatial Distribution of Visuospatial Attention

    ERIC Educational Resources Information Center

    Green, C. Shawn; Bavelier, Daphne

    2006-01-01

    The authors investigated the effect of action gaming on the spatial distribution of attention. The authors used the flanker compatibility effect to separately assess center and peripheral attentional resources in gamers versus nongamers. Gamers exhibited an enhancement in attentional resources compared with nongamers, not only in the periphery but…

  14. A Video Review.

    ERIC Educational Resources Information Center

    Tanner, Jacquelyn

    1983-01-01

    Describes where video productions can be found for use in the classroom: general sources, names and addresses of instructors who have produced materials for commercial distribution, names of instructors who have developed specific techniques for using video, names and addresses of companies that provide adaptable materials for the classroom, and…

  15. Video Discs in Education.

    ERIC Educational Resources Information Center

    Barker, Philip

    1986-01-01

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

  16. Video Communication Program.

    ERIC Educational Resources Information Center

    Haynes, Leonard Stanley

    This thesis describes work done as part of the Video Console Indexing Project (VICI), a program to improve the quality and reduce the time and work involved in indexing documents. The objective of the work described was to design a video terminal system which could be connected to a main computer to provide rapid natural communication between the…

  17. 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.

  18. 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…

  19. 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…

  20. 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)

  1. 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.

  2. 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.

  3. Video Image Stabilization and Registration

    NASA Astrophysics Data System (ADS)

    Hathaway, David H.; Meyer, Paul J.

    2002-10-01

    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.

  4. Video image position determination

    NASA Astrophysics Data System (ADS)

    Christensen, W.; Anderson, F. L.; Kortegaard, B. L.

    1990-04-01

    The present invention generally relates to the control of video and optical information and, more specifically, to control systems utilizing video images to provide control. Accurate control of video images and laser beams is becoming increasingly important as the use of lasers for machine, medical, and experimental processes escalates. In AURORA, an installation at Los Alamos National Laboratory dedicated to laser fusion research, it is necessary to precisely control the path and angle of up to 96 laser beams. This invention is comprised of 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.

  5. Beyond self-selection in video game play: an experimental examination of the consequences of massively multiplayer online role-playing game play.

    PubMed

    Smyth, Joshua M

    2007-10-01

    There is burgeoning interest in the study of video games. Existing work is limited by the use of correlational designs and is thus unable to make causal inferences or remove self-selection biases from observed results. The recent development of online, socially integrated video games (massively multiplayer online role-playing games [MMORPGs]) has created a new experience for gamers. This randomized, longitudinal study examined the effects of being assigned to play different video game types on game usage, health, well-being, sleep, socializing, and academics. One hundred 18- to 20-year-old participants (73% male; 68% Caucasian) were randomly assigned to play arcade, console, solo computer, or MMORPG games for 1 month. The MMORPG group differed significantly from other groups after 1 month, reporting more hours spent playing, worse health, worse sleep quality, and greater interference in "real-life" socializing and academic work. In contrast, this group also reported greater enjoyment in playing, greater interest in continuing to play, and greater acquisition of new friendships. MMORPGs represent a different gaming experience with different consequences than other types of video games and appear to pose both unique risks and benefits from their use. PMID:17927543

  6. 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.

  7. Endoscopic video manifolds.

    PubMed

    Atasoy, Selen; Mateus, Diana; Lallemand, Joe; Meining, Alexander; Yang, Guang-Zhong; Navab, Nassir

    2010-01-01

    Postprocedural analysis of gastrointestinal (GI) endoscopic videos is a difficult task because the videos often suffer from a large number of poor-quality frames due to the motion or out-of-focus blur, specular highlights and artefacts caused by turbid fluid inside the GI tract. Clinically, each frame of the video is examined individually by the endoscopic expert due to the lack of a suitable visualisation technique. In this work, we introduce a low dimensional representation of endoscopic videos based on a manifold learning approach. The introduced endoscopic video manifolds (EVMs) enable the clustering of poor-quality frames and grouping of different segments of the GI endoscopic video in an unsupervised manner to facilitate subsequent visual assessment. In this paper, we present two novel inter-frame similarity measures for manifold learning to create structured manifolds from complex endoscopic videos. Our experiments demonstrate that the proposed method yields high precision and recall values for uninformative frame detection (90.91% and 82.90%) and results in well-structured manifolds for scene clustering. PMID:20879345

  8. 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.

  9. 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.

  10. Evaluating the Effects of Camera Perspective in Video Modeling for Children with Autism: Point of View versus Scene Modeling

    ERIC Educational Resources Information Center

    Cotter, Courtney

    2010-01-01

    Video modeling has been used effectively to teach a variety of skills to children with autism. This body of literature is characterized by a variety of procedural variations including the characteristics of the video model (e.g., self vs. other, adult vs. peer). Traditionally, most video models have been filmed using third person perspective…

  11. Toward brain correlates of natural behavior: fMRI during violent video games.

    PubMed

    Mathiak, Klaus; Weber, René

    2006-12-01

    Modern video games represent highly advanced virtual reality simulations and often contain virtual violence. In a significant amount of young males, playing video games is a quotidian activity, making it an almost natural behavior. Recordings of brain activation with functional magnetic resonance imaging (fMRI) during gameplay may reflect neuronal correlates of real-life behavior. We recorded 13 experienced gamers (18-26 years; average 14 hrs/week playing) while playing a violent first-person shooter game (a violent computer game played in self-perspective) by means of distortion and dephasing reduced fMRI (3 T; single-shot triple-echo echo-planar imaging [EPI]). Content analysis of the video and sound with 100 ms time resolution achieved relevant behavioral variables. These variables explained significant signal variance across large distributed networks. Occurrence of violent scenes revealed significant neuronal correlates in an event-related design. Activation of dorsal and deactivation of rostral anterior cingulate and amygdala characterized the mid-frontal pattern related to virtual violence. Statistics and effect sizes can be considered large at these areas. Optimized imaging strategies allowed for single-subject and for single-trial analysis with good image quality at basal brain structures. We propose that virtual environments can be used to study neuronal processes involved in semi-naturalistic behavior as determined by content analysis. Importantly, the activation pattern reflects brain-environment interactions rather than stimulus responses as observed in classical experimental designs. We relate our findings to the general discussion on social effects of playing first-person shooter games. PMID:16628606

  12. Rap video vs. traditional video for teaching nutrition.

    PubMed

    Connelly, J O; Berryman, T; Tolley, E A

    1996-01-01

    This study compared the effectiveness of a rap video with a traditional video in providing nutrition information. Sixty pregnant African-American females (ages 14 through 18) were randomly assigned to view either a rap video or a traditional video about good nutrition. The data revealed no significant difference in scores between the two versions; both videos produced significant learning; and 17 and 18 year olds scored higher than 15 and 16 year olds. PMID:16764122

  13. 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.)

  14. How Video Can Help.

    ERIC Educational Resources Information Center

    Torrence, David R.

    1985-01-01

    The author presents suggestions concerning the use of video in training programs. Suggestions involve viewing angles, use of humor or animation, models, subtitles and repetition, note taking, feedback, number of viewers, visual and auditory distractions, and use of data. (CT)

  15. 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...

  16. 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.

  17. NREL Buildings Research Video

    ScienceCinema

    None

    2013-05-29

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

  18. 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…

  19. Industrial-Strength Streaming Video.

    ERIC Educational Resources Information Center

    Avgerakis, George; Waring, Becky

    1997-01-01

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

  20. Fluorescence endoscopic video system

    NASA Astrophysics Data System (ADS)

    Papayan, G. V.; Kang, Uk

    2006-10-01

    This paper describes a fluorescence endoscopic video system intended for the diagnosis of diseases of the internal organs. The system operates on the basis of two-channel recording of the video fluxes from a fluorescence channel and a reflected-light channel by means of a high-sensitivity monochrome television camera and a color camera, respectively. Examples are given of the application of the device in gastroenterology.

  1. 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.

  2. 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.

  3. Secure authenticated video equipment

    SciTech Connect

    Doren, N.E.

    1993-07-01

    In the verification technology arena, there is a pressing need for surveillance and monitoring equipment that produces authentic, verifiable records of observed activities. Such a record provides the inspecting party with confidence that observed activities occurred as recorded, without undetected tampering or spoofing having taken place. The secure authenticated video equipment (SAVE) system provides an authenticated series of video images of an observed activity. Being self-contained and portable, it can be installed as a stand-alone surveillance system or used in conjunction with existing monitoring equipment in a non-invasive manner. Security is provided by a tamper-proof camera enclosure containing a private, electronic authentication key. Video data is transferred communication link consisting of a coaxial cable, fiber-optic link or other similar media. A video review station, located remotely from the camera, receives, validates, displays and stores the incoming data. Video data is validated within the review station using a public key, a copy of which is held by authorized panics. This scheme allows the holder of the public key to verify the authenticity of the recorded video data but precludes undetectable modification of the data generated by the tamper-protected private authentication key.

  4. 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.

  5. Reality is broken to be rebuilt: how a gamer's mindset can show science educators new ways of contribution to science and world?

    NASA Astrophysics Data System (ADS)

    Farhangi, Sanaz

    2012-12-01

    This paper presents a review of Jane McGonigal's book, "Reality is broken" (Reality is broken: why games make us better and how they can change the world. Penguin Press, New York, 2011). As the book subtitle suggests it is a book about "why games make us better and how they can change the world", written by a specialist in computer game design. I will try to show the relevance this book might have to science educators through emphasizing the points that the author offers as the fixes to rebuild reality on the image of gaming world. Using cultural-historical activity theory, I will explore how taking up a gamer mindset can challenge one to consider shortcomings in current approaches to the activity of teaching-learning science and how using this mindset can open our minds to think of new ways of engaging in the activity of doing science. I hope this review will encourage educators to explore the worldview presented in the book and use it to transform our thinking about science education.

  6. Video games as a tool to train visual skills

    PubMed Central

    Achtman, R.L.; Green, C.S.; Bavelier, D.

    2010-01-01

    Purpose Adult brain plasticity, although possible, is often difficult to elicit. Training regimens in adults can produce specific improvements on the trained task without leading to general enhancements that would improve quality of life. This paper considers the case of playing action video games as a way to induce widespread enhancement in vision. Conclusions We review the range of visual skills altered by action video game playing as well as the game components important in promoting visual plasticity. Further, we discuss what these results might mean in terms of rehabilitation for different patient populations. PMID:18997318

  7. Holistic video detection

    NASA Astrophysics Data System (ADS)

    Gong, Shaogang

    2007-10-01

    There are large amount of CCTV cameras collecting colossal amounts of video data about people and their behaviour. However, this overwhelming amount of data also causes overflow of information if their content is not analysed in a wider context to provide selective focus and automated alert triggering. To date, truly semantics based video analytic systems do not exist. There is an urgent need for the development of automated systems to monitor holistically the behaviours of people, vehicles and the whereabout of objects of interest in public space. In this work, we highlight the challenges and recent progress towards building computer vision systems for holistic video detection in a distributed network of multiple cameras based on object localisation, categorisation and tagging from different views in highly cluttered scenes.

  8. Brains on video games.

    PubMed

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

    2011-12-01

    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

  9. 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

  10. 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.

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

    ERIC Educational Resources Information Center

    Optical Information Systems, 1987

    1987-01-01

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

  13. User aware video streaming

    NASA Astrophysics Data System (ADS)

    Kerofsky, Louis; Jagannath, Abhijith; Reznik, Yuriy

    2015-03-01

    We describe the design of a video streaming system using adaptation to viewing conditions to reduce the bitrate needed for delivery of video content. A visual model is used to determine sufficient resolution needed under various viewing conditions. Sensors on a mobile device estimate properties of the viewing conditions, particularly the distance to the viewer. We leverage the framework of existing adaptive bitrate streaming systems such as HLS, Smooth Streaming or MPEG-DASH. The client rate selection logic is modified to include a sufficient resolution computed using the visual model and the estimated viewing conditions. Our experiments demonstrate significant bitrate savings compare to conventional streaming methods which do not exploit viewing conditions.

  14. First Video Game

    ScienceCinema

    Takacs, Peter

    2010-01-08

    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.

  15. 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.

  16. The LivePhoto Physics videos and video analysis site

    NASA Astrophysics Data System (ADS)

    Abbott, David

    2009-09-01

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

  17. 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.

  18. Utilizing Modern Technology in Adult and Continuing Education Programs.

    ERIC Educational Resources Information Center

    New York State Education Dept., Albany. Bureau of Curriculum Development.

    This publication, designed as a supplement to the manual entitled "Managing Programs for Adults" (1983), provides guidelines for establishing or expanding the use of video and computers by administration and staff of adult education programs. The first section presents the use of video technology for program promotion, instruction, and staff…

  19. Comparison of Methods for Demonstrating Passage of Time When Using Computer-Based Video Prompting

    ERIC Educational Resources Information Center

    Mechling, Linda C.; Bryant, Kathryn J.; Spencer, Galen P.; Ayres, Kevin M.

    2015-01-01

    Two different video-based procedures for presenting the passage of time (how long a step lasts) were examined. The two procedures were presented within the framework of video prompting to promote independent multi-step task completion across four young adults with moderate intellectual disability. The two procedures demonstrating passage of the…

  20. The Impact of Recreational Video Game Play on Children's and Adolescents' Cognition

    ERIC Educational Resources Information Center

    Blumberg, Fran C.; Altschuler, Elizabeth A.; Almonte, Debby E.; Mileaf, Maxwell I.

    2013-01-01

    Current empirical findings show linkages between recreational video game play and enhanced cognitive skills, primarily among young adults. However, consideration of this linkage among children and adolescents is sparse. Thus, discussions about facilitating transfer of cognitive skills from video game play to academic tasks among children and…

  1. Playing for Real, Video Games and Stories for Health-Related Behavior Change

    Technology Transfer Automated Retrieval System (TEKTRAN)

    Video games provide extensive player involvement for large numbers of children and adults, and thereby provide a channel for delivering health behavior change experiences and messages in an engaging and entertaining format. Twenty-seven articles were identified on 25 video games that promoted health...

  2. Effects of Video Feedback on Students' Performance of a Back Handspring

    ERIC Educational Resources Information Center

    Kiefer, Kristi A.

    2012-01-01

    Purpose: Video technology has become a viable resource for teachers and coaches as a method of providing feedback to students and athletes. Studies support the use of this strategy when applied to teaching adolescents and adults with a proficient skill base. To date little research has identified the use of video technology as a method of feedback…

  3. 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…

  4. 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…

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

    ERIC Educational Resources Information Center

    Russell, William D.; Newton, Mark

    2008-01-01

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

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

    ERIC Educational Resources Information Center

    Bourgeois, Raoul; And Others

    1983-01-01

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

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

    ERIC Educational Resources Information Center

    Brown, Laura

    2004-01-01

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

  8. 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,…

  9. 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.

  10. NEI You Tube Videos: Amblyopia

    MedlinePlus Videos and Cool Tools

    ... Funding Division of Extramural Activities Division of Extramural Science Programs Funding Opportunity Announcements Funding Mechanisms Supported by ... Amaurosis Low Vision Refractive Errors Retinopathy of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia NEI ...

  11. 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

  12. Community Access Video.

    ERIC Educational Resources Information Center

    Frederiksen, H. Allan

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

  13. 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…

  14. 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.

  15. 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.”

  16. 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

  17. Online Library Videos

    ERIC Educational Resources Information Center

    Power, June

    2010-01-01

    One of the challenges of access services is letting patrons know what one has to offer at his or her library, and then communicating how they may avail themselves of those services. Increasingly, libraries are doing this through more than the traditional handouts and newsletters, but also through blogs, Facebook pages, podcasts, and videos. This…

  18. Deep Web video

    ScienceCinema

    None Available

    2012-03-28

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

  19. 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…

  20. 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…

  1. 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…

  2. 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…

  3. Video Distribution Systems.

    ERIC Educational Resources Information Center

    Davoust, David

    1994-01-01

    Describes video distribution systems as a way of giving control of all monitors in a classroom to the teacher. Examples of their use are given, including distribution in language labs and distribution from a media lab to classrooms throughout a school building; and information about five vendors is included. (LRW)

  4. 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)

  5. Classroom Videos in Professional Development

    ERIC Educational Resources Information Center

    Chavez, Alma Fabiola Rangel

    2007-01-01

    Due to the recent advances in video technology, an increased incorporation of videos and multimedia materials is used in teacher education, commonly for demonstration of good practices or as a reflection tool for teacher professional development. However, video cases can never fully replicate the complexity of working in a real classroom. Watching…

  6. Social Properties of Mobile Video

    NASA Astrophysics Data System (ADS)

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

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

  7. 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…

  8. 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…

  9. 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…

  10. 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.…

  11. 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…

  12. 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.

  13. Video-Based Reporting of Evaluation Results in Project SUCCESS

    ERIC Educational Resources Information Center

    Macy, Daniel J.; Wallace, Karla

    2007-01-01

    Project SUCCESS sought to recruit, train, and support paraprofessionals and mid-career adults in high-need teaching fields (math, science, special education, bilingual) in transitioning to teach in high-need schools. A 27-minute video was produced to supplement reporting of project evaluation outcomes. This paper highlights procedures and…

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

    ERIC Educational Resources Information Center

    Mirkin, Barry

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

  15. How Teacher Mediation during Video Viewing Facilitates Literacy Behaviors

    ERIC Educational Resources Information Center

    Golos, Debbie B.; Moses, Anne M.

    2011-01-01

    There is increasing support for using media products as early intervention tools for deaf children. Because deaf children are visual learners, products such as interactive DVDs and videos can be an effective supplement in the teaching of ASL and literacy skills to deaf children. While adult mediation during literacy activities has been shown to…

  16. Adding Sound and Video to Web Pages.

    ERIC Educational Resources Information Center

    Duval, Beverly K.; Main, Linda

    1997-01-01

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

  17. Frequency sensitivity for video compression

    NASA Astrophysics Data System (ADS)

    Seo, Guiwon; Lee, Jonghwa; Lee, Chulhee

    2014-03-01

    We investigate the frequency sensitivity of the human visual system, which reacts differently at different frequencies in video coding. Based on this observation, we used different quantization steps for different frequency components in order to explore the possibility of improving coding efficiency while maintaining perceptual video quality. In other words, small quantization steps were used for sensitive frequency components while large quantization steps were used for less sensitive frequency components. We performed subjective testing to examine the perceptual video quality of video sequences encoded by the proposed method. The experimental results showed that a reduction in bitrate is possible without causing a decrease in perceptual video quality.

  18. The impact of recreational video game play on children's and adolescents' cognition.

    PubMed

    Blumberg, Fran C; Altschuler, Elizabeth A; Almonte, Debby E; Mileaf, Maxwell I

    2013-01-01

    Current empirical findings show linkages between recreational video game play and enhanced cognitive skills, primarily among young adults. However, consideration of this linkage among children and adolescents is sparse. Thus, discussions about facilitating transfer of cognitive skills from video game play to academic tasks among children and adolescents remains largely uninformed by research. To inform this discussion, we review available research concerning the cognitive benefits of video game play among children and adolescents and their impressions of video games as learning tools as these impressions may impact their application of cognitive skills used during game play to academic tasks. PMID:23483692

  19. Representing videos in tangible products

    NASA Astrophysics Data System (ADS)

    Fageth, Reiner; Weiting, Ralf

    2014-03-01

    Videos can be taken with nearly every camera, digital point and shoot cameras, DSLRs as well as smartphones and more and more with so-called action cameras mounted on sports devices. The implementation of videos while generating QR codes and relevant pictures out of the video stream via a software implementation was contents in last years' paper. This year we present first data about what contents is displayed and how the users represent their videos in printed products, e.g. CEWE PHOTOBOOKS and greeting cards. We report the share of the different video formats used, the number of images extracted out of the video in order to represent the video, the positions in the book and different design strategies compared to regular books.

  20. 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.

  1. Geotail Video News Release

    NASA Technical Reports Server (NTRS)

    1992-01-01

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

  2. Central payload video system (CPVS)

    NASA Astrophysics Data System (ADS)

    Doutreleau, Jean; Pedersen, F. H.; Serrano, J.

    1995-02-01

    The central payload video system, CPVS, is a highly flexible central video facility designed to perform processing on payload video as well as system video. Although developed under the Columbus program the CPVS can be easily integrated into any space station program such as Freedom and MIR. The CPVS is compatible with component video (Y,C) as well as with composite video (standard NTSC and PAL). The CPVS also supports non standard video high resolution (geometrical) and high frame rate (excellent time resolution) video. The CPVS is converting all received video into digital video. The standard formats are compatible with the world wide recognized standard, D1 (CCIR 601 and CCIR 656 compatible), and the non standard formats are compatible with an extrapolation of the D1 standard. The CPVS is able to process up to eight (8) simultaneous video channels. The CPVS is able to route any input to any or all processing elements using an internal switching and routing unit. The number and type of processing elements can be chosen according to every mission needs and new processing standards can be supported with little or no modification. The selected D1 standard ensures excellent video quality, and the fully redundant design of the CPVS ensures maximum availability of the system for the users. The selection of standard video formats and standard processing algorithms (compression) allows the use on ground of low-cost, off-the-shelf video equipment. The CPVS operation is based on tables which are generated on ground and loaded on board to be executed at a given on board time without the need of real time interaction.

  3. Video and image quality

    NASA Astrophysics Data System (ADS)

    Aldridge, Jim

    1995-09-01

    This paper presents some of the results of a UK government research program into methods of improving the effectiveness of CCTV surveillance systems. The paper identifies the major components of video security systems and primary causes of unsatisfactory images. A method is outline for relating the picture detail limitations imposed by each system component on overall system performance. The paper also points out some possible difficulties arising from the use of emerging new technology.

  4. Modular integrated video system

    SciTech Connect

    Gaertner, K.J.; Heaysman, B.; Holt, R.; Sonnier, C.

    1986-01-01

    The Modular Integrated Video System (MIVS) is intended to provide a simple, highly reliable closed circuit television (CCTV) system capable of replacing the IAEA Twin Minolta Film Camera Systems in those safeguards facilities where mains power is readily available, and situations where it is desired to have the CCTV camera separated from the CCTV recording console. This paper describes the MIVS and the Program Plan which is presently being followed for the development, testing, and implementation of the system.

  5. 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.

  6. Video Scene Recognition System

    NASA Astrophysics Data System (ADS)

    Wong, Robert Y.; Sallak, Rashid M.

    1983-03-01

    Microprocessors are used to show a possible implementation of a multiprocessoi system for video scene recognition operations. The system was designed in the multiple input stream and multiple data stream (MIMD) configuration. "Autonomous cooperation" among the working processors is supervised by a global operating system, the heart of which is the scheduler. The design of the scheduler and the overall operations of the system are discussed.

  7. 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

  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. 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.

  10. 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.

  11. Action Video Gaming and Cognitive Control: Playing First Person Shooter Games Is Associated with Improved Action Cascading but Not Inhibition.

    PubMed

    Steenbergen, Laura; Sellaro, Roberta; Stock, Ann-Kathrin; Beste, Christian; Colzato, Lorenza S

    2015-01-01

    There is a constantly growing interest in developing efficient methods to enhance cognitive functioning and/or to ameliorate cognitive deficits. One particular line of research focuses on the possibly cognitive enhancing effects that action video game (AVG) playing may have on game players. Interestingly, AVGs, especially first person shooter games, require gamers to develop different action control strategies to rapidly react to fast moving visual and auditory stimuli, and to flexibly adapt their behaviour to the ever-changing context. This study investigated whether and to what extent experience with such videogames is associated with enhanced performance on cognitive control tasks that require similar abilities. Experienced action videogame-players (AVGPs) and individuals with little to no videogame experience (NVGPs) performed a stop-change paradigm that provides a relatively well-established diagnostic measure of action cascading and response inhibition. Replicating previous findings, AVGPs showed higher efficiency in response execution, but not improved response inhibition (i.e. inhibitory control), as compared to NVGPs. More importantly, compared to NVGPs, AVGPs showed enhanced action cascading processes when an interruption (stop) and a change towards an alternative response were required simultaneously, as well as when such a change had to occur after the completion of the stop process. Our findings suggest that playing AVGs is associated with enhanced action cascading and multi-component behaviour without affecting inhibitory control. PMID:26655929

  12. Action Video Gaming and Cognitive Control: Playing First Person Shooter Games Is Associated with Improved Action Cascading but Not Inhibition

    PubMed Central

    Steenbergen, Laura; Sellaro, Roberta; Stock, Ann-Kathrin; Beste, Christian; Colzato, Lorenza S.

    2015-01-01

    There is a constantly growing interest in developing efficient methods to enhance cognitive functioning and/or to ameliorate cognitive deficits. One particular line of research focuses on the possibly cognitive enhancing effects that action video game (AVG) playing may have on game players. Interestingly, AVGs, especially first person shooter games, require gamers to develop different action control strategies to rapidly react to fast moving visual and auditory stimuli, and to flexibly adapt their behaviour to the ever-changing context. This study investigated whether and to what extent experience with such videogames is associated with enhanced performance on cognitive control tasks that require similar abilities. Experienced action videogame-players (AVGPs) and individuals with little to no videogame experience (NVGPs) performed a stop-change paradigm that provides a relatively well-established diagnostic measure of action cascading and response inhibition. Replicating previous findings, AVGPs showed higher efficiency in response execution, but not improved response inhibition (i.e. inhibitory control), as compared to NVGPs. More importantly, compared to NVGPs, AVGPs showed enhanced action cascading processes when an interruption (stop) and a change towards an alternative response were required simultaneously, as well as when such a change had to occur after the completion of the stop process. Our findings suggest that playing AVGs is associated with enhanced action cascading and multi-component behaviour without affecting inhibitory control. PMID:26655929

  13. Video guidance sensor

    NASA Technical Reports Server (NTRS)

    Howard, Richard

    1991-01-01

    A Martin-Marietta study comparing the application of laser, video, or RF sensors was conducted in 1982. The study concluded that video was the most attractive sensor (the video also could be used for operator monitoring). The Retro-Reflector field Tracker from the Solar Array Flight Experiment was chosen as a 'first generation' sensor and integrated with guidance algorithms for evaluation on the air-bearing vehicle. Results indicated that this sensor was not applicable for the noise environment posed by the multi-layer insulation used on most spacecraft. A 'second generation' sensor was developed to be used with a modified RMS target. This sensor utilized two sets of laser diodes to acquire three optically filtered targets. The targets were illuminated first with a 780 nanometer diode, followed by illumination with a 830 nm diode. The second digitized picture was subtracted from the first to get a low-noise image. The centroids of the retroreflectors were used then to uniquely derive target attitude and range. The sensor presently operates to 80 feet and within +/- 40 degrees in pitch and yaw. Sensor operability is a concern if the sun is within a +/- 40 degree cone angle to the target. The present sensor performance characteristics are less than 1 percent range error and less than 1 degree angle error. Future sensor development is anticipated to extend the operating range to 150 feet and reduce the cone angle of sensor inoperability to within +/- 10 degrees of direct sunlight. Performance improvements also are anticipated. TRW currently is developing a system that utilizes dual cameras with simultaneous diode illumination. Although further development is being pursued, the basic system has proven sound, and the sensor is essentially ready for application.

  14. Video conferencing made easy

    NASA Technical Reports Server (NTRS)

    Larsen, D. Gail; Schwieder, Paul R.

    1993-01-01

    Network video conferencing is advancing rapidly throughout the nation, and the Idaho National Engineering Laboratory (INEL), a Department of Energy (DOE) facility, is at the forefront of the development. Engineers at INEL/EG&G designed and installed a very unique DOE videoconferencing system, offering many outstanding features, that include true multipoint conferencing, user-friendly design and operation with no full-time operators required, and the potential for cost effective expansion of the system. One area where INEL/EG&G engineers made a significant contribution to video conferencing was in the development of effective, user-friendly, end station driven scheduling software. A PC at each user site is used to schedule conferences via a windows package. This software interface provides information to the users concerning conference availability, scheduling, initiation, and termination. The menus are 'mouse' controlled. Once a conference is scheduled, a workstation at the hubs monitors the network to initiate all scheduled conferences. No active operator participation is required once a user schedules a conference through the local PC; the workstation automatically initiates and terminates the conference as scheduled. As each conference is scheduled, hard copy notification is also printed at each participating site. Video conferencing is the wave of the future. The use of these user-friendly systems will save millions in lost productivity and travel cost throughout the nation. The ease of operation and conference scheduling will play a key role on the extent industry uses this new technology. The INEL/EG&G has developed a prototype scheduling system for both commercial and federal government use.

  15. 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.

  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. 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.

  18. 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.

  19. Enhancement of video images.

    PubMed

    Baily, N A; Nachazel, R J

    1980-04-01

    The enhancement of radiographic and fluoroscopic images using simple video analog techniques is described. In each instance, both the degree of enhancement and the features of the image to be enhanced are under the direct control of the radiologist. Noise is suppressed with a sharp cut-off, low-pass filter. Three types of analog circuits are discussed. One provides edge sharpening and contrast enhancement; one allows either black or white suppression, with expansion of the remaining shades of gray; and one provides an exponential response to selectable portions of the input signal. PMID:7360962

  20. Video Self-Modeling: A Job Skills Intervention with Individuals with Intellectual Disabilities in Employment Settings

    ERIC Educational Resources Information Center

    Goh, Ailsa E.

    2010-01-01

    A large majority of adults with intellectual disabilities are unemployed. Unemployment of adults with intellectual disabilities is a complex multidimensional issue. Some barriers to employment of individuals with intellectual disabilities are the lack of job experience and skills training. In recent years, video-based interventions, such as video…

  1. 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…

  2. The Outer Limits of Video Pricing.

    ERIC Educational Resources Information Center

    Pitman, Randy

    1995-01-01

    Briefly traces the history of video pricing, emphasizing the pricing disparity for home and public performance use of videos. Provides advice in dealing with vendors and in shopping for reasonably priced videos: when to wait for prices to lower on public performance video or to wait for home video versions. (JKP)

  3. 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.

  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. Use of Video Modeling to Teach Extinguishing of Cooking Related Fires to Individuals with Moderate Intellectual Disabilities

    ERIC Educational Resources Information Center

    Mechling, Linda C.; Gast, David L.; Gustafson, Melissa R.

    2009-01-01

    This study evaluated the effectiveness of video modeling to teach fire extinguishing behaviors to three young adults with moderate intellectual disabilities. A multiple probe design across three fire extinguishing behaviors and replicated across three students was used to evaluate the effectiveness of the video-based program. Results indicate that…

  6. Enhancing the Conversation Skills of a Boy with Asperger's Disorder through Social Stories[TM] and Video Modeling

    ERIC Educational Resources Information Center

    Scattone, Dorothy

    2008-01-01

    This study combined Social Stories with video modeling in an effort to enhance the conversation skills of a boy with Asperger's Disorder. Treatment consisted of two components: (a) observation of video taped Social Stories that included two adults modeling targeted conversational skills and (b) 5-min social interactions. A multiple baseline design…

  7. Estimation of Web video multiplicity

    NASA Astrophysics Data System (ADS)

    Cheung, SenChing S.; Zakhor, Avideh

    1999-12-01

    With ever more popularity of video web-publishing, many popular contents are being mirrored, reformatted, modified and republished, resulting in excessive content duplication. While such redundancy provides fault tolerance for continuous availability of information, it could potentially create problems for multimedia search engines in that the search results for a given query might become repetitious, and cluttered with a large number of duplicates. As such, developing techniques for detecting similarity and duplication is important to multimedia search engines. In addition, content providers might be interested in identifying duplicates of their content for legal, contractual or other business related reasons. In this paper, we propose an efficient algorithm called video signature to detect similar video sequences for large databases such as the web. The idea is to first form a 'signature' for each video sequence by selection a small number of its frames that are most similar to a number of randomly chosen seed images. Then the similarity between any tow video sequences can be reliably estimated by comparing their respective signatures. Using this method, we achieve 85 percent recall and precision ratios on a test database of 377 video sequences. As a proof of concept, we have applied our proposed algorithm to a collection of 1800 hours of video corresponding to around 45000 clips from the web. Our results indicate that, on average, every video in our collection from the web has around five similar copies.

  8. 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…

  9. Student Video Self-Critiques.

    ERIC Educational Resources Information Center

    Miles, Paul L.

    1981-01-01

    Confirms results suggested in previous studies: in viewing video replays of their speeches, students recognize the need for improvement in language and delivery but give less attention to content. Concludes that using video replay for student self-critiques will be beneficial primarily in identifying and improving language and delivery. (PD)

  10. 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…

  11. 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…

  12. 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…

  13. 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…

  14. 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…

  15. 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…

  16. VISION Digital Video Library System.

    ERIC Educational Resources Information Center

    Rusk, Michael D.

    2001-01-01

    Describes the VISION Digital Library System, a project implemented by the University of Kansas that uses locally developed applications to segment and automatically index video clips. Explains that the focus of VISION is to make possible the gathering and indexing of large amounts of video material, storing material on a database system, and…

  17. Multidimensional Scaling of Video Surrogates.

    ERIC Educational Resources Information Center

    Goodrum, Abby A.

    2001-01-01

    Four types of video surrogates were compared under two tasks. Multidimensional scaling was used to map dimensional dispersions of users' judgments of similarity between videos and surrogates. Congruence between these maps was used to evaluate representativeness of each surrogate type. Congruence was greater for image-based than for text-based…

  18. Videos & Tools: MedlinePlus

    MedlinePlus Videos and Cool Tools

    Skip navigation U.S. National Library of Medicine Menu Health Topics Drugs & Supplements Videos & Tools About MedlinePlus Search ... GO About MedlinePlus Site Map FAQs Contact Us Health Topics Drugs & Supplements Videos & Tools Español You Are ...

  19. Colorado Career Development Video Reviews.

    ERIC Educational Resources Information Center

    Feller, Rich; Jacobsen, Brent

    The average number of points assigned by 15-25 reviewers to each of 13 guidance and career development videotapes is recorded in a video quality assessment matrix. Reviewers were participants in Colorado State University's 1989-90 Colorado Career Guidance Video Review Project training sessions and videotapes were rated on: (1) instructional…

  20. 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…

  1. 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…

  2. 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.

  3. 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.

  4. Context-enhanced video understanding

    NASA Astrophysics Data System (ADS)

    Jaimes, Alejandro; Naphade, Milind R.; Nock, Harriet; Smith, John R.; Tseng, Belle L.

    2003-01-01

    Many recent efforts have been made to automatically index multimedia content with the aim of bridging the semantic gap between syntax and semantics. In this paper, we propose a novel framework to automatically index video using context for video understanding. First we discuss the notion of context and how it relates to video understanding. Then we present the framework we are constructing, which is modeled as an expert system that uses a rule-based engine, domain knowledge, visual detectors (for objects and scenes), and different data sources available with the video (metadata, text from automatic speech recognition, etc.). We also describe our approach to align text from speech recognition and video segments, and present experiments using a simple implementation of our framework. Our experiments show that context can be used to improve the performance of visual detectors.

  5. 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.

  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. 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.

  8. Clicking to the Future: The Internet Enhances Adult Education.

    ERIC Educational Resources Information Center

    Donlevy, James G.; Donlevy, Tia Rice

    2000-01-01

    Describes Thirteen/WNET's wNetSchool and other Web sites of interest to adult learners and adult educators. Sites offer a variety of resources, including lesson plans, learning objectives, suggested activities, online video, links to other Web sites, continuing education programming, and adult literacy programs. (Author/LRW)

  9. Accelerating video carving from unallocated space

    NASA Astrophysics Data System (ADS)

    Kalva, Hari; Parikh, Anish; Srinivasan, Avinash

    2013-03-01

    Video carving has become an essential tool in digital forensics. Video carving enables recovery of deleted video files from hard disks. Processing data to extract videos is a computationally intensive task. In this paper we present two methods to accelerate video carving: a method to accelerate fragment extraction, and a method to accelerate combining of these fragments into video segments. Simulation results show that complexity of video fragment extraction can be reduced by as much as 75% with minimal impact on the videos recovered.

  10. The Gamer Who Became Me

    ERIC Educational Resources Information Center

    Lobuts, John, Jr.

    2011-01-01

    This autobiography is an attempt to write and share the author's personal story, first as a learner, then as a teacher. It also attempts to share the educational gifts initially bestowed and then passed on from one generation to the next. The writer will talk about how games and simulations were first inherited and learned, then employed in…

  11. Innovative Uses of Video Analysis

    NASA Astrophysics Data System (ADS)

    Brown, Douglas; Cox, Anne J.

    2009-03-01

    The value of video analysis in physics education is well established,1,2 and both commercial and free educational video analysis programs are readily available.3 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. This has made video analysis attractive for many 2D (and sometimes 3D) motion experiments including projectiles, oscillations, collisions, rotations, and even Brownian motion.4 This paper describes the use of Tracker,5 a free Java video analysis tool developed by the Open Source Physics Project,6 to extend video analysis beyond these traditional applications. Specifically, we discuss the following introductory physics video experiments, all of which are available for download from comPADRE or the BQ Learning database:71). 2D collisions in a center-of-mass reference frame. 2). Modeling the air resistance force on falling cupcake cups. 3). Thermal expansion using single-slit diffraction. 4). Nonthermal emission spectra of lasers, gases, fluorescent dyes, and fluorescent lamps.

  12. 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.

  13. 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

  14. 47 CFR 79.3 - Video description of video programming.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... will be July 1, 2018, based on the ratings for the time period October 2016-September 2017; and so on... burdensome: (i) The nature and cost of providing video description of the programming; (ii) The impact on...

  15. 47 CFR 79.3 - Video description of video programming.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... will be July 1, 2018, based on the ratings for the time period October 2016-September 2017; and so on... burdensome: (i) The nature and cost of providing video description of the programming; (ii) The impact on...

  16. 47 CFR 79.3 - Video description of video programming.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... will be July 1, 2018, based on the ratings for the time period October 2016-September 2017; and so on... burdensome: (i) The nature and cost of providing video description of the programming; (ii) The impact on...

  17. 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.

  18. Solar greenhouse workshop; video documentary

    SciTech Connect

    Austin, B.; Devine B.; Taylor, C.

    1980-01-01

    A 38 minute video-tape documentary of the building of an attached solar greenhouse is presented. The tape follows the construction process from foundation preparation to greenhouse completion. The tape allows greater outreach to potential builders of solar greenhouses than a conventional construction workshop. It allows viewers to appreciate the simplicity of construction, and encourages, by example, interested people to start building. The process of making the documentary is briefly described, as are its potential uses. Copies of the video-tape are available, for the cost of the tape alone, from Antioch Video, Antioch College, Yellow Springs, Ohio 45387.

  19. Lifetime Video Game Consumption, Interpersonal Aggression, Hostile Sexism, and Rape Myth Acceptance: A Cultivation Perspective.

    PubMed

    Fox, Jesse; Potocki, Bridget

    2016-06-01

    Although previous research has investigated relationships between media consumption, sexism, and rape myth acceptance (RMA), limited research has investigated video games despite their emergence as one of the most popular forms of media entertainment globally. Given that video games typically feature even less diverse and more objectified representations of women than traditional mainstream media, we predicted that there would be relationships between video game consumption and negative beliefs and attitudes about women. In this study, we conducted a survey (N = 351) of male and female adults and used structural equation modeling to analyze relationships among video game consumption, trait interpersonal aggression, ambivalent sexism, and first-order (percentage of false rape accusations) and second-order cultivation effects (RMA). We found support for the hypothesized cultivation model, indicating a relationship between video game consumption and RMA via interpersonal aggression and hostile sexism. Although these findings cannot be interpreted causally, we discuss the implications of these associations and future directions for research. PMID:25681166

  20. Effects of emotional videos on postural control in children.

    PubMed

    Brandão, Arthur de Freitas; Palluel, Estelle; Olivier, Isabelle; Nougier, Vincent

    2016-03-01

    The link between emotions and postural control has been rather unexplored in children. The objective of the present study was to establish whether the projection of pleasant and unpleasant videos with similar arousal would lead to specific postural responses such as postural freezing, aversive or appetitive behaviours as a function of age. We hypothesized that postural sway would similarly increase with the viewing of high arousal videos in children and adults, whatever the emotional context. 40 children participated in the study and were divided into two groups of age: group 7-9 years (n=23; mean age=8 years ± 0.7) and group 10-12 years (n=17; mean age=11 years ± 0.7). 19 adults (mean age=25.8 years ± 4.4) also took part in the experiment. They viewed emotional videos while standing still on a force platform. Centre of foot pressure (CoP) displacements were analysed. Antero-posterior, medio-lateral mean speed and sway path length increased similarly with the viewing of high arousal movies in the younger, older children, and adults. Our findings suggest that the development of postural control is not influenced by the maturation of the emotional processing. PMID:26979902

  1. Development Of An Educational Video To Improve Patient Knowledge And Communication With Their Healthcare Providers About Colorectal Cancer Screening

    PubMed Central

    Katz, Mira L.; Heaner, Sarah; Reiter, Paul; van Putten, Julie; Murray, Lee; McDougle, Leon; Cegala, Donald J.; Post, Douglas; David, Prabu; Slater, Michael; Paskett, Electra D.

    2009-01-01

    Background Low rates of colorectal cancer (CRC) screening persist due to individual, provider and system level barriers. Purpose To develop and obtain initial feedback about a CRC screening educational video from community members and medical professionals. Methods Focus groups of patients were conducted prior to the development of an educational video and focus groups of patients provided initial feedback about the developed CRC screening educational video. Medical personnel reviewed the video and made recommendations prior to final editing of the video. Results Patients identified CRC screening barriers and made suggestions about the information to include in the educational video. Their suggestions included using a healthcare provider to state the importance of completing CRC screening, demonstrate how to complete the fecal occult blood test, and that men and women from diverse ethnic groups and races could be included in the same video. Participants reviewed the developed video and mentioned that their suggestions were portrayed correctly, the video was culturally appropriate, and the information presented in the video was easy to understand. Medical personnel made suggestions on ways to improve the content and the delivery of the medical information prior to final editing of the video. Discussion Participants provided valuable information in the development of an educational video to improve patient knowledge and patient-provider communication about CRC screening. The educational video developed was based on the Protection Motivation Theory and addressed the colon cancer screening barriers identified in this mostly minority and low-income patient population. Future research will determine if CRC screening increases among patients who watch the educational video. Translation to Health Education Practice Educational videos can provide important information about CRC and CRC screening to average-risk adults. PMID:20209024

  2. 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.

  3. 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.

  4. Robust efficient video fingerprinting

    NASA Astrophysics Data System (ADS)

    Puri, Manika; Lubin, Jeffrey

    2009-02-01

    We have developed a video fingerprinting system with robustness and efficiency as the primary and secondary design criteria. In extensive testing, the system has shown robustness to cropping, letter-boxing, sub-titling, blur, drastic compression, frame rate changes, size changes and color changes, as well as to the geometric distortions often associated with camcorder capture in cinema settings. Efficiency is afforded by a novel two-stage detection process in which a fast matching process first computes a number of likely candidates, which are then passed to a second slower process that computes the overall best match with minimal false alarm probability. One key component of the algorithm is a maximally stable volume computation - a three-dimensional generalization of maximally stable extremal regions - that provides a content-centric coordinate system for subsequent hash function computation, independent of any affine transformation or extensive cropping. Other key features include an efficient bin-based polling strategy for initial candidate selection, and a final SIFT feature-based computation for final verification. We describe the algorithm and its performance, and then discuss additional modifications that can provide further improvement to efficiency and accuracy.

  5. Amount of lifetime video gaming is positively associated with entorhinal, hippocampal and occipital volume.

    PubMed

    Kühn, S; Gallinat, J

    2014-07-01

    Playing video games is a popular leisure activity among children and adults, and may therefore potentially influence brain structure. We have previously shown a positive association between probability of gray matter (GM) volume in the ventral striatum and frequent video gaming in adolescence. Here we set out to investigate structural correlates of video gaming in adulthood, as the effects observed in adolescents may reflect only a fraction of the potential neural long-term effects seen in adults. On magnetic resonance imaging (MRI) scans of 62 male adults, we computed voxel-based morphometry to explore the correlation of GM with the lifetime amount of video gaming (termed joystick years). We found a significant positive association between GM in bilateral parahippocamal region (entorhinal cortex) and left occipital cortex/inferior parietal lobe and joystick years (P<0.001, corrected for multiple comparisons). An exploratory analysis showed that the entorhinal GM volume can be predicted by the video game genres played, such as logic/puzzle games and platform games contributing positively, and action-based role-playing games contributing negatively. Furthermore, joystick years were positively correlated with hippocampus volume. The association of lifetime amount of video game playing with bilateral entorhinal cortex, hippocampal and occipital GM volume could reflect adaptive neural plasticity related to navigation and visual attention. PMID:23958958

  6. Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: a meta-analytic review of the scientific literature.

    PubMed

    Anderson, C A; Bushman, B J

    2001-09-01

    Research on exposure to television and movie violence suggests that playing violent video games will increase aggressive behavior. A metaanalytic review of the video-game research literature reveals that violent video games increase aggressive behavior in children and young adults. Experimental and nonexperimental studies with males and females in laboratory and field settings support this conclusion. Analyses also reveal that exposure to violent video games increases physiological arousal and aggression-related thoughts and feelings. Playing violent video games also decreases prosocial behavior. PMID:11554666

  7. Videos & Tools: MedlinePlus

    MedlinePlus Videos and Cool Tools

    Skip navigation U.S. National Library of Medicine Menu Health Topics Drugs & Supplements Videos & Tools About MedlinePlus Search Search MedlinePlus GO GO About MedlinePlus Site Map FAQs Contact Us Health ...

  8. 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.

  9. Virtual Space Camp Video Game

    NASA Astrophysics Data System (ADS)

    Speyerer, E. J.; Ferrari, K. A.; Lowes, L. L.; Raad, P. E.; Cuevas, T.; Purdy, J. A.

    2006-03-01

    With advances in computers, graphics, and especially video games, manned space exploration can become real, by creating a safe, fun learning environment that allows players to explore the solar system from the comfort of their personal computers.

  10. 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.

  11. 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...

  12. 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...

  13. Feedback stitching for gigapixel video

    NASA Astrophysics Data System (ADS)

    Marks, Daniel L.; Bange, Lauren M.; Brady, David J.

    2015-11-01

    Methods of stitching static panoramas are unsuitable for video-rate stitching from camera arrays, because these methods are too computationally intensive for real-time operation and do not take advantage of prior knowledge of camera positions or the coherence between successive frames of a video sequence. We propose feedback stitching, which embeds the stitching process in a feedback loop, so that as new frames are captured, any new stitching errors occurring in the video sequence are analyzed and corrected as the sequence progresses. These algorithms are suitable for multiscale cameras, a camera array technology proven to be capable of gigapixel snapshot and video imaging, to allow for real-time compensation of any registration or parallax errors.

  14. Shell Scores with Interactive Video.

    ERIC Educational Resources Information Center

    Zemke, Ron

    1991-01-01

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

  15. Video Production with Fewer Errors.

    ERIC Educational Resources Information Center

    Veilleux, Rene G.

    1991-01-01

    Ten steps to avoid postproduction video revision are needs analysis; use of production, review, and management teams; demonstration for the scriptwriter; script approval; rehearsal; revision; final taping; editing; and final review. (SK)

  16. Health Videos: MedlinePlus

    MedlinePlus Videos and Cool Tools

    ... nlm.nih.gov/medlineplus/ency/anatomyvideos.html.htm Health Videos To use the sharing features on this ... first to achieve this important distinction for online health information and services. Learn more about A.D. ...

  17. Rheumatoid Arthritis Educational Video Series

    MedlinePlus Videos and Cool Tools

    ... to take a more active role in your care. The information in these videos should not take ... She is a critical member of our patient care team. Managing Your Arthritis Managing Your Arthritis Managing ...

  18. 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.

  19. PC Based Video on Demand Trials.

    ERIC Educational Resources Information Center

    Branch, Philip; Durran, Jennifer

    Many educational institutions have a substantial personal computer (PC) network that can be adapted to provide digital video on demand, as well as PCs that can be used as video on demand clients. To gain insight into the issues involved in using this technology in an educational environment that relies heavily on video, a simple, low cost video on…

  20. 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…

  1. 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

  2. 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.

  3. HEP visualization and video technology

    SciTech Connect

    Lebrun, P.; Swoboda, D.

    1994-12-31

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

  4. Documenting Laboratory Procedures with Video.

    PubMed

    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

  5. 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.

  6. 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

  7. 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.

  8. Video quality assessment for web content mirroring

    NASA Astrophysics Data System (ADS)

    He, Ye; Fei, Kevin; Fernandez, Gustavo A.; Delp, Edward J.

    2014-03-01

    Due to the increasing user expectation on watching experience, moving web high quality video streaming content from the small screen in mobile devices to the larger TV screen has become popular. It is crucial to develop video quality metrics to measure the quality change for various devices or network conditions. In this paper, we propose an automated scoring system to quantify user satisfaction. We compare the quality of local videos with the videos transmitted to a TV. Four video quality metrics, namely Image Quality, Rendering Quality, Freeze Time Ratio and Rate of Freeze Events are used to measure video quality change during web content mirroring. To measure image quality and rendering quality, we compare the matched frames between the source video and the destination video using barcode tools. Freeze time ratio and rate of freeze events are measured after extracting video timestamps. Several user studies are conducted to evaluate the impact of each objective video quality metric on the subjective user watching experience.

  9. AVPUC: automatic video production with user customization

    NASA Astrophysics Data System (ADS)

    Yu, Bin; Nahrstedt, Klara

    2005-01-01

    Nowadays, multiple video cameras are employed for live broadcast and recording of almost all major social events, and all these camera streams have to be aggregated and rendered into one video program for audiences. While this content composition process aims at presenting the most interesting perspective of an event, it leads to the problem of how to fully customize the finally composed video program to different audience interests without requiring too much input from the audience. The goal of this work is to solve this problem by proposing the Automatic Video Production with User Customization (AVPUC) system that separates the video stream interestingness comparison from video program rendering to provide space for maximized customization. Human-controlled video selection and automatic video evaluation are combined to support video content customization and reduce redundant audience inputs. Preliminary evaluation results confirm that AVPUC"s capturing-evaluation-render model for video production improves audiences" satisfaction for customized multi-perspective viewing of social events.

  10. AVPUC: automatic video production with user customization

    NASA Astrophysics Data System (ADS)

    Yu, Bin; Nahrstedt, Klara

    2004-12-01

    Nowadays, multiple video cameras are employed for live broadcast and recording of almost all major social events, and all these camera streams have to be aggregated and rendered into one video program for audiences. While this content composition process aims at presenting the most interesting perspective of an event, it leads to the problem of how to fully customize the finally composed video program to different audience interests without requiring too much input from the audience. The goal of this work is to solve this problem by proposing the Automatic Video Production with User Customization (AVPUC) system that separates the video stream interestingness comparison from video program rendering to provide space for maximized customization. Human-controlled video selection and automatic video evaluation are combined to support video content customization and reduce redundant audience inputs. Preliminary evaluation results confirm that AVPUC"s capturing-evaluation-render model for video production improves audiences" satisfaction for customized multi-perspective viewing of social events.

  11. 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...

  12. 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...) BROADCAST RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Open Video Systems § 76.1503 Carriage of video programming providers on open video systems. (a) Non-discrimination principle. Except...

  13. 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

  14. Media Spaces and Mobile Video Telephony

    NASA Astrophysics Data System (ADS)

    O'Hara, Kenton; Black, Alison; Lipson, Matthew

    In this chapter we examine everyday practices with mobile video telephony. Drawing on a diary study of video telephony users, we examine the social and practical aspects of mobile video telephony use and the ways it becomes part of people's everyday lives. We explore how particular characteristics of mobile video telephony afford these practices and then draw parallels and points of contrast with the traditional fixed video telephony and media spaces.

  15. Diavideos: a diabetes health video portal.

    PubMed

    Sánchez-Bocanegra, C L; Rivero-Rodriguez, A; Fernández-Luque, L; Sevillano, J L

    2013-01-01

    Diavideos is a web platform that collects trustworthy diabetes health videos from YouTube and offers them in a easy way. YouTube is a big repository of health videos, but good content is sometimes mixed with misleading and harmful videos such as promoting anorexia [1]. Diavideos is a web portal that provides easy access to a repository of trustworthy diabetes videos. This poster describes Diavideos and explains the crawling method used to retrieve these videos from trusted channels. PMID:23920715

  16. 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

  17. 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.

  18. Effect of action video games on the spatial distribution of visuospatial attention.

    PubMed

    Green, C Shawn; Bavelier, Daphne

    2006-12-01

    The authors investigated the effect of action gaming on the spatial distribution of attention. The authors used the flanker compatibility effect to separately assess center and peripheral attentional resources in gamers versus nongamers. Gamers exhibited an enhancement in attentional resources compared with nongamers, not only in the periphery but also in central vision. The authors then used a target localization task to unambiguously establish that gaming enhances the spatial distribution of visual attention over a wide field of view. Gamers were more accurate than nongamers at all eccentricities tested, and the advantage held even when a concurrent center task was added, ruling out a trade-off between central and peripheral attention. By establishing the causal role of gaming through training studies, the authors demonstrate that action gaming enhances visuospatial attention throughout the visual field. PMID:17154785

  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. Repeated-Viewing and Co-Viewing of an Animated Video: An Examination of Factors that Impact on Young Children's Comprehension of Video Content

    ERIC Educational Resources Information Center

    Skouteris, Helen; Kelly, Leanne

    2006-01-01

    The experiment reported here was concerned with the effect of repeat-viewing and adult co-viewing on the comprehension of an animated feature length movie. Four- to six-year-old children watched a movie on video either once or five times, and either with their mother present or on their own. The findings revealed that, after controlling for…

  1. Error resiliency of distributed video coding in wireless video communication

    NASA Astrophysics Data System (ADS)

    Ye, Shuiming; Ouaret, Mourad; Dufaux, Frederic; Ansorge, Michael; Ebrahimi, Touradj

    2008-08-01

    Distributed Video Coding (DVC) is a new paradigm in video coding, based on the Slepian-Wolf and Wyner-Ziv theorems. DVC offers a number of potential advantages: flexible partitioning of the complexity between the encoder and decoder, robustness to channel errors due to intrinsic joint source-channel coding, codec independent scalability, and multi-view coding without communications between the cameras. In this paper, we evaluate the performance of DVC in an error-prone wireless communication environment. We also present a hybrid spatial and temporal error concealment approach for DVC. Finally, we perform a comparison with a state-of-the-art AVC/H.264 video coding scheme in the presence of transmission errors.

  2. 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

  3. 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.

  4. 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. PMID:12179317

  5. Saliency prediction on stereoscopic videos.

    PubMed

    Kim, Haksub; Lee, Sanghoon; Bovik, Alan Conrad

    2014-04-01

    We describe a new 3D saliency prediction model that accounts for diverse low-level luminance, chrominance, motion, and depth attributes of 3D videos as well as high-level classifications of scenes by type. The model also accounts for perceptual factors, such as the nonuniform resolution of the human eye, stereoscopic limits imposed by Panum's fusional area, and the predicted degree of (dis) comfort felt, when viewing the 3D video. The high-level analysis involves classification of each 3D video scene by type with regard to estimated camera motion and the motions of objects in the videos. Decisions regarding the relative saliency of objects or regions are supported by data obtained through a series of eye-tracking experiments. The algorithm developed from the model elements operates by finding and segmenting salient 3D space-time regions in a video, then calculating the saliency strength of each segment using measured attributes of motion, disparity, texture, and the predicted degree of visual discomfort experienced. The saliency energy of both segmented objects and frames are weighted using models of human foveation and Panum's fusional area yielding a single predictor of 3D saliency. PMID:24565790

  6. TCP-friendly video transfer

    NASA Astrophysics Data System (ADS)

    Wakamiya, Naoki; Murata, Masayuki; Miyahara, Hideo

    2001-02-01

    When both TCP and UDP connections co-exist in the Internet environment, the performance of TCP connections is heavily affected by the behavior of `greedy' UDP connections of real-time multimedia applications. In this paper, we propose a new TCP-friendly rate control protocol for video connections, called MPEG-TFRCP, to fairly share the link with TCP connections. To achieve fairness among TCP and UDP connections while performing high quality video transmission, we argue that (1) the interval of rate control must be appropriately determined, (2) the network condition must be accurately predicted, (3) the TCP throughput must be precisely estimated and (4) the video rate must be effectively adjusted. Although our algorithm is based on the existing proposals which do not satisfy all of those conditions, through careful considerations ont he applicability of TFRCP to the actual video applications ours can achieve the high-quality MPEG-2 video transfer while satisfying the TCP-friendliness. Through simulation experiments, we show that the TCP throughput estimation based on pseudo-TCP feedback collection is acceptable and the rate adjustment base don the quantization control should be performed at the interval of 32 times as long as estimated RTT.

  7. 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.

  8. Privacy-protecting video surveillance

    NASA Astrophysics Data System (ADS)

    Wickramasuriya, Jehan; Alhazzazi, Mohanned; Datt, Mahesh; Mehrotra, Sharad; Venkatasubramanian, Nalini

    2005-02-01

    Forms of surveillance are very quickly becoming an integral part of crime control policy, crisis management, social control theory and community consciousness. In turn, it has been used as a simple and effective solution to many of these problems. However, privacy-related concerns have been expressed over the development and deployment of this technology. Used properly, video cameras help expose wrongdoing but typically come at the cost of privacy to those not involved in any maleficent activity. This work describes the design and implementation of a real-time, privacy-protecting video surveillance infrastructure that fuses additional sensor information (e.g. Radio-frequency Identification) with video streams and an access control framework in order to make decisions about how and when to display the individuals under surveillance. This video surveillance system is a particular instance of a more general paradigm of privacy-protecting data collection. In this paper we describe in detail the video processing techniques used in order to achieve real-time tracking of users in pervasive spaces while utilizing the additional sensor data provided by various instrumented sensors. In particular, we discuss background modeling techniques, object tracking and implementation techniques that pertain to the overall development of this system.

  9. 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.

  10. Engagement, enjoyment, and energy expenditure during active video game play

    PubMed Central

    Lyons, Elizabeth J.; Tate, Deborah F.; Ward, Dianne S.; Ribisl, Kurt M.; Bowling, J. Michael; Kalyanaraman, Sriram

    2014-01-01

    Objective Playing active video games can produce moderate levels of physical activity, but little is known about how these games motivate players to be active. Several psychological predictors, such as perceptions of competence, control, and engagement, may be associated with enjoyment of a game, which has in turn been hypothesized to predict energy expended during play. However, these relationships have yet to be tested in active video games. Methods Young adults aged 18–35 (N = 97, 50 female) < 300 pounds played a Dance Dance Revolution game for 13 minutes while energy expenditure was measured using indirect calorimetry. Self-reported measures of engagement, perceived competence, perceived control, and enjoyment were taken immediately afterwards. Mediation was analyzed using path analysis. Results A path model in which enjoyment mediated the effects of engagement, perceived competence, and perceived control on energy expenditure and BMI directly affected energy expenditure was an adequate fit to the data, χ2(1, N = 97) = .199, p = .655; CFI = 1.00; RMSEA < .001; 90% CI = .000 - .206; p = .692. Enjoyment mediated the relationship between engagement and energy expenditure (indirect effect = .138, p = .028), but other mediated effects were not significant. Conclusion Engagement, enjoyment, and BMI affect energy expended during active video game play. Games that are more enjoyable and engaging may produce greater intensity activity. Developers, practitioners, and researchers should consider characteristics that influence these predictors when creating or recommending active video games. PMID:23527520

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

    NASA Astrophysics Data System (ADS)

    Talovich, Thomas L.

    2002-09-01

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

  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. Polish Automated Video Observations (PAVO)

    NASA Astrophysics Data System (ADS)

    Wiśniewski, M.; Kědzierski, P.; Mularczyk, K.; Złoczewski, K.

    2003-02-01

    We describe the current status of video observations of meteors in Poland. The setup contains four very low light CCTV cameras. The video system has so far made 185 hours of observations. Most of the data comes from Leonids nights. We decided to use the MetRec program for video tape analysis. The data will be fully reduced and presented soon. We made a visual inspection of tapes of the period 03h04m -- 04h13m UT from the night 2002 November 18/19. We detected a rapidly growing number of meteors near the start of the predicted maximum of the Leonid shower. At 04h13m UT clouds fully covered the sky at the Ostrowik Observatory. -------------------------cut here ------------------------------ --0-788132870-1049954275=:69287--

  14. 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.

  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. Compressed sensing based video multicast

    NASA Astrophysics Data System (ADS)

    Schenkel, Markus B.; Luo, Chong; Frossard, Pascal; Wu, Feng

    2010-07-01

    We propose a new scheme for wireless video multicast based on compressed sensing. It has the property of graceful degradation and, unlike systems adhering to traditional separate coding, it does not suffer from a cliff effect. Compressed sensing is applied to generate measurements of equal importance from a video such that a receiver with a better channel will naturally have more information at hands to reconstruct the content without penalizing others. We experimentally compare different random matrices at the encoder side in terms of their performance for video transmission. We further investigate how properties of natural images can be exploited to improve the reconstruction performance by transmitting a small amount of side information. And we propose a way of exploiting inter-frame correlation by extending only the decoder. Finally we compare our results with a different scheme targeting the same problem with simulations and find competitive results for some channel configurations.

  17. 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.

  18. 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

  19. WebSTAR: video database on WWW

    NASA Astrophysics Data System (ADS)

    Hauglid, Jon O.; Heggland, Jon; Midstraum, Roger

    1999-12-01

    In this paper we present the WebSTAR system, which is a prototype of a video database on the World Wide Web. The WebSTAR system allows owners of video material to make their video available on the Internet together with suitable metadata descriptions. Through ordinary web browser, users on the Internet can search, browse and play back the available video material on their computer screen. Users who want a deeper understanding of the contents of the video can have the relevant metadata visualized in synchronicity with the video playback.

  20. 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.

  1. 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.

  2. Measuring Physical Inactivity: Do Current Measures Provide an Accurate View of “Sedentary” Video Game Time?

    PubMed Central

    Fullerton, Simon; Taylor, Anne W.; Dal Grande, Eleonora; Berry, Narelle

    2014-01-01

    Background. Measures of screen time are often used to assess sedentary behaviour. Participation in activity-based video games (exergames) can contribute to estimates of screen time, as current practices of measuring it do not consider the growing evidence that playing exergames can provide light to moderate levels of physical activity. This study aimed to determine what proportion of time spent playing video games was actually spent playing exergames. Methods. Data were collected via a cross-sectional telephone survey in South Australia. Participants aged 18 years and above (n = 2026) were asked about their video game habits, as well as demographic and socioeconomic factors. In cases where children were in the household, the video game habits of a randomly selected child were also questioned. Results. Overall, 31.3% of adults and 79.9% of children spend at least some time playing video games. Of these, 24.1% of adults and 42.1% of children play exergames, with these types of games accounting for a third of all time that adults spend playing video games and nearly 20% of children's video game time. Conclusions. A substantial proportion of time that would usually be classified as “sedentary” may actually be spent participating in light to moderate physical activity. PMID:25002974

  3. Economical Video Monitoring of Traffic

    NASA Technical Reports Server (NTRS)

    Houser, B. C.; Paine, G.; Rubenstein, L. D.; Parham, O. Bruce, Jr.; Graves, W.; Bradley, C.

    1986-01-01

    Data compression allows video signals to be transmitted economically on telephone circuits. Telephone lines transmit television signals to remote traffic-control center. Lines also carry command signals from center to TV camera and compressor at highway site. Video system with television cameras positioned at critical points on highways allows traffic controllers to determine visually, almost immediately, exact cause of traffic-flow disruption; e.g., accidents, breakdowns, or spills, almost immediately. Controllers can then dispatch appropriate emergency services and alert motorists to minimize traffic backups.

  4. 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.

  5. Optical stereo video signal processor

    NASA Astrophysics Data System (ADS)

    Craig, G. D.

    1985-12-01

    An otpical video signal processor is described which produces a two-dimensional cross-correlation in real time of images received by a stereo camera system. The optical image of each camera is projected on respective liquid crystal light valves. The images on the liquid crystal valves modulate light produced by an extended light source. This modulated light output becomes the two-dimensional cross-correlation when focused onto a video detector and is a function of the range of a target with respect to the stereo camera. Alternate embodiments utilize the two-dimensional cross-correlation to determine target movement and target identification.

  6. Zero shot prediction of video quality using intrinsic video statistics

    NASA Astrophysics Data System (ADS)

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

    2014-02-01

    We propose a no reference (NR) video quality assessment (VQA) model. Recently, `completely blind' still picture quality analyzers have been proposed that do not require any prior training on, or exposure to, distorted images or human opinions of them. We have been trying to bridge an important but difficult gap by creating a `completely blind' VQA model. The principle of this new approach is founded on intrinsic statistical regularities that are observed in natural vidoes. This results in a video `quality analyzer' that can predict the quality of distorted videos without any external knowledge about the pristine source, anticipated distortions or human judgments. Hence, the model is zero shot. Experimental results show that, even with such paucity of information, the new VQA algorithm performs better than the full reference (FR) quality measure PSNR on the LIVE VQA database. It is also fast and efficient. We envision that the proposed method is an important step towards making real time monitoring of `completely blind' video quality feasible.

  7. Use of an iPhone 4 with Video Features to Assist Location of Students with Moderate Intellectual Disability When Lost in Community Settings

    ERIC Educational Resources Information Center

    Purrazzella, Kaitlin; Mechling, Linda C.

    2013-01-01

    This study evaluated the acquisition of use of an iPhone 4 by adults with moderate intellectual disability to take and send video captions of their location when lost in the community. A multiple probe across participants design was used to evaluate the effectiveness of the intervention which used video modeling, picture prompts, and instructor…

  8. Video Self-Modeling: A Promising Strategy for Noncompliant Children.

    PubMed

    Axelrod, Michael I; Bellini, Scott; Markoff, Kimberly

    2014-07-01

    The current study investigated the effects of a Video Self-Modeling (VSM) intervention on the compliance and aggressive behavior of three children placed in a psychiatric hospital. Each participant viewed brief video clips of himself following simple adult instructions just prior to the school's morning session and the unit's afternoon free period. A multiple baseline design across settings was used to evaluate the effects of the VSM intervention on compliance with staff instructions and aggressive behavior on the hospital unit and in the hospital-based classroom. All three participants exhibited higher levels of compliance and fewer aggressive episodes during the intervention condition, and the effects were generally maintained when the intervention was withdrawn. Hospital staff reported at the conclusion of the study that the VSM intervention was easy to implement and beneficial for all participants. Taken altogether, the results suggest VSM is a promising, socially acceptable, and proactive intervention approach for improving the behavior of noncompliant children. PMID:24497643

  9. 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.

  10. Music Videos: The Look of the Sound

    ERIC Educational Resources Information Center

    Aufderheide, Pat

    1986-01-01

    Asserts that music videos, rooted in mass marketing culture, are reshaping the language of advertising, affecting the flow of information. Raises question about the society that creates and receives music videos. (MS)

  11. Interlaced MVD format for free viewpoint video

    NASA Astrophysics Data System (ADS)

    Lee, Seok; Lee, Seungsin; Lee, Jaejoon; Wey, Ho-Cheon; Park, Du-Sik; Kim, Chang-Yeong

    2011-03-01

    new 3D video format which consists of one full resolution mono video and half resolution left/right videos is proposed. The proposed 3D video format can generate high quality virtual views from small amount of input data while preserving the compatibility for legacy mono and frame compatible stereo video systems. The center view video is the same with normal mono video data, but left/right views are frame compatible stereo video data. This format was tested in terms of compression efficiency, rendering capability, and backward compatibility. Especially we compared view synthesis quality when virtual views are made from full resolution two views or one original view and the other half resolution view. For frame compatible stereo format, experiments were performed on interlaced method. The proposed format gives BD bit-rate gains of 15%.

  12. 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.

  13. 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.

  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 on September 7, 2016. The playlist includes an overview video and 10 videos on the specific recommendations.

  15. 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)

  16. 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...

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

    ERIC Educational Resources Information Center

    Evans, Robert J.

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

  18. Video as Process and Product

    ERIC Educational Resources Information Center

    Miller, Sandra L.

    2005-01-01

    A sales institute helps students develop powerful communication skills to meet the goal of establishing successful careers in professional selling. It often employs the concept of video self-modeling to teach the finer points of salesmanship. Russ Berrie, a devotee of the art of sales, donated to William Paterson University enough money to found a…

  19. Video Arcades, Youth, and Trouble.

    ERIC Educational Resources Information Center

    Ellis, Desmond

    1984-01-01

    Presents evidence suggesting that relatively few children are led to deviant behavior by video arcades. Makes recommendations based on findings that the arcades that receive fewest complaints attract a mixture of sexes and ages, and do not allow persons under 16 to visit after 10 pm. (KH)

  20. Using Video in Teacher Education

    ERIC Educational Resources Information Center

    Towers, Jo

    2007-01-01

    This paper draws on a research study of elementary- and secondary-route preservice teachers in a two-year, after-degree teacher preparation programme. The paper includes excerpts of classroom data, taken from the author's own university classroom, demonstrating preservice teachers' responses to carefully selected video extracts of children…

  1. 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.

  2. 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…

  3. 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…

  4. 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)

  5. Toolmaker's Microscope With Video Monitor

    NASA Technical Reports Server (NTRS)

    Ahmed, Arif S.

    1988-01-01

    Display accessories increase resolution and flexibility of use. Toolmaker's microscope equipped with video monitor, auxiliary lighting, and high-resolution readout devices enables noncontacting measurements of tiny slots, indentations, and similar features on parts. Measures places difficult or impossible to reach by mechanical means.

  6. Video & Copyright. A Special Report.

    ERIC Educational Resources Information Center

    Walters, Corky

    This paper is designed to provide information to librarians in school and public libraries on their legal responsibilities toward video and copyright. The first section discusses the need for preparation of a district-wide copyright policy by teachers, media specialists, and administrators, and provides six suggested ingredients for inclusion in…

  7. 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)

  8. 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…

  9. Video Teleconferencing: Learning via Satellite.

    ERIC Educational Resources Information Center

    Rusk, Mike

    1988-01-01

    Discusses the use of one-way video, two-way audio teleconferencing as a teaching medium. Describes the teleconference facilities of Tulsa Junior College, the College Satellite Network and National University Teleconference Network, and the roles played by various people and groups in teleconferencing. Considers the cognitive aspects of video…

  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. Scan converting video tape recorder

    NASA Technical Reports Server (NTRS)

    Holt, N. I. (Inventor)

    1971-01-01

    A video tape recorder is disclosed of sufficient bandwidth to record monochrome television signals or standard NTSC field sequential color at current European and American standards. The system includes scan conversion means for instantaneous playback at scanning standards different from those at which the recording is being made.

  12. Desktop Video Communication: A Primer.

    ERIC Educational Resources Information Center

    Mize, Charles D.

    1996-01-01

    Presents basic facts and issues about using desktop video communication (DVC) in education. Discusses DVC's virtual "face-to-face" interaction; costs and quality of DVC software; the Internet Protocol (IP) address; types of Internet access; bandwidth; digital cameras; and the need for careful consideration and planning. (AEF)

  13. 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...

  14. 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…

  15. Video Job Shadows. Project SEED.

    ERIC Educational Resources Information Center

    Kucinkas, Gene; Noyce, Gary

    Video Job Shadows encourages students to develop questions about a job and offers them the chance to videotape a business person answering those questions about his or her job. The program can be an effective method of teaching high school students about the world of work and the specific requirements and responsibilities of some jobs in their…

  16. 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.

  17. 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.

  18. '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.

  19. 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)

  20. Seven Statements on Interactive Video.

    ERIC Educational Resources Information Center

    Gastkemper, F.

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

  1. 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. PMID:22752130

  2. 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…

  3. 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.

  4. 47 CFR 76.1503 - Carriage of video programming providers on open video systems.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

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

  5. 47 CFR 76.1503 - Carriage of video programming providers on open video systems.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

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

  6. 47 CFR 76.1503 - Carriage of video programming providers on open video systems.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

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

  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. Infant Imitation from Televised Peer and Adult Models

    ERIC Educational Resources Information Center

    Seehagen, Sabine; Herbert, Jane S.

    2011-01-01

    Developmental changes in learning from peers and adults during the second year of life were assessed using an imitation paradigm. Independent groups of 15- and 24-month-old infants watched a prerecorded video of an unfamiliar child or adult model demonstrating a series of actions with objects. When learning was assessed immediately, 15-month-old…

  9. Driving Surgical Quality Using Operative Video.

    PubMed

    O'Mahoney, Paul R A; Yeo, Heather L; Lange, Marilyne M; Milsom, Jeffrey W

    2016-08-01

    Recent evidence suggests surgical quality may be demonstrated and evaluated using video capture during surgery. Operative video documentation may also aid in quality improvement initiatives. We discuss how operative video has the potential to help improve patient outcomes and increase professional accountability, patient safety, and surgical quality. PMID:27076573

  10. 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.…

  11. 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…

  12. 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.

  13. Technologies and Techniques for Supporting Facilitated Video

    ERIC Educational Resources Information Center

    Linnell, Natalie

    2011-01-01

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

  14. Using Rock Videos to Your Advantage.

    ERIC Educational Resources Information Center

    Cutietta, Robert A.

    1985-01-01

    Because videos are self-motivating for students, they are highly successful in the classroom. The two schools of videos--Visual Music and Visual Lyrics--are described, and how videos can be used in music classes is discussed. (RM)

  15. 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.

  16. 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)

  17. 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…

  18. Experiences in Personal Lecture Video Capture

    ERIC Educational Resources Information Center

    Chandra, Surendar

    2011-01-01

    The ability of lecture videos to capture the different modalities of a class interaction make them a good review tool. Multimedia capable devices are ubiquitous among contemporary students. Many lecturers are leveraging this popularity by distributing videos of lectures. They depend on the university to provide the video capture infrastructure.…

  19. 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…

  20. 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.…