Interactive Videos Enhance Learning about Socio-Ecological Systems
ERIC Educational Resources Information Center
Smithwick, Erica; Baxter, Emily; Kim, Kyung; Edel-Malizia, Stephanie; Rocco, Stevie; Blackstock, Dean
2018-01-01
Two forms of interactive video were assessed in an online course focused on conservation. The hypothesis was that interactive video enhances student perceptions about learning and improves mental models of social-ecological systems. Results showed that students reported greater learning and attitudes toward the subject following interactive video.…
Recent Developments in Interactive and Communicative CALL: Hypermedia and "Intelligent" Systems.
ERIC Educational Resources Information Center
Coughlin, Josette M.
Two recent developments in computer-assisted language learning (CALL), interactive video systems and "intelligent" games, are discussed. Under the first heading, systems combining the use of a computer and video disc player are described, and Compact Discs Interactive (CDI) and Digital Video Interactive (DVI) are reviewed. The…
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)
Interactive Videodisc: An Emerging Technology for Educators. ERIC Digest.
ERIC Educational Resources Information Center
Grabowski, Barbara L.
Interactive video can be a very complex learning system, or it can be a simple tool for teachers to use to enhance their instruction. The term has been used broadly in the literature and includes three major aspects: (1) interactive video as storage; (2) interactive video as hardware; and (3) interactive video as learning concept. This digest…
Converting laserdisc video to digital video: a demonstration project using brain animations.
Jao, C S; Hier, D B; Brint, S U
1995-01-01
Interactive laserdiscs are of limited value in large group learning situations due to the expense of establishing multiple workstations. The authors implemented an alternative to laserdisc video by using indexed digital video combined with an expert system. High-quality video was captured from a laserdisc player and combined with waveform audio into an audio-video-interleave (AVI) file format in the Microsoft Video-for-Windows environment (Microsoft Corp., Seattle, WA). With the use of an expert system, a knowledge-based computer program provided random access to these indexed AVI files. The program can be played on any multimedia computer without the need for laserdiscs. This system offers a high level of interactive video without the overhead and cost of a laserdisc player.
Video-Based Big Data Analytics in Cyberlearning
ERIC Educational Resources Information Center
Wang, Shuangbao; Kelly, William
2017-01-01
In this paper, we present a novel system, inVideo, for video data analytics, and its use in transforming linear videos into interactive learning objects. InVideo is able to analyze video content automatically without the need for initial viewing by a human. Using a highly efficient video indexing engine we developed, the system is able to analyze…
Effectiveness of Interactive Video to Teach CPR Theory and Skills.
ERIC Educational Resources Information Center
Lyness, Ann L.
This study investigated whether an interactive video system of instruction taught cardiopulmonary resuscitation (CPR) as effectively as traditional instruction. Using standards of the American Heart Association, the study was designed with two randomized groups to be taught either by live instruction or by interactive video. Subjects were 100…
ERIC Educational Resources Information Center
Yang, Jie Chi; Chen, Chih Hung; Jeng, Ming Chang
2010-01-01
The aim of this study is to design and develop a Physically Interactive Learning Environment, the PILE system, by integrating video-capture virtual reality technology into a classroom. The system is designed for elementary school level English classes where students can interact with the system through physical movements. The system is designed to…
IVTS-CEV (Interactive Video Tape System-Combat Engineer Vehicle) Gunnery Trainer.
1981-07-01
video game technology developed for and marketed in consumer video games. The IVTS/CEV is a conceptual/breadboard-level classroom interactive training system designed to train Combat Engineer Vehicle (CEV) gunners in target acquisition and engagement with the main gun. The concept demonstration consists of two units: a gunner station and a display module. The gunner station has optics and gun controls replicating those of the CEV gunner station. The display module contains a standard large-screen color video monitor and a video tape player. The gunner’s sight
The Promise of Interactive Video: An Affective Search.
ERIC Educational Resources Information Center
Hon, David
1983-01-01
Argues that factors that create a feeling of interactivity in the human situation--response time, spontaneity, lack of distractors--should be included as prime elements in the design of human/machine systems, e.g., computer assisted instruction and interactive video. A computer/videodisc learning system for cardio-pulmonary resuscitation and its…
Utilization of KSC Present Broadband Communications Data System for Digital Video Services
NASA Technical Reports Server (NTRS)
Andrawis, Alfred S.
2002-01-01
This report covers a visibility study of utilizing present KSC broadband communications data system (BCDS) for digital video services. Digital video services include compressed digital TV delivery and video-on-demand. Furthermore, the study examines the possibility of providing interactive video on demand to desktop personal computers via KSC computer network.
Utilization of KSC Present Broadband Communications Data System For Digital Video Services
NASA Technical Reports Server (NTRS)
Andrawis, Alfred S.
2001-01-01
This report covers a visibility study of utilizing present KSC broadband communications data system (BCDS) for digital video services. Digital video services include compressed digital TV delivery and video-on-demand. Furthermore, the study examines the possibility of providing interactive video on demand to desktop personal computers via KSC computer network.
Strategic Design of an Interactive Video Learning Lab (IVL).
ERIC Educational Resources Information Center
Switzer, Ralph V., Jr.; Switzer, Jamie S.
1993-01-01
Describes a study that researched elements necessary for the design of an interactive video learning (IVL) lab for business courses. Highlights include a review of pertinent literature; guidelines for the use of an IVL lab; IVL systems integration; system specifications; hardware costs; and system software. (five references) (LRW)
Integrating distributed multimedia systems and interactive television networks
NASA Astrophysics Data System (ADS)
Shvartsman, Alex A.
1996-01-01
Recent advances in networks, storage and video delivery systems are about to make commercial deployment of interactive multimedia services over digital television networks a reality. The emerging components individually have the potential to satisfy the technical requirements in the near future. However, no single vendor is offering a complete end-to-end commercially-deployable and scalable interactive multimedia applications systems over digital/analog television systems. Integrating a large set of maturing sub-assemblies and interactive multimedia applications is a major task in deploying such systems. Here we deal with integration issues, requirements and trade-offs in building delivery platforms and applications for interactive television services. Such integration efforts must overcome lack of standards, and deal with unpredictable development cycles and quality problems of leading- edge technology. There are also the conflicting goals of optimizing systems for video delivery while enabling highly interactive distributed applications. It is becoming possible to deliver continuous video streams from specific sources, but it is difficult and expensive to provide the ability to rapidly switch among multiple sources of video and data. Finally, there is the ever- present challenge of integrating and deploying expensive systems whose scalability and extensibility is limited, while ensuring some resiliency in the face of inevitable changes. This proceedings version of the paper is an extended abstract.
ERIC Educational Resources Information Center
Chen, Ching-chih
1991-01-01
Describes compact disc interactive (CD-I) as a multimedia home entertainment system that combines audio, visual, text, graphic, and interactive capabilities. Full-screen video and full-motion video (FMV) are explained, hardware for FMV decoding is described, software is briefly discussed, and CD-I titles planned for future production are listed.…
Collaborative real-time motion video analysis by human observer and image exploitation algorithms
NASA Astrophysics Data System (ADS)
Hild, Jutta; Krüger, Wolfgang; Brüstle, Stefan; Trantelle, Patrick; Unmüßig, Gabriel; Heinze, Norbert; Peinsipp-Byma, Elisabeth; Beyerer, Jürgen
2015-05-01
Motion video analysis is a challenging task, especially in real-time applications. In most safety and security critical applications, a human observer is an obligatory part of the overall analysis system. Over the last years, substantial progress has been made in the development of automated image exploitation algorithms. Hence, we investigate how the benefits of automated video analysis can be integrated suitably into the current video exploitation systems. In this paper, a system design is introduced which strives to combine both the qualities of the human observer's perception and the automated algorithms, thus aiming to improve the overall performance of a real-time video analysis system. The system design builds on prior work where we showed the benefits for the human observer by means of a user interface which utilizes the human visual focus of attention revealed by the eye gaze direction for interaction with the image exploitation system; eye tracker-based interaction allows much faster, more convenient, and equally precise moving target acquisition in video images than traditional computer mouse selection. The system design also builds on prior work we did on automated target detection, segmentation, and tracking algorithms. Beside the system design, a first pilot study is presented, where we investigated how the participants (all non-experts in video analysis) performed in initializing an object tracking subsystem by selecting a target for tracking. Preliminary results show that the gaze + key press technique is an effective, efficient, and easy to use interaction technique when performing selection operations on moving targets in videos in order to initialize an object tracking function.
Meghdadi, Amir H; Irani, Pourang
2013-12-01
We propose a novel video visual analytics system for interactive exploration of surveillance video data. Our approach consists of providing analysts with various views of information related to moving objects in a video. To do this we first extract each object's movement path. We visualize each movement by (a) creating a single action shot image (a still image that coalesces multiple frames), (b) plotting its trajectory in a space-time cube and (c) displaying an overall timeline view of all the movements. The action shots provide a still view of the moving object while the path view presents movement properties such as speed and location. We also provide tools for spatial and temporal filtering based on regions of interest. This allows analysts to filter out large amounts of movement activities while the action shot representation summarizes the content of each movement. We incorporated this multi-part visual representation of moving objects in sViSIT, a tool to facilitate browsing through the video content by interactive querying and retrieval of data. Based on our interaction with security personnel who routinely interact with surveillance video data, we identified some of the most common tasks performed. This resulted in designing a user study to measure time-to-completion of the various tasks. These generally required searching for specific events of interest (targets) in videos. Fourteen different tasks were designed and a total of 120 min of surveillance video were recorded (indoor and outdoor locations recording movements of people and vehicles). The time-to-completion of these tasks were compared against a manual fast forward video browsing guided with movement detection. We demonstrate how our system can facilitate lengthy video exploration and significantly reduce browsing time to find events of interest. Reports from expert users identify positive aspects of our approach which we summarize in our recommendations for future video visual analytics systems.
Ready Set. . .Authoring Systems to Get You Started on Interactive Video Design.
ERIC Educational Resources Information Center
Rhodes, Dent M.; Azbell, Janet White
1986-01-01
Evaluates four authoring systems used to develop computer aided interactive video: The Instructor, InfoWriter, IDeAS, and ProCAL2. The information provided includes hardware requirements, compatibility with videotape and/or videodisc, instructional options available, user data-management capabilities, procedures for logging tapes, and access for…
ERIC Educational Resources Information Center
Stevens, Reed; Hall, Rogers
1997-01-01
Reports on an exploratory study of how people see and explain a prominent exhibit (Tornado) at an interactive science museum (the Exploratorium). Data was assembled using a novel, technically mediated activity system (Video Traces). Argues that Video Traces is an effective tool and discusses an expanded Video Traces system. (Author/DKM)
Using Hypercard and Interactive Video in Education: An Application in Cell Biology.
ERIC Educational Resources Information Center
Hall, Wendy; And Others
1989-01-01
Describes the design and implementation of an interactive video system using existing videodiscs and Apple's Hypercard for use in the teaching of cell biology to undergraduate biology students. Hypertext and hypermedia are discussed, the hardware configuration is described, and a preliminary evaluation of the completed system is reported. (five…
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…
Evolution-based Virtual Content Insertion with Visually Virtual Interactions in Videos
NASA Astrophysics Data System (ADS)
Chang, Chia-Hu; Wu, Ja-Ling
With the development of content-based multimedia analysis, virtual content insertion has been widely used and studied for video enrichment and multimedia advertising. However, how to automatically insert a user-selected virtual content into personal videos in a less-intrusive manner, with an attractive representation, is a challenging problem. In this chapter, we present an evolution-based virtual content insertion system which can insert virtual contents into videos with evolved animations according to predefined behaviors emulating the characteristics of evolutionary biology. The videos are considered not only as carriers of message conveyed by the virtual content but also as the environment in which the lifelike virtual contents live. Thus, the inserted virtual content will be affected by the videos to trigger a series of artificial evolutions and evolve its appearances and behaviors while interacting with video contents. By inserting virtual contents into videos through the system, users can easily create entertaining storylines and turn their personal videos into visually appealing ones. In addition, it would bring a new opportunity to increase the advertising revenue for video assets of the media industry and online video-sharing websites.
ERIC Educational Resources Information Center
Tykwinski, Joseph R.; Poulin, Russell C.
North Dakota is one of the first states to create a statewide system--the Interactive Video Network (IVN)--that allows multiple video conferencing between two or more sites. In 1990-91, IVN connected 10 campuses and the State Capitol. IVN's purpose is to deliver quality postsecondary programs to students who would not otherwise have access to…
Training Interactive Videodisc Designers.
ERIC Educational Resources Information Center
Allen, Brockenbrough S.; Erickson, Debra M.
1986-01-01
Describes a model for training instructional designers who will work as members of videodisc development teams. This model develops and integrates competencies relating to instructional design, project management, interpersonal skills, storyboarding and flowcharting, programming, video production, and interactive video system knowledge. Three…
ERIC Educational Resources Information Center
Shipe, Ron; And Others
A study examined the development and implementation of an interactive video instruction system for teaching electronics and industrial maintenance at the University of Tennessee. The specific purposes of the study were to document unusual problems that may be encountered when this new technology is implemented, suggest corrective actions, and…
ERIC Educational Resources Information Center
Sayre, Scott Alan
The purpose of this study was to develop and validate a computer-based system that would allow interactive video developers to integrate and manage the design components prior to production. These components of an interactive video (IVD) program include visual information in a variety of formats, audio information, and instructional techniques,…
Adaptive Motor Resistance Video Game Exercise Apparatus and Method of Use Thereof
NASA Technical Reports Server (NTRS)
Reich, Alton (Inventor); Shaw, James (Inventor)
2015-01-01
The invention comprises a method and/or an apparatus using computer configured exercise equipment and an electric motor provided physical resistance in conjunction with a game system, such as a video game system, where the exercise system provides real physical resistance to a user interface. Results of user interaction with the user interface are integrated into a video game, such as running on a game console. The resistance system comprises: a subject interface, software control, a controller, an electric servo assist/resist motor, an actuator, and/or a subject sensor. The system provides actual physical interaction with a resistance device as input to the game console and game run thereon.
Stream On: Video Servers in the Real World.
ERIC Educational Resources Information Center
Tristram, Claire
1995-01-01
Despite plans for corporate training networks, digital ad-insertion systems, hotel video-on-demand, and interactive television, only small scale video networks presently work. Four case studies examine the design and implementation decisions for different markets: corporate; advertising; hotel; and commercial video via cable, satellite or…
NASA Astrophysics Data System (ADS)
Le, Minh Tuan; Nguyen, Congdu; Yoon, Dae-Il; Jung, Eun Ku; Jia, Jie; Kim, Hae-Kwang
2007-12-01
In this paper, we propose a method of 3D graphics to video encoding and streaming that are embedded into a remote interactive 3D visualization system for rapidly representing a 3D scene on mobile devices without having to download it from the server. In particular, a 3D graphics to video framework is presented that increases the visual quality of regions of interest (ROI) of the video by performing more bit allocation to ROI during H.264 video encoding. The ROI are identified by projection 3D objects to a 2D plane during rasterization. The system offers users to navigate the 3D scene and interact with objects of interests for querying their descriptions. We developed an adaptive media streaming server that can provide an adaptive video stream in term of object-based quality to the client according to the user's preferences and the variation of network bandwidth. Results show that by doing ROI mode selection, PSNR of test sample slightly change while visual quality of objects increases evidently.
A new visual navigation system for exploring biomedical Open Educational Resource (OER) videos
Zhao, Baoquan; Xu, Songhua; Lin, Shujin; Luo, Xiaonan; Duan, Lian
2016-01-01
Objective Biomedical videos as open educational resources (OERs) are increasingly proliferating on the Internet. Unfortunately, seeking personally valuable content from among the vast corpus of quality yet diverse OER videos is nontrivial due to limitations of today’s keyword- and content-based video retrieval techniques. To address this need, this study introduces a novel visual navigation system that facilitates users’ information seeking from biomedical OER videos in mass quantity by interactively offering visual and textual navigational clues that are both semantically revealing and user-friendly. Materials and Methods The authors collected and processed around 25 000 YouTube videos, which collectively last for a total length of about 4000 h, in the broad field of biomedical sciences for our experiment. For each video, its semantic clues are first extracted automatically through computationally analyzing audio and visual signals, as well as text either accompanying or embedded in the video. These extracted clues are subsequently stored in a metadata database and indexed by a high-performance text search engine. During the online retrieval stage, the system renders video search results as dynamic web pages using a JavaScript library that allows users to interactively and intuitively explore video content both efficiently and effectively. Results The authors produced a prototype implementation of the proposed system, which is publicly accessible at https://patentq.njit.edu/oer. To examine the overall advantage of the proposed system for exploring biomedical OER videos, the authors further conducted a user study of a modest scale. The study results encouragingly demonstrate the functional effectiveness and user-friendliness of the new system for facilitating information seeking from and content exploration among massive biomedical OER videos. Conclusion Using the proposed tool, users can efficiently and effectively find videos of interest, precisely locate video segments delivering personally valuable information, as well as intuitively and conveniently preview essential content of a single or a collection of videos. PMID:26335986
Video Discs: Magic Lamps for Educators?
ERIC Educational Resources Information Center
Braun,
1978-01-01
This article focuses on electro-optical videodisc systems because of their educational advantages over electromechanical systems and specifically on the Philips/MCA system. Areas emerging for videodisc educational application are identified as lenear video, programed instruction, and interactive use with the computer. (CMV)
ERIC Educational Resources Information Center
TechTrends, 1992
1992-01-01
Reviews new educational technology products, including a microcomputer-based tutoring system, laser barcode reader, video/data projectors, CD-ROM for notebook computers, a system to increase a printer's power, data cartridge storage shell, knowledge-based decision tool, video illustrator, interactive videodiscs, surge protectors, scanner system,…
Socio-phenomenology and conversation analysis: interpreting video lifeworld healthcare interactions.
Bickerton, Jane; Procter, Sue; Johnson, Barbara; Medina, Angel
2011-10-01
This article uses a socio-phenomenological methodology to develop knowledge and understanding of the healthcare consultation based on the concept of the lifeworld. It concentrates its attention on social action rather than strategic action and a systems approach. This article argues that patient-centred care is more effective when it is informed through a lifeworld conception of human mutual shared interaction. Videos offer an opportunity for a wide audience to experience the many kinds of conversations and dynamics that take place in consultations. Visual sociology used in this article provides a method to organize video emotional, knowledge and action conversations as well as dynamic typical consultation situations. These interactions are experienced through the video materials themselves unlike conversation analysis where video materials are first transcribed and then analysed. Both approaches have the potential to support intersubjective learning but this article argues that a video lifeworld schema is more accessible to health professionals and the general public. The typical interaction situations are constructed through the analysis of video materials of consultations in a London walk-in centre. Further studies are planned in the future to extend and replicate results in other healthcare services. This method of analysis focuses on the ways in which the everyday lifeworld informs face-to-face person-centred health care and supports social action as a significant factor underpinning strategic action and a systems approach to consultation practice. © 2011 Blackwell Publishing Ltd.
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,…
Design of video interface conversion system based on FPGA
NASA Astrophysics Data System (ADS)
Zhao, Heng; Wang, Xiang-jun
2014-11-01
This paper presents a FPGA based video interface conversion system that enables the inter-conversion between digital and analog video. Cyclone IV series EP4CE22F17C chip from Altera Corporation is used as the main video processing chip, and single-chip is used as the information interaction control unit between FPGA and PC. The system is able to encode/decode messages from the PC. Technologies including video decoding/encoding circuits, bus communication protocol, data stream de-interleaving and de-interlacing, color space conversion and the Camera Link timing generator module of FPGA are introduced. The system converts Composite Video Broadcast Signal (CVBS) from the CCD camera into Low Voltage Differential Signaling (LVDS), which will be collected by the video processing unit with Camera Link interface. The processed video signals will then be inputted to system output board and displayed on the monitor.The current experiment shows that it can achieve high-quality video conversion with minimum board size.
NASA Astrophysics Data System (ADS)
Laws, Priscilla W.; Willis, Maxine C.; Jackson, David P.; Koenig, Kathleen; Teese, Robert
2015-02-01
Ever since the first generalized computer-assisted instruction system (PLATO1) was introduced over 50 years ago, educators have been adding computer-based materials to their classes. Today many textbooks have complete online versions that include video lectures and other supplements. In the past 25 years the web has fueled an explosion of online homework and course management systems, both as blended learning and online courses. Meanwhile, introductory physics instructors have been implementing new approaches to teaching based on the outcomes of Physics Education Research (PER). A common theme of PER-based instruction has been the use of active-learning strategies designed to help students overcome alternative conceptions that they often bring to the study of physics.2 Unfortunately, while classrooms have become more active, online learning typically relies on passive lecture videos or Kahn-style3 tablet drawings. To bring active learning online, the LivePhoto Physics Group has been developing Interactive Video Vignettes (IVVs) that add interactivity and PER-based elements to short presentations. These vignettes incorporate web-based video activities that contain interactive elements and typically require students to make predictions and analyze real-world phenomena.
Networked Interactive Video for Group Training
ERIC Educational Resources Information Center
Eary, John
2008-01-01
The National Computing Centre (NCC) has developed an interactive video training system for the Scottish Police College to help train police supervisory officers in crowd control at major spectator events, such as football matches. This approach involves technology-enhanced training in a group-learning environment, and may have significant impact…
ERIC Educational Resources Information Center
Smith, Justin D.; Welsh, Deborah P.; Fite, Paula J.
2010-01-01
This study examines the association between adolescents' relational schemas and their subjective understanding of interactions in the context of male-female romantic relationships. We employed an innovative multimodal methodology: the video-recall system [Welsh, D. P., & Dickson, J. W. (2005). Video-recall procedures for examining subjective…
Data Visualization and Animation Lab (DVAL) overview
NASA Technical Reports Server (NTRS)
Stacy, Kathy; Vonofenheim, Bill
1994-01-01
The general capabilities of the Langley Research Center Data Visualization and Animation Laboratory is described. These capabilities include digital image processing, 3-D interactive computer graphics, data visualization and analysis, video-rate acquisition and processing of video images, photo-realistic modeling and animation, video report generation, and color hardcopies. A specialized video image processing system is also discussed.
A new visual navigation system for exploring biomedical Open Educational Resource (OER) videos.
Zhao, Baoquan; Xu, Songhua; Lin, Shujin; Luo, Xiaonan; Duan, Lian
2016-04-01
Biomedical videos as open educational resources (OERs) are increasingly proliferating on the Internet. Unfortunately, seeking personally valuable content from among the vast corpus of quality yet diverse OER videos is nontrivial due to limitations of today's keyword- and content-based video retrieval techniques. To address this need, this study introduces a novel visual navigation system that facilitates users' information seeking from biomedical OER videos in mass quantity by interactively offering visual and textual navigational clues that are both semantically revealing and user-friendly. The authors collected and processed around 25 000 YouTube videos, which collectively last for a total length of about 4000 h, in the broad field of biomedical sciences for our experiment. For each video, its semantic clues are first extracted automatically through computationally analyzing audio and visual signals, as well as text either accompanying or embedded in the video. These extracted clues are subsequently stored in a metadata database and indexed by a high-performance text search engine. During the online retrieval stage, the system renders video search results as dynamic web pages using a JavaScript library that allows users to interactively and intuitively explore video content both efficiently and effectively.ResultsThe authors produced a prototype implementation of the proposed system, which is publicly accessible athttps://patentq.njit.edu/oer To examine the overall advantage of the proposed system for exploring biomedical OER videos, the authors further conducted a user study of a modest scale. The study results encouragingly demonstrate the functional effectiveness and user-friendliness of the new system for facilitating information seeking from and content exploration among massive biomedical OER videos. Using the proposed tool, users can efficiently and effectively find videos of interest, precisely locate video segments delivering personally valuable information, as well as intuitively and conveniently preview essential content of a single or a collection of videos. © The Author 2015. Published by Oxford University Press on behalf of the American Medical Informatics Association. All rights reserved. For Permissions, please email: journals.permissions@oup.com.
Active Voodoo Dolls: A Vision Based Input Device for Nonrigid Control.
1998-08-01
A vision based technique for nonrigid control is presented that can be used for animation and video game applications. The user grasps a soft...allowing the user to control it interactively. Our use of texture mapping hardware in tracking makes the system responsive enough for interactive animation and video game character control.
Model-based video segmentation for vision-augmented interactive games
NASA Astrophysics Data System (ADS)
Liu, Lurng-Kuo
2000-04-01
This paper presents an architecture and algorithms for model based video object segmentation and its applications to vision augmented interactive game. We are especially interested in real time low cost vision based applications that can be implemented in software in a PC. We use different models for background and a player object. The object segmentation algorithm is performed in two different levels: pixel level and object level. At pixel level, the segmentation algorithm is formulated as a maximizing a posteriori probability (MAP) problem. The statistical likelihood of each pixel is calculated and used in the MAP problem. Object level segmentation is used to improve segmentation quality by utilizing the information about the spatial and temporal extent of the object. The concept of an active region, which is defined based on motion histogram and trajectory prediction, is introduced to indicate the possibility of a video object region for both background and foreground modeling. It also reduces the overall computation complexity. In contrast with other applications, the proposed video object segmentation system is able to create background and foreground models on the fly even without introductory background frames. Furthermore, we apply different rate of self-tuning on the scene model so that the system can adapt to the environment when there is a scene change. We applied the proposed video object segmentation algorithms to several prototype virtual interactive games. In our prototype vision augmented interactive games, a player can immerse himself/herself inside a game and can virtually interact with other animated characters in a real time manner without being constrained by helmets, gloves, special sensing devices, or background environment. The potential applications of the proposed algorithms including human computer gesture interface and object based video coding such as MPEG-4 video coding.
Security training with interactive laser-video-disk technology
DOE Office of Scientific and Technical Information (OSTI.GOV)
Wilson, D.
1988-01-01
DOE, through its contractor EG and G Energy Measurements, Inc., has developed a state-of-the-art interactive-video system for use at the Department of Energy's Central Training Academy. Called the Security Training and Evaluation Shooting System (STRESS), the computer-driven decision shooting system employs the latest is laservideo-disk technology. STRESS is designed to provide realistic and stressful training for security inspectors employed by the DOE and its contractors. The system uses wide-screen video projection, sophisticated scenario-branching technology, and customized video scenarios especially designed for the DOE. Firing a weapon that has been modified to shoot ''laser bullets,'' and wearing a special vest thatmore » detects ''hits'': the security inspector encounters adversaries on the wide screen who can shoot or be shot by the inspector in scenarios that demand fast decisions. Based on those decisions, the computer provides instantaneous branching to different scenes, giving the inspector confrontational training with the realism and variability of real life.« less
Coupled auralization and virtual video for immersive multimedia displays
NASA Astrophysics Data System (ADS)
Henderson, Paul D.; Torres, Rendell R.; Shimizu, Yasushi; Radke, Richard; Lonsway, Brian
2003-04-01
The implementation of maximally-immersive interactive multimedia in exhibit spaces requires not only the presentation of realistic visual imagery but also the creation of a perceptually accurate aural experience. While conventional implementations treat audio and video problems as essentially independent, this research seeks to couple the visual sensory information with dynamic auralization in order to enhance perceptual accuracy. An implemented system has been developed for integrating accurate auralizations with virtual video techniques for both interactive presentation and multi-way communication. The current system utilizes a multi-channel loudspeaker array and real-time signal processing techniques for synthesizing the direct sound, early reflections, and reverberant field excited by a moving sound source whose path may be interactively defined in real-time or derived from coupled video tracking data. In this implementation, any virtual acoustic environment may be synthesized and presented in a perceptually-accurate fashion to many participants over a large listening and viewing area. Subject tests support the hypothesis that the cross-modal coupling of aural and visual displays significantly affects perceptual localization accuracy.
NASA Astrophysics Data System (ADS)
Veglio, E.; Graves, L. W.; Bank, C. G.
2014-12-01
We designed various computer-based applications and videos as educational resources for undergraduate courses at the University of Toronto in the Earth Science Department. These resources were developed in effort to enhance students' self-learning of key concepts as identified by educators at the department. The interactive learning modules and videos were created using the programs MATLAB and Adobe Creative Suite 5 (Photoshop and Premiere) and range from optical mineralogy (extinction and Becke line), petrology (equilibrium melting in 2-phase systems), crystallography (crystal systems), geophysics (gravity anomaly), and geologic history (evolution of Canada). These resources will be made available for students on internal course websites as well as through the University of Toronto Earth Science's website (www.es.utoronto.ca) where appropriate; the video platform YouTube.com may be used to reach a wide audience and promote the material. Usage of the material will be monitored and feedback will be collected over the next academic year in order to gage the use of these interactive learning tools and to assess if these computer-based applications and videos foster student engagement and active learning, and thus offer an enriched learning experience.
Back to School at Work: Training Strategies for the 90's.
ERIC Educational Resources Information Center
Klinck, Nancy A.
1993-01-01
Describes corporate training programs that use technology, including videotapes, hypermedia curriculum, and distance learning systems in the automotive industry, using fiber optics and cable to transmit university courses; the petroleum industry, using a video network; and the health care industry, via an interactive video conferencing system.…
Facial expression system on video using widrow hoff
NASA Astrophysics Data System (ADS)
Jannah, M.; Zarlis, M.; Mawengkang, H.
2018-03-01
Facial expressions recognition is one of interesting research. This research contains human feeling to computer application Such as the interaction between human and computer, data compression, facial animation and facial detection from the video. The purpose of this research is to create facial expression system that captures image from the video camera. The system in this research uses Widrow-Hoff learning method in training and testing image with Adaptive Linear Neuron (ADALINE) approach. The system performance is evaluated by two parameters, detection rate and false positive rate. The system accuracy depends on good technique and face position that trained and tested.
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.
A Scalable, Collaborative, Interactive Light-field Display System
2014-06-01
displays, 3D display, holographic video, integral photography, plenoptic , computed photography 16. SECURITY CLASSIFICATION OF: 17. LIMITATION OF...light-field, holographic displays, 3D display, holographic video, integral photography, plenoptic , computed photography 1 Distribution A: Approved
ERIC Educational Resources Information Center
Barker, Philip
1986-01-01
Discussion of developments in information storage technology likely to have significant impact upon library utilization focuses on hardware (videodisc technology) and software developments (knowledge databases; computer networks; database management systems; interactive video, computer, and multimedia user interfaces). Three generic computer-based…
NASA Technical Reports Server (NTRS)
Scott, D. W.
1994-01-01
This report describes efforts to use digital motion video compression technology to develop a highly portable device that would convert 1990-91 era IBM-compatible and/or MacIntosh notebook computers into full-color, motion-video capable multimedia training systems. An architecture was conceived that would permit direct conversion of existing laser-disk-based multimedia courses with little or no reauthoring. The project did not physically demonstrate certain critical video keying techniques, but their implementation should be feasible. This investigation of digital motion video has spawned two significant spaceflight projects at MSFC: one to downlink multiple high-quality video signals from Spacelab, and the other to uplink videoconference-quality video in realtime and high quality video off-line, plus investigate interactive, multimedia-based techniques for enhancing onboard science operations. Other airborne or spaceborne spinoffs are possible.
Transformation of an uncertain video search pipeline to a sketch-based visual analytics loop.
Legg, Philip A; Chung, David H S; Parry, Matthew L; Bown, Rhodri; Jones, Mark W; Griffiths, Iwan W; Chen, Min
2013-12-01
Traditional sketch-based image or video search systems rely on machine learning concepts as their core technology. However, in many applications, machine learning alone is impractical since videos may not be semantically annotated sufficiently, there may be a lack of suitable training data, and the search requirements of the user may frequently change for different tasks. In this work, we develop a visual analytics systems that overcomes the shortcomings of the traditional approach. We make use of a sketch-based interface to enable users to specify search requirement in a flexible manner without depending on semantic annotation. We employ active machine learning to train different analytical models for different types of search requirements. We use visualization to facilitate knowledge discovery at the different stages of visual analytics. This includes visualizing the parameter space of the trained model, visualizing the search space to support interactive browsing, visualizing candidature search results to support rapid interaction for active learning while minimizing watching videos, and visualizing aggregated information of the search results. We demonstrate the system for searching spatiotemporal attributes from sports video to identify key instances of the team and player performance.
Video as a technology for interpersonal communications: a new perspective
NASA Astrophysics Data System (ADS)
Whittaker, Steve
1995-03-01
Some of the most challenging multimedia applications have involved real- time conferencing, using audio and video to support interpersonal communication. Here we re-examine assumptions about the role, importance and implementation of video information in such systems. Rather than focussing on novel technologies, we present evaluation data relevant to both the classes of real-time multimedia applications we should develop and their design and implementation. Evaluations of videoconferencing systems show that previous work has overestimated the importance of video at the expense of audio. This has strong implications for the implementation of bandwidth allocation and synchronization. Furthermore our recent studies of workplace interaction show that prior work has neglected another potentially vital function of visual information: in assessing the communication availability of others. In this new class of application, rather than providing a supplement to audio information, visual information is used to promote the opportunistic communications that are prevalent in face-to-face settings. We discuss early experiments with such connection applications and identify outstanding design and implementation issues. Finally we examine a different class of application 'video-as-data', where the video image is used to transmit information about the work objects themselves, rather than information about interactants.
Why Information Technologies Fail.
ERIC Educational Resources Information Center
Gayeski, Diane M.
1989-01-01
Discusses successes and failures in the field of instructional technology and suggests methods to design more appropriate systems that would present fewer barriers to adoption. Topics discussed include educational television; videotext; video technology; audiovisual aids; teleconferencing; computer assisted instruction; interactive video; CD-ROM;…
NASA Astrophysics Data System (ADS)
Sood, Suresh; Pattinson, Hugh
Traditionally, face-to-face negotiations in the real world have not been looked at as a complex systems interaction of actors resulting in a dynamic and potentially emergent system. If indeed negotiations are an outcome of a dynamic interaction of simpler behavior just as with a complex system, we should be able to see the patterns contributing to the complexities of a negotiation under study. This paper and the supporting research sets out to show B2B (business-to-business) negotiations as complex systems of interacting actors exhibiting dynamic and emergent behavior. This paper discusses the exploratory research based on negotiation simulations in which a large number of business students participate as buyers and sellers. The student interactions are captured on video and a purpose built research method attempts to look for patterns of interactions between actors using visualization techniques traditionally reserved to observe the algorithmic complexity of complex systems. Students are videoed negotiating with partners. Each video is tagged according to a recognized classification and coding scheme for negotiations. The classification relates to the phases through which any particular negotiation might pass, such as laughter, aggression, compromise, and so forth — through some 30 possible categories. Were negotiations more or less successful if they progressed through the categories in different ways? Furthermore, does the data depict emergent pathway segments considered to be more or less successful? This focus on emergence within the data provides further strong support for face-to-face (F2F) negotiations to be construed as complex systems.
NASA Astrophysics Data System (ADS)
Gargallo, Ana; Arines, Justo
2014-08-01
We have adapted low cost webcams to the slit lamps objectives with the aim of improving contact lens fitting practice. With this solution we obtain good quality pictures and videos, we also recorded videos of eye examination, evaluation routines of contact lens fitting, and the final practice exam of our students. In addition, the video system increases the interactions between students because they could see what their colleagues are doing and take conscious of their mistakes, helping and correcting each others. We think that the proposed system is a low cost solution for supporting the training in contact lens fitting practice.
Software for Photometric and Astrometric Reduction of Video Meteors
NASA Astrophysics Data System (ADS)
Atreya, Prakash; Christou, Apostolos
2007-12-01
SPARVM is a Software for Photometric and Astrometric Reduction of Video Meteors being developed at Armagh Observatory. It is written in Interactive Data Language (IDL) and is designed to run primarily under Linux platform. The basic features of the software will be derivation of light curves, estimation of angular velocity and radiant position for single station data. For double station data, calculation of 3D coordinates of meteors, velocity, brightness, and estimation of meteoroid's orbit including uncertainties. Currently, the software supports extraction of time and date from video frames, estimation of position of cameras (Azimuth, Altitude), finding stellar sources in video frames and transformation of coordinates from video, frames to Horizontal coordinate system (Azimuth, Altitude), and Equatorial coordinate system (RA, Dec).
TRECVID: the utility of a content-based video retrieval evaluation
NASA Astrophysics Data System (ADS)
Hauptmann, Alexander G.
2006-01-01
TRECVID, an annual retrieval evaluation benchmark organized by NIST, encourages research in information retrieval from digital video. TRECVID benchmarking covers both interactive and manual searching by end users, as well as the benchmarking of some supporting technologies including shot boundary detection, extraction of semantic features, and the automatic segmentation of TV news broadcasts. Evaluations done in the context of the TRECVID benchmarks show that generally, speech transcripts and annotations provide the single most important clue for successful retrieval. However, automatically finding the individual images is still a tremendous and unsolved challenge. The evaluations repeatedly found that none of the multimedia analysis and retrieval techniques provide a significant benefit over retrieval using only textual information such as from automatic speech recognition transcripts or closed captions. In interactive systems, we do find significant differences among the top systems, indicating that interfaces can make a huge difference for effective video/image search. For interactive tasks efficient interfaces require few key clicks, but display large numbers of images for visual inspection by the user. The text search finds the right context region in the video in general, but to select specific relevant images we need good interfaces to easily browse the storyboard pictures. In general, TRECVID has motivated the video retrieval community to be honest about what we don't know how to do well (sometimes through painful failures), and has focused us to work on the actual task of video retrieval, as opposed to flashy demos based on technological capabilities.
Computer Augmented Video Education.
ERIC Educational Resources Information Center
Sousa, M. B.
1979-01-01
Describes project CAVE (Computer Augmented Video Education), an ongoing effort at the U.S. Naval Academy to present lecture material on videocassette tape, reinforced by drill and practice through an interactive computer system supported by a 12 channel closed circuit television distribution and production facility. (RAO)
Dada, Shakila; Horn, Tenille; Samuels, Alecia; Schlosser, Ralf W
2016-12-01
This study examined the attitudes of children with typical development towards an unfamiliar peer with complex communication needs using augmentative and alternative communication (AAC) systems. Specifically, the study aimed to compare attitudes when the peer used mobile technology (i.e., iPad © 1 ) with an AAC-specific application (Proloquo2Go™ 2 ) versus a low-technology communication board. A within-group crossover design was utilized involving 78 children. Half of the participants (i.e., Group 1) viewed Video 1 of an unfamiliar peer with complex communication needs in a scripted communication interaction using an iPad with Proloquo2Go followed by Video 2 of the same interaction using a communication board. The other half of the participants (Group 2) viewed these videos in the reverse sequence. The Communication Aid/Device Attitudinal Questionnaire (CADAQ) was completed after watching each video. Results indicated that both groups were more positive towards Video 1 (iPad with Prologuo2Go) on certain dimensions of the CADAQ. The results are discussed and recommendations for future research provided.
As time passes by: Observed motion-speed and psychological time during video playback.
Nyman, Thomas Jonathan; Karlsson, Eric Per Anders; Antfolk, Jan
2017-01-01
Research shows that psychological time (i.e., the subjective experience and assessment of the passage of time) is malleable and that the central nervous system re-calibrates temporal information in accordance with situational factors so that psychological time flows slower or faster. Observed motion-speed (e.g., the visual perception of a rolling ball) is an important situational factor which influences the production of time estimates. The present study examines previous findings showing that observed slow and fast motion-speed during video playback respectively results in over- and underproductions of intervals of time. Here, we investigated through three separate experiments: a) the main effect of observed motion-speed during video playback on a time production task and b) the interactive effect of the frame rate (frames per second; fps) and motion-speed during video playback on a time production task. No main effect of video playback-speed or interactive effect between video playback-speed and frame rate was found on time production.
As time passes by: Observed motion-speed and psychological time during video playback
Karlsson, Eric Per Anders; Antfolk, Jan
2017-01-01
Research shows that psychological time (i.e., the subjective experience and assessment of the passage of time) is malleable and that the central nervous system re-calibrates temporal information in accordance with situational factors so that psychological time flows slower or faster. Observed motion-speed (e.g., the visual perception of a rolling ball) is an important situational factor which influences the production of time estimates. The present study examines previous findings showing that observed slow and fast motion-speed during video playback respectively results in over- and underproductions of intervals of time. Here, we investigated through three separate experiments: a) the main effect of observed motion-speed during video playback on a time production task and b) the interactive effect of the frame rate (frames per second; fps) and motion-speed during video playback on a time production task. No main effect of video playback-speed or interactive effect between video playback-speed and frame rate was found on time production. PMID:28614353
Henry, Stephen G.; Fetters, Michael D.
2012-01-01
We describe the concept and method of video elicitation interviews and provide practical guidance for primary care researchers who want to use this qualitative method to investigate physician-patient interactions. During video elicitation interviews, researchers interview patients or physicians about a recent clinical interaction using a video recording of that interaction as an elicitation tool. Video elicitation is useful because it allows researchers to integrate data about the content of physician-patient interactions gained from video recordings with data about participants’ associated thoughts, beliefs, and emotions gained from elicitation interviews. This method also facilitates investigation of specific events or moments during interactions. Video elicitation interviews are logistically demanding and time consuming, and they should be reserved for research questions that cannot be fully addressed using either standard interviews or video recordings in isolation. As many components of primary care fall into this category, high-quality video elicitation interviews can be an important method for understanding and improving physician-patient interactions in primary care. PMID:22412003
Henry, Stephen G; Fetters, Michael D
2012-01-01
We describe the concept and method of video elicitation interviews and provide practical guidance for primary care researchers who want to use this qualitative method to investigate physician-patient interactions. During video elicitation interviews, researchers interview patients or physicians about a recent clinical interaction using a video recording of that interaction as an elicitation tool. Video elicitation is useful because it allows researchers to integrate data about the content of physician-patient interactions gained from video recordings with data about participants' associated thoughts, beliefs, and emotions gained from elicitation interviews. This method also facilitates investigation of specific events or moments during interactions. Video elicitation interviews are logistically demanding and time consuming, and they should be reserved for research questions that cannot be fully addressed using either standard interviews or video recordings in isolation. As many components of primary care fall into this category, high-quality video elicitation interviews can be an important method for understanding and improving physician-patient interactions in primary care.
Development and preliminary validation of an interactive remote physical therapy system.
Mishra, Anup K; Skubic, Marjorie; Abbott, Carmen
2015-01-01
In this paper, we present an interactive physical therapy system (IPTS) for remote quantitative assessment of clients in the home. The system consists of two different interactive interfaces connected through a network, for a real-time low latency video conference using audio, video, skeletal, and depth data streams from a Microsoft Kinect. To test the potential of IPTS, experiments were conducted with 5 independent living senior subjects in Kansas City, MO. Also, experiments were conducted in the lab to validate the real-time biomechanical measures calculated using the skeletal data from the Microsoft Xbox 360 Kinect and Microsoft Xbox One Kinect, with ground truth data from a Vicon motion capture system. Good agreements were found in the validation tests. The results show potential capabilities of the IPTS system to provide remote physical therapy to clients, especially older adults, who may find it difficult to visit the clinic.
Interactive Cable Television. Final Report.
ERIC Educational Resources Information Center
Active Learning Systems, Inc., Minneapolis, MN.
This report describes an interactive video system developed by Active Learning Systems which utilizes a cable television (TV) network as its delivery system to transmit computer literacy lessons to high school and college students. The system consists of an IBM PC, Pioneer LDV 4000 videodisc player, and Whitney Supercircuit set up at the head end…
Interacting with target tracking algorithms in a gaze-enhanced motion video analysis system
NASA Astrophysics Data System (ADS)
Hild, Jutta; Krüger, Wolfgang; Heinze, Norbert; Peinsipp-Byma, Elisabeth; Beyerer, Jürgen
2016-05-01
Motion video analysis is a challenging task, particularly if real-time analysis is required. It is therefore an important issue how to provide suitable assistance for the human operator. Given that the use of customized video analysis systems is more and more established, one supporting measure is to provide system functions which perform subtasks of the analysis. Recent progress in the development of automated image exploitation algorithms allow, e.g., real-time moving target tracking. Another supporting measure is to provide a user interface which strives to reduce the perceptual, cognitive and motor load of the human operator for example by incorporating the operator's visual focus of attention. A gaze-enhanced user interface is able to help here. This work extends prior work on automated target recognition, segmentation, and tracking algorithms as well as about the benefits of a gaze-enhanced user interface for interaction with moving targets. We also propose a prototypical system design aiming to combine both the qualities of the human observer's perception and the automated algorithms in order to improve the overall performance of a real-time video analysis system. In this contribution, we address two novel issues analyzing gaze-based interaction with target tracking algorithms. The first issue extends the gaze-based triggering of a target tracking process, e.g., investigating how to best relaunch in the case of track loss. The second issue addresses the initialization of tracking algorithms without motion segmentation where the operator has to provide the system with the object's image region in order to start the tracking algorithm.
Report on Distance Learning Technologies.
1995-09-01
26 cities. The CSX system includes full-motion video, animations , audio, and interactive examples and testing to teach the use of a new computer...video. The change to all-digital media now permits the use of full-motion video, animation , and audio on networks. It is possible to have independent...is possible to download entire multimedia presentations from the network. To date there is not a great deal known about teaching courses using the
Recognition and localization of relevant human behavior in videos
NASA Astrophysics Data System (ADS)
Bouma, Henri; Burghouts, Gertjan; de Penning, Leo; Hanckmann, Patrick; ten Hove, Johan-Martijn; Korzec, Sanne; Kruithof, Maarten; Landsmeer, Sander; van Leeuwen, Coen; van den Broek, Sebastiaan; Halma, Arvid; den Hollander, Richard; Schutte, Klamer
2013-06-01
Ground surveillance is normally performed by human assets, since it requires visual intelligence. However, especially for military operations, this can be dangerous and is very resource intensive. Therefore, unmanned autonomous visualintelligence systems are desired. In this paper, we present an improved system that can recognize actions of a human and interactions between multiple humans. Central to the new system is our agent-based architecture. The system is trained on thousands of videos and evaluated on realistic persistent surveillance data in the DARPA Mind's Eye program, with hours of videos of challenging scenes. The results show that our system is able to track the people, detect and localize events, and discriminate between different behaviors, and it performs 3.4 times better than our previous system.
System for training and evaluation of security personnel in use of firearms
DOE Office of Scientific and Technical Information (OSTI.GOV)
Hall, H.F.
This patent describes an interactive video display system comprising a laser disc player with a remote large-screen projector to view life-size video scenarios and a control computer. A video disc has at least one basic scenario and one or more branches of the basic scenario with one or more subbranches from any one or more of the branches and further subbranches, if desired, to any level of programming desired. The control computer is programmed for interactive control of the branching, and control of other effects that enhance the scenario, in response to detection of when the trainee has drawn anmore » infrared laser handgun from his holster, fired his laser handgun, taken cover, advanced or retreated from the adversary on the screen, and when the adversary has fired his gun at the trainee.« less
System for training and evaluation of security personnel in use of firearms
DOE Office of Scientific and Technical Information (OSTI.GOV)
Hall, H.F.
An interactive video display system comprising a laser disc player with a remote large-screen projector to view life-size video scenarios and a control computer. A video disc has at least one basic scenario and one or more branches of the basic scenario with one or more subbranches from any one or more of the branches and further subbranches, if desired, to any level of programming desired. The control computer is programmed for interactive control of the branching, and control of other effects that enhance the scenario, in response to detection of when the trainee has drawn an infrared laser handgunmore » from high holster, fired his laser handgun, taken cover, advanced or retreated from the adversary on the screen, and when the adversary has fired his gun at the trainee. 8 figs.« less
System for training and evaluation of security personnel in use of firearms
Hall, Howard F.
1990-01-01
An interactive video display system comprising a laser disc player with a remote large-screen projector to view life-size video scenarios and a control computer. A video disc has at least one basic scenario and one or more branches of the basic scenario with one or more subbranches from any one or more of the branches and further subbranches, if desired, to any level of programming desired. The control computer is programmed for interactive control of the branching, and control of other effects that enhance the scenario, in response to detection of when the trainee has (1) drawn an infrared laser handgun from his holster, (2) fired his laser handgun, (3) taken cover, (4) advanced or retreated from the adversary on the screen, and (5) when the adversary has fired his gun at the trainee.
Skype me! Socially Contingent Interactions Help Toddlers Learn Language
Roseberry, Sarah; Hirsh-Pasek, Kathy; Golinkoff, Roberta Michnick
2013-01-01
Language learning takes place in the context of social interactions, yet the mechanisms that render social interactions useful for learning language remain unclear. This paper focuses on whether social contingency might support word learning. Toddlers aged 24- to 30-months (N=36) were exposed to novel verbs in one of three conditions: live interaction training, socially contingent video training over video chat, and non-contingent video training (yoked video). Results suggest that children only learned novel verbs in socially contingent interactions (live interactions and video chat). The current study highlights the importance of social contingency in interactions for language learning and informs the literature on learning through screen media as the first study to examine word learning through video chat technology. PMID:24112079
Interactive Videodisc Learning Systems.
ERIC Educational Resources Information Center
Currier, Richard L.
1983-01-01
Discussion of capabilities of interactive videodisc, which combines video images recorded on disc and random-access, highlights interactivity; teaching techniques with videodiscs (including masking, disassembly, movie maps, tactical maps, action code, and simulation); costs; and games. Illustrative material is provided. (High Technology, P. O. Box…
Kushniruk, Andre W; Borycki, Elizabeth M
2015-01-01
Innovations in healthcare information systems promise to revolutionize and streamline healthcare processes worldwide. However, the complexity of these systems and the need to better understand issues related to human-computer interaction have slowed progress in this area. In this chapter the authors describe their work in using methods adapted from usability engineering, video ethnography and analysis of digital log files for improving our understanding of complex real-world healthcare interactions between humans and technology. The approaches taken are cost-effective and practical and can provide detailed ethnographic data on issues health professionals and consumers encounter while using systems as well as potential safety problems. The work is important in that it can be used in techno-anthropology to characterize complex user interactions with technologies and also to provide feedback into redesign and optimization of improved healthcare information systems.
Electronic Media, Videodisc Technology, and the Visual Arts.
ERIC Educational Resources Information Center
Anderson, Frances E.
1985-01-01
The potential of electronic media for art education is examined. Discussed are computers, video recorders, interactive video discs, and two-way cable television. Emphasis is on laser videodisc technology. What changes must occur in the educational system to accommodate technology and discipline-based art education are also discussed. (Author/RM)
Multimedia Football Viewing: Embedded Rules, Practice, and Video Context in IVD Procedural Learning.
ERIC Educational Resources Information Center
Kim, Eunsoon; Young, Michael F.
This study investigated the effects of interactive video (IVD) instruction with embedded rules (production system rules) and practice with feedback on learners' academic achievement and perceived self efficacy in the domain of procedural knowledge for watching professional football. Subjects were 71 female volunteers from undergraduate education…
Text Detection, Tracking and Recognition in Video: A Comprehensive Survey.
Yin, Xu-Cheng; Zuo, Ze-Yu; Tian, Shu; Liu, Cheng-Lin
2016-04-14
Intelligent analysis of video data is currently in wide demand because video is a major source of sensory data in our lives. Text is a prominent and direct source of information in video, while recent surveys of text detection and recognition in imagery [1], [2] focus mainly on text extraction from scene images. Here, this paper presents a comprehensive survey of text detection, tracking and recognition in video with three major contributions. First, a generic framework is proposed for video text extraction that uniformly describes detection, tracking, recognition, and their relations and interactions. Second, within this framework, a variety of methods, systems and evaluation protocols of video text extraction are summarized, compared, and analyzed. Existing text tracking techniques, tracking based detection and recognition techniques are specifically highlighted. Third, related applications, prominent challenges, and future directions for video text extraction (especially from scene videos and web videos) are also thoroughly discussed.
Skype me! Socially contingent interactions help toddlers learn language.
Roseberry, Sarah; Hirsh-Pasek, Kathy; Golinkoff, Roberta M
2014-01-01
Language learning takes place in the context of social interactions, yet the mechanisms that render social interactions useful for learning language remain unclear. This study focuses on whether social contingency might support word learning. Toddlers aged 24-30 months (N = 36) were exposed to novel verbs in one of three conditions: live interaction training, socially contingent video training over video chat, and noncontingent video training (yoked video). Results suggest that children only learned novel verbs in socially contingent interactions (live interactions and video chat). This study highlights the importance of social contingency in interactions for language learning and informs the literature on learning through screen media as the first study to examine word learning through video chat technology. © 2013 The Authors. Child Development © 2013 Society for Research in Child Development, Inc.
PeakVizor: Visual Analytics of Peaks in Video Clickstreams from Massive Open Online Courses.
Chen, Qing; Chen, Yuanzhe; Liu, Dongyu; Shi, Conglei; Wu, Yingcai; Qu, Huamin
2016-10-01
Massive open online courses (MOOCs) aim to facilitate open-access and massive-participation education. These courses have attracted millions of learners recently. At present, most MOOC platforms record the web log data of learner interactions with course videos. Such large amounts of multivariate data pose a new challenge in terms of analyzing online learning behaviors. Previous studies have mainly focused on the aggregate behaviors of learners from a summative view; however, few attempts have been made to conduct a detailed analysis of such behaviors. To determine complex learning patterns in MOOC video interactions, this paper introduces a comprehensive visualization system called PeakVizor. This system enables course instructors and education experts to analyze the "peaks" or the video segments that generate numerous clickstreams. The system features three views at different levels: the overview with glyphs to display valuable statistics regarding the peaks detected; the flow view to present spatio-temporal information regarding the peaks; and the correlation view to show the correlation between different learner groups and the peaks. Case studies and interviews conducted with domain experts have demonstrated the usefulness and effectiveness of PeakVizor, and new findings about learning behaviors in MOOC platforms have been reported.
The Pathway Active Learning Environment: An interactive web-based tool for physics education
NASA Astrophysics Data System (ADS)
Nakamura, Christopher Matthew
The work described here represents an effort to design, construct, and test an interactive online multimedia learning environment that can provide physics instruction to students in their homes. The system was designed with one-on-one human tutoring in mind as the mode of instruction. The system uses an original combination of a video-based tutor that incorporates natural language processing video-centered lessons and additional illustrative multimedia. Our Synthetic Interview (SI) tutor provides pre-recorded video answers from expert physics instructors in response to students' typed natural language questions. Our lessons cover Newton's laws and provide a context for the tutoring interaction to occur, connect physics ideas to real-world behavior of mechanical systems, and allow for quantitative testing of physics. Additional multimedia can be used to supplement the SI tutors' explanations and illustrate the physics of interest. The system is targeted at students of algebra-based and concept-based physics at the college and high school level. The system logs queries to the SI tutor, responses to lesson questions and several other interactions with the system, tagging those interactions with a username and timestamp. We have provided several groups of students with access to our system under several different conditions ranging from the controlled conditions of our interview facility to the naturalistic conditions of use at home. In total nearly two-hundred students have accessed the system. To gain insight into the ways students might use the system and understand the utility of its various components we analyzed qualitative interview data collected with 22 algebra-based physics students who worked with our system in our interview facility. We also performed a descriptive analysis of data from the system's log of user interactions. Finally we explored the use of machine learning to explore the possibility of using automated assessment to augment the interactive capabilities of the system as well as to identify productive and unproductive use patterns. This work establishes a proof-of-concept level demonstration of the feasibility of deploying this type of system. The impact of this work and the possibility of future research efforts are discussed in the context of Internet technologies that are changing rapidly.
A video, text, and speech-driven realistic 3-d virtual head for human-machine interface.
Yu, Jun; Wang, Zeng-Fu
2015-05-01
A multiple inputs-driven realistic facial animation system based on 3-D virtual head for human-machine interface is proposed. The system can be driven independently by video, text, and speech, thus can interact with humans through diverse interfaces. The combination of parameterized model and muscular model is used to obtain a tradeoff between computational efficiency and high realism of 3-D facial animation. The online appearance model is used to track 3-D facial motion from video in the framework of particle filtering, and multiple measurements, i.e., pixel color value of input image and Gabor wavelet coefficient of illumination ratio image, are infused to reduce the influence of lighting and person dependence for the construction of online appearance model. The tri-phone model is used to reduce the computational consumption of visual co-articulation in speech synchronized viseme synthesis without sacrificing any performance. The objective and subjective experiments show that the system is suitable for human-machine interaction.
Use of Internet Resources in the Biology Lecture Classroom.
ERIC Educational Resources Information Center
Francis, Joseph W.
2000-01-01
Introduces internet resources that are available for instructional use in biology classrooms. Provides information on video-based technologies to create and capture video sequences, interactive web sites that allow interaction with biology simulations, online texts, and interactive videos that display animated video sequences. (YDS)
Spelten, Evelien R; Martin, Linda; Gitsels, Janneke T; Pereboom, Monique T R; Hutton, Eileen K; van Dulmen, Sandra
2015-01-01
video recording studies have been found to be complex; however very few studies describe the actual introduction and enrolment of the study, the resulting dataset and its interpretation. In this paper we describe the introduction and the use of video recordings of health care provider (HCP)-client interactions in primary care midwifery for research purposes. We also report on the process of data management, data coding and the resulting data set. we describe our experience in undertaking a study using video recording to assess the interaction of the midwife and her client in the first antenatal consultation, in a real life clinical practice setting in the Netherlands. Midwives from six practices across the Netherlands were recruited to videotape 15-20 intakes. The introduction, complexity of the study and intrusiveness of the study were discussed within the research group. The number of valid recordings and missing recordings was measured; reasons not to participate, non-response analyses, and the inter-rater reliability of the coded videotapes were assessed. Video recordings were supplemented by questionnaires for midwives and clients. The Roter Interaction Analysis System (RIAS) was used for coding as well as an obstetric topics scale. at the introduction of the study, more initial hesitation in co-operation was found among the midwives than among their clients. The intrusive nature of the recording on the interaction was perceived to be minimal. The complex nature of the study affected recruitment and data collection. Combining the dataset with the questionnaires and medical records proved to be a challenge. The final dataset included videotapes of 20 midwives (7-23 recordings per midwife). Of the 460 eligible clients, 324 gave informed consent. The study resulted in a significant dataset of first antenatal consultations involving recording 269 clients and 194 partners. video recording of midwife-client interaction was both feasible and challenging and resulted in a unique dataset of recordings of midwife-client interaction. Video recording studies will benefit from a tight design, and vigilant monitoring during the data collection to ensure effective data collection. We provide suggestions to promote successful introduction of video recording for research purposes. Copyright © 2014 Elsevier Ltd. All rights reserved.
The human mirror neuron system: A link between action observation and social skills
Pineda, Jaime A.; Ramachandran, Vilayanur S.
2007-01-01
The discovery of the mirror neuron system (MNS) has led researchers to speculate that this system evolved from an embodied visual recognition apparatus in monkey to a system critical for social skills in humans. It is accepted that the MNS is specialized for processing animate stimuli, although the degree to which social interaction modulates the firing of mirror neurons has not been investigated. In the current study, EEG mu wave suppression was used as an index of MNS activity. Data were collected while subjects viewed four videos: (1) Visual White Noise: baseline, (2) Non-interacting: three individuals tossed a ball up in the air to themselves, (3) Social Action, Spectator: three individuals tossed a ball to each other and (4) Social Action, Interactive: similar to video 3 except occasionally the ball would be thrown off the screen toward the viewer. The mu wave was modulated by the degree of social interaction, with the Non-interacting condition showing the least suppression, followed by the Social Action, Spectator condition and the Social Action, Interactive condition showing the most suppression. These data suggest that the human MNS is specialized not only for processing animate stimuli, but specifically stimuli with social relevance. PMID:18985120
Applying Video Game Interaction Design to Business Performance, Round 2.
ERIC Educational Resources Information Center
Shirinian, Ara; Dickelman, Erik
2002-01-01
Discusses software design for enterprise systems and for video games, and describes difficulties with enterprise tools, including interface complexity, training costs, and user frustration. Examines the world of tools and games from the human perspective and suggests ways in which game design can be successfully transferred to the enterprise tool…
NASA Technical Reports Server (NTRS)
Boton, Matthew L.; Bass, Ellen J.; Comstock, James R., Jr.
2006-01-01
The evaluation of human-centered systems can be performed using a variety of different methodologies. This paper describes a human-centered systems evaluation methodology where participants watch 5-second non-interactive videos of a system in operation before supplying judgments and subjective measures based on the information conveyed in the videos. This methodology was used to evaluate the ability of different textures and fields of view to convey spatial awareness in synthetic vision systems (SVS) displays. It produced significant results for both judgment based and subjective measures. This method is compared to other methods commonly used to evaluate SVS displays based on cost, the amount of experimental time required, experimental flexibility, and the type of data provided.
NASA Astrophysics Data System (ADS)
Hild, Jutta; Krüger, Wolfgang; Brüstle, Stefan; Trantelle, Patrick; Unmüßig, Gabriel; Voit, Michael; Heinze, Norbert; Peinsipp-Byma, Elisabeth; Beyerer, Jürgen
2017-05-01
Real-time motion video analysis is a challenging and exhausting task for the human observer, particularly in safety and security critical domains. Hence, customized video analysis systems providing functions for the analysis of subtasks like motion detection or target tracking are welcome. While such automated algorithms relieve the human operators from performing basic subtasks, they impose additional interaction duties on them. Prior work shows that, e.g., for interaction with target tracking algorithms, a gaze-enhanced user interface is beneficial. In this contribution, we present an investigation on interaction with an independent motion detection (IDM) algorithm. Besides identifying an appropriate interaction technique for the user interface - again, we compare gaze-based and traditional mouse-based interaction - we focus on the benefit an IDM algorithm might provide for an UAS video analyst. In a pilot study, we exposed ten subjects to the task of moving target detection in UAS video data twice, once performing with automatic support, once performing without it. We compare the two conditions considering performance in terms of effectiveness (correct target selections). Additionally, we report perceived workload (measured using the NASA-TLX questionnaire) and user satisfaction (measured using the ISO 9241-411 questionnaire). The results show that a combination of gaze input and automated IDM algorithm provides valuable support for the human observer, increasing the number of correct target selections up to 62% and reducing workload at the same time.
Interactive Video in Vocational Education. Overview. ERIC Digest No. 51.
ERIC Educational Resources Information Center
Kerka, Sandra
Interactive video, a combination of computer-assisted instruction and video technology, is an important new development in instructional media. Because interactive video has its roots in individualized instruction, it is particulary useful in personalizing instruction by allowing students to proceed at their own pace (one of the tenets of…
Using Interactive Video to Develop Preservice Teachers' Classroom Awareness
ERIC Educational Resources Information Center
Fadde, Peter; Sullivan, Patricia
2013-01-01
This study investigates the use of interactive video in teacher education as a way of laying the cognitive groundwork for developing teacher self-reflection. Two interactive video approaches were designed to help early preservice teachers (novices) align what they observed in classroom teaching videos of other preservice teachers with what…
Wojcik, Lauren
2015-01-01
Transitioning to electronic health records (EHRs) provides an opportunity for health care systems to integrate educational content available on interactive patient systems (IPS) with the medical documentation system. This column discusses how one hospital simplified providers' workflow by making it easier to order educational videos and ensure that completed education is documented within the medical record. Integrating the EHR and IPS streamlined the provision of patient education, improved documentation, and supported the organization in meeting core requirements for Meaningful Use.
Interactive video audio system: communication server for INDECT portal
NASA Astrophysics Data System (ADS)
Mikulec, Martin; Voznak, Miroslav; Safarik, Jakub; Partila, Pavol; Rozhon, Jan; Mehic, Miralem
2014-05-01
The paper deals with presentation of the IVAS system within the 7FP EU INDECT project. The INDECT project aims at developing the tools for enhancing the security of citizens and protecting the confidentiality of recorded and stored information. It is a part of the Seventh Framework Programme of European Union. We participate in INDECT portal and the Interactive Video Audio System (IVAS). This IVAS system provides a communication gateway between police officers working in dispatching centre and police officers in terrain. The officers in dispatching centre have capabilities to obtain information about all online police officers in terrain, they can command officers in terrain via text messages, voice or video calls and they are able to manage multimedia files from CCTV cameras or other sources, which can be interesting for officers in terrain. The police officers in terrain are equipped by smartphones or tablets. Besides common communication, they can reach pictures or videos sent by commander in office and they can respond to the command via text or multimedia messages taken by their devices. Our IVAS system is unique because we are developing it according to the special requirements from the Police of the Czech Republic. The IVAS communication system is designed to use modern Voice over Internet Protocol (VoIP) services. The whole solution is based on open source software including linux and android operating systems. The technical details of our solution are presented in the paper.
Intersegmental Eye-Head-Body Interactions during Complex Whole Body Movements
von Laßberg, Christoph; Beykirch, Karl A.; Mohler, Betty J.; Bülthoff, Heinrich H.
2014-01-01
Using state-of-the-art technology, interactions of eye, head and intersegmental body movements were analyzed for the first time during multiple twisting somersaults of high-level gymnasts. With this aim, we used a unique combination of a 16-channel infrared kinemetric system; a three-dimensional video kinemetric system; wireless electromyography; and a specialized wireless sport-video-oculography system, which was able to capture and calculate precise oculomotor data under conditions of rapid multiaxial acceleration. All data were synchronized and integrated in a multimodal software tool for three-dimensional analysis. During specific phases of the recorded movements, a previously unknown eye-head-body interaction was observed. The phenomenon was marked by a prolonged and complete suppression of gaze-stabilizing eye movements, in favor of a tight coupling with the head, spine and joint movements of the gymnasts. Potential reasons for these observations are discussed with regard to earlier findings and integrated within a functional model. PMID:24763143
Interactive Video Usage on Autism Spectrum Disorder Training in Medical Education
ERIC Educational Resources Information Center
Taslibeyaz, Elif; Dursun, Onur Burak; Karaman, Selcuk
2017-01-01
This study aimed to compare the effects of interactive and non-interactive videos concerning the autism spectrum disorder on medical students' achievement. It also evaluated the relation between the interactive videos' interactivity and the students' decision-making process. It used multiple methods, including quantitative and qualitative methods.…
Multimedia Applications in Heterogeneous Internet/ATM Environments.
ERIC Educational Resources Information Center
Wolf, Lars C.
1999-01-01
Discussion of multimedia systems focuses on interaction approaches for the quality of service (QoS) architectures developed for the Internet and for asynchronous transfer mode (ATM). Highlights include interactions, videoconferencing, video on demand, a comparison of the ATM and IntServ QoS architectures, interaction models, and subordination…
Hanse, J J; Forsman, M
2001-02-01
A method for psychosocial evaluation of potentially stressful or unsatisfactory situations in manual work was developed. It focuses on subjective responses regarding specific situations and is based on interactive worker assessment when viewing video recordings of oneself. The worker is first video-recorded during work. The video is then displayed on the computer terminal, and the filmed worker clicks on virtual controls on the screen whenever an unsatisfactory psychosocial situation appears; a window of questions regarding psychological demands, mental strain and job control is then opened. A library with pictorial information and comments on the selected situations is formed in the computer. The evaluation system, called PSIDAR, was applied in two case studies, one of manual materials handling in an automotive workshop and one of a group of workers producing and testing instrument panels. The findings indicate that PSIDAR can provide data that are useful in a participatory ergonomic process of change.
Mesoscale and severe storms (Mass) data management and analysis system
NASA Technical Reports Server (NTRS)
Hickey, J. S.; Karitani, S.; Dickerson, M.
1984-01-01
Progress on the Mesoscale and Severe Storms (MASS) data management and analysis system is described. An interactive atmospheric data base management software package to convert four types of data (Sounding, Single Level, Grid, Image) into standard random access formats is implemented and integrated with the MASS AVE80 Series general purpose plotting and graphics display data analysis software package. An interactive analysis and display graphics software package (AVE80) to analyze large volumes of conventional and satellite derived meteorological data is enhanced to provide imaging/color graphics display utilizing color video hardware integrated into the MASS computer system. Local and remote smart-terminal capability is provided by installing APPLE III computer systems within individual scientist offices and integrated with the MASS system, thus providing color video display, graphics, and characters display of the four data types.
The Impact of a Question-Embedded Video-Based Learning Tool on E-Learning
ERIC Educational Resources Information Center
Vural, Omer Faruk
2013-01-01
In this study, it is mainly focused on investigating the effect of question-embedded online interactive video environment on student achievement. A quasi-experimental design was development to compare the effectiveness of a question-embedded interactive video environment (QVE) and an interactive video environment without the question component…
A design for living technology: experiments with the mind time machine.
Ikegami, Takashi
2013-01-01
Living technology aims to help people expand their experiences in everyday life. The environment offers people ways to interact with it, which we call affordances. Living technology is a design for new affordances. When we experience something new, we remember it by the way we perceive and interact with it. Recent studies in neuroscience have led to the idea of a default mode network, which is a baseline activity of a brain system. The autonomy of artificial life must be understood as a sort of default mode that self-organizes its baseline activity, preparing for its external inputs and its interaction with humans. I thus propose a method for creating a suitable default mode as a design principle for living technology. I built a machine called the mind time machine (MTM), which runs continuously for 10 h per day and receives visual data from its environment using 15 video cameras. The MTM receives and edits the video inputs while it self-organizes the momentary now. Its base program is a neural network that includes chaotic dynamics inside the system and a meta-network that consists of video feedback systems. Using this system as the hardware and a default mode network as a conceptual framework, I describe the system's autonomous behavior. Using the MTM as a testing ground, I propose a design principle for living technology.
Development and evaluation of an interactive dental video game to teach dentin bonding.
Amer, Rafat S; Denehy, Gerald E; Cobb, Deborah S; Dawson, Deborah V; Cunningham-Ford, Marsha A; Bergeron, Cathia
2011-06-01
Written and clinical tests compared the change in clinical knowledge and practical clinical skill of first-year dental students watching a clinical video recording of the three-step etch-and-rinse resin bonding system to those using an interactive dental video game teaching the same procedure. The research design was a randomized controlled trial with eighty first-year dental students enrolled in the preclinical operative dentistry course. Students' change in knowledge was measured through written examination using a pre-test and a post-test, as well as clinical tests in the form of a benchtop shear bond strength test. There was no statistically significant difference between teaching methods in regards to change in either knowledge or clinical skills, with one minor exception relating to the wetness of dentin following etching. Students expressed their preference for an interactive self-paced method of teaching.
Development of the cardiovascular system: an interactive video computer program.
Smolen, A. J.; Zeiset, G. E.; Beaston-Wimmer, P.
1992-01-01
The major aim of this project is to provide interactive video computer based courseware that can be used by the medical student and others to supplement his or her learning of this very important aspect of basic biomedical education. Embryology is a science that depends on the ability of the student to visualize dynamic changes in structure which occur in four dimensions--X, Y, Z, and time. Traditional didactic methods, including lectures employing photographic slides and laboratories employing histological sections, are limited to two dimensions--X and Y. The third spatial dimension and the dimension of time cannot be readily illustrated using these methods. Computer based learning, particularly when used in conjunction with interactive video, can be used effectively to illustrate developmental processes in all four dimensions. This methodology can also be used to foster the critical skills of independent learning and problem solving. PMID:1483013
Art History Interactive Videodisc Project at the University of Iowa.
ERIC Educational Resources Information Center
Sustik, Joan M.
A project which developed a retrieval system to evaluate the advantages and disadvantages of an interactive computer and video display system over traditional methods for using a slide library is described in this publication. The art school slide library of the University of Iowa stores transparencies which are arranged alphabetically within…
34 CFR 464.3 - What kinds of activities may be assisted?
Code of Federal Regulations, 2010 CFR
2010-07-01
... instruction; (B) Video tapes; (C) Interactive systems; and (D) Data link systems; or (ii) Assessing learning style, screening for learning disabilities, and providing individualized remedial reading instruction...
Estimating the Local Size and Coverage of Interaction Network Regions
ERIC Educational Resources Information Center
Eagle, Michael; Barnes, Tiffany
2015-01-01
Interactive problem solving environments, such as intelligent tutoring systems and educational video games, produce large amounts of transactional data which make it a challenge for both researchers and educators to understand how students work within the environment. Researchers have modeled the student-tutor interactions using complex network…
Creating a web-enhanced interactive preclinic technique manual: case report and student response.
Boberick, Kenneth G
2004-12-01
This article describes the development, use, and student response to an online manual developed with off-the-shelf software and made available using a web-based course management system (Blackboard) that was used to transform a freshman restorative preclinical technique course from a lecture-only course into an interactive web-enhanced course. The goals of the project were to develop and implement a web-enhanced interactive learning experience in a preclinical restorative technique course and shift preclinical education from a teacher-centered experience to a student-driven experience. The project was evaluated using an anonymous post-course survey (95 percent response rate) of 123 freshman students that assessed enabling (technical support and access to the technology), process (the actual experience and usability), and outcome criteria (acquisition and successful use of the knowledge gained and skills learned) of the online manual. Students responded favorably to sections called "slide galleries" where ideal and non-ideal examples of projects could be viewed. Causes, solutions, and preventive measures were provided for the errors shown. Sections called "slide series" provided cookbook directions allowing for self-paced and student-directed learning. Virtually all of the students, 99 percent, found the quality of the streaming videos adequate to excellent. Regarding Internet connections and video viewing, 65 percent of students successfully viewed the videos from a remote site; cable connections were the most reliable, dial-up connections were inadequate, and DSL connections were variable. Seventy-three percent of the students felt the videos were an effective substitute for in-class demonstrations. Students preferred video with sound over video with subtitles and preferred short video clips embedded in the text over compilation videos. The results showed it is possible to develop and implement web-enhanced and interactive dental education in a preclinical restorative technique course that successfully delivered information beyond the textual format.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Wright, R.M.; Zander, M.E.; Brown, S.K.
1992-09-01
This paper describes the application of video image processing to beam profile measurements on the Ground Test Accelerator (GTA). A diagnostic was needed to measure beam profiles in the intermediate matching section (IMS) between the radio-frequency quadrupole (RFQ) and the drift tube linac (DTL). Beam profiles are measured by injecting puffs of gas into the beam. The light emitted from the beam-gas interaction is captured and processed by a video image processing system, generating the beam profile data. A general purpose, modular and flexible video image processing system, imagetool, was used for the GTA image profile measurement. The development ofmore » both software and hardware for imagetool and its integration with the GTA control system (GTACS) will be discussed. The software includes specialized algorithms for analyzing data and calibrating the system. The underlying design philosophy of imagetool was tested by the experience of building and using the system, pointing the way for future improvements. The current status of the system will be illustrated by samples of experimental data.« less
DOE Office of Scientific and Technical Information (OSTI.GOV)
Wright, R.M.; Zander, M.E.; Brown, S.K.
1992-01-01
This paper describes the application of video image processing to beam profile measurements on the Ground Test Accelerator (GTA). A diagnostic was needed to measure beam profiles in the intermediate matching section (IMS) between the radio-frequency quadrupole (RFQ) and the drift tube linac (DTL). Beam profiles are measured by injecting puffs of gas into the beam. The light emitted from the beam-gas interaction is captured and processed by a video image processing system, generating the beam profile data. A general purpose, modular and flexible video image processing system, imagetool, was used for the GTA image profile measurement. The development ofmore » both software and hardware for imagetool and its integration with the GTA control system (GTACS) will be discussed. The software includes specialized algorithms for analyzing data and calibrating the system. The underlying design philosophy of imagetool was tested by the experience of building and using the system, pointing the way for future improvements. The current status of the system will be illustrated by samples of experimental data.« less
Shenai, Mahesh B; Tubbs, R Shane; Guthrie, Barton L; Cohen-Gadol, Aaron A
2014-08-01
The shortage of surgeons compels the development of novel technologies that geographically extend the capabilities of individual surgeons and enhance surgical skills. The authors have developed "Virtual Interactive Presence" (VIP), a platform that allows remote participants to simultaneously view each other's visual field, creating a shared field of view for real-time surgical telecollaboration. The authors demonstrate the capability of VIP to facilitate long-distance telecollaboration during cadaveric dissection. Virtual Interactive Presence consists of local and remote workstations with integrated video capture devices and video displays. Each workstation mutually connects via commercial teleconferencing devices, allowing worldwide point-to-point communication. Software composites the local and remote video feeds, displaying a hybrid perspective to each participant. For demonstration, local and remote VIP stations were situated in Indianapolis, Indiana, and Birmingham, Alabama, respectively. A suboccipital craniotomy and microsurgical dissection of the pineal region was performed in a cadaveric specimen using VIP. Task and system performance were subjectively evaluated, while additional video analysis was used for objective assessment of delay and resolution. Participants at both stations were able to visually and verbally interact while identifying anatomical structures, guiding surgical maneuvers, and discussing overall surgical strategy. Video analysis of 3 separate video clips yielded a mean compositing delay of 760 ± 606 msec (when compared with the audio signal). Image resolution was adequate to visualize complex intracranial anatomy and provide interactive guidance. Virtual Interactive Presence is a feasible paradigm for real-time, long-distance surgical telecollaboration. Delay, resolution, scaling, and registration are parameters that require further optimization, but are within the realm of current technology. The paradigm potentially enables remotely located experts to mentor less experienced personnel located at the surgical site with applications in surgical training programs, remote proctoring for proficiency, and expert support for rural settings and across different counties.
Development of an Educational Interactive Video-DVD on Dairy Health Management Practices
ERIC Educational Resources Information Center
Vidya, P.; Manivannan, C.
2010-01-01
A study was carried out to design, develop and test an educational interactive video-DVD on dairy health management practices. Design for the provision of menus and sub-menus in the developed video-DVD facilitated interactivity by means of branching navigation to different chapters in the video content. A total of 60 dairy farmers owning DVD…
Interaction Support for Information Finding and Comparative Analysis in Online Video
ERIC Educational Resources Information Center
Xia, Jinyue
2017-01-01
Current online video interaction is typically designed with a focus on straightforward distribution and passive consumption of individual videos. This "click play, sit back and watch" context is typical of videos for entertainment. However, there are many task scenarios that require active engagement and analysis of video content as a…
Live Action: Can Young Children Learn Verbs From Video?
Roseberry, Sarah; Hirsh-Pasek, Kathy; Parish-Morris, Julia; Golinkoff, Roberta Michnick
2009-01-01
The availability of educational programming aimed at infants and toddlers is increasing, yet the effect of video on language acquisition remains unclear. Three studies of 96 children aged 30–42 months investigated their ability to learn verbs from video. Study 1 asked whether children could learn verbs from video when supported by live social interaction. Study 2 tested whether children could learn verbs from video alone. Study 3 clarified whether the benefits of social interaction remained when the experimenter was shown on a video screen rather than in person. Results suggest that younger children only learn verbs from video with live social interaction while older children can learn verbs from video alone. Implications for verb learning and educational media are discussed. PMID:19765005
Live action: can young children learn verbs from video?
Roseberry, Sarah; Hirsh-Pasek, Kathy; Parish-Morris, Julia; Golinkoff, Roberta M
2009-01-01
The availability of educational programming aimed at infants and toddlers is increasing, yet the effect of video on language acquisition remains unclear. Three studies of 96 children aged 30-42 months investigated their ability to learn verbs from video. Study 1 asked whether children could learn verbs from video when supported by live social interaction. Study 2 tested whether children could learn verbs from video alone. Study 3 clarified whether the benefits of social interaction remained when the experimenter was shown on a video screen rather than in person. Results suggest that younger children only learn verbs from video with live social interaction whereas older children can learn verbs from video alone. Implications for verb learning and educational media are discussed.
Dosis, Aristotelis; Bello, Fernando; Moorthy, Krishna; Munz, Yaron; Gillies, Duncan; Darzi, Ara
2004-01-01
Surgical dexterity in operating theatres has traditionally been assessed subjectively. Electromagnetic (EM) motion tracking systems such as the Imperial College Surgical Assessment Device (ICSAD) have been shown to produce valid and accurate objective measures of surgical skill. To allow for video integration we have modified the data acquisition and built it within the ROVIMAS analysis software. We then used ActiveX 9.0 DirectShow video capturing and the system clock as a time stamp for the synchronized concurrent acquisition of kinematic data and video frames. Interactive video/motion data browsing was implemented to allow the user to concentrate on frames exhibiting certain kinematic properties that could result in operative errors. We exploited video-data synchronization to calculate the camera visual hull by identifying all 3D vertices using the ICSAD electromagnetic sensors. We also concentrated on high velocity peaks as a means of identifying potential erroneous movements to be confirmed by studying the corresponding video frames. The outcome of the study clearly shows that the kinematic data are precisely synchronized with the video frames and that the velocity peaks correspond to large and sudden excursions of the instrument tip. We validated the camera visual hull by both video and geometrical kinematic analysis and we observed that graphs containing fewer sudden velocity peaks are less likely to have erroneous movements. This work presented further developments to the well-established ICSAD dexterity analysis system. Synchronized real-time motion and video acquisition provides a comprehensive assessment solution by combining quantitative motion analysis tools and qualitative targeted video scoring.
McCurdy, Neil J.; Griswold, William G; Lenert, Leslie A.
2005-01-01
The first moments at a disater scene are chaotic. The command center initially operates with little knowledge of hazards, geography and casualties, building up knowledge of the event slowly as information trickles in by voice radio channels. RealityFlythrough is a tele-presence system that stitches together live video feeds in real-time, using the principle of visual closure, to give command center personnel the illusion of being able to explore the scene interactively by moving smoothly between the video feeds. Using RealityFlythrough, medical, fire, law enforcement, hazardous materials, and engineering experts may be able to achieve situational awareness earlier, and better manage scarce resources. The RealityFlythrough system is composed of camera units with off-the-shelf GPS and orientation systems and a server/viewing station that offers access to images collected by the camera units in real time by position/orientation. In initial field testing using an experimental mesh 802.11 wireless network, two camera unit operators were able to create an interactive image of a simulated disaster scene in about five minutes. PMID:16779092
Interactional Quality Depicted in Infant and Toddler Videos: Where Are the Interactions?
ERIC Educational Resources Information Center
Fenstermacher, Susan K.; Barr, Rachel; Brey, Elizabeth; Pempek, Tiffany A.; Ryan, Maureen; Calvert, Sandra L.; Shwery, Clay E.; Linebarger, Deborah
2010-01-01
This study examined the social-emotional content and the quality of social interactions depicted in a sample of 58 DVDs marketed towards infants and toddlers. Infant-directed videos rarely used social interactions between caregiver and child or between peers to present content. Even when videos explicitly targeted social-emotional content,…
ERIC Educational Resources Information Center
Laws, Priscilla W.; Willis, Maxine C.; Jackson, David P.; Koenig, Kathleen; Teese, Robert
2015-01-01
Ever since the first generalized computer-assisted instruction system (PLATO) was introduced over 50 years ago, educators have been adding computer-based materials to their classes. Today many textbooks have complete online versions that include video lectures and other supplements. In the past 25 years the web has fueled an explosion of online…
ERIC Educational Resources Information Center
Beckwith, E. George; Cunniff, Daniel T.
2009-01-01
Online course enrollment has increased dramatically over the past few years. The authors cite the reasons for this rapid growth and the opportunities open for enhancing teaching/learning techniques such as video conferencing and hybrid class combinations. The authors outlined an example of an accelerated learning, eight-class session course…
Interactive CT-Video Registration for the Continuous Guidance of Bronchoscopy
Merritt, Scott A.; Khare, Rahul; Bascom, Rebecca
2014-01-01
Bronchoscopy is a major step in lung cancer staging. To perform bronchoscopy, the physician uses a procedure plan, derived from a patient’s 3D computed-tomography (CT) chest scan, to navigate the bronchoscope through the lung airways. Unfortunately, physicians vary greatly in their ability to perform bronchoscopy. As a result, image-guided bronchoscopy systems, drawing upon the concept of CT-based virtual bronchoscopy (VB), have been proposed. These systems attempt to register the bronchoscope’s live position within the chest to a CT-based virtual chest space. Recent methods, which register the bronchoscopic video to CT-based endoluminal airway renderings, show promise but do not enable continuous real-time guidance. We present a CT-video registration method inspired by computer-vision innovations in the fields of image alignment and image-based rendering. In particular, motivated by the Lucas–Kanade algorithm, we propose an inverse-compositional framework built around a gradient-based optimization procedure. We next propose an implementation of the framework suitable for image-guided bronchoscopy. Laboratory tests, involving both single frames and continuous video sequences, demonstrate the robustness and accuracy of the method. Benchmark timing tests indicate that the method can run continuously at 300 frames/s, well beyond the real-time bronchoscopic video rate of 30 frames/s. This compares extremely favorably to the ≥1 s/frame speeds of other methods and indicates the method’s potential for real-time continuous registration. A human phantom study confirms the method’s efficacy for real-time guidance in a controlled setting, and, hence, points the way toward the first interactive CT-video registration approach for image-guided bronchoscopy. Along this line, we demonstrate the method’s efficacy in a complete guidance system by presenting a clinical study involving lung cancer patients. PMID:23508260
Virtual viewpoint synthesis in multi-view video system
NASA Astrophysics Data System (ADS)
Li, Fang; Yang, Shiqiang
2005-07-01
In this paper, we present a virtual viewpoint video synthesis algorithm to satisfy the following three aims: low computing consuming; real time interpolation and acceptable video quality. In contrast with previous technologies, this method obtain incompletely 3D structure using neighbor video sources instead of getting total 3D information with all video sources, so that the computation is reduced greatly. So we demonstrate our interactive multi-view video synthesis algorithm in a personal computer. Furthermore, adopting the method of choosing feature points to build the correspondence between the frames captured by neighbor cameras, we need not require camera calibration. Finally, our method can be used when the angle between neighbor cameras is 25-30 degrees that it is much larger than common computer vision experiments. In this way, our method can be applied into many applications such as sports live, video conference, etc.
A Synthetic Community System for Probing Microbial Interactions Driven by Exometabolites
Chodkowski, John L.
2017-01-01
ABSTRACT Though most microorganisms live within a community, we have modest knowledge about microbial interactions and their implications for community properties and ecosystem functions. To advance understanding of microbial interactions, we describe a straightforward synthetic community system that can be used to interrogate exometabolite interactions among microorganisms. The filter plate system (also known as the Transwell system) physically separates microbial populations, but allows for chemical interactions via a shared medium reservoir. Exometabolites, including small molecules, extracellular enzymes, and antibiotics, are assayed from the reservoir using sensitive mass spectrometry. Community member outcomes, such as growth, productivity, and gene regulation, can be determined using flow cytometry, biomass measurements, and transcript analyses, respectively. The synthetic community design allows for determination of the consequences of microbiome diversity for emergent community properties and for functional changes over time or after perturbation. Because it is versatile, scalable, and accessible, this synthetic community system has the potential to practically advance knowledge of microbial interactions that occur within both natural and artificial communities. IMPORTANCE Understanding microbial interactions is a fundamental objective in microbiology and ecology. The synthetic community system described here can set into motion a range of research to investigate how the diversity of a microbiome and interactions among its members impact its function, where function can be measured as exometabolites. The system allows for community exometabolite profiling to be coupled with genome mining, transcript analysis, and measurements of member productivity and population size. It can also facilitate discovery of natural products that are only produced within microbial consortia. Thus, this synthetic community system has utility to address fundamental questions about a diversity of possible microbial interactions that occur in both natural and engineered ecosystems. Author Video: An author video summary of this article is available. PMID:29152587
Coaching the exploration and exploitation in active learning for interactive video retrieval.
Wei, Xiao-Yong; Yang, Zhen-Qun
2013-03-01
Conventional active learning approaches for interactive video/image retrieval usually assume the query distribution is unknown, as it is difficult to estimate with only a limited number of labeled instances available. Thus, it is easy to put the system in a dilemma whether to explore the feature space in uncertain areas for a better understanding of the query distribution or to harvest in certain areas for more relevant instances. In this paper, we propose a novel approach called coached active learning that makes the query distribution predictable through training and, therefore, avoids the risk of searching on a completely unknown space. The estimated distribution, which provides a more global view of the feature space, can be used to schedule not only the timing but also the step sizes of the exploration and the exploitation in a principled way. The results of the experiments on a large-scale data set from TRECVID 2005-2009 validate the efficiency and effectiveness of our approach, which demonstrates an encouraging performance when facing domain-shift, outperforms eight conventional active learning methods, and shows superiority to six state-of-the-art interactive video retrieval systems.
NASA Astrophysics Data System (ADS)
Hussey, K.
2014-12-01
NASA's Jet Propulsion Laboratory is using video game technology to immerse students, the general public and mission personnel in our solar system and beyond. "Eyes on the Solar System," a cross-platform, real-time, 3D-interactive application that can run on-line or as a stand-alone "video game," is of particular interest to educators looking for inviting tools to capture students interest in a format they like and understand. (eyes.nasa.gov). It gives users an extraordinary view of our solar system by virtually transporting them across space and time to make first-person observations of spacecraft, planetary bodies and NASA/ESA missions in action. Key scientific results illustrated with video presentations, supporting imagery and web links are imbedded contextually into the solar system. Educators who want an interactive, game-based approach to engage students in learning Planetary Science will see how "Eyes" can be effectively used to teach its principles to grades 3 through 14.The presentation will include a detailed demonstration of the software along with a description/demonstration of how this technology is being adapted for education. There will also be a preview of coming attractions. This work is being conducted by the Visualization Technology Applications and Development Group at NASA's Jet Propulsion Laboratory, the same team responsible for "Eyes on the Earth 3D," and "Eyes on Exoplanets," which can be viewed at eyes.nasa.gov/earth and eyes.nasa.gov/exoplanets.
2006-01-01
segments video game interaction into domain-independent components which together form a framework that can be used to characterize real-time interactive...multimedia applications in general and HRI in particular. We provide examples of using the components in both the video game and the Unmanned Aerial
Video integrated measurement system. [Diagnostic display devices
DOE Office of Scientific and Technical Information (OSTI.GOV)
Spector, B.; Eilbert, L.; Finando, S.
A Video Integrated Measurement (VIM) System is described which incorporates the use of various noninvasive diagnostic procedures (moire contourography, electromyography, posturometry, infrared thermography, etc.), used individually or in combination, for the evaluation of neuromusculoskeletal and other disorders and their management with biofeedback and other therapeutic procedures. The system provides for measuring individual diagnostic and therapeutic modes, or multiple modes by split screen superimposition, of real time (actual) images of the patient and idealized (ideal-normal) models on a video monitor, along with analog and digital data, graphics, color, and other transduced symbolic information. It is concluded that this system provides anmore » innovative and efficient method by which the therapist and patient can interact in biofeedback training/learning processes and holds considerable promise for more effective measurement and treatment of a wide variety of physical and behavioral disorders.« less
Yakubova, Gulnoza; Taber-Doughty, Teresa
2013-06-01
The effects of a multicomponent intervention (a self-operated video modeling and self-monitoring delivered via an electronic interactive whiteboard (IWB) and a system of least prompts) on skill acquisition and interaction behavior of two students with autism and one student with moderate intellectual disability were examined using a multi-probe across students design. Students were taught to operate and view video modeling clips, perform a chain of novel tasks and self-monitor task performance using a SMART Board IWB. Results support the effectiveness of a multicomponent intervention in improving students' skill acquisition. Results also highlight the use of this technology as a self-operated and interactive device rather than a traditional teacher-operated device to enhance students' active participation in learning.
Immersive Photography Renders 360 degree Views
NASA Technical Reports Server (NTRS)
2008-01-01
An SBIR contract through Langley Research Center helped Interactive Pictures Corporation, of Knoxville, Tennessee, create an innovative imaging technology. This technology is a video imaging process that allows real-time control of live video data and can provide users with interactive, panoramic 360 views. The camera system can see in multiple directions, provide up to four simultaneous views, each with its own tilt, rotation, and magnification, yet it has no moving parts, is noiseless, and can respond faster than the human eye. In addition, it eliminates the distortion caused by a fisheye lens, and provides a clear, flat view of each perspective.
Next Generation Integrated Environment for Collaborative Work Across Internets
DOE Office of Scientific and Technical Information (OSTI.GOV)
Harvey B. Newman
2009-02-24
We are now well-advanced in our development, prototyping and deployment of a high performance next generation Integrated Environment for Collaborative Work. The system, aimed at using the capability of ESnet and Internet2 for rapid data exchange, is based on the Virtual Room Videoconferencing System (VRVS) developed by Caltech. The VRVS system has been chosen by the Internet2 Digital Video (I2-DV) Initiative as a preferred foundation for the development of advanced video, audio and multimedia collaborative applications by the Internet2 community. Today, the system supports high-end, broadcast-quality interactivity, while enabling a wide variety of clients (Mbone, H.323) to participate in themore » same conference by running different standard protocols in different contexts with different bandwidth connection limitations, has a fully Web-integrated user interface, developers and administrative APIs, a widely scalable video network topology based on both multicast domains and unicast tunnels, and demonstrated multiplatform support. This has led to its rapidly expanding production use for national and international scientific collaborations in more than 60 countries. We are also in the process of creating a 'testbed video network' and developing the necessary middleware to support a set of new and essential requirements for rapid data exchange, and a high level of interactivity in large-scale scientific collaborations. These include a set of tunable, scalable differentiated network services adapted to each of the data streams associated with a large number of collaborative sessions, policy-based and network state-based resource scheduling, authentication, and optional encryption to maintain confidentiality of inter-personal communications. High performance testbed video networks will be established in ESnet and Internet2 to test and tune the implementation, using a few target application-sets.« less
ERIC Educational Resources Information Center
Osman, Siti Zuraidah Md; Jamaludin, Rozinah; Fathil, Nor Fathimah
2016-01-01
The Malaysia Education Blueprint 2015-2025 (Higher Education) was published recently. One of shift is globalised online learning. Therefore, Polytechnics had taken the first step in the use of e-learning system by using flipped classroom method. The purpose of this study is to analyse the effects of using online video lecture on student…
Using Interactive Video Instruction To Enhance Public Speaking Instruction.
ERIC Educational Resources Information Center
Cronin, Michael W.; Kennan, William R.
Noting that interactive video instruction (IVI) should not and cannot replace classroom instruction, this paper offers an introduction to interactive video instruction as an innovative technology that can be used to expand pedagogical opportunities in public speaking instruction. The paper: (1) defines the distinctive features of IVI; (2) assesses…
Video stereolization: combining motion analysis with user interaction.
Liao, Miao; Gao, Jizhou; Yang, Ruigang; Gong, Minglun
2012-07-01
We present a semiautomatic system that converts conventional videos into stereoscopic videos by combining motion analysis with user interaction, aiming to transfer as much as possible labeling work from the user to the computer. In addition to the widely used structure from motion (SFM) techniques, we develop two new methods that analyze the optical flow to provide additional qualitative depth constraints. They remove the camera movement restriction imposed by SFM so that general motions can be used in scene depth estimation-the central problem in mono-to-stereo conversion. With these algorithms, the user's labeling task is significantly simplified. We further developed a quadratic programming approach to incorporate both quantitative depth and qualitative depth (such as these from user scribbling) to recover dense depth maps for all frames, from which stereoscopic view can be synthesized. In addition to visual results, we present user study results showing that our approach is more intuitive and less labor intensive, while producing 3D effect comparable to that from current state-of-the-art interactive algorithms.
Real-time WebRTC-based design for a telepresence wheelchair.
Van Kha Ly Ha; Rifai Chai; Nguyen, Hung T
2017-07-01
This paper presents a novel approach to the telepresence wheelchair system which is capable of real-time video communication and remote interaction. The investigation of this emerging technology aims at providing a low-cost and efficient way for assisted-living of people with disabilities. The proposed system has been designed and developed by deploying the JavaScript with Hyper Text Markup Language 5 (HTML5) and Web Real-time Communication (WebRTC) in which the adaptive rate control algorithm for video transmission is invoked. We conducted experiments in real-world environments, and the wheelchair was controlled from a distance using the Internet browser to compare with existing methods. The results show that the adaptively encoded video streaming rate matches the available bandwidth. The video streaming is high-quality with approximately 30 frames per second (fps) and round trip time less than 20 milliseconds (ms). These performance results confirm that the WebRTC approach is a potential method for developing a telepresence wheelchair system.
Detection Thresholds for Rotation and Translation Gains in 360° Video-Based Telepresence Systems.
Zhang, Jingxin; Langbehn, Eike; Krupke, Dennis; Katzakis, Nicholas; Steinicke, Frank
2018-04-01
Telepresence systems have the potential to overcome limits and distance constraints of the real-world by enabling people to remotely visit and interact with each other. However, current telepresence systems usually lack natural ways of supporting interaction and exploration of remote environments (REs). In particular, single webcams for capturing the RE provide only a limited illusion of spatial presence, and movement control of mobile platforms in today's telepresence systems are often restricted to simple interaction devices. One of the main challenges of telepresence systems is to allow users to explore a RE in an immersive, intuitive and natural way, e.g., by real walking in the user's local environment (LE), and thus controlling motions of the robot platform in the RE. However, the LE in which the user's motions are tracked usually provides a much smaller interaction space than the RE. In this context, redirected walking (RDW) is a very suitable approach to solve this problem. However, so far there is no previous work, which explored if and how RDW can be used in video-based 360° telepresence systems. In this article, we conducted two psychophysical experiments in which we have quantified how much humans can be unknowingly redirected on virtual paths in the RE, which are different from the physical paths that they actually walk in the LE. Experiment 1 introduces a discrimination task between local and remote translations, and in Experiment 2 we analyzed the discrimination between local and remote rotations. In Experiment 1 participants performed straightforward translations in the LE that were mapped to straightforward translations in the RE shown as 360° videos, which were manipulated by different gains. Then, participants had to estimate if the remotely perceived translation was faster or slower than the actual physically performed translation. Similarly, in Experiment 2 participants performed rotations in the LE that were mapped to the virtual rotations in a 360° video-based RE to which we applied different gains. Again, participants had to estimate whether the remotely perceived rotation was smaller or larger than the actual physically performed rotation. Our results show that participants are not able to reliably discriminate the difference between physical motion in the LE and the virtual motion from the 360° video RE when virtual translations are down-scaled by 5.8% and up-scaled by 9.7%, and virtual rotations are about 12.3% less or 9.2% more than the corresponding physical rotations in the LE.
Micro computed tomography (CT) scanned anatomical gateway to insect pest bioinformatics
USDA-ARS?s Scientific Manuscript database
An international collaboration to establish an interactive Digital Video Library for a Systems Biology Approach to study the Asian citrus Psyllid and psyllid genomics/proteomics interactions is demonstrated. Advances in micro-CT, digital computed tomography (CT) scan uses X-rays to make detailed pic...
Three-dimensional face pose detection and tracking using monocular videos: tool and application.
Dornaika, Fadi; Raducanu, Bogdan
2009-08-01
Recently, we have proposed a real-time tracker that simultaneously tracks the 3-D head pose and facial actions in monocular video sequences that can be provided by low quality cameras. This paper has two main contributions. First, we propose an automatic 3-D face pose initialization scheme for the real-time tracker by adopting a 2-D face detector and an eigenface system. Second, we use the proposed methods-the initialization and tracking-for enhancing the human-machine interaction functionality of an AIBO robot. More precisely, we show how the orientation of the robot's camera (or any active vision system) can be controlled through the estimation of the user's head pose. Applications based on head-pose imitation such as telepresence, virtual reality, and video games can directly exploit the proposed techniques. Experiments on real videos confirm the robustness and usefulness of the proposed methods.
Progress in video immersion using Panospheric imaging
NASA Astrophysics Data System (ADS)
Bogner, Stephen L.; Southwell, David T.; Penzes, Steven G.; Brosinsky, Chris A.; Anderson, Ron; Hanna, Doug M.
1998-09-01
Having demonstrated significant technical and marketplace advantages over other modalities for video immersion, PanosphericTM Imaging (PI) continues to evolve rapidly. This paper reports on progress achieved since AeroSense 97. The first practical field deployment of the technology occurred in June-August 1997 during the NASA-CMU 'Atacama Desert Trek' activity, where the Nomad mobile robot was teleoperated via immersive PanosphericTM imagery from a distance of several thousand kilometers. Research using teleoperated vehicles at DRES has also verified the exceptional utility of the PI technology for achieving high levels of situational awareness, operator confidence, and mission effectiveness. Important performance enhancements have been achieved with the completion of the 4th Generation PI DSP-based array processor system. The system is now able to provide dynamic full video-rate generation of spatial and computational transformations, resulting in a programmable and fully interactive immersive video telepresence. A new multi- CCD camera architecture has been created to exploit the bandwidth of this processor, yielding a well-matched PI system with greatly improved resolution. While the initial commercial application for this technology is expected to be video tele- conferencing, it also appears to have excellent potential for application in the 'Immersive Cockpit' concept. Additional progress is reported in the areas of Long Wave Infrared PI Imaging, Stereo PI concepts, PI based Video-Servoing concepts, PI based Video Navigation concepts, and Foveation concepts (to merge localized high-resolution views with immersive views).
Interactive Video, Tablets and Self-Paced Learning in the Classroom: Preservice Teachers Perceptions
ERIC Educational Resources Information Center
Papadopoulou, Anthia; Palaigeorgiou, George
2016-01-01
In recent years, a lot of focus has been given to the study of interactive video. However, interactive video has not been examined as a tool for self-directed learning in the classroom and has not been exploited together with tablets. This study tries to assess the value of an e-learning environment which is based primarily on interactive learning…
ERIC Educational Resources Information Center
Vogler, Anna-Marietha; Prediger, Susanne
2017-01-01
Video is often used in professional development courses to sensitize mathematics teachers to students' thinking and issues of classroom interaction. This article presents an approach that incorporates students' perspectives on mathematics classroom interactions into video-based professional development in order to enhance teachers' reflection on…
101 Criteria for Appraising Interactive Video. A Futuremedia Guide.
ERIC Educational Resources Information Center
Copeland, Peter
The criteria in this guide for evaluating interactive video instructional programs are based on principles of learning and motivation, and emphasize the design, production, presentation, and usage of interactive video programs. Presented in the format of a rating scale, the criteria are grouped into nine broad categories: (1) information about the…
Approaches to Interactive Video Anchors in Problem-Based Science Learning
ERIC Educational Resources Information Center
Kumar, David Devraj
2010-01-01
This paper is an invited adaptation of the IEEE Education Society Distinguished Lecture Approaches to Interactive Video Anchors in Problem-Based Science Learning. Interactive video anchors have a cognitive theory base, and they help to enlarge the context of learning with information-rich real-world situations. Carefully selected movie clips and…
Interactive Video in Training. Computers in Personnel--Making Management Profitable.
ERIC Educational Resources Information Center
Copeland, Peter
Interactive video is achieved by merging the two powerful technologies of microcomputing and video. Using television as the vehicle for display, text and diagrams, filmic images, and sound can be used separately or in combination to achieve a specific training task. An interactive program can check understanding, determine progress, and challenge…
Interactive Video Training and Development Activity.
ERIC Educational Resources Information Center
Troy State Univ., AL.
The Interactive Video Training and Development Activity of Troy State University (Troy, Alabama) is described in this report. The project has trained more than 30 people in the production of interactive video programs since its inception in 1983. Since 1985, training programs have been offered twice a year to individuals within and outside the…
Grubbs, Kathleen M; Fortney, John C; Dean, Tisha; Williams, James S; Godleski, Linda
2015-07-01
This study compares the mental health diagnoses of encounters delivered face to face and via interactive video in the Veterans Healthcare Administration (VHA). We compiled 1 year of national-level VHA administrative data for Fiscal Year 2012 (FY12). Mental health encounters were those with both a VHA Mental Health Stop Code and a Mental Health Diagnosis (n=11,906,114). Interactive video encounters were identified as those with a Mental Health Stop Code, paired with a VHA Telehealth Secondary Stop Code. Primary diagnoses were grouped into posttraumatic stress disorder (PTSD), depression, anxiety, bipolar disorder, psychosis, drug use, alcohol use, and other. In FY12, 1.5% of all mental health encounters were delivered via interactive video. Compared with face-to-face encounters, a larger percentage of interactive video encounters was for PTSD, depression, and anxiety, whereas a smaller percentage was for alcohol use, drug use, or psychosis. Providers and patients may feel more comfortable treating depression and anxiety disorders than substance use or psychosis via interactive video.
Teacher Self-Captured Video: Learning to See
ERIC Educational Resources Information Center
Sherin, Miriam Gamoran; Dyer, Elizabeth B.
2017-01-01
Videos are often used for demonstration and evaluation, but a more productive approach would be using video to support teachers' ability to notice and interpret classroom interactions. That requires thinking carefully about the physical aspects of shooting video--where the camera is placed and how easily student interactions can be heard--as well…
Automated videography for residential communications
NASA Astrophysics Data System (ADS)
Kurtz, Andrew F.; Neustaedter, Carman; Blose, Andrew C.
2010-02-01
The current widespread use of webcams for personal video communication over the Internet suggests that opportunities exist to develop video communications systems optimized for domestic use. We discuss both prior and existing technologies, and the results of user studies that indicate potential needs and expectations for people relative to personal video communications. In particular, users anticipate an easily used, high image quality video system, which enables multitasking communications during the course of real-world activities and provides appropriate privacy controls. To address these needs, we propose a potential approach premised on automated capture of user activity. We then describe a method that adapts cinematography principles, with a dual-camera videography system, to automatically control image capture relative to user activity, using semantic or activity-based cues to determine user position and motion. In particular, we discuss an approach to automatically manage shot framing, shot selection, and shot transitions, with respect to one or more local users engaged in real-time, unscripted events, while transmitting the resulting video to a remote viewer. The goal is to tightly frame subjects (to provide more detail), while minimizing subject loss and repeated abrupt shot framing changes in the images as perceived by a remote viewer. We also discuss some aspects of the system and related technologies that we have experimented with thus far. In summary, the method enables users to participate in interactive video-mediated communications while engaged in other activities.
Setting the Stage for the Interactive Classroom of the 1980s.
ERIC Educational Resources Information Center
Hiraki, Joan; Garcia, Oscar N.
1981-01-01
Under a National Science Foundation CAUSE grant, the Department of Computer Science and Engineering at the University of South Florida, Tampa, is developing an interactive microcomputer/minicomputer/video disk learning system for engineering and science students. Journal availability: Educational Computer, P.O. Box 535, Cupertino, CA 95015.…
Group tele-immersion:enabling natural interactions between groups at distant sites.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Yang, Christine L.; Stewart, Corbin; Nashel, Andrew
2005-08-01
We present techniques and a system for synthesizing views for video teleconferencing between small groups. In place of replicating one-to-one systems for each pair of users, we create a single unified display of the remote group. Instead of performing dense 3D scene computation, we use more cameras and trade-off storage and hardware for computation. While it is expensive to directly capture a scene from all possible viewpoints, we have observed that the participants viewpoints usually remain at a constant height (eye level) during video teleconferencing. Therefore, we can restrict the possible viewpoint to be within a virtual plane without sacrificingmore » much of the realism, and in cloning so we significantly reduce the number of required cameras. Based on this observation, we have developed a technique that uses light-field style rendering to guarantee the quality of the synthesized views, using a linear array of cameras with a life-sized, projected display. Our full-duplex prototype system between Sandia National Laboratories, California and the University of North Carolina at Chapel Hill has been able to synthesize photo-realistic views at interactive rates, and has been used to video conference during regular meetings between the sites.« less
Kakinuma, Akihito; Nagatani, Hirokazu; Otake, Hiroshi; Mizuno, Ju; Nakata, Yoshinori
2011-06-01
We designed an interactive animated video that provides a basic explanation-including the risks, benefits, and alternatives-of anesthetic procedures. We hypothesized that this video would improve patient understanding of anesthesia, reduce anxiety, and shorten the interview time. Two hundred eleven patients scheduled for cancer surgery under general anesthesia or combined general and epidural anesthesia, who were admitted at least 1 day before the surgery, were randomly assigned to the video group (n = 106) or the no-video group (n = 105). The patients in the video group were asked to watch a short interactive animation video in the ward. After watching the video, the patients were visited by an anesthesiologist who performed a preanesthetic interview and routine risk assessment. The patients in the no-video group were also visited by an anesthesiologist, but were not asked to watch the video. In both groups, the patients were asked to complete the State-Trait Anxiety Inventory and a 14-point scale of knowledge test before the anesthesiologist's visit and on the day of surgery. We also measured interview time. There was no demographic difference between the 2 groups. The interview time was 34.4% shorter (video group, 12.2 ± 5.3 minutes, vs. no-video group, 18.6 ± 6.4 minutes; 95% confidence interval [CI] for the percentage reduction in time: 32.7%- 44.3%), and knowledge of anesthesia was 11.6% better in the video group (score 12.5 ± 1.4 vs. no-video group score 11.2 ± 1.7; 95% CI for the percentage increase in knowledge: 8.5%-13.9%). However, there was no difference in preanesthetic anxiety between the 2 groups. Our short interactive animation video helped patients' understanding of anesthesia and reduced anesthesiologists' interview time.
ERIC Educational Resources Information Center
Yakubova, Gulnoza; Taber-Doughty, Teresa
2013-01-01
The effects of a multicomponent intervention (a self-operated video modeling and self-monitoring delivered via an electronic interactive whiteboard (IWB) and a system of least prompts) on skill acquisition and interaction behavior of two students with autism and one student with moderate intellectual disability were examined using a multi-probe…
The Effect of Interactivity with a Music Video Game on Second Language Vocabulary Recall
ERIC Educational Resources Information Center
deHaan, Jonathan; Reed, W. Michael; Kuwada, Katsuko
2010-01-01
Video games are potential sources of second language input; however, the medium's fundamental characteristic, interactivity, has not been thoroughly examined in terms of its effect on learning outcomes. This experimental study investigated to what degree, if at all, video game interactivity would help or hinder the noticing and recall of second…
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…
A Technology Enhanced Learning Model for Quality Education
NASA Astrophysics Data System (ADS)
Sherly, Elizabeth; Uddin, Md. Meraj
Technology Enhanced Learning and Teaching (TELT) Model provides learning through collaborations and interactions with a framework for content development and collaborative knowledge sharing system as a supplementary for learning to improve the quality of education system. TELT deals with a unique pedagogy model for Technology Enhanced Learning System which includes course management system, digital library, multimedia enriched contents and video lectures, open content management system and collaboration and knowledge sharing systems. Open sources like Moodle and Wiki for content development, video on demand solution with a low cost mid range system, an exhaustive digital library are provided in a portal system. The paper depicts a case study of e-learning initiatives with TELT model at IIITM-K and how effectively implemented.
Virtual performer: single camera 3D measuring system for interaction in virtual space
NASA Astrophysics Data System (ADS)
Sakamoto, Kunio; Taneji, Shoto
2006-10-01
The authors developed interaction media systems in the 3D virtual space. In these systems, the musician virtually plays an instrument like the theremin in the virtual space or the performer plays a show using the virtual character such as a puppet. This interactive virtual media system consists of the image capture, measuring performer's position, detecting and recognizing motions and synthesizing video image using the personal computer. In this paper, we propose some applications of interaction media systems; a virtual musical instrument and superimposing CG character. Moreover, this paper describes the measuring method of the positions of the performer, his/her head and both eyes using a single camera.
MARTI: man-machine animation real-time interface
NASA Astrophysics Data System (ADS)
Jones, Christian M.; Dlay, Satnam S.
1997-05-01
The research introduces MARTI (man-machine animation real-time interface) for the realization of natural human-machine interfacing. The system uses simple vocal sound-tracks of human speakers to provide lip synchronization of computer graphical facial models. We present novel research in a number of engineering disciplines, which include speech recognition, facial modeling, and computer animation. This interdisciplinary research utilizes the latest, hybrid connectionist/hidden Markov model, speech recognition system to provide very accurate phone recognition and timing for speaker independent continuous speech, and expands on knowledge from the animation industry in the development of accurate facial models and automated animation. The research has many real-world applications which include the provision of a highly accurate and 'natural' man-machine interface to assist user interactions with computer systems and communication with one other using human idiosyncrasies; a complete special effects and animation toolbox providing automatic lip synchronization without the normal constraints of head-sets, joysticks, and skilled animators; compression of video data to well below standard telecommunication channel bandwidth for video communications and multi-media systems; assisting speech training and aids for the handicapped; and facilitating player interaction for 'video gaming' and 'virtual worlds.' MARTI has introduced a new level of realism to man-machine interfacing and special effect animation which has been previously unseen.
Presence in Video-Mediated Interactions: Case Studies at CSIRO
NASA Astrophysics Data System (ADS)
Alem, Leila
Although telepresence and a sense of connectedness with others are frequently mentioned in media space studies, as far as we know, none of these studies report attempts at assessing this critical aspect of user experience. While some attempts have been made to measure presence in virtual reality or augmented reality, (a comprehensive review of existing measures is available in Baren and Ijsselsteijn [2004]), very little work has been reported in measuring presence in video-mediated collaboration systems. Traditional studies of video-mediated collaboration have mostly focused their evaluation on measures of task performance and user satisfaction. Videoconferencing systems can be seen as a type of media space; they rely on technologies of audio, video, and computing put together to create an environment extending the embodied mind. This chapter reports on a set of video-mediated collaboration studies conducted at CSIRO in which different aspects of presence are being investigated. The first study reports the sense of physical presence a specialist doctor experiences when engaged in a remote consultation of a patient using the virtual critical care unit (Alem et al., 2006). The Viccu system is an “always-on” system connecting two hospitals (Li et al., 2006). The presence measure focuses on the extent to which users of videoconferencing systems feel physically present in the remote location. The second study reports the sense of social presence users experience when playing a game of charades with remote partners using a video conference link (Kougianous et al., 2006). In this study the presence measure focuses on the extent to which users feel connected with their remote partners. The third study reports the sense of copresence users experience when building collaboratively a piece of Lego toy (Melo and Alem, 2007). The sense of copresence is the extent to which users feel present with their remote partner. In this final study the sense of copresence is investigated by looking at the word used by users when referring to the physical objects they are manipulating during their interaction as well as when referring to locations in the collaborative workspace. We believe that such efforts provide a solid stepping stone for evaluating and analyzing future media spaces.
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.
Linear array of photodiodes to track a human speaker for video recording
NASA Astrophysics Data System (ADS)
DeTone, D.; Neal, H.; Lougheed, R.
2012-12-01
Communication and collaboration using stored digital media has garnered more interest by many areas of business, government and education in recent years. This is due primarily to improvements in the quality of cameras and speed of computers. An advantage of digital media is that it can serve as an effective alternative when physical interaction is not possible. Video recordings that allow for viewers to discern a presenter's facial features, lips and hand motions are more effective than videos that do not. To attain this, one must maintain a video capture in which the speaker occupies a significant portion of the captured pixels. However, camera operators are costly, and often do an imperfect job of tracking presenters in unrehearsed situations. This creates motivation for a robust, automated system that directs a video camera to follow a presenter as he or she walks anywhere in the front of a lecture hall or large conference room. Such a system is presented. The system consists of a commercial, off-the-shelf pan/tilt/zoom (PTZ) color video camera, a necklace of infrared LEDs and a linear photodiode array detector. Electronic output from the photodiode array is processed to generate the location of the LED necklace, which is worn by a human speaker. The computer controls the video camera movements to record video of the speaker. The speaker's vertical position and depth are assumed to remain relatively constant- the video camera is sent only panning (horizontal) movement commands. The LED necklace is flashed at 70Hz at a 50% duty cycle to provide noise-filtering capability. The benefit to using a photodiode array versus a standard video camera is its higher frame rate (4kHz vs. 60Hz). The higher frame rate allows for the filtering of infrared noise such as sunlight and indoor lighting-a capability absent from other tracking technologies. The system has been tested in a large lecture hall and is shown to be effective.
Multi-Target Camera Tracking, Hand-off and Display LDRD 158819 Final Report
DOE Office of Scientific and Technical Information (OSTI.GOV)
Anderson, Robert J.
2014-10-01
Modern security control rooms gather video and sensor feeds from tens to hundreds of cameras. Advanced camera analytics can detect motion from individual video streams and convert unexpected motion into alarms, but the interpretation of these alarms depends heavily upon human operators. Unfortunately, these operators can be overwhelmed when a large number of events happen simultaneously, or lulled into complacency due to frequent false alarms. This LDRD project has focused on improving video surveillance-based security systems by changing the fundamental focus from the cameras to the targets being tracked. If properly integrated, more cameras shouldn’t lead to more alarms, moremore » monitors, more operators, and increased response latency but instead should lead to better information and more rapid response times. For the course of the LDRD we have been developing algorithms that take live video imagery from multiple video cameras, identify individual moving targets from the background imagery, and then display the results in a single 3D interactive video. In this document we summarize the work in developing this multi-camera, multi-target system, including lessons learned, tools developed, technologies explored, and a description of current capability.« less
Multi-target camera tracking, hand-off and display LDRD 158819 final report
DOE Office of Scientific and Technical Information (OSTI.GOV)
Anderson, Robert J.
2014-10-01
Modern security control rooms gather video and sensor feeds from tens to hundreds of cameras. Advanced camera analytics can detect motion from individual video streams and convert unexpected motion into alarms, but the interpretation of these alarms depends heavily upon human operators. Unfortunately, these operators can be overwhelmed when a large number of events happen simultaneously, or lulled into complacency due to frequent false alarms. This LDRD project has focused on improving video surveillance-based security systems by changing the fundamental focus from the cameras to the targets being tracked. If properly integrated, more cameras shouldn't lead to more alarms, moremore » monitors, more operators, and increased response latency but instead should lead to better information and more rapid response times. For the course of the LDRD we have been developing algorithms that take live video imagery from multiple video cameras, identifies individual moving targets from the background imagery, and then displays the results in a single 3D interactive video. In this document we summarize the work in developing this multi-camera, multi-target system, including lessons learned, tools developed, technologies explored, and a description of current capability.« less
Interactive Video Courseware for Graphic Communications Teachers and Students.
ERIC Educational Resources Information Center
Sanders, Mark
1985-01-01
At Virginia Polytechnic Institute and State University, interactive video serves both as an instructional tool and a project for creative students in graphic communications. The package facilitates courseware development and teaches students simultaneously about microcomputer and video technology. (SK)
NASA Technical Reports Server (NTRS)
Deen, Robert G.; Andres, Paul M.; Mortensen, Helen B.; Parizher, Vadim; McAuley, Myche; Bartholomew, Paul
2009-01-01
The XVD [X-Windows VICAR (video image communication and retrieval) Display] computer program offers an interactive display of VICAR and PDS (planetary data systems) images. It is designed to efficiently display multiple-GB images and runs on Solaris, Linux, or Mac OS X systems using X-Windows.
ERIC Educational Resources Information Center
Grabowski, Barbara L.
An introduction to a symposium on interactive video, this brief paper announces that the symposium will continue the debate on whether media are simply delivery vehicles for instruction by considering the inherent properties of interactive video and its impact on achievement, including the way in which the properties of this medium both dictate…
Quantifying Engagement: Measuring Player Involvement in Human-Avatar Interactions
Norris, Anne E.; Weger, Harry; Bullinger, Cory; Bowers, Alyssa
2014-01-01
This research investigated the merits of using an established system for rating behavioral cues of involvement in human dyadic interactions (i.e., face-to-face conversation) to measure involvement in human-avatar interactions. Gameplay audio-video and self-report data from a Feasibility Trial and Free Choice study of an effective peer resistance skill building simulation game (DRAMA-RAMA™) were used to evaluate reliability and validity of the rating system when applied to human-avatar interactions. The Free Choice study used a revised game prototype that was altered to be more engaging. Both studies involved girls enrolled in a public middle school in Central Florida that served a predominately Hispanic (greater than 80%), low-income student population. Audio-video data were coded by two raters, trained in the rating system. Self-report data were generated using measures of perceived realism, predictability and flow administered immediately after game play. Hypotheses for reliability and validity were supported: Reliability values mirrored those found in the human dyadic interaction literature. Validity was supported by factor analysis, significantly higher levels of involvement in Free Choice as compared to Feasibility Trial players, and correlations between involvement dimension sub scores and self-report measures. Results have implications for the science of both skill-training intervention research and game design. PMID:24748718
Reddy, Pashapu Dharma; Desai, Geehta; Hamza, Ameer; Karthik, Sheshachala; Ananthanpillai, Supraja Thirumalai; Chandra, Prabha S
2014-10-01
It has been shown that mother infant interactions are often impaired in mothers with schizophrenia. Contributory factors include psychotic symptoms, negative symptoms and surrogate parenting by others. This study describes the effectiveness of video feedback in enhancing mother-infant interaction in mothers with schizophrenia who have impaired interaction with their infant. Two women with schizophrenia who were admitted for persistent psychotic symptoms and poor mothering skills, participated in the intervention. Pre intervention parenting assessment was done using video recording of mother infant interaction. Six sessions of mothering intervention were provided using video feedback and a repeat recording was done. Pre-and post-intervention videos were subsequently rated in a blind fashion by an independent expert in perinatal psychiatry using the pediatric infant parent exam (PIPE) scale. Pre and post intervention comparison of PIPE scores indicating significant improvement in several areas of mothering. Video feedback is a simple and inexpensive tool which can be used for improving mothering skills among mothers with postpartum psychosis or schizophrenia even in low resource settings.
Interactive design of patient-oriented video-games for rehabilitation: concept and application.
Lupinacci, Giorgia; Gatti, Gianluca; Melegari, Corrado; Fontana, Saverio
2018-04-01
Serious video-games are innovative tools used to train the motor skills of subjects affected by neurological disorders. They are often developed to train a specific type of patients and the rules of the game are standardly defined. A system that allows the therapist to design highly patient-oriented video-games, without specific informatics skills, is proposed. The system consists of one personal computer, two screens, a Kinect™ sensor and a specific software developed here for the design of the video-games. It was tested with the collaboration of three therapists and six patients, and two questionnaires were filled in by each patient to evaluate the appreciation of the rehabilitative sessions. The therapists learned easily how to use the system, and no serious difficulties were encountered by the patients. The questionnaires showed an overall good satisfaction by the patients and highlighted the key-role of the therapist in involving the patients during the rehabilitative session. It was found that the proposed system is effective for developing patient-oriented video-games for rehabilitation. The two main advantages are that the therapist is allowed to (i) develop personalized video-games without informatics skills and (ii) adapt the game settings to patients affected by different pathologies. Implications for rehabilitation Virtual reality and serious video games offer the opportunity to transform the traditional therapy into a more pleasant experience, allowing patients to train their motor and cognitive skills. Both the therapists and the patients should be involved in the development of rehabilitative solutions to be highly patient-oriented. A system for the design of rehabilitative games by the therapist is described and the feedback of three therapists and six patients is reported.
Preferred Learning Style and Educational Technology: Linear vs. Interactive Video.
ERIC Educational Resources Information Center
Yoder, Marianne E.
1994-01-01
A study found that learners with reflective-observing learning styles (n=16) tend to learn better with linear video, and those with active experimenting learning styles (n=42) tend to achieve greater learning with computer-assisted interactive video instruction. (JOW)
The USL NASA PC R and D interactive presentation development system
NASA Technical Reports Server (NTRS)
Dominick, Wayne D. (Editor); Moreau, Dennis R.
1984-01-01
The Interactive Presentation Development System (IPFS) is a highly interactive system for creating, editing, and displaying video presentation sequences, e.g., for developing and presenting displays of instructional material similiar to overhead transparency or slide presentations. However, since this system is PC-based, users (instructors) can step through sequences forward or backward, focusing attention to areas of the display with special cursor pointers. Additionally, screen displays may be dynamically modified during the presentation to show assignments or to answer questions, much like a traditional blackboard. This system is now implemented at the University of Southwestern Louisiana for use within the piloting phases of the NASA contract work.
Peeking Beneath the Caldera: Communicating Subsurface Knowledge of Newberry Volcano
NASA Astrophysics Data System (ADS)
Mark-Moser, M.; Rose, K.; Schultz, J.; Cameron, E.
2016-12-01
"Imaging the Subsurface: Enhanced Geothermal Systems and Exploring Beneath Newberry Volcano" is an interactive website that presents a three-dimensional subsurface model of Newberry Volcano developed at National Energy Technology Laboratory (NETL). Created using the Story Maps application by ArcGIS Online, this format's dynamic capabilities provide the user the opportunity for multimedia engagement with the datasets and information used to build the subsurface model. This website allows for an interactive experience that the user dictates, including interactive maps, instructive videos and video capture of the subsurface model, and linked information throughout the text. This Story Map offers a general background on the technology of enhanced geothermal systems and the geologic and development history of Newberry Volcano before presenting NETL's modeling efforts that support the installation of enhanced geothermal systems. The model is driven by multiple geologic and geophysical datasets to compare and contrast results which allow for the targeting of potential EGS sites and the reduction of subsurface uncertainty. This Story Map aims to communicate to a broad audience, and provides a platform to effectively introduce the model to researchers and stakeholders.
Integrated telemedicine workstation for intercontinental grand rounds
NASA Astrophysics Data System (ADS)
Willis, Charles E.; Leckie, Robert G.; Brink, Linda; Goeringer, Fred
1995-04-01
The Telemedicine Spacebridge to Moscow was a series of intercontinental sessions sponsored jointly by NASA and the Moscow Academy of Medicine. To improve the quality of medical images presented, the MDIS Project developed a workstation for acquisition, storage, and interactive display of radiology and pathology images. The workstation was based on a Macintosh IIfx platform with a laser digitizer for radiographs and video capture capability for microscope images. Images were transmitted via the Russian Lyoutch Satellite which had only a single video channel available and no high speed data channels. Two workstations were configured -- one for use at the Uniformed Services University of Health Sciences in Bethesda, MD. and the other for use at the Hospital of the Interior in Moscow, Russia. The two workstations were used may times during 16 sessions. As clinicians used the systems, we modified the original configuration to improve interactive use. This project demonstrated that numerous acquisition and output devices could be brought together in a single interactive workstation. The video images were satisfactory for remote consultation in a grand rounds format.
ERIC Educational Resources Information Center
Laurillard, D. M.
This study of the feasibility of using existing videocassettes for interactive video included field tests with Open University summer school students. The aims of the study were to discover whether video material originally made for broadcast could be used in an interactive program which involves breaking up the intended flow of the program;…
Intelligent viewing control for robotic and automation systems
NASA Astrophysics Data System (ADS)
Schenker, Paul S.; Peters, Stephen F.; Paljug, Eric D.; Kim, Won S.
1994-10-01
We present a new system for supervisory automated control of multiple remote cameras. Our primary purpose in developing this system has been to provide capability for knowledge- based, `hands-off' viewing during execution of teleoperation/telerobotic tasks. The reported technology has broader applicability to remote surveillance, telescience observation, automated manufacturing workcells, etc. We refer to this new capability as `Intelligent Viewing Control (IVC),' distinguishing it from a simple programmed camera motion control. In the IVC system, camera viewing assignment, sequencing, positioning, panning, and parameter adjustment (zoom, focus, aperture, etc.) are invoked and interactively executed by real-time by a knowledge-based controller, drawing on a priori known task models and constraints, including operator preferences. This multi-camera control is integrated with a real-time, high-fidelity 3D graphics simulation, which is correctly calibrated in perspective to the actual cameras and their platform kinematics (translation/pan-tilt). Such merged graphics- with-video design allows the system user to preview and modify the planned (`choreographed') viewing sequences. Further, during actual task execution, the system operator has available both the resulting optimized video sequence, as well as supplementary graphics views from arbitrary perspectives. IVC, including operator-interactive designation of robot task actions, is presented to the user as a well-integrated video-graphic single screen user interface allowing easy access to all relevant telerobot communication/command/control resources. We describe and show pictorial results of a preliminary IVC system implementation for telerobotic servicing of a satellite.
Initial clinical experience with a video-based patient positioning system.
Johnson, L S; Milliken, B D; Hadley, S W; Pelizzari, C A; Haraf, D J; Chen, G T
1999-08-01
To report initial clinical experience with an interactive, video-based patient positioning system that is inexpensive, quick, accurate, and easy to use. System hardware includes two black-and-white CCD cameras, zoom lenses, and a PC equipped with a frame grabber. Custom software is used to acquire and archive video images, as well as to display real-time subtraction images revealing patient misalignment in multiple views. Two studies are described. In the first study, video is used to document the daily setup histories of 5 head and neck patients. Time-lapse cine loops are generated for each patient and used to diagnose and correct common setup errors. In the second study, 6 twice-daily (BID) head and neck patients are positioned according to the following protocol: at AM setups conventional treatment room lasers are used; at PM setups lasers are used initially and then video is used for 1-2 minutes to fine-tune the patient position. Lateral video images and lateral verification films are registered off-line to compare the distribution of setup errors per patient, with and without video assistance. In the first study, video images were used to determine the accuracy of our conventional head and neck setup technique, i.e., alignment of lightcast marks and surface anatomy to treatment room lasers and the light field. For this initial cohort of patients, errors ranged from sigma = 5 to 7 mm and were patient-specific. Time-lapse cine loops of the images revealed sources of the error, and as a result, our localization techniques and immobilization device were modified to improve setup accuracy. After the improvements, conventional setup errors were reduced to sigma = 3 to 5 mm. In the second study, when a stereo pair of live subtraction images were introduced to perform daily "on-line" setup correction, errors were reduced to sigma = 1 to 3 mm. Results depended on patient health and cooperation and the length of time spent fine-tuning the position. An interactive, video-based patient positioning system was shown to reduce setup errors to within 1 to 3 mm in head and neck patients, without a significant increase in overall treatment time or labor-intensive procedures. Unlike retrospective portal image analysis, use of two live-video images provides the therapists with immediate feedback and allows for true 3-D positioning and correction of out-of-plane rotation before radiation is delivered. With significant improvement in head and neck alignment and the elimination of setup errors greater than 3 to 5 mm, margins associated with treatment volumes potentially can be reduced, thereby decreasing normal tissue irradiation.
Design and implementation of a non-linear symphonic soundtrack of a video game
NASA Astrophysics Data System (ADS)
Sporka, Adam J.; Valta, Jan
2017-10-01
The music in the contemporary video games is often interactive. The music playback is based on transitions between pieces of available music material. These transitions happen in response to evolving gameplay. This paradigm is referred to as the adaptive music. Our challenge was to design, create, and implement the soundtrack of the upcoming video game Kingdom Come: Deliverance. Our soundtrack is a collection of compositions with symphonic orchestration. Per our design decision, our intention was to implement the adaptive music in a way which respected the nature of the orchestral film score. We created our own adaptive music middleware, called Sequence Music Engine, implementing a high-level music logic as well as the low-level playback infrastructure. Our system can handle hours of video game music, helps maintain the relevance of the music throughout the video game, and minimises the repetitiveness of the individual pieces.
Novel Sessile Drop Software for Quantitative Estimation of Slag Foaming in Carbon/Slag Interactions
NASA Astrophysics Data System (ADS)
Khanna, Rita; Rahman, Mahfuzur; Leow, Richard; Sahajwalla, Veena
2007-08-01
Novel video-processing software has been developed for the sessile drop technique for a rapid and quantitative estimation of slag foaming. The data processing was carried out in two stages: the first stage involved the initial transformation of digital video/audio signals into a format compatible with computing software, and the second stage involved the computation of slag droplet volume and area of contact in a chosen video frame. Experimental results are presented on slag foaming from synthetic graphite/slag system at 1550 °C. This technique can be used for determining the extent and stability of foam as a function of time.
Real time simulation using position sensing
NASA Technical Reports Server (NTRS)
Isbell, William B. (Inventor); Taylor, Jason A. (Inventor); Studor, George F. (Inventor); Womack, Robert W. (Inventor); Hilferty, Michael F. (Inventor); Bacon, Bruce R. (Inventor)
2000-01-01
An interactive exercise system including exercise equipment having a resistance system, a speed sensor, a controller that varies the resistance setting of the exercise equipment, and a playback device for playing pre-recorded video and audio. The controller, operating in conjunction with speed information from the speed sensor and terrain information from media table files, dynamically varies the resistance setting of the exercise equipment in order to simulate varying degrees of difficulty while the playback device concurrently plays back the video and audio to create the simulation that the user is exercising in a natural setting such as a real-world exercise course.
34 CFR 464.3 - What kinds of activities may be assisted?
Code of Federal Regulations, 2012 CFR
2012-07-01
... literacy instructors in reading instruction and in— (i) Selecting and making the most effective use of... instruction; (B) Video tapes; (C) Interactive systems; and (D) Data link systems; or (ii) Assessing learning style, screening for learning disabilities, and providing individualized remedial reading instruction...
34 CFR 464.3 - What kinds of activities may be assisted?
Code of Federal Regulations, 2014 CFR
2014-07-01
... literacy instructors in reading instruction and in— (i) Selecting and making the most effective use of... instruction; (B) Video tapes; (C) Interactive systems; and (D) Data link systems; or (ii) Assessing learning style, screening for learning disabilities, and providing individualized remedial reading instruction...
34 CFR 464.3 - What kinds of activities may be assisted?
Code of Federal Regulations, 2011 CFR
2011-07-01
... literacy instructors in reading instruction and in— (i) Selecting and making the most effective use of... instruction; (B) Video tapes; (C) Interactive systems; and (D) Data link systems; or (ii) Assessing learning style, screening for learning disabilities, and providing individualized remedial reading instruction...
34 CFR 464.3 - What kinds of activities may be assisted?
Code of Federal Regulations, 2013 CFR
2013-07-01
... literacy instructors in reading instruction and in— (i) Selecting and making the most effective use of... instruction; (B) Video tapes; (C) Interactive systems; and (D) Data link systems; or (ii) Assessing learning style, screening for learning disabilities, and providing individualized remedial reading instruction...
Interactive Video and Informal Learning Environments.
ERIC Educational Resources Information Center
Morrissey, Kristine A.
The Michigan State University Museum used an interactive videodisc (IVD) as an introduction to a special exhibit, "Birds in Trouble in Michigan." The hardware components included a videodisc player, a microcomputer, a video monitor, and a mouse. Software included a HyperCard program and the videodisc "Audubon Society's VideoGuide to…
Review of Interactive Video--Romanian Project Proposal
ERIC Educational Resources Information Center
Onita, Mihai; Petan, Sorin; Vasiu, Radu
2016-01-01
In the recent years, the globalization and massification of video education offer involved more and more eLearning scenarios within universities. This article refers to interactive video and proposes an overview of it. We analyze the background information, regarding the eLearning campus used in virtual universities around the world, the MOOC…
Multimodal Transcription of Video: Examining Interaction in Early Years Classrooms
ERIC Educational Resources Information Center
Cowan, Kate
2014-01-01
Video is an increasingly popular data collection tool for those undertaking social research, offering a temporal, sequential, fine-grained record which is durable, malleable and sharable. These characteristics make video a valuable resource for researching Early Years classrooms, particularly with regard to the study of children's interaction in…
A Multi-Cultural Interaction through Video Conferencing in Primary Schools
ERIC Educational Resources Information Center
Duygu Eristi, Suzan
2012-01-01
This study investigated Turkish and Canadian primary school students' ways of expressing their perception of cultural understanding through video conferencing and that of cultural interaction through video conferencing. The qualitative research data were collected in the form of interviews. The results obtained were analyzed and interpreted based…
Collective Behaviour in Video Viewing: A Thermodynamic Analysis of Gaze Position.
Burleson-Lesser, Kate; Morone, Flaviano; DeGuzman, Paul; Parra, Lucas C; Makse, Hernán A
2017-01-01
Videos and commercials produced for large audiences can elicit mixed opinions. We wondered whether this diversity is also reflected in the way individuals watch the videos. To answer this question, we presented 65 commercials with high production value to 25 individuals while recording their eye movements, and asked them to provide preference ratings for each video. We find that gaze positions for the most popular videos are highly correlated. To explain the correlations of eye movements, we model them as "interactions" between individuals. A thermodynamic analysis of these interactions shows that they approach a "critical" point such that any stronger interaction would put all viewers into lock-step and any weaker interaction would fully randomise patterns. At this critical point, groups with similar collective behaviour in viewing patterns emerge while maintaining diversity between groups. Our results suggest that popularity of videos is already evident in the way we look at them, and that we maintain diversity in viewing behaviour even as distinct patterns of groups emerge. Our results can be used to predict popularity of videos and commercials at the population level from the collective behaviour of the eye movements of a few viewers.
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…
NASA Astrophysics Data System (ADS)
Chen, Zhenzhong; Han, Junwei; Ngan, King Ngi
2005-10-01
MPEG-4 treats a scene as a composition of several objects or so-called video object planes (VOPs) that are separately encoded and decoded. Such a flexible video coding framework makes it possible to code different video object with different distortion scale. It is necessary to analyze the priority of the video objects according to its semantic importance, intrinsic properties and psycho-visual characteristics such that the bit budget can be distributed properly to video objects to improve the perceptual quality of the compressed video. This paper aims to provide an automatic video object priority definition method based on object-level visual attention model and further propose an optimization framework for video object bit allocation. One significant contribution of this work is that the human visual system characteristics are incorporated into the video coding optimization process. Another advantage is that the priority of the video object can be obtained automatically instead of fixing weighting factors before encoding or relying on the user interactivity. To evaluate the performance of the proposed approach, we compare it with traditional verification model bit allocation and the optimal multiple video object bit allocation algorithms. Comparing with traditional bit allocation algorithms, the objective quality of the object with higher priority is significantly improved under this framework. These results demonstrate the usefulness of this unsupervised subjective quality lifting framework.
ERIC Educational Resources Information Center
Barker, Bruce O.; Bannon, James
This paper describes the Hawaii Interactive Television System (HITS) program and provides an evaluation of the first year of broadcasts for the advanced placement (AP) calculus course. HITS allows two-way video-audio interaction among origination sites, but the configuration used by the Department of Education for its Teleschool program is the…
Knowledge Interaction Design for Creative Knowledge Work
NASA Astrophysics Data System (ADS)
Nakakoji, Kumiyo; Yamamoto, Yasuhiro
This paper describes our approach for the development of application systems for creative knowledge work, particularly for early stages of information design tasks. Being a cognitive tool serving as a means of externalization, an application system affects how the user is engaged in the creative process through its visual interaction design. Knowledge interaction design described in this paper is a framework where a set of application systems for different information design domains are developed based on an interaction model, which is designed for a particular model of a thinking process. We have developed two sets of application systems using the knowledge interaction design framework: one includes systems for linear information design, such as writing, movie-editing, and video-analysis; the other includes systems for network information design, such as file-system navigation and hypertext authoring. Our experience shows that the resulting systems encourage users to follow a certain cognitive path through graceful user experience.
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.
OceanVideoLab: A Tool for Exploring Underwater Video
NASA Astrophysics Data System (ADS)
Ferrini, V. L.; Morton, J. J.; Wiener, C.
2016-02-01
Video imagery acquired with underwater vehicles is an essential tool for characterizing seafloor ecosystems and seafloor geology. It is a fundamental component of ocean exploration that facilitates real-time operations, augments multidisciplinary scientific research, and holds tremendous potential for public outreach and engagement. Acquiring, documenting, managing, preserving and providing access to large volumes of video acquired with underwater vehicles presents a variety of data stewardship challenges to the oceanographic community. As a result, only a fraction of underwater video content collected with research submersibles is documented, discoverable and/or viewable online. With more than 1 billion users, YouTube offers infrastructure that can be leveraged to help address some of the challenges associated with sharing underwater video with a broad global audience. Anyone can post content to YouTube, and some oceanographic organizations, such as the Schmidt Ocean Institute, have begun live-streaming video directly from underwater vehicles. OceanVideoLab (oceanvideolab.org) was developed to help improve access to underwater video through simple annotation, browse functionality, and integration with related environmental data. Any underwater video that is publicly accessible on YouTube can be registered with OceanVideoLab by simply providing a URL. It is strongly recommended that a navigational file also be supplied to enable geo-referencing of observations. Once a video is registered, it can be viewed and annotated using a simple user interface that integrates observations with vehicle navigation data if provided. This interface includes an interactive map and a list of previous annotations that allows users to jump to times of specific observations in the video. Future enhancements to OceanVideoLab will include the deployment of a search interface, the development of an application program interface (API) that will drive the search and enable querying of content by other systems/tools, the integration of related environmental data from complementary data systems (e.g. temperature, bathymetry), and the expansion of infrastructure to enable broad crowdsourcing of annotations.
Effectiveness of Artistic Interaction through Video Conferencing
ERIC Educational Resources Information Center
Eristi, Suzan Duygu
2011-01-01
This study investigated Turkish and Canadian primary school students' ways of expressing their perception of interactive art education through video conferencing and that of cultural interaction through pictorial representations. The qualitative research data were collected in the form of pictures and interviews on interactive art education along…
Recognition of Indian Sign Language in Live Video
NASA Astrophysics Data System (ADS)
Singha, Joyeeta; Das, Karen
2013-05-01
Sign Language Recognition has emerged as one of the important area of research in Computer Vision. The difficulty faced by the researchers is that the instances of signs vary with both motion and appearance. Thus, in this paper a novel approach for recognizing various alphabets of Indian Sign Language is proposed where continuous video sequences of the signs have been considered. The proposed system comprises of three stages: Preprocessing stage, Feature Extraction and Classification. Preprocessing stage includes skin filtering, histogram matching. Eigen values and Eigen Vectors were considered for feature extraction stage and finally Eigen value weighted Euclidean distance is used to recognize the sign. It deals with bare hands, thus allowing the user to interact with the system in natural way. We have considered 24 different alphabets in the video sequences and attained a success rate of 96.25%.
What Makes a Message Stick? The Role of Content and Context in Social Media Epidemics
2013-09-23
First, we propose visual memes , or frequently re-posted short video segments, for detecting and monitoring latent video interactions at scale. Content...interactions (such as quoting, or remixing, parts of a video). Visual memes are extracted by scalable detection algorithms that we develop, with...high accuracy. We further augment visual memes with text, via a statistical model of latent topics. We model content interactions on YouTube with
Cognitive behaviour therapy via interactive video.
Manchanda, M; McLaren, P
1998-01-01
Interactive video has been identified as a potential delivery medium for psychotherapy. Interactive video may restrict the range of both verbal and non-verbal communication and consequently impede the development of a therapeutic relationship, thus influencing the process and outcome of therapy. A single case study explored the feasibility of the provision of congnitive behaviour therapy using interactive video with a client diagnosed as having mixed anxiety and depressive disorder. A range of outcome measures were included together with an independent psychiatric assessment prior to, and on completion of, therapy. Different levels of outcome were also examined: clinical, social, user views and administration. Outcome measures indicated a reduction in psychopathology and some modification of dysfunctional attitudes, with no apparent impairment of the working alliance.
Inferring consistent functional interaction patterns from natural stimulus FMRI data
Sun, Jiehuan; Hu, Xintao; Huang, Xiu; Liu, Yang; Li, Kaiming; Li, Xiang; Han, Junwei; Guo, Lei
2014-01-01
There has been increasing interest in how the human brain responds to natural stimulus such as video watching in the neuroimaging field. Along this direction, this paper presents our effort in inferring consistent and reproducible functional interaction patterns under natural stimulus of video watching among known functional brain regions identified by task-based fMRI. Then, we applied and compared four statistical approaches, including Bayesian network modeling with searching algorithms: greedy equivalence search (GES), Peter and Clark (PC) analysis, independent multiple greedy equivalence search (IMaGES), and the commonly used Granger causality analysis (GCA), to infer consistent and reproducible functional interaction patterns among these brain regions. It is interesting that a number of reliable and consistent functional interaction patterns were identified by the GES, PC and IMaGES algorithms in different participating subjects when they watched multiple video shots of the same semantic category. These interaction patterns are meaningful given current neuroscience knowledge and are reasonably reproducible across different brains and video shots. In particular, these consistent functional interaction patterns are supported by structural connections derived from diffusion tensor imaging (DTI) data, suggesting the structural underpinnings of consistent functional interactions. Our work demonstrates that specific consistent patterns of functional interactions among relevant brain regions might reflect the brain's fundamental mechanisms of online processing and comprehension of video messages. PMID:22440644
ERIC Educational Resources Information Center
Desmarais, Norman
1991-01-01
Reviews current developments in multimedia computing for both the business and consumer markets, including interactive multimedia players; compact disc-interactive (CD-I), including levels of audio quality, various video specifications and visual effects, and software; digital video interactive (DVI); and multimedia personal computers. (LRW)
Analyzing Verbal and Nonverbal Classroom Communications.
ERIC Educational Resources Information Center
Heger, Herbert K.
The Miniaturized Interaction Analysis System (Mini-TIA) was developed to permit improved analysis of classroom communication in conjunction with video taping. Each of seven verbal event categories is subdivided into two categories according to the nature of the nonverbal events paralleling them. Integrated into the system are (1) defined verbal…
Interactive Television: The Influence of User Control and Interactive Structure.
ERIC Educational Resources Information Center
Gagnon, Diana; And Others
A series of studies underway at the Audience Research Facility at MIT (the Massachusetts Institute of Technology) are examining the influence of interactive video on learning and entertainment television viewing. The first study compared the learning of spatial content from interactive (user controlled video games) versus observational…
Multimedia And Internetworking Architecture Infrastructure On Interactive E-Learning System
NASA Astrophysics Data System (ADS)
Indah, K. A. T.; Sukarata, G.
2018-01-01
Interactive e-learning is a distance learning method that involves information technology, electronic system or computer as one means of learning system used for teaching and learning process that is implemented without having face to face directly between teacher and student. A strong dependence on emerging technologies greatly influences the way in which the architecture is designed to produce a powerful interactive e-learning network. In this paper analyzed an architecture model where learning can be done interactively, involving many participants (N-way synchronized distance learning) using video conferencing technology. Also used broadband internet network as well as multicast techniques as a troubleshooting method for bandwidth usage can be efficient.
Levels of Interaction and Proximity: Content Analysis of Video-Based Classroom Cases
ERIC Educational Resources Information Center
Kale, Ugur
2008-01-01
This study employed content analysis techniques to examine video-based cases of two websites that exemplify learner-centered pedagogies for pre-service teachers to carry out in their teaching practices. The study focused on interaction types and physical proximity levels between students and teachers observed in the videos. The findings regarding…
The Impact of Infant-Directed Videos on Parent-Child Interaction
ERIC Educational Resources Information Center
Pempek, Tiffany A.; Demers, Lindsay B.; Hanson, Katherine G.; Kirkorian, Heather L.; Anderson, Daniel R.
2011-01-01
This study assessed whether infant-directed videos designed to promote parent-child interactions actually support such engagement. Parents watched videos from the "Baby Einstein" or the "Sesame Beginnings" series for 2 weeks at home with their 12- or 18-month-old infants. "Baby Einstein" encourages parents to label objects and actions; "Sesame…
ERIC Educational Resources Information Center
Hansen, Christine H.; Hansen, Ranald D.
1988-01-01
Studies the capacity of sex role stereotyped portrayals of men and women found in popular rock music videos to alter viewers' impressions of a man and a woman who subsequently were seen interacting. Concludes that the videos perpetuate traditional sex role stereotypes. (FMW)
Prepare-Participate-Connect: Active Learning with Video Annotation
ERIC Educational Resources Information Center
Colasante, Meg; Douglas, Kathy
2016-01-01
Annotation of video provides students with the opportunity to view and engage with audiovisual content in an interactive and participatory way rather than in passive-receptive mode. This article discusses research into the use of video annotation in four vocational programs at RMIT University in Melbourne, which allowed students to interact with…
Kushniruk, Andre W; Borycki, Elizabeth M
2015-01-01
Usability has been identified as a key issue in health informatics. Worldwide numerous projects have been carried out in an attempt to increase and optimize health system usability. Usability testing, involving observing end users interacting with systems, has been widely applied and numerous publications have appeared describing such studies. However, to date, fewer works have been published describing methodological approaches to analyzing the rich data stream that results from usability testing. This includes analysis of video, audio and screen recordings. In this paper we describe our work in the development and application of a coding scheme for analyzing the usability of health information systems. The phases involved in such analyses are described.
ERIC Educational Resources Information Center
Giannakos, Michail N.; Chorianopoulos, Konstantinos; Chrisochoides, Nikos
2015-01-01
Online video lectures have been considered an instructional media for various pedagogic approaches, such as the flipped classroom and open online courses. In comparison to other instructional media, online video affords the opportunity for recording student clickstream patterns within a video lecture. Video analytics within lecture videos may…
Rosen, Jules; Mulsant, Benoit H; Marino, Patricia; Groening, Christopher; Young, Robert C; Fox, Debra
2008-10-30
Despite the importance of establishing shared scoring conventions and assessing interrater reliability in clinical trials in psychiatry, these elements are often overlooked. Obstacles to rater training and reliability testing include logistic difficulties in providing live training sessions, or mailing videotapes of patients to multiple sites and collecting the data for analysis. To address some of these obstacles, a web-based interactive video system was developed. It uses actors of diverse ages, gender and race to train raters how to score the Hamilton Depression Rating Scale and to assess interrater reliability. This system was tested with a group of experienced and novice raters within a single site. It was subsequently used to train raters of a federally funded multi-center clinical trial on scoring conventions and to test their interrater reliability. The advantages and limitations of using interactive video technology to improve the quality of clinical trials are discussed.
Microprocessor-Controlled Laser Balancing System
NASA Technical Reports Server (NTRS)
Demuth, R. S.
1985-01-01
Material removed by laser action as part tested for balance. Directed by microprocessor, laser fires appropriate amount of pulses in correct locations to remove necessary amount of material. Operator and microprocessor software interact through video screen and keypad; no programing skills or unprompted system-control decisions required. System provides complete and accurate balancing in single load-and-spinup cycle.
An integrated framework for detecting suspicious behaviors in video surveillance
NASA Astrophysics Data System (ADS)
Zin, Thi Thi; Tin, Pyke; Hama, Hiromitsu; Toriu, Takashi
2014-03-01
In this paper, we propose an integrated framework for detecting suspicious behaviors in video surveillance systems which are established in public places such as railway stations, airports, shopping malls and etc. Especially, people loitering in suspicion, unattended objects left behind and exchanging suspicious objects between persons are common security concerns in airports and other transit scenarios. These involve understanding scene/event, analyzing human movements, recognizing controllable objects, and observing the effect of the human movement on those objects. In the proposed framework, multiple background modeling technique, high level motion feature extraction method and embedded Markov chain models are integrated for detecting suspicious behaviors in real time video surveillance systems. Specifically, the proposed framework employs probability based multiple backgrounds modeling technique to detect moving objects. Then the velocity and distance measures are computed as the high level motion features of the interests. By using an integration of the computed features and the first passage time probabilities of the embedded Markov chain, the suspicious behaviors in video surveillance are analyzed for detecting loitering persons, objects left behind and human interactions such as fighting. The proposed framework has been tested by using standard public datasets and our own video surveillance scenarios.
Romero, Veronica; Amaral, Joseph; Fitzpatrick, Paula; Schmidt, R C; Duncan, Amie W; Richardson, Michael J
2017-04-01
Functionally stable and robust interpersonal motor coordination has been found to play an integral role in the effectiveness of social interactions. However, the motion-tracking equipment required to record and objectively measure the dynamic limb and body movements during social interaction has been very costly, cumbersome, and impractical within a non-clinical or non-laboratory setting. Here we examined whether three low-cost motion-tracking options (Microsoft Kinect skeletal tracking of either one limb or whole body and a video-based pixel change method) can be employed to investigate social motor coordination. Of particular interest was the degree to which these low-cost methods of motion tracking could be used to capture and index the coordination dynamics that occurred between a child and an experimenter for three simple social motor coordination tasks in comparison to a more expensive, laboratory-grade motion-tracking system (i.e., a Polhemus Latus system). Overall, the results demonstrated that these low-cost systems cannot substitute the Polhemus system in some tasks. However, the lower-cost Microsoft Kinect skeletal tracking and video pixel change methods were successfully able to index differences in social motor coordination in tasks that involved larger-scale, naturalistic whole body movements, which can be cumbersome and expensive to record with a Polhemus. However, we found the Kinect to be particularly vulnerable to occlusion and the pixel change method to movements that cross the video frame midline. Therefore, particular care needs to be taken in choosing the motion-tracking system that is best suited for the particular research.
NASA Astrophysics Data System (ADS)
Pimentel, Maria Da Graça C.; Cattelan, Renan G.; Melo, Erick L.; Freitas, Giliard B.; Teixeira, Cesar A.
In earlier work we proposed the Watch-and-Comment (WaC) paradigm as the seamless capture of multimodal comments made by one or more users while watching a video, resulting in the automatic generation of multimedia documents specifying annotated interactive videos. The aim is to allow services to be offered by applying document engineering techniques to the multimedia document generated automatically. The WaC paradigm was demonstrated with a WaCTool prototype application which supports multimodal annotation over video frames and segments, producing a corresponding interactive video. In this chapter, we extend the WaC paradigm to consider contexts in which several viewers may use their own mobile devices while watching and commenting on an interactive-TV program. We first review our previous work. Next, we discuss scenarios in which mobile users can collaborate via the WaC paradigm. We then present a new prototype application which allows users to employ their mobile devices to collaboratively annotate points of interest in video and interactive-TV programs. We also detail the current software infrastructure which supports our new prototype; the infrastructure extends the Ginga middleware for the Brazilian Digital TV with an implementation of the UPnP protocol - the aim is to provide the seamless integration of the users' mobile devices into the TV environment. As a result, the work reported in this chapter defines the WaC paradigm for the mobile-user as an approach to allow the collaborative annotation of the points of interest in video and interactive-TV programs.
Video streaming into the mainstream.
Garrison, W
2001-12-01
Changes in Internet technology are making possible the delivery of a richer mixture of media through data streaming. High-quality, dynamic content, such as video and audio, can be incorporated into Websites simply, flexibly and interactively. Technologies such as G3 mobile communication, ADSL, cable and satellites enable new ways of delivering medical services, information and learning. Systems such as Quicktime, Windows Media and Real Video provide reliable data streams as video-on-demand and users can tailor the experience to their own interests. The Learning Development Centre at the University of Portsmouth have used streaming technologies together with e-learning tools such as dynamic HTML, Flash, 3D objects and online assessment successfully to deliver on-line course content in economics and earth science. The Lifesign project--to develop, catalogue and stream health sciences media for teaching--is described and future medical applications are discussed.
Increased ISR operator capability utilizing a centralized 360° full motion video display
NASA Astrophysics Data System (ADS)
Andryc, K.; Chamberlain, J.; Eagleson, T.; Gottschalk, G.; Kowal, B.; Kuzdeba, P.; LaValley, D.; Myers, E.; Quinn, S.; Rose, M.; Rusiecki, B.
2012-06-01
In many situations, the difference between success and failure comes down to taking the right actions quickly. While the myriad of electronic sensors available today can provide data quickly, it may overload the operator; where only a contextualized centralized display of information and intuitive human interface can help to support the quick and effective decisions needed. If these decisions are to result in quick actions, then the operator must be able to understand all of the data of his environment. In this paper we present a novel approach in contextualizing multi-sensor data onto a full motion video real-time 360 degree imaging display. The system described could function as a primary display system for command and control in security, military and observation posts. It has the ability to process and enable interactive control of multiple other sensor systems. It enhances the value of these other sensors by overlaying their information on a panorama of the surroundings. Also, it can be used to interface to other systems including: auxiliary electro-optical systems, aerial video, contact management, Hostile Fire Indicators (HFI), and Remote Weapon Stations (RWS).
Copyright for Interactive Systems: Stratagems for Tourism and Cultural Heritage Promotion
NASA Astrophysics Data System (ADS)
Cipolla-Ficarra, Francisco V.; Cipolla-Ficarra, Miguel; Ficarra, Valeria M.
We present a series of strategies followed from the interactive design for the realization of a hypermedia system aimed at promoting in an original, simple and universal way the cultural and tourism heritage of a wide rural area in two Italian regions: Emilia Romagna and Lombardy. Besides, the main stratagems followed are disclosed to overcome the existing hurdles when it comes to copyright for the free diffusion of the tourism view of the area, such as can be photography or video, for instance. Finally, we present the first vademecum to be considered before making on-line and off-line interactive systems in Italy.
The Use of Video Games by Kindergartners in a Family Child Care Setting
ERIC Educational Resources Information Center
Bacigalupa, Chiara
2005-01-01
In this interpretive study of children's social interactions in a family child care setting, children were seen to spend a significant portion of their time playing, watching others play, and distracted by video games. When children were focused on video games, their interactions with one another were disjointed, rushed, and ineffective. Because…
Student Interactions with Online Videos in a Large Hybrid Mechanics of Materials Course
ERIC Educational Resources Information Center
Ahn, Benjamin; Bir, Devayan D.
2018-01-01
The hybrid course format has gained popularity in the engineering education community over the past few years. Although studies have examined student outcomes and attitudes toward hybrid courses, a limited number of studies have examined how students interact with online videos in hybrid courses. This study examined the video-viewing behaviors of…
An unsupervised method for summarizing egocentric sport videos
NASA Astrophysics Data System (ADS)
Habibi Aghdam, Hamed; Jahani Heravi, Elnaz; Puig, Domenec
2015-12-01
People are getting more interested to record their sport activities using head-worn or hand-held cameras. This type of videos which is called egocentric sport videos has different motion and appearance patterns compared with life-logging videos. While a life-logging video can be defined in terms of well-defined human-object interactions, notwithstanding, it is not trivial to describe egocentric sport videos using well-defined activities. For this reason, summarizing egocentric sport videos based on human-object interaction might fail to produce meaningful results. In this paper, we propose an unsupervised method for summarizing egocentric videos by identifying the key-frames of the video. Our method utilizes both appearance and motion information and it automatically finds the number of the key-frames. Our blind user study on the new dataset collected from YouTube shows that in 93:5% cases, the users choose the proposed method as their first video summary choice. In addition, our method is within the top 2 choices of the users in 99% of studies.
Let's get technical! Gaming and technology for weight control and health promotion in children.
Baranowski, Tom; Frankel, Leslie
2012-02-01
Most children, including lower socioeconomic status and ethnic minority children, play video games, use computers, and have cell phones, and growing numbers have smart phones and electronic tablets. They are comfortable with, even prefer, electronic media. Many expect to be entertained and have a low tolerance for didactic methods. Thus, health promotion with children needs to incorporate more interactive media. Interactive media for weight control and health promotion among children can be broadly classified into web-based educational/therapeutic programs, tailored motivational messaging systems, data monitoring and feedback systems, active video games, and diverse forms of interactive multimedia experiences involving games. This article describes the primary characteristics of these different technological methods; presents the strengths and weaknesses of each in meeting the needs of children of different ages; emphasizes that we are in the earliest stages of knowing how best to design these systems, including selecting the optimal requisite behavioral change theories; and identifies high-priority research issues. Gaming and technology offer many exciting, innovative opportunities for engaging children and promoting diet and physical activity changes that can contribute to obesity prevention and weight loss maintenance. Research needs to clarify optimal procedures for effectively promoting change with each change procedure.
ERIC Educational Resources Information Center
He, Aiguo
2009-01-01
A real-time interactive distance lecture is a joint work that should be accomplished by the effort of the lecturer and his students in remote sites. It is important for the lecturer to get understanding information from the students which cannot be efficiently collected by only using video/audio channels between the lecturer and the students. This…
Automatic acquisition of motion trajectories: tracking hockey players
NASA Astrophysics Data System (ADS)
Okuma, Kenji; Little, James J.; Lowe, David
2003-12-01
Computer systems that have the capability of analyzing complex and dynamic scenes play an essential role in video annotation. Scenes can be complex in such a way that there are many cluttered objects with different colors, shapes and sizes, and can be dynamic with multiple interacting moving objects and a constantly changing background. In reality, there are many scenes that are complex, dynamic, and challenging enough for computers to describe. These scenes include games of sports, air traffic, car traffic, street intersections, and cloud transformations. Our research is about the challenge of inventing a descriptive computer system that analyzes scenes of hockey games where multiple moving players interact with each other on a constantly moving background due to camera motions. Ultimately, such a computer system should be able to acquire reliable data by extracting the players" motion as their trajectories, querying them by analyzing the descriptive information of data, and predict the motions of some hockey players based on the result of the query. Among these three major aspects of the system, we primarily focus on visual information of the scenes, that is, how to automatically acquire motion trajectories of hockey players from video. More accurately, we automatically analyze the hockey scenes by estimating parameters (i.e., pan, tilt, and zoom) of the broadcast cameras, tracking hockey players in those scenes, and constructing a visual description of the data by displaying trajectories of those players. Many technical problems in vision such as fast and unpredictable players' motions and rapid camera motions make our challenge worth tackling. To the best of our knowledge, there have not been any automatic video annotation systems for hockey developed in the past. Although there are many obstacles to overcome, our efforts and accomplishments would hopefully establish the infrastructure of the automatic hockey annotation system and become a milestone for research in automatic video annotation in this domain.
NASA Astrophysics Data System (ADS)
Davies, Bob; Lienhart, Rainer W.; Yeo, Boon-Lock
1999-08-01
The metaphor of film and TV permeates the design of software to support video on the PC. Simply transplanting the non- interactive, sequential experience of film to the PC fails to exploit the virtues of the new context. Video ont eh PC should be interactive and non-sequential. This paper experiments with a variety of tools for using video on the PC that exploits the new content of the PC. Some feature are more successful than others. Applications that use these tools are explored, including primarily the home video archive but also streaming video servers on the Internet. The ability to browse, edit, abstract and index large volumes of video content such as home video and corporate video is a problem without appropriate solution in today's market. The current tools available are complex, unfriendly video editors, requiring hours of work to prepare a short home video, far more work that a typical home user can be expected to provide. Our proposed solution treats video like a text document, providing functionality similar to a text editor. Users can browse, interact, edit and compose one or more video sequences with the same ease and convenience as handling text documents. With this level of text-like composition, we call what is normally a sequential medium a 'video document'. An important component of the proposed solution is shot detection, the ability to detect when a short started or stopped. When combined with a spreadsheet of key frames, the host become a grid of pictures that can be manipulated and viewed in the same way that a spreadsheet can be edited. Multiple video documents may be viewed, joined, manipulated, and seamlessly played back. Abstracts of unedited video content can be produce automatically to create novel video content for export to other venues. Edited and raw video content can be published to the net or burned to a CD-ROM with a self-installing viewer for Windows 98 and Windows NT 4.0.
New space sensor and mesoscale data analysis
NASA Technical Reports Server (NTRS)
Hickey, John S.
1987-01-01
The developed Earth Science and Application Division (ESAD) system/software provides the research scientist with the following capabilities: an extensive data base management capibility to convert various experiment data types into a standard format; and interactive analysis and display package (AVE80); an interactive imaging/color graphics capability utilizing the Apple III and IBM PC workstations integrated into the ESAD computer system; and local and remote smart-terminal capability which provides color video, graphics, and Laserjet output. Recommendations for updating and enhancing the performance of the ESAD computer system are listed.
Choice of Interactive Dance and Bicycle Games in Overweight and Nonoverweight Youth
Epstein, Leonard H.; Beecher, Meghan D.; Graf, Jennifer L.; Roemmich, James N.
2008-01-01
Background: Interactive video games are a popular alternative to physical activity in youth. One advancement in computer games are interactive games that use physical activity as a game playing controller, combining exercise and entertainment, or exertainment. Purpose: This study tested the reinforcing value and activity levels of interactive dance and bicycle race games in 18 overweight and 17 nonoverweight 8- to 12-year-old youth. Methods: Reinforcing value was studied using a behavioral choice paradigm that provided children the opportunity to respond on progressive ratio schedules of reinforcement for a choice of either playing the video dance or bicycle game using a handheld video game controller or one of three options: dancing or bicycling alone, dancing or bicycling while watching a video, or playing the interactive dance or bicycle game. Reinforcing value was defined in relationship to the amount of responding children engaged in for either choice. Results: Results showed the interactive dance game was more reinforcing than dancing alone or dancing while watching the video (p = .003), but there was no difference across bicycling conditions. Nonoverweight youth were more active when given the opportunity to play the interactive dance game than overweight children (p = .05). Conclusions: These results suggest that children may be motivated to be active when given the opportunity to play an interactive dance game. PMID:17447864
Virtual Integrated Planning and Execution Resource System (VIPERS): The High Ground of 2025
1996-04-01
earth to one meter will allow modeling of 21 enemy actions, to a degree only dreamed of before.8 For example, before starting an air campaign, an...that is facilitated by the system. Interaction may take the form of the written word, voice, video conferencing, or mental telepathy . Control speaks
"Economists Who Think like Ecologists": Reframing Systems Thinking in Games for Learning
ERIC Educational Resources Information Center
DeVane, Ben; Durga, Shree; Squire, Kurt
2010-01-01
Over the past several years, educators have been exploring the potential of immersive interactive simulations, or video games for education, finding that games can support the development of disciplinary knowledge, systemic thinking, the production of complex multimodal digital artifacts, and participation in affinity spaces or sites of collective…
Using Web-Conferencing with Primarily Interactive Television Courses.
ERIC Educational Resources Information Center
Collins, Mauri P.; Berge, Zane L.
Over the past seven years, Northern Arizona University (NAU) has implemented NAUnet, a professional-broadcast-quality, two-way audio, two-way video instructional television (IITV) system. The IITV system provides a face-to-face environment where students and faculty can see and hear each other and engage in discussion. Recently, several courses…
Computer Graphics in Research: Some State -of-the-Art Systems
ERIC Educational Resources Information Center
Reddy, R.; And Others
1975-01-01
A description is given of the structure and functional characteristics of three types of interactive computer graphic systems, developed by the Department of Computer Science at Carnegie-Mellon; a high-speed programmable display capable of displaying 50,000 short vectors, flicker free; a shaded-color video display for the display of gray-scale…
A Hypermedia System To Aid in Preservice Teacher Education: Instructional Design and Evaluation.
ERIC Educational Resources Information Center
Lambdin, Diana V.; And Others
This research investigated how use of an interactive videodisk information system, the Strategic Teaching Framework (STF), helped preservice teachers expand their visions of teaching, learning, and assessment in mathematics, and helped develop their skills in translating that vision into action in the classroom. STF consisted of videos of…
ERIC Educational Resources Information Center
Locatis, Craig; And Others
1990-01-01
Discusses methods for incorporating video into hypermedia programs. Knowledge representation in hypermedia is explained; video production techniques are discussed; comparisons between linear video, interactive video, and hypervideo are presented; appropriate conditions for hypervideo use are examined; and a need for new media research is…
Person detection, tracking and following using stereo camera
NASA Astrophysics Data System (ADS)
Wang, Xiaofeng; Zhang, Lilian; Wang, Duo; Hu, Xiaoping
2018-04-01
Person detection, tracking and following is a key enabling technology for mobile robots in many human-robot interaction applications. In this article, we present a system which is composed of visual human detection, video tracking and following. The detection is based on YOLO(You only look once), which applies a single convolution neural network(CNN) to the full image, thus can predict bounding boxes and class probabilities directly in one evaluation. Then the bounding box provides initial person position in image to initialize and train the KCF(Kernelized Correlation Filter), which is a video tracker based on discriminative classifier. At last, by using a stereo 3D sparse reconstruction algorithm, not only the position of the person in the scene is determined, but also it can elegantly solve the problem of scale ambiguity in the video tracker. Extensive experiments are conducted to demonstrate the effectiveness and robustness of our human detection and tracking system.
Helping Video Games Rewire "Our Minds"
NASA Technical Reports Server (NTRS)
Pope, Alan T.; Palsson, Olafur S.
2001-01-01
Biofeedback-modulated video games are games that respond to physiological signals as well as mouse, joystick or game controller input; they embody the concept of improving physiological functioning by rewarding specific healthy body signals with success at playing a video game. The NASA patented biofeedback-modulated game method blends biofeedback into popular off-the- shelf video games in such a way that the games do not lose their entertainment value. This method uses physiological signals (e.g., electroencephalogram frequency band ratio) not simply to drive a biofeedback display directly, or periodically modify a task as in other systems, but to continuously modulate parameters (e.g., game character speed and mobility) of a game task in real time while the game task is being performed by other means (e.g., a game controller). Biofeedback-modulated video games represent a new generation of computer and video game environments that train valuable mental skills beyond eye-hand coordination. These psychophysiological training technologies are poised to exploit the revolution in interactive multimedia home entertainment for the personal improvement, not just the diversion, of the user.
Real Time Eye Tracking and Hand Tracking Using Regular Video Cameras for Human Computer Interaction
2011-01-01
Paperwork Reduction Project (0704-0188) Washington, DC 20503. PLEASE DO NOT RETURN YOUR FORM TO THE ABOVE ADDRESS. 1. REPORT DATE (DD-MM-YYYY) January...understand us. More specifically, the computer should be able to infer what we wish to see, do , and interact with through our movements, gestures, and...in depth freedom. Our system differs from the majority of other systems in that we do not use infrared, stereo-cameras, specially-constructed
ERIC Educational Resources Information Center
Lillie, Richard E.; Liu, Xiang; Kang, Gerui
2011-01-01
Eyejot, a free video email service, makes it possible to create, send, and receive video messages over the Internet. By adding the warmth of face-to-face interaction to the traditional email message, Eyejot creates a more interactive form of communication that engages today's techsavvy students. This paper shares our experience using Eyejot to…
Developing, Using, and Interacting in the Flipped Learning Movement: Gaps among Subject Areas
ERIC Educational Resources Information Center
Chen, Hsin-liang; Summers, Kevin L.
2015-01-01
The purpose of this paper is to investigate the current video collection of an open-access video website (TED-Ed). The research questions focus on its content as evidence of development, its viewership as evidence of use, and flipping as evidence of interaction in informal learning. In late September 2013, 686 video lessons were posted on the…
Interactive Video: What the Research Says.
ERIC Educational Resources Information Center
Copeland, Peter
1988-01-01
Discussion of research that evaluates the effectiveness of interactive video used for training in the United States and in the United Kingdom highlights a program developed for the Ford Motor Company. Topics discussed include content-treatment interaction; learning strategies; intermode differences; research criteria; pretest and posttest results;…
Aguiar, Paulo; Mendonça, Luís; Galhardo, Vasco
2007-10-15
Operant animal behavioral tests require the interaction of the subject with sensors and actuators distributed in the experimental environment of the arena. In order to provide user independent reliable results and versatile control of these devices it is vital to use an automated control system. Commercial systems for control of animal mazes are usually based in software implementations that restrict their application to the proprietary hardware of the vendor. In this paper we present OpenControl: an opensource Visual Basic software that permits a Windows-based computer to function as a system to run fully automated behavioral experiments. OpenControl integrates video-tracking of the animal, definition of zones from the video signal for real-time assignment of animal position in the maze, control of the maze actuators from either hardware sensors or from the online video tracking, and recording of experimental data. Bidirectional communication with the maze hardware is achieved through the parallel-port interface, without the need for expensive AD-DA cards, while video tracking is attained using an inexpensive Firewire digital camera. OpenControl Visual Basic code is structurally general and versatile allowing it to be easily modified or extended to fulfill specific experimental protocols and custom hardware configurations. The Visual Basic environment was chosen in order to allow experimenters to easily adapt the code and expand it at their own needs.
Video Game Rehabilitation of Velopharyngeal Dysfunction: A Case Series.
Cler, Gabriel J; Mittelman, Talia; Braden, Maia N; Woodnorth, Geralyn Harvey; Stepp, Cara E
2017-06-22
Video games provide a promising platform for rehabilitation of speech disorders. Although video games have been used to train speech perception in foreign language learners and have been proposed for aural rehabilitation, their use in speech therapy has been limited thus far. We present feasibility results from at-home use in a case series of children with velopharyngeal dysfunction (VPD) using an interactive video game that provided real-time biofeedback to facilitate appropriate nasalization. Five participants were recruited across a range of ages, VPD severities, and VPD etiologies. Participants completed multiple weeks of individual game play with a video game that provides feedback on nasalization measured via nasal accelerometry. Nasalization was assessed before and after training by using nasometry, aerodynamic measures, and expert perceptual judgments. Four participants used the game at home or school, with the remaining participant unwilling to have the nasal accelerometer secured to his nasal skin, perhaps due to his young age. The remaining participants showed a tendency toward decreased nasalization after training, particularly for the words explicitly trained in the video game. Results suggest that video game-based systems may provide a useful rehabilitation platform for providing real-time feedback of speech nasalization in VPD. https://doi.org/10.23641/asha.5116828.
Healthy Habits for TV, Video Games, and the Internet
... Search English Español Healthy Habits for TV, Video Games, and the Internet KidsHealth / For Parents / Healthy Habits ... they see on screens. Video and Interactive Computer Games Look at the ratings. Video games do have ...
Interactive Video: A Cross Curriculum Computer Project.
ERIC Educational Resources Information Center
Grimm, Floyd M., III; And Others
Responding to the rapid development and often prohibitive costs of new classroom instruction technology, a group of interested faculty at Harford Community College (HCC), in Maryland, formed three Interactive Video (IV) Teams to explore the possibilities of using existing computer hardware and software at the college for interactive video…
Giuliani, Manuel; Mirnig, Nicole; Stollnberger, Gerald; Stadler, Susanne; Buchner, Roland; Tscheligi, Manfred
2015-01-01
Human-robot interactions are often affected by error situations that are caused by either the robot or the human. Therefore, robots would profit from the ability to recognize when error situations occur. We investigated the verbal and non-verbal social signals that humans show when error situations occur in human-robot interaction experiments. For that, we analyzed 201 videos of five human-robot interaction user studies with varying tasks from four independent projects. The analysis shows that there are two types of error situations: social norm violations and technical failures. Social norm violations are situations in which the robot does not adhere to the underlying social script of the interaction. Technical failures are caused by technical shortcomings of the robot. The results of the video analysis show that the study participants use many head movements and very few gestures, but they often smile, when in an error situation with the robot. Another result is that the participants sometimes stop moving at the beginning of error situations. We also found that the participants talked more in the case of social norm violations and less during technical failures. Finally, the participants use fewer non-verbal social signals (for example smiling, nodding, and head shaking), when they are interacting with the robot alone and no experimenter or other human is present. The results suggest that participants do not see the robot as a social interaction partner with comparable communication skills. Our findings have implications for builders and evaluators of human-robot interaction systems. The builders need to consider including modules for recognition and classification of head movements to the robot input channels. The evaluators need to make sure that the presence of an experimenter does not skew the results of their user studies.
Giuliani, Manuel; Mirnig, Nicole; Stollnberger, Gerald; Stadler, Susanne; Buchner, Roland; Tscheligi, Manfred
2015-01-01
Human–robot interactions are often affected by error situations that are caused by either the robot or the human. Therefore, robots would profit from the ability to recognize when error situations occur. We investigated the verbal and non-verbal social signals that humans show when error situations occur in human–robot interaction experiments. For that, we analyzed 201 videos of five human–robot interaction user studies with varying tasks from four independent projects. The analysis shows that there are two types of error situations: social norm violations and technical failures. Social norm violations are situations in which the robot does not adhere to the underlying social script of the interaction. Technical failures are caused by technical shortcomings of the robot. The results of the video analysis show that the study participants use many head movements and very few gestures, but they often smile, when in an error situation with the robot. Another result is that the participants sometimes stop moving at the beginning of error situations. We also found that the participants talked more in the case of social norm violations and less during technical failures. Finally, the participants use fewer non-verbal social signals (for example smiling, nodding, and head shaking), when they are interacting with the robot alone and no experimenter or other human is present. The results suggest that participants do not see the robot as a social interaction partner with comparable communication skills. Our findings have implications for builders and evaluators of human–robot interaction systems. The builders need to consider including modules for recognition and classification of head movements to the robot input channels. The evaluators need to make sure that the presence of an experimenter does not skew the results of their user studies. PMID:26217266
Human visual system-based smoking event detection
NASA Astrophysics Data System (ADS)
Odetallah, Amjad D.; Agaian, Sos S.
2012-06-01
Human action (e.g. smoking, eating, and phoning) analysis is an important task in various application domains like video surveillance, video retrieval, human-computer interaction systems, and so on. Smoke detection is a crucial task in many video surveillance applications and could have a great impact to raise the level of safety of urban areas, public parks, airplanes, hospitals, schools and others. The detection task is challenging since there is no prior knowledge about the object's shape, texture and color. In addition, its visual features will change under different lighting and weather conditions. This paper presents a new scheme of a system for detecting human smoking events, or small smoke, in a sequence of images. In developed system, motion detection and background subtraction are combined with motion-region-saving, skin-based image segmentation, and smoke-based image segmentation to capture potential smoke regions which are further analyzed to decide on the occurrence of smoking events. Experimental results show the effectiveness of the proposed approach. As well, the developed method is capable of detecting the small smoking events of uncertain actions with various cigarette sizes, colors, and shapes.
Integrated multisensor perimeter detection systems
NASA Astrophysics Data System (ADS)
Kent, P. J.; Fretwell, P.; Barrett, D. J.; Faulkner, D. A.
2007-10-01
The report describes the results of a multi-year programme of research aimed at the development of an integrated multi-sensor perimeter detection system capable of being deployed at an operational site. The research was driven by end user requirements in protective security, particularly in threat detection and assessment, where effective capability was either not available or prohibitively expensive. Novel video analytics have been designed to provide robust detection of pedestrians in clutter while new radar detection and tracking algorithms provide wide area day/night surveillance. A modular integrated architecture based on commercially available components has been developed. A graphical user interface allows intuitive interaction and visualisation with the sensors. The fusion of video, radar and other sensor data provides the basis of a threat detection capability for real life conditions. The system was designed to be modular and extendable in order to accommodate future and legacy surveillance sensors. The current sensor mix includes stereoscopic video cameras, mmWave ground movement radar, CCTV and a commercially available perimeter detection cable. The paper outlines the development of the system and describes the lessons learnt after deployment in a pilot trial.
Interactive Video Gaming compared to Health Education in Older Adults with MCI: A Feasibility Study
Hughes, Tiffany F.; Flatt, Jason D.; Fu, Bo; Butters, Meryl A.; Chang, Chung-Chou H.; Ganguli, Mary
2014-01-01
Objective We evaluated the feasibility of a trial of Wii interactive video gaming, and its potential efficacy at improving cognitive functioning compared to health education, in a community sample of older adults with neuropsychologically defined mild cognitive impairment (MCI). Methods Twenty older adults were equally randomized to either group-based interactive video gaming or health education for 90 minutes each week for 24 weeks. Although the primary outcomes were related to study feasibility, we also explored the effect of the intervention on neuropsychological performance and other secondary outcomes. Results All 20 participants completed the intervention, and 18 attended at least 80% of the sessions. The majority (80%) of participants were “very much” satisfied with the intervention. Bowling was enjoyed by the most participants, and was also the rated highest among the games for mental, social and physical stimulation. We observed medium effect sizes for cognitive and physical functioning in favor of the interactive video gaming condition, but these effects were not statistically significant in this small sample. Conclusion Interactive video gaming is feasible for older adults with MCI and medium effects sizes in favor of the Wii group warrant a larger efficacy trial. PMID:24452845
2012-01-01
Background Physical exercise has the potential to affect cognitive function, but most evidence to date focuses on cognitive effects of fitness training. Cognitive exercise also may influence cognitive function, but many cognitive training paradigms have failed to provide carry-over to daily cognitive function. Video games provide a broader, more contextual approach to cognitive training that may induce cognitive gains and have carry over to daily function. Most video games do not involve physical exercise, but some novel forms of interactive video games combine physical activity and cognitive challenge. Methods/Design This paper describes a randomized clinical trial in 168 postmenopausal sedentary overweight women that compares an interactive video dance game with brisk walking and delayed entry controls. The primary endpoint is adherence to activity at six months. Additional endpoints include aspects of physical and mental health. We focus this report primarily on the rationale and plans for assessment of multiple cognitive functions. Discussion This randomized clinical trial may provide new information about the cognitive effects of interactive videodance. It is also the first trial to examine physical and cognitive effects in older women. Interactive video games may offer novel strategies to promote physical activity and health across the life span. The study is IRB approved and the number is: PRO08080012 ClinicalTrials.gov Identifier: NCT01443455 PMID:22672287
Video feedback for families of hearing impaired children.
Santos, Ingrid Rafaella Dantas Dos; Brazorotto, Joseli Soares
2018-03-05
In order to improve speech-language development in children with hearing impairment, in addition to speech-language therapy, the family should be the modifying agent for a satisfactory therapeutic response. Studies that analyze the effectiveness of speech-language pathology (SLP) intervention programs through video feedback are important, given the positive effects of this tool on the modification of behaviors with families of children with disabilities. Therefore, it is believed that video feedback interventions contribute improve the communicative interactions between the families and children assisted by auditory rehabilitation services. The objectives of this study were to investigate the interaction between families and children with hearing loss and analyze the self-esteem and satisfaction of families before and after the intervention program. This is a non-randomized, clinical trial with case report in two groups: Experimental (n=5) and Control (n=5). The intervention was supported by family-child interaction videos and adapted instruments. Pre- and post-intervention protocols were applied. In the EG, improvement was observed in the interaction between the families and children with hearing loss and in the self-esteem of participants. The EG showed satisfaction with the intervention. We conclude that the SLP intervention program based on video feedback has positive effects on the family/child interaction and on parent self-esteem. Further studies with stricter methodological controls should be conducted to prove the efficacy of video feedback intervention for families of children with hearing loss.
ERIC Educational Resources Information Center
Tyndale, Eric; Ramsoomair, Franklin
2016-01-01
Video gaming has become a multi-billion dollar industry that continues to capture the hearts, minds and pocketbooks of millions of gamers who span all ages. Narrative and interactive games form part of this market. The popularity of tablet computers and the technological advances of video games have led to a renaissance in the genre for both youth…
ERIC Educational Resources Information Center
Mizell, Al P.; And Others
Distance learning involves students and faculty engaged in interactive instructional settings when they are at different locations. Compressed video is the live transmission of two-way auditory and visual signals at the same time between sites at different locations. The use of compressed video has expanded in recent years, ranging from use by the…
Virtual displays for 360-degree video
NASA Astrophysics Data System (ADS)
Gilbert, Stephen; Boonsuk, Wutthigrai; Kelly, Jonathan W.
2012-03-01
In this paper we describe a novel approach for comparing users' spatial cognition when using different depictions of 360- degree video on a traditional 2D display. By using virtual cameras within a game engine and texture mapping of these camera feeds to an arbitrary shape, we were able to offer users a 360-degree interface composed of four 90-degree views, two 180-degree views, or one 360-degree view of the same interactive environment. An example experiment is described using these interfaces. This technique for creating alternative displays of wide-angle video facilitates the exploration of how compressed or fish-eye distortions affect spatial perception of the environment and can benefit the creation of interfaces for surveillance and remote system teleoperation.
Approaches to Interactive Video Anchors in Problem-based Science Learning
NASA Astrophysics Data System (ADS)
Kumar, David Devraj
2010-02-01
This paper is an invited adaptation of the IEEE Education Society Distinguished Lecture Approaches to Interactive Video Anchors in Problem-Based Science Learning. Interactive video anchors have a cognitive theory base, and they help to enlarge the context of learning with information-rich real-world situations. Carefully selected movie clips and custom-developed regular videos and virtual simulations have been successfully used as anchors in problem-based science learning. Examples discussed include a range of situations such as Indiana Jones tackling a trap, a teenager misrepresenting lead for gold, an agriculture inspection at the US border, counterintuitive events, analyzing a river ecosystem for pollution, and finding the cause of illness in a nineteenth century river city. Suggestions for teachers are provided.
Flat-panel detector, CCD cameras, and electron-beam-tube-based video for use in portal imaging
NASA Astrophysics Data System (ADS)
Roehrig, Hans; Tang, Chuankun; Cheng, Chee-Way; Dallas, William J.
1998-07-01
This paper provides a comparison of some imaging parameters of four portal imaging systems at 6 MV: a flat panel detector, two CCD cameras and an electron beam tube based video camera. Measurements were made of signal and noise and consequently of signal-to-noise per pixel as a function of the exposure. All systems have a linear response with respect to exposure, and with the exception of the electron beam tube based video camera, the noise is proportional to the square-root of the exposure, indicating photon-noise limitation. The flat-panel detector has a signal-to-noise ratio, which is higher than that observed with both CCD-Cameras or with the electron beam tube based video camera. This is expected because most portal imaging systems using optical coupling with a lens exhibit severe quantum-sinks. The measurements of signal-and noise were complemented by images of a Las Vegas-type aluminum contrast detail phantom, located at the ISO-Center. These images were generated at an exposure of 1 MU. The flat-panel detector permits detection of Aluminum holes of 1.2 mm diameter and 1.6 mm depth, indicating the best signal-to-noise ratio. The CCD-cameras rank second and third in signal-to- noise ratio, permitting detection of Aluminum-holes of 1.2 mm diameter and 2.2 mm depth (CCD_1) and of 1.2 mm diameter and 3.2 mm depth (CCD_2) respectively, while the electron beam tube based video camera permits detection of only a hole of 1.2 mm diameter and 4.6 mm depth. Rank Order Filtering was applied to the raw images from the CCD-based systems in order to remove the direct hits. These are camera responses to scattered x-ray photons which interact directly with the CCD of the CCD-Camera and generate 'Salt and Pepper type noise,' which interferes severely with attempts to determine accurate estimates of the image noise. The paper also presents data on the metal-phosphor's photon gain (the number of light-photons per interacting x-ray photon).
ERIC Educational Resources Information Center
Abbott, George L.; And Others
1987-01-01
This special feature focuses on recent developments in optical disk technology. Nine articles discuss current trends, large scale image processing, data structures for optical disks, the use of computer simulators to create optical disks, videodisk use in training, interactive audio video systems, impacts on federal information policy, and…
YouTube as a source of information on mouth (oral) cancer.
Hassona, Y; Taimeh, D; Marahleh, A; Scully, C
2016-04-01
We examined the content of YouTube(™) videos on mouth (oral) cancer and evaluated their usefulness in promoting early detection of oral cancer. A systematic search of YouTube(™) for videos containing information on mouth cancer was conducted using the keywords 'mouth cancer' and 'oral cancer'. Demographics of videos, including type, source, length, and viewers' interaction, were evaluated, and three researchers independently assessed the videos for usefulness in promoting early detection of oral cancer. A total of 188 YouTube(™) videos (152 patient-oriented educational videos and 36 testimonial videos) were analyzed. The overall usefulness score ranged from 0 to 10 (mean = 3.56 ± 2.44). The most useful videos ranked late on the viewing list, and there was no significant correlation between video usefulness and viewing rate, viewers' interaction, and video length. Videos uploaded by individual users were less useful compared with videos uploaded by professional organizations or by healthcare professionals. Healthcare professionals, academic institutions, and professional organizations have a responsibility for improving the content of YouTube(™) about mouth cancer by uploading useful videos, and directing patients to reliable information sources. © 2015 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.
Asan, Onur; Montague, Enid
2014-01-01
The purpose of this paper is to describe the use of video-based observation research methods in primary care environment and highlight important methodological considerations and provide practical guidance for primary care and human factors researchers conducting video studies to understand patient-clinician interaction in primary care settings. We reviewed studies in the literature which used video methods in health care research, and we also used our own experience based on the video studies we conducted in primary care settings. This paper highlighted the benefits of using video techniques, such as multi-channel recording and video coding, and compared "unmanned" video recording with the traditional observation method in primary care research. We proposed a list that can be followed step by step to conduct an effective video study in a primary care setting for a given problem. This paper also described obstacles, researchers should anticipate when using video recording methods in future studies. With the new technological improvements, video-based observation research is becoming a promising method in primary care and HFE research. Video recording has been under-utilised as a data collection tool because of confidentiality and privacy issues. However, it has many benefits as opposed to traditional observations, and recent studies using video recording methods have introduced new research areas and approaches.
Geometric database maintenance using CCTV cameras and overlay graphics
NASA Astrophysics Data System (ADS)
Oxenberg, Sheldon C.; Landell, B. Patrick; Kan, Edwin
1988-01-01
An interactive graphics system using closed circuit television (CCTV) cameras for remote verification and maintenance of a geometric world model database has been demonstrated in GE's telerobotics testbed. The database provides geometric models and locations of objects viewed by CCTV cameras and manipulated by telerobots. To update the database, an operator uses the interactive graphics system to superimpose a wireframe line drawing of an object with known dimensions on a live video scene containing that object. The methodology used is multipoint positioning to easily superimpose a wireframe graphic on the CCTV image of an object in the work scene. An enhanced version of GE's interactive graphics system will provide the object designation function for the operator control station of the Jet Propulsion Laboratory's telerobot demonstration system.
Tseng, Wei-Che; Hsieh, Ru-Lan
2013-06-01
The effects of active video game play on healthy individuals remain uncertain. A person's functional health status constitutes a dynamic interaction between components identified in the International Classification of Functioning, Disability, and Health (ICF). The aim of this study was to investigate the short-term effects of active video game play on community adults using the ICF. Sixty community adults with an average age of 59.3 years and without physical disabilities were recruited. Over 2 weeks, each adult participated in six sessions of active video game play lasting 20 minutes each. Participants were assessed before and after the intervention. Variables were collected using sources related to the ICF components, including the Hospital Anxiety and Depression Scale, Multidimensional Fatigue Inventory, Biodex Stability System, chair- rising time, Frenchay Activity Index, Rivermead Mobility Index, Chronic Pain Grade Questionnaire, Work Ability Index, and World Health Organization Quality of Life-Brief Version. Compared to baseline data, significantly reduced risk of a fall measured by Biodex Stability System and improvements in disability scores measured by the Chronic Pain Grade Questionnaire were noted. There was no significant change in the other variables measured. Short-term, active video game play reduces fall risks and ameliorates disabilities in community adults.
Interactive Video: Why Trainers Are Tuning In.
ERIC Educational Resources Information Center
Broderick, Richard
1982-01-01
The uses of interactive video are explored through various case studies. They include cardiopulmonary resuscitation training for the Dallas American Heart Association, Ford Motor Company dealership training, employee training at the Los Angeles Plutonium Facility, and others. (CT)
ERIC Educational Resources Information Center
Senchina, David S.
2011-01-01
Student researchers in physiology courses often interact with human subjects in classroom research but may be unfamiliar with the professional ethics of experimenter-subject interactions. This communication describes experiences related to an interactive video used in exercise science and general biology courses to help students become aware of,…
The Effects of Interactive Video on Cognitive Achievement and Attitude toward Learning.
ERIC Educational Resources Information Center
Soled, Suzanne Wegener; And Others
The purpose of this experimental study was to determine the effects of interactive video versus traditional lecture on cognitive learning and affective behaviors of undergraduate nursing students. It was hypothesized that there would be no significant differences in the cognitive achievement scores of students taught by an interactive videodisk…
Videodisc/Microcomputer Technology in Wildland Fire Behavior Training
M. J. Jenkins; K.Y. Matsumoto-Grah
1987-01-01
Interactive video is a powerful medium, bringing together the emotional impact of video and film and the interactive capabilities of the computer. Interactive videodisc instruction can be used as a tutorial, for drill and practice and in simulations, as well as for information storage. Videodisc technology is being used in industrial, military and medical applications...
Deciding to defect: the effects of video-game violence on cooperative behavior.
Sheese, Brad E; Graziano, William G
2005-05-01
This experiment examined the effect of video-game violence on cooperative decision making. Participants (N= 48) were randomly assigned to play either a violent or a nonviolent version of the video game Doom in dyads. Following the video-game task, participants were separated and given an opportunity to choose to cooperate with their partner for mutual gain, withdraw from the interaction, or exploit their partner for their own benefit. Participants in the violent condition were significantly more likely to choose to exploit their partners than participants in the nonviolent condition. These findings suggest that playing violent video games may undermine prosocial motivation and promote exploitive behavior in social interactions.
Guillette, Lauren M; Healy, Susan D
2017-06-01
The transmission of information from an experienced demonstrator to a naïve observer often depends on characteristics of the demonstrator, such as familiarity, success or dominance status. Whether or not the demonstrator pays attention to and/or interacts with the observer may also affect social information acquisition or use by the observer. Here we used a video-demonstrator paradigm first to test whether video demonstrators have the same effect as using live demonstrators in zebra finches, and second, to test the importance of visual and vocal interactions between the demonstrator and observer on social information use by the observer. We found that female zebra finches copied novel food choices of male demonstrators they saw via live-streaming video while they did not consistently copy from the demonstrators when they were seen in playbacks of the same videos. Although naive observers copied in the absence of vocalizations by the demonstrator, as they copied from playback of videos with the sound off, females did not copy where there was a mis-match between the visual information provided by the video and vocal information from a live male that was out of sight. Taken together these results suggest that video demonstration is a useful methodology for testing social information transfer, at least in a foraging context, but more importantly, that social information use varies according to the vocal interactions, or lack thereof, between the observer and the demonstrator. Copyright © 2017 The Authors. Published by Elsevier B.V. All rights reserved.
Why Students Learn More From Dialogue-Than Monologue-Videos: Analyses of Peer Interactions
ERIC Educational Resources Information Center
Chi, Michelene T. H.; Kang, Seokmin; Yaghmourian, David L.
2017-01-01
In 2 separate studies, we found that college-age students learned more when they collaboratively watched tutorial dialogue-videos than lecture-style monologue-videos. In fact, they can learn as well as the tutees in the dialogue-videos. These results replicate similar findings in the literature showing the advantage of dialogue-videos even when…
The Video Interaction Guidance approach applied to teaching communication skills in dentistry.
Quinn, S; Herron, D; Menzies, R; Scott, L; Black, R; Zhou, Y; Waller, A; Humphris, G; Freeman, R
2016-05-01
To examine dentists' views of a novel video review technique to improve communication skills in complex clinical situations. Dentists (n = 3) participated in a video review known as Video Interaction Guidance to encourage more attuned interactions with their patients (n = 4). Part of this process is to identify where dentists and patients reacted positively and effectively. Each dentist was presented with short segments of video footage taken during an appointment with a patient with intellectual disabilities and communication difficulties. Having observed their interactions with patients, dentists were asked to reflect on their communication strategies with the assistance of a trained VIG specialist. Dentists reflected that their VIG session had been insightful and considered the review process as beneficial to communication skills training in dentistry. They believed that this technique could significantly improve the way dentists interact and communicate with patients. The VIG sessions increased their awareness of the communication strategies they use with their patients and were perceived as neither uncomfortable nor threatening. The VIG session was beneficial in this exploratory investigation because the dentists could identify when their interactions were most effective. Awareness of their non-verbal communication strategies and the need to adopt these behaviours frequently were identified as key benefits of this training approach. One dentist suggested that the video review method was supportive because it was undertaken by a behavioural scientist rather than a professional counterpart. Some evidence supports the VIG approach in this specialist area of communication skills and dental training. © 2015 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.
Smith, Justin D.; Dishion, Thomas J.; Moore, Kevin J.; Shaw, Daniel S.; Wilson, Melvin N.
2013-01-01
Objective We examined the effect of adding a video feedback intervention component to the assessment feedback session of the Family Check-Up intervention (FCU; Dishion & Stormshak, 2007). We hypothesized that the addition of video feedback procedures during the FCU feedback at child age 2 would have a positive effect on caregivers’ negative relational schemas of their child, which in turn would mediate reductions in observed coercive caregiver-child interactions assessed at age 5. Method We observed the caregiver-child interaction videotapes of 79 high-risk families with toddlers exhibiting clinically significant problem behaviors. A quasi-random sample of families were provided with direct feedback on their interactions during the feedback session of the FCU protocol. Results Path analysis indicated that reviewing and engaging in feedback about videotaped age-2 assessment predicted reduced caregivers’ negative relational schemas of the child at age 3, which acted as an intervening variable on the reduction of observed parent–child coercive interactions recorded at age 5. Video feedback predicted improved family functioning over and above level of engagement in the FCU in subsequent years, indicating the important incremental contribution of using video feedback procedures in early family-based preventive interventions for problem behaviors. Conclusions Supportive video feedback on coercive family dynamics is an important strategy for promoting caregiver motivation to reduce negative attributions toward the child, which fuel coercive interactions. Our study also contributes to the clinical and research literature concerning coercion theory and effective intervention strategies by identifying a potential mechanism of change. PMID:23534831
Computers for Interactive Learning.
ERIC Educational Resources Information Center
Grabowski, Barbara; Aggen, William
1984-01-01
Analyzes features of computer-based interactive video including sophisticated answer judging, diagnostic feedback, simulation, animation, audible tones, touch sensitive screen, function keys, and video enhancements, and matches these to the characteristics and pedagogical styles of learners. The learner characteristics discussed include internal…
Senchina, David S
2011-09-01
Student researchers in physiology courses often interact with human subjects in classroom research but may be unfamiliar with the professional ethics of experimenter-subject interactions. This communication describes experiences related to an interactive video used in exercise science and general biology courses to help students become aware of, sensitive to, and comfortable with implementing professional ethics into their own thinking and behavior as researchers before entering the laboratory. The activity consisted of a filmed exercise physiology experiment complemented with interactive question sheets followed by small- and large-group discussion and culminating with individual student reflections. Student written responses from multiple courses indicated that students were able to 1) identify and consider the ethics of experimenter-subject interactions from the movie, 2) generalize broader ideas of professional ethics from those observations, and 3) consider their observations in terms of future experiments they would be conducting personally and how they should interact with human subjects. A majority of students indicated a positive reaction to the video and identified specific aspects they appreciated. It is hoped that this report will encourage other instructors to consider the use of interactive videos in the teaching and learning of professional ethics related to their courses.
Digital Audio: A Sound Design Element.
ERIC Educational Resources Information Center
Barron, Ann; Varnadoe, Susan
1992-01-01
Discussion of incorporating audio into videodiscs for multimedia educational applications highlights a project developed for the Navy that used digital audio in an interactive video delivery system (IVDS) for training sonar operators. Storage constraints with videodiscs are explained, design requirements for the IVDS are described, and production…
New Styles, New Technologies, New Possibilities in Jazz.
ERIC Educational Resources Information Center
Kuzmich, John, Jr.
1989-01-01
Focuses on the growth of jazz-related ensembles and jazz education. Covers trends that parallel technological developments including electronic keyboards, Musical Instrument Digital Interface (MIDI) systems, the computer, computer assisted instruction, interactive video, and the compact disc. Urges teachers to update their knowledge and experience…
ERIC Educational Resources Information Center
Bell, John
1993-01-01
Introduces two articles which describe an interactive video conference between North and South America, the Caribbean, Europe, and Scandinavia as part of the International Council for Educational Media (ICEM) 1992 conference. (EAM)
An overview of the education and training component of RICIS
NASA Technical Reports Server (NTRS)
Freedman, Glenn B.
1987-01-01
Research in education and training according to RICIS (Research Institute for Computing and Information Systems) program focuses on means to disseminate knowledge, skills, and technological advances rapidly, accurately, and effectively. A range of areas for study include: artificial intelligence, hypermedia and full-text retrieval strategies, use of mass storage and retrieval options such as CD-ROM and laser disks, and interactive video and interactive media presentations.
Detecting abandoned objects using interacting multiple models
NASA Astrophysics Data System (ADS)
Becker, Stefan; Münch, David; Kieritz, Hilke; Hübner, Wolfgang; Arens, Michael
2015-10-01
In recent years, the wide use of video surveillance systems has caused an enormous increase in the amount of data that has to be stored, monitored, and processed. As a consequence, it is crucial to support human operators with automated surveillance applications. Towards this end an intelligent video analysis module for real-time alerting in case of abandoned objects in public spaces is proposed. The overall processing pipeline consists of two major parts. First, person motion is modeled using an Interacting Multiple Model (IMM) filter. The IMM filter estimates the state of a person according to a finite-state, discrete-time Markov chain. Second, the location of persons that stay at a fixed position defines a region of interest, in which a nonparametric background model with dynamic per-pixel state variables identifies abandoned objects. In case of a detected abandoned object, an alarm event is triggered. The effectiveness of the proposed system is evaluated on the PETS 2006 dataset and the i-Lids dataset, both reflecting prototypical surveillance scenarios.
Working at the microscope: analysis of the activities involved in diagnostic pathology.
Randell, Rebecca; Ruddle, Roy A; Quirke, Phil; Thomas, Rhys G; Treanor, Darren
2012-02-01
To study the current work practice of histopathologists to inform the design of digital microscopy systems. Four gastrointestinal histopathologists were video-recorded as they undertook their routine work. Analysis of the video data shows a range of activities beyond viewing slides involved in reporting a case. There is much overlapping of activities, supported by the 'eyes free' nature of the pathologists' interaction with the microscope. The order and timing of activities varies according to consultant. In order to support the work of pathologists adequately, digital microscopy systems need to provide support for a range of activities beyond viewing slides. Digital microscopy systems should support multitasking, while also providing flexibility so that pathologists can adapt their use of the technology to their own working patterns. © 2011 Blackwell Publishing Ltd.
Hong, Weizhe; Kennedy, Ann; Burgos-Artizzu, Xavier P; Zelikowsky, Moriel; Navonne, Santiago G; Perona, Pietro; Anderson, David J
2015-09-22
A lack of automated, quantitative, and accurate assessment of social behaviors in mammalian animal models has limited progress toward understanding mechanisms underlying social interactions and their disorders such as autism. Here we present a new integrated hardware and software system that combines video tracking, depth sensing, and machine learning for automatic detection and quantification of social behaviors involving close and dynamic interactions between two mice of different coat colors in their home cage. We designed a hardware setup that integrates traditional video cameras with a depth camera, developed computer vision tools to extract the body "pose" of individual animals in a social context, and used a supervised learning algorithm to classify several well-described social behaviors. We validated the robustness of the automated classifiers in various experimental settings and used them to examine how genetic background, such as that of Black and Tan Brachyury (BTBR) mice (a previously reported autism model), influences social behavior. Our integrated approach allows for rapid, automated measurement of social behaviors across diverse experimental designs and also affords the ability to develop new, objective behavioral metrics.
Hong, Weizhe; Kennedy, Ann; Burgos-Artizzu, Xavier P.; Zelikowsky, Moriel; Navonne, Santiago G.; Perona, Pietro; Anderson, David J.
2015-01-01
A lack of automated, quantitative, and accurate assessment of social behaviors in mammalian animal models has limited progress toward understanding mechanisms underlying social interactions and their disorders such as autism. Here we present a new integrated hardware and software system that combines video tracking, depth sensing, and machine learning for automatic detection and quantification of social behaviors involving close and dynamic interactions between two mice of different coat colors in their home cage. We designed a hardware setup that integrates traditional video cameras with a depth camera, developed computer vision tools to extract the body “pose” of individual animals in a social context, and used a supervised learning algorithm to classify several well-described social behaviors. We validated the robustness of the automated classifiers in various experimental settings and used them to examine how genetic background, such as that of Black and Tan Brachyury (BTBR) mice (a previously reported autism model), influences social behavior. Our integrated approach allows for rapid, automated measurement of social behaviors across diverse experimental designs and also affords the ability to develop new, objective behavioral metrics. PMID:26354123
A Video Game Platform for Exploring Satellite and In-Situ Data Streams
NASA Astrophysics Data System (ADS)
Cai, Y.
2014-12-01
Exploring spatiotemporal patterns of moving objects are essential to Earth Observation missions, such as tracking, modeling and predicting movement of clouds, dust, plumes and harmful algal blooms. Those missions involve high-volume, multi-source, and multi-modal imagery data analysis. Analytical models intend to reveal inner structure, dynamics, and relationship of things. However, they are not necessarily intuitive to humans. Conventional scientific visualization methods are intuitive but limited by manual operations, such as area marking, measurement and alignment of multi-source data, which are expensive and time-consuming. A new development of video analytics platform has been in progress, which integrates the video game engine with satellite and in-situ data streams. The system converts Earth Observation data into articulated objects that are mapped from a high-dimensional space to a 3D space. The object tracking and augmented reality algorithms highlight the objects' features in colors, shapes and trajectories, creating visual cues for observing dynamic patterns. The head and gesture tracker enable users to navigate the data space interactively. To validate our design, we have used NASA SeaWiFS satellite images of oceanographic remote sensing data and NOAA's in-situ cell count data. Our study demonstrates that the video game system can reduce the size and cost of traditional CAVE systems in two to three orders of magnitude. This system can also be used for satellite mission planning and public outreaching.
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…
Considering High-Tech Exhibits?
ERIC Educational Resources Information Center
Routman, Emily
1994-01-01
Discusses a variety of high-tech exhibit media used in The Living World, an educational facility operated by The Saint Louis Zoo. Considers the strengths and weaknesses of holograms, video, animatronics, video-equipped microscopes, and computer interactives. Computer interactives are treated with special attention. (LZ)
Plavnick, Joshua B; Dueñas, Ana D
2018-06-01
Four adolescents with autism spectrum disorder (ASD) were taught to interact with peers by asking social questions or commenting about others during game play or group activities. Participants were shown a video model and then given an opportunity to perform the social behavior depicted in the model when playing a game with one another. All participants demonstrated an increase in both social interaction skills, replicating previous research on video-based group instruction for adolescents with ASD. The results suggest the procedure may be useful for teaching social skills that occur under natural conditions.
Orfanos, Stavros; Akther, Syeda Ferhana; Abdul-Basit, Muhammad; McCabe, Rosemarie; Priebe, Stefan
2017-02-10
Research has shown that interactions in group therapies for people with schizophrenia are associated with a reduction in negative symptoms. However, it is unclear which specific interactions in groups are linked with these improvements. The aims of this exploratory study were to i) develop and test the reliability of using video-annotation software to measure interactions in group therapies in schizophrenia and ii) explore the relationship between interactions in group therapies for schizophrenia with clinically relevant changes in negative symptoms. Video-annotation software was used to annotate interactions from participants selected across nine video-recorded out-patient therapy groups (N = 81). Using the Individual Group Member Interpersonal Process Scale, interactions were coded from participants who demonstrated either a clinically significant improvement (N = 9) or no change (N = 8) in negative symptoms at the end of therapy. Interactions were measured from the first and last sessions of attendance (>25 h of therapy). Inter-rater reliability between two independent raters was measured. Binary logistic regression analysis was used to explore the association between the frequency of interactive behaviors and changes in negative symptoms, assessed using the Positive and Negative Syndrome Scale. Of the 1275 statements that were annotated using ELAN, 1191 (93%) had sufficient audio and visual quality to be coded using the Individual Group Member Interpersonal Process Scale. Rater-agreement was high across all interaction categories (>95% average agreement). A higher frequency of self-initiated statements measured in the first session was associated with improvements in negative symptoms. The frequency of questions and giving advice measured in the first session of attendance was associated with improvements in negative symptoms; although this was only a trend. Video-annotation software can be used to reliably identify interactive behaviors in groups for schizophrenia. The results suggest that proactive communicative gestures, as assessed by the video-analysis, predict outcomes. Future research should use this novel method in larger and clinically different samples to explore which aspects of therapy facilitate such proactive communication early on in therapy.
Hughes, Tiffany F; Flatt, Jason D; Fu, Bo; Butters, Meryl A; Chang, Chung-Chou H; Ganguli, Mary
2014-09-01
We evaluated the feasibility of a trial of Wii interactive video gaming, and its potential efficacy at improving cognitive functioning compared with health education, in a community sample of older adults with neuropsychologically defined mild cognitive impairment. Twenty older adults were equally randomized to either group-based interactive video gaming or health education for 90 min each week for 24 weeks. Although the primary outcomes were related to study feasibility, we also explored the effect of the intervention on neuropsychological performance and other secondary outcomes. All 20 participants completed the intervention, and 18 attended at least 80% of the sessions. The majority (80%) of participants were "very much" satisfied with the intervention. Bowling was enjoyed by the most participants and was also rated the highest among the games for mental, social, and physical stimulation. We observed medium effect sizes for cognitive and physical functioning in favor of the interactive video gaming condition, but these effects were not statistically significant in this small sample. Interactive video gaming is feasible for older adults with mild cognitive impairment, and medium effect sizes in favor of the Wii group warrant a larger efficacy trial. Copyright © 2014 John Wiley & Sons, Ltd.
Violent Interaction Detection in Video Based on Deep Learning
NASA Astrophysics Data System (ADS)
Zhou, Peipei; Ding, Qinghai; Luo, Haibo; Hou, Xinglin
2017-06-01
Violent interaction detection is of vital importance in some video surveillance scenarios like railway stations, prisons or psychiatric centres. Existing vision-based methods are mainly based on hand-crafted features such as statistic features between motion regions, leading to a poor adaptability to another dataset. En lightened by the development of convolutional networks on common activity recognition, we construct a FightNet to represent the complicated visual violence interaction. In this paper, a new input modality, image acceleration field is proposed to better extract the motion attributes. Firstly, each video is framed as RGB images. Secondly, optical flow field is computed using the consecutive frames and acceleration field is obtained according to the optical flow field. Thirdly, the FightNet is trained with three kinds of input modalities, i.e., RGB images for spatial networks, optical flow images and acceleration images for temporal networks. By fusing results from different inputs, we conclude whether a video tells a violent event or not. To provide researchers a common ground for comparison, we have collected a violent interaction dataset (VID), containing 2314 videos with 1077 fight ones and 1237 no-fight ones. By comparison with other algorithms, experimental results demonstrate that the proposed model for violent interaction detection shows higher accuracy and better robustness.
Use of Video Analysis System for Working Posture Evaluations
NASA Technical Reports Server (NTRS)
McKay, Timothy D.; Whitmore, Mihriban
1994-01-01
In a work environment, it is important to identify and quantify the relationship among work activities, working posture, and workplace design. Working posture may impact the physical comfort and well-being of individuals, as well as performance. The Posture Video Analysis Tool (PVAT) is an interactive menu and button driven software prototype written in Supercard (trademark). Human Factors analysts are provided with a predefined set of options typically associated with postural assessments and human performance issues. Once options have been selected, the program is used to evaluate working posture and dynamic tasks from video footage. PVAT has been used to evaluate postures from Orbiter missions, as well as from experimental testing of prototype glove box designs. PVAT can be used for video analysis in a number of industries, with little or no modification. It can contribute to various aspects of workplace design such as training, task allocations, procedural analyses, and hardware usability evaluations. The major advantage of the video analysis approach is the ability to gather data, non-intrusively, in restricted-access environments, such as emergency and operation rooms, contaminated areas, and control rooms. Video analysis also provides the opportunity to conduct preliminary evaluations of existing work areas.
Experimental design and analysis of JND test on coded image/video
NASA Astrophysics Data System (ADS)
Lin, Joe Yuchieh; Jin, Lina; Hu, Sudeng; Katsavounidis, Ioannis; Li, Zhi; Aaron, Anne; Kuo, C.-C. Jay
2015-09-01
The visual Just-Noticeable-Difference (JND) metric is characterized by the detectable minimum amount of two visual stimuli. Conducting the subjective JND test is a labor-intensive task. In this work, we present a novel interactive method in performing the visual JND test on compressed image/video. JND has been used to enhance perceptual visual quality in the context of image/video compression. Given a set of coding parameters, a JND test is designed to determine the distinguishable quality level against a reference image/video, which is called the anchor. The JND metric can be used to save coding bitrates by exploiting the special characteristics of the human visual system. The proposed JND test is conducted using a binary-forced choice, which is often adopted to discriminate the difference in perception in a psychophysical experiment. The assessors are asked to compare coded image/video pairs and determine whether they are of the same quality or not. A bisection procedure is designed to find the JND locations so as to reduce the required number of comparisons over a wide range of bitrates. We will demonstrate the efficiency of the proposed JND test, report experimental results on the image and video JND tests.
Video Game Rehabilitation of Velopharyngeal Dysfunction: A Case Series
Mittelman, Talia; Braden, Maia N.; Woodnorth, Geralyn Harvey; Stepp, Cara E.
2017-01-01
Purpose Video games provide a promising platform for rehabilitation of speech disorders. Although video games have been used to train speech perception in foreign language learners and have been proposed for aural rehabilitation, their use in speech therapy has been limited thus far. We present feasibility results from at-home use in a case series of children with velopharyngeal dysfunction (VPD) using an interactive video game that provided real-time biofeedback to facilitate appropriate nasalization. Method Five participants were recruited across a range of ages, VPD severities, and VPD etiologies. Participants completed multiple weeks of individual game play with a video game that provides feedback on nasalization measured via nasal accelerometry. Nasalization was assessed before and after training by using nasometry, aerodynamic measures, and expert perceptual judgments. Results Four participants used the game at home or school, with the remaining participant unwilling to have the nasal accelerometer secured to his nasal skin, perhaps due to his young age. The remaining participants showed a tendency toward decreased nasalization after training, particularly for the words explicitly trained in the video game. Conclusion Results suggest that video game–based systems may provide a useful rehabilitation platform for providing real-time feedback of speech nasalization in VPD. Supplemental Material https://doi.org/10.23641/asha.5116828 PMID:28655049
Experiences of Serveis de Cultura Popular in the Field of Co-Production and Exchange.
ERIC Educational Resources Information Center
Tuni, Lluis
1992-01-01
Describes efforts of Serveis de Cultura Popular, a nonprofit foundation in Barcelona (Spain), in the coproduction of educational videos. Highlights include contests that awarded prizes for completed videos, video scripts, or ideas for videos; coproduction with educational television; coproduction of an interactive videodisc; and international…
Construction of a VISUAL (VIdeo-SUpported Active Learning) Resource.
ERIC Educational Resources Information Center
Nicolson, Roderick I.; And Others
1994-01-01
Discussion of interactive video for educational purposes focuses on the development of a video-supported active learning (VISUAL) resource on voice disorders that used digitized video and an Apple Macintosh computer. User evaluations are reported, and potential applications for VISUAL resources are suggested. (Contains five references.) (LRW)
Code inspection instructional validation
NASA Technical Reports Server (NTRS)
Orr, Kay; Stancil, Shirley
1992-01-01
The Shuttle Data Systems Branch (SDSB) of the Flight Data Systems Division (FDSD) at Johnson Space Center contracted with Southwest Research Institute (SwRI) to validate the effectiveness of an interactive video course on the code inspection process. The purpose of this project was to determine if this course could be effective for teaching NASA analysts the process of code inspection. In addition, NASA was interested in the effectiveness of this unique type of instruction (Digital Video Interactive), for providing training on software processes. This study found the Carnegie Mellon course, 'A Cure for the Common Code', effective for teaching the process of code inspection. In addition, analysts prefer learning with this method of instruction, or this method in combination with other methods. As is, the course is definitely better than no course at all; however, findings indicate changes are needed. Following are conclusions of this study. (1) The course is instructionally effective. (2) The simulation has a positive effect on student's confidence in his ability to apply new knowledge. (3) Analysts like the course and prefer this method of training, or this method in combination with current methods of training in code inspection, over the way training is currently being conducted. (4) Analysts responded favorably to information presented through scenarios incorporating full motion video. (5) Some course content needs to be changed. (6) Some content needs to be added to the course. SwRI believes this study indicates interactive video instruction combined with simulation is effective for teaching software processes. Based on the conclusions of this study, SwRI has outlined seven options for NASA to consider. SwRI recommends the option which involves creation of new source code and data files, but uses much of the existing content and design from the current course. Although this option involves a significant software development effort, SwRI believes this option will produce the most effective results.
Attracting STEM talent: do STEM students prefer traditional or work/life-interaction labs?
DeFraine, William C; Williams, Wendy M; Ceci, Stephen J
2014-01-01
The demand for employees trained in science, technology, engineering, and mathematics (STEM) fields continues to increase, yet the number of Millennial students pursuing STEM is not keeping pace. We evaluated whether this shortfall is associated with Millennials' preference for flexibility and work/life-interaction in their careers-a preference that may be inconsistent with the traditional idea of a science career endorsed by many lab directors. Two contrasting approaches to running STEM labs and training students were explored, and we created a lab recruitment video depicting each. The work-focused video emphasized the traditional notions of a science lab, characterized by long work hours and a focus on individual achievement and conducting research above all else. In contrast, the work/life-interaction-focused video emphasized a more progressive view - lack of demarcation between work and non-work lives, flexible hours, and group achievement. In Study 1, 40 professors rated the videos, and the results confirmed that the two lab types reflected meaningful real-world differences in training approaches. In Study 2, we recruited 53 current and prospective graduate students in STEM fields who displayed high math-identification and a commitment to science careers. In a between-subjects design, they watched one of the two lab-recruitment videos, and then reported their anticipated sense of belonging to and desire to participate in the lab depicted in the video. Very large effects were observed on both primary measures: Participants who watched the work/life-interaction-focused video reported a greater sense of belonging to (d = 1.49) and desire to participate in (d = 1.33) the lab, relative to participants who watched the work-focused video. These results suggest Millennials possess a strong desire for work/life-interaction, which runs counter to the traditional lab-training model endorsed by many lab directors. We discuss implications of these findings for STEM recruitment.
Attracting STEM Talent: Do STEM Students Prefer Traditional or Work/Life-Interaction Labs?
DeFraine, William C.; Williams, Wendy M.; Ceci, Stephen J.
2014-01-01
The demand for employees trained in science, technology, engineering, and mathematics (STEM) fields continues to increase, yet the number of Millennial students pursuing STEM is not keeping pace. We evaluated whether this shortfall is associated with Millennials' preference for flexibility and work/life-interaction in their careers-a preference that may be inconsistent with the traditional idea of a science career endorsed by many lab directors. Two contrasting approaches to running STEM labs and training students were explored, and we created a lab recruitment video depicting each. The work-focused video emphasized the traditional notions of a science lab, characterized by long work hours and a focus on individual achievement and conducting research above all else. In contrast, the work/life-interaction-focused video emphasized a more progressive view – lack of demarcation between work and non-work lives, flexible hours, and group achievement. In Study 1, 40 professors rated the videos, and the results confirmed that the two lab types reflected meaningful real-world differences in training approaches. In Study 2, we recruited 53 current and prospective graduate students in STEM fields who displayed high math-identification and a commitment to science careers. In a between-subjects design, they watched one of the two lab-recruitment videos, and then reported their anticipated sense of belonging to and desire to participate in the lab depicted in the video. Very large effects were observed on both primary measures: Participants who watched the work/life-interaction-focused video reported a greater sense of belonging to (d = 1.49) and desire to participate in (d = 1.33) the lab, relative to participants who watched the work-focused video. These results suggest Millennials possess a strong desire for work/life-interaction, which runs counter to the traditional lab-training model endorsed by many lab directors. We discuss implications of these findings for STEM recruitment. PMID:24587044
Asan, Onur; Montague, Enid
2015-01-01
Objective The purpose of this paper is to describe the use of video-based observation research methods in primary care environment and highlight important methodological considerations and provide practical guidance for primary care and human factors researchers conducting video studies to understand patient-clinician interaction in primary care settings. Methods We reviewed studies in the literature which used video methods in health care research and, we also used our own experience based on the video studies we conducted in primary care settings. Results This paper highlighted the benefits of using video techniques such as multi-channel recording and video coding and compared “unmanned” video recording with the traditional observation method in primary care research. We proposed a list, which can be followed step by step to conduct an effective video study in a primary care setting for a given problem. This paper also described obstacles researchers should anticipate when using video recording methods in future studies. Conclusion With the new technological improvements, video-based observation research is becoming a promising method in primary care and HFE research. Video recording has been under-utilized as a data collection tool because of confidentiality and privacy issues. However, it has many benefits as opposed to traditional observations, and recent studies using video recording methods have introduced new research areas and approaches. PMID:25479346
Video-Based Eye Tracking to Detect the Attention Shift: A Computer Classroom Context-Aware System
ERIC Educational Resources Information Center
Kuo, Yung-Lung; Lee, Jiann-Shu; Hsieh, Min-Chai
2014-01-01
Eye and head movements evoked in response to obvious visual attention shifts. However, there has been little progress on the causes of absent-mindedness so far. The paper proposes an attention awareness system that captures the conditions regarding the interaction of eye gaze and head pose under various attentional switching in computer classroom.…
Seeing Change in Time: Video Games to Teach about Temporal Change in Scientific Phenomena
NASA Astrophysics Data System (ADS)
Corredor, Javier; Gaydos, Matthew; Squire, Kurt
2014-06-01
This article explores how learning biological concepts can be facilitated by playing a video game that depicts interactions and processes at the subcellular level. Particularly, this article reviews the effects of a real-time strategy game that requires players to control the behavior of a virus and interact with cell structures in a way that resembles the actual behavior of biological agents. The evaluation of the video game presented here aims at showing that video games have representational advantages that facilitate the construction of dynamic mental models. Ultimately, the article shows that when video game's characteristics come in contact with expert knowledge during game design, the game becomes an excellent medium for supporting the learning of disciplinary content related to dynamic processes. In particular, results show that students who participated in a game-based intervention aimed at teaching biology described a higher number of temporal-dependent interactions as measured by the coding of verbal protocols and drawings than students who used texts and diagrams to learn the same topic.
A heterogeneous system based on GPU and multi-core CPU for real-time fluid and rigid body simulation
NASA Astrophysics Data System (ADS)
da Silva Junior, José Ricardo; Gonzalez Clua, Esteban W.; Montenegro, Anselmo; Lage, Marcos; Dreux, Marcelo de Andrade; Joselli, Mark; Pagliosa, Paulo A.; Kuryla, Christine Lucille
2012-03-01
Computational fluid dynamics in simulation has become an important field not only for physics and engineering areas but also for simulation, computer graphics, virtual reality and even video game development. Many efficient models have been developed over the years, but when many contact interactions must be processed, most models present difficulties or cannot achieve real-time results when executed. The advent of parallel computing has enabled the development of many strategies for accelerating the simulations. Our work proposes a new system which uses some successful algorithms already proposed, as well as a data structure organisation based on a heterogeneous architecture using CPUs and GPUs, in order to process the simulation of the interaction of fluids and rigid bodies. This successfully results in a two-way interaction between them and their surrounding objects. As far as we know, this is the first work that presents a computational collaborative environment which makes use of two different paradigms of hardware architecture for this specific kind of problem. Since our method achieves real-time results, it is suitable for virtual reality, simulation and video game fluid simulation problems.
SOA approach to battle command: simulation interoperability
NASA Astrophysics Data System (ADS)
Mayott, Gregory; Self, Mid; Miller, Gordon J.; McDonnell, Joseph S.
2010-04-01
NVESD is developing a Sensor Data and Management Services (SDMS) Service Oriented Architecture (SOA) that provides an innovative approach to achieve seamless application functionality across simulation and battle command systems. In 2010, CERDEC will conduct a SDMS Battle Command demonstration that will highlight the SDMS SOA capability to couple simulation applications to existing Battle Command systems. The demonstration will leverage RDECOM MATREX simulation tools and TRADOC Maneuver Support Battle Laboratory Virtual Base Defense Operations Center facilities. The battle command systems are those specific to the operation of a base defense operations center in support of force protection missions. The SDMS SOA consists of four components that will be discussed. An Asset Management Service (AMS) will automatically discover the existence, state, and interface definition required to interact with a named asset (sensor or a sensor platform, a process such as level-1 fusion, or an interface to a sensor or other network endpoint). A Streaming Video Service (SVS) will automatically discover the existence, state, and interfaces required to interact with a named video stream, and abstract the consumers of the video stream from the originating device. A Task Manager Service (TMS) will be used to automatically discover the existence of a named mission task, and will interpret, translate and transmit a mission command for the blue force unit(s) described in a mission order. JC3IEDM data objects, and software development kit (SDK), will be utilized as the basic data object definition for implemented web services.
Educational Instruction via Interactive Video Network.
ERIC Educational Resources Information Center
Swan, Michael K.; Brehmer, Jeffery
Perceptions of secondary educators were examined regarding delivery of educational programs via interactive video networks (IVN). The population included all agricultural education instructors, principals, and superintendents employed in public secondary schools having an agricultural education program during the 1990-91 school year in a…
Basic Communication Course Annual. Volume 6.
ERIC Educational Resources Information Center
Newburger, Craig, Ed.
This volume of an annual collection presents 14 essays relating to instruction in the basic communication course. Essays in the collection are "Using Interactive Video Instruction to Enhance Public Speaking Instruction" (Michael W. Cronin and William R. Kennan); "Interactive Video Instruction for Teaching Organizational Techniques…
Electronics Worksite Training Project. Final Report.
ERIC Educational Resources Information Center
Hata, David M.; Morris, Richard D.
The Oregon Electronics Worksite Training Program created a system for delivering vocational education and training to individuals employed within the electronics and manufacturing industry in the Portland metropolitan area. The approach selected by Portland Community College was to use interactive video instructional materials in a self-study,…
Li, Angel Yee-Lam; Lo, Barbara Chuen-Yee; Cheng, Cecilia
2018-06-01
Studies have shown that children frequently experiencing poor parent-child interaction are prone to video gaming-related problems, but it is unclear which specific aspects of such an interaction play a predictive role in the problems. To extend previous research that relies primarily on the self-report method to assess parent-child interaction, we conducted a longitudinal, mixed-methods study. In a laboratory setting, three major aspects of interaction (i.e., affectivity, cohesiveness, and parental behavior) were observed in 241 parent-child dyads (Children: 43 percent female, age range = 8-15, M age = 12.09, SD age = 1.41; Parents: 78 percent female, age range = 27-63, M age = 44.44, SD age = 6.09). In addition, both parent and children participants completed questionnaires that measured children's symptoms of Internet gaming disorder (IGD) and exposure to violent video games at baseline (Time 1) and 12 months later (Time 2). The results revealed that at Time 1, positive affectivity and cohesiveness were inversely associated with child-report symptoms of IGD. Also, Time 1 coerciveness (i.e., control dimension of parental behavior) was positively associated with Time 1 child-report exposure to violent video games and Time 2 child-report symptoms of IGD, respectively. Apart from main effects, the results also showed that Time 1 negative affectivity moderated the protective effects of Time 1 positive affectivity on Time 1 parent-report and Time 2 child-report exposure to violent video games, respectively. Overall, this study identifies various key aspects of parent-child interaction that may serve as concurrent or temporal predictors of video gaming-related issues.
Hodes, M W; Meppelder, M; de Moor, M; Kef, S; Schuengel, C
2018-03-01
This study tested whether video-feedback intervention based on attachment and coercion theory increased harmonious parent-child interaction and sensitive discipline of parents with mild intellectual disabilities or borderline intellectual functioning. Observer ratings of video-recorded structured interaction tasks at home formed pretest, post-test, and 3-month follow-up outcome data in a randomized controlled trial with 85 families. Repeated measures analyses of variance and covariance were conducted to test for the intervention effect and possible moderation by IQ and adaptive functioning. The intervention effect on harmonious parent-child interaction was conditional on parental social adaptive behaviour at pretest, with lower adaptive functioning associated with stronger intervention benefit at post-test and follow-up compared to care as usual. Intervention effects were not conditional on parental IQ. Intervention effects for sensitive discipline were not found. Although the video-feedback intervention did not affect observed parenting for the average parent, it may benefit interaction between children and parents with lower parental adaptive functioning. © 2017 John Wiley & Sons Ltd.
ERIC Educational Resources Information Center
Marwick, H.; Doolin, O.; Allely, C. S.; McConnachie, A.; Johnson, P.; Puckering, C.; Golding, J.; Gillberg, C.; Wilson, P.
2013-01-01
To establish which social interactive behaviours predict later psychiatric diagnosis, we examined 180 videos of a parent-infant interaction when children were aged one year, from within the Avon Longitudinal Study of Parents and Children (ALSPAC) cohort. Sixty of the videos involved infants who were later diagnosed with a psychiatric disorder at…
ERIC Educational Resources Information Center
Green, Vanessa A.; Prior, Tessa; Smart, Emily; Boelema, Tanya; Drysdale, Heather; Harcourt, Susan; Roche, Laura; Waddington, Hannah
2017-01-01
The study described in this article sought to enhance the social interaction skills of 3 preschool children using video modeling. All children had been assessed as having difficulties in their interactions with peers. Two were above average on internalizing problems and the third was above average on externalizing problems. The study used a…
Hansebo, Görel; Kihlgren, Mona
2002-03-01
1. A phenomenological-hermeneutic approach was used to illuminate carers' video-recorded interactions in connection with supervision for individualized nursing care. 2. In order to disclose any changes in the carers' interactions with patients suffering from severe dementia the video recordings were conducted before, during and after the intervention. 3. The content of the videos was transcribed as a text, mainly verbal communication. Due to the rich data the videos and text were kept together as a whole in every step of the analysis. 4. After an initial naïve understanding, different subthemes emerged in the structural analyses: promoting competence, struggling for co-operation, deep communication for communion, showing respect for the unique person, skills in balancing power, distance in a negative point of view, and fragmentary nursing situations. 5. The overall theme was 'Carers' balancing in their interactions, verbal as well as non-verbal, to promote a sense of mutual togetherness with the patient'. 6. The supervision intervention contributed to an improvement in carers' skills in balancing in their interactions. In the caring process carers' and patients' shared experiences and, due to patients' disabilities, interactions depended mainly on carers' qualities and capabilities for this confirming nursing care.
Vögeli, Sabine; Wolf, Martin; Wechsler, Beat; Gygax, Lorenz
2015-05-01
Mood, as a long-term affective state, is thought to modulate short-term emotional reactions in animals, but the details of this interplay have hardly been investigated experimentally. Apart from a basic interest in this affective system, mood is likely to have an important impact on animal welfare, as bad mood may taint all emotional experience. In the present study about mood - emotion interaction, 29 sheep were kept under predictable, stimulus-rich or unpredictable, stimulus-poor housing conditions, to induce different mood states. In an experiment, the animals were confronted with video sequences of social interactions of conspecifics showing agonistic interactions, ruminating or tolerantly co-feeding as stimuli of different valences. Emotional reactions were assessed by measuring frontal brain activity using functional near-infrared spectroscopy and by recording behavioral reactions. Attentiveness of the sheep decreased from videos showing agonistic interactions to ruminating sheep to those displaying co-feeding sheep. Seeing agonistic interactions was also associated with a deactivation of the frontal cortex, specifically in animals living under predictable, stimulus-rich housing conditions. These sheep generally showed less attentiveness and locomotor activity and they had their ears in a forward position less often and in a backward position more often than the sheep from the unpredictable, stimulus-poor conditions. Housing conditions influenced how the sheep behaved, which can either be thought to be mediated by mood or by the animals' previous experience with stimulus-richness in their housing conditions. Frontal cortical activity may not depend on valence only, but also on the perceptual channel through which the stimuli were perceived. Copyright © 2015 Elsevier B.V. All rights reserved.
Interactive Video: Meeting the Ford Challenge.
ERIC Educational Resources Information Center
Copeland, Peter
Many companies using Statistical Process Control (SPC) in their manufacturing processes have found that, despite the training difficulties presented by the technique, the rewards of successful SPC include increased productivity, quality, and market leadership. The Ford Motor Company has developed its SPC training with interactive video, which…
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)
Attitudinal effects of degrading themes and sexual explicitness in video materials.
Golde, J A; Strassberg, D S; Turner, C M; Lowe, K
2000-07-01
This study examined the independent and interactive effects of sexual explicitness and degrading themes toward women on mens' attitudes following exposure to video presentations of male-female interactions. Subjects were 83 male college students who viewed video vignettes under one of four stimulus conditions: (a) sexually explicit/degrading, (b) sexually explicit/nondegrading, (c) nonexplicit/degrading, and (d) nonexplicit/nondegrading. Results revealed that men exposed to degrading material, regardless of explicitness, were significantly more likely to express attitudes supportive of rape, while explicitness had no significant main or interactive effect on these attitudes. Further, the interaction of explicitness with degradation was found to impact scores on a measure of sexual callousness. Theoretical and clinical implications of these findings are discussed.
DanceChemistry: Helping Students Visualize Chemistry Concepts through Dance Videos
ERIC Educational Resources Information Center
Tay, Gidget C.; Edwards, Kimberly D.
2015-01-01
A visual aid teaching tool, the DanceChemistry video series, has been developed to teach fundamental chemistry concepts through dance. These educational videos portray chemical interactions at the molecular level using dancers to represent chemical species. Students reported that the DanceChemistry videos helped them visualize chemistry ideas in a…
The assessment of online heath videos for surgery in Crohn's Disease.
Marshall, J H; Baker, D M; Lee, M J; Jones, G L; Lobo, A J; Brown, S R
2018-02-10
YouTube ™ is an open-access, non-peer reviewed video-hosting site and is used as a source of publicly available healthcare information. This study aimed to assess the thematic content of the most viewed videos relating to surgery and Crohn's Disease and to explore the viewer interactions to these videos. A search of YouTube ™ was carried out using one search string. The 50 most viewed videos were identified and categorised by source, content themes and assessed for viewer interactions. Video comments were used to describe the usefulness of the video content to viewers. The majority of videos were uploaded by patients (n=21).The remainder were uploaded by individual health care professionals (n=9), hospital/speciality associations (n=18) and industry (n=2). The median number of likes for patient videos was significantly higher than hospital/speciality association videos (p=<0.001). Patient videos received more comments praising the video content(n=27), and more comments asking for further information (n=14). The median number of likes for 'experience of surgery' (p=<0.001) and 'experience ofdisease' (p=0.0015) themed videos, were significantly higher than 'disease management' themed videos. Crohn's disease patients use YouTube ™ as a surgical information source. The content of patient sourced videos focused on surgical and disease experience, suggesting these themes are important to patients.Current patient developed videos provide limited information, as reflected by viewers requesting further information. Storytelling patient-centred videos combined with clinical evidence may be a good model for future videos. This article is protected by copyright. All rights reserved. This article is protected by copyright. All rights reserved.
Model-Based Analysis of Flow-Mediated Dilation and Intima-Media Thickness
Bartoli, G.; Menegaz, G.; Lisi, M.; Di Stolfo, G.; Dragoni, S.; Gori, T.
2008-01-01
We present an end-to-end system for the automatic measurement of flow-mediated dilation (FMD) and intima-media thickness (IMT) for the assessment of the arterial function. The video sequences are acquired from a B-mode echographic scanner. A spline model (deformable template) is fitted to the data to detect the artery boundaries and track them all along the video sequence. The a priori knowledge about the image features and its content is exploited. Preprocessing is performed to improve both the visual quality of video frames for visual inspection and the performance of the segmentation algorithm without affecting the accuracy of the measurements. The system allows real-time processing as well as a high level of interactivity with the user. This is obtained by a graphical user interface (GUI) enabling the cardiologist to supervise the whole process and to eventually reset the contour extraction at any point in time. The system was validated and the accuracy, reproducibility, and repeatability of the measurements were assessed with extensive in vivo experiments. Jointly with the user friendliness, low cost, and robustness, this makes the system suitable for both research and daily clinical use. PMID:19360110
Jang, Hye Won; Kim, Kyong-Jee
2014-03-21
Multimedia learning has been shown effective in clinical skills training. Yet, use of technology presents both opportunities and challenges to learners. The present study investigated student use and perceptions of online clinical videos for learning clinical skills and in preparing for OSCE (Objective Structured Clinical Examination). This study aims to inform us how to make more effective us of these resources. A mixed-methods study was conducted for this study. A 30-items questionnaire was administered to investigate student use and perceptions of OSCE videos. Year 3 and 4 students from 34 Korean medical schools who had access to OSCE videos participated in the online survey. Additionally, a semi-structured interview of a group of Year 3 medical students was conducted for an in-depth understanding of student experience with OSCE videos. 411 students from 31 medical schools returned the questionnaires; a majority of them found OSCE videos effective for their learning of clinical skills and in preparing for OSCE. The number of OSCE videos that the students viewed was moderately associated with their self-efficacy and preparedness for OSCE (p < 0.05). One-thirds of those surveyed accessed the video clips using mobile devices; they agreed more with the statement that it was convenient to access the video clips than their peers who accessed the videos using computers (p < 0.05). Still, students reported lack of integration into the curriculum and lack of interaction as barriers to more effective use of OSCE videos. The present study confirms the overall positive impact of OSCE videos on student learning of clinical skills. Having faculty integrate these learning resources into their teaching, integrating interactive tools into this e-learning environment to foster interactions, and using mobile devices for convenient access are recommended to help students make more effective use of these resources.
Marwick, H; Doolin, O; Allely, C S; McConnachie, A; Johnson, P; Puckering, C; Golding, J; Gillberg, C; Wilson, P
2013-01-01
To establish which social interactive behaviours predict later psychiatric diagnosis, we examined 180 videos of a parent-infant interaction when children were aged one year, from within the Avon Longitudinal Study of Parents and Children (ALSPAC) cohort. Sixty of the videos involved infants who were later diagnosed with a psychiatric disorder at seven years, and 120 were a randomly selected sex-matched control group. Interactive behaviours for both the caregiver and the one year old infant were coded from the videos according to eight holistic categories of interpersonal engagement: Well-being, Contingent Responsiveness, Cooperativeness, Involvement, Activity, Playfulness, Fussiness, and Speech. Lower levels of adult activity and speech in interaction at one year significantly predicted overall diagnosis of child psychiatric disorder. Copyright © 2012 Elsevier Ltd. All rights reserved.
34 CFR 489.3 - What activities may the Secretary fund?
Code of Federal Regulations, 2012 CFR
2012-07-01
..., including learning disabilities, upon arrival in the system or at the prison, jail, or detention center. (b..., such as interactive video- and computer-based adult literacy learning: and (2) Include— (i) A... disability, achieves a level of functional literacy commensurate with his or her ability; (B) Is granted...
34 CFR 489.3 - What activities may the Secretary fund?
Code of Federal Regulations, 2013 CFR
2013-07-01
..., including learning disabilities, upon arrival in the system or at the prison, jail, or detention center. (b..., such as interactive video- and computer-based adult literacy learning: and (2) Include— (i) A... disability, achieves a level of functional literacy commensurate with his or her ability; (B) Is granted...
34 CFR 489.3 - What activities may the Secretary fund?
Code of Federal Regulations, 2014 CFR
2014-07-01
..., including learning disabilities, upon arrival in the system or at the prison, jail, or detention center. (b..., such as interactive video- and computer-based adult literacy learning: and (2) Include— (i) A... disability, achieves a level of functional literacy commensurate with his or her ability; (B) Is granted...
The Effectiveness of Low-Cost Tele-Lecturing.
ERIC Educational Resources Information Center
Muta, Hiromitsu; Kikuta, Reiko; Hamano, Takashi; Maesako, Takanori
1997-01-01
Compares distance education using PictureTel, a compressed-digital-video system via telephone lines (audio and visual interactive communication) in terms of its costs and effectiveness with traditional in-class education. Costing less than half the traditional approach, the study suggested distance education would be economical if used frequently.…
ERIC Educational Resources Information Center
Fischer, Robert
The report details development, at Southwest Texas State University and later at Pennsylvania State University, of a computer authoring system ("Libra") enabling foreign language faculty to develop multimedia lessons focusing on listening comprehension. Staff at Southwest Texas State University first developed a Macintosh version of the…
Social Operational Information, Competence, and Participation in Online Collective Action
ERIC Educational Resources Information Center
Antin, Judd David
2010-01-01
Recent advances in interactive web technologies, combined with widespread broadband and mobile device adoption, have made online collective action commonplace. Millions of individuals work together to aggregate, annotate, and share digital text, audio, images, and video. Given the prevalence and importance of online collective action systems,…
34 CFR 489.3 - What activities may the Secretary fund?
Code of Federal Regulations, 2010 CFR
2010-07-01
..., including learning disabilities, upon arrival in the system or at the prison, jail, or detention center. (b..., such as interactive video- and computer-based adult literacy learning: and (2) Include— (i) A... disability, achieves a level of functional literacy commensurate with his or her ability; (B) Is granted...
Application of automatic image analysis in wood science
Charles W. McMillin
1982-01-01
In this paper I describe an image analysis system and illustrate with examples the application of automatic quantitative measurement to wood science. Automatic image analysis, a powerful and relatively new technology, uses optical, video, electronic, and computer components to rapidly derive information from images with minimal operator interaction. Such instruments...
ERIC Educational Resources Information Center
Cronin, Michael W.; Cronin, Karen A.
1992-01-01
Recent empirical research has identified significant advantages for interactive video instruction over traditional teaching methods in "soft skill" (humanities and social sciences) areas, including cognitive achievement, transfer of learning to performance, learning motivation, student achievement across uncontrolled student characteristics, user…
Interactive Video: One Monitor or Two?
ERIC Educational Resources Information Center
Cline, William J.
1991-01-01
Analysis of the effects of an interactive video workstation during lessons about Spanish culture suggested that the use of single or dual monitors was not an important factor in student learning, although there were some cost advantages associated with the two-monitor workstation design. (seven references) (Author/CB)
ERIC Educational Resources Information Center
Ranga, Jayashree S.
2017-01-01
Videos are an integral part of online courses. In this study, customized YouTube videos were explored as teaching and learning materials in place of face-to-face discussion sessions in General Chemistry courses. The videos were created using a budget-friendly and interactive app on an iPad. The customized YouTube videos were available to students…
2009-01-01
interface, mechatronics, video games 1. INTRODUCTION Engineering methods have substantially and continuously evolved over the past 40 years. In the past...1970s, video games have pioneered interactive simulation and laid the groundwork for inexpensive computing that individuals, corporations, and...purposes. This has not gone unnoticed, and software technology and techniques evolved for video games are beginning to have extraordinary impact in
Generation of animation sequences of three dimensional models
NASA Technical Reports Server (NTRS)
Poi, Sharon (Inventor); Bell, Brad N. (Inventor)
1990-01-01
The invention is directed toward a method and apparatus for generating an animated sequence through the movement of three-dimensional graphical models. A plurality of pre-defined graphical models are stored and manipulated in response to interactive commands or by means of a pre-defined command file. The models may be combined as part of a hierarchical structure to represent physical systems without need to create a separate model which represents the combined system. System motion is simulated through the introduction of translation, rotation and scaling parameters upon a model within the system. The motion is then transmitted down through the system hierarchy of models in accordance with hierarchical definitions and joint movement limitations. The present invention also calls for a method of editing hierarchical structure in response to interactive commands or a command file such that a model may be included, deleted, copied or moved within multiple system model hierarchies. The present invention also calls for the definition of multiple viewpoints or cameras which may exist as part of a system hierarchy or as an independent camera. The simulated movement of the models and systems is graphically displayed on a monitor and a frame is recorded by means of a video controller. Multiple movement and hierarchy manipulations are then recorded as a sequence of frames which may be played back as an animation sequence on a video cassette recorder.
Use of recorded interactive seminars in orthodontic distance education.
Miller, Kenneth T; Hannum, Wallace M; Morley, Tarrl; Proffit, William R
2007-09-01
Our objective was evaluate the effectiveness and acceptability of 3 methods of instructor interaction during distance learning with prerecorded seminars in orthodontic residencies and continuing education. After residents at 3 schools (Sydney, Australia; Winnipeg, Manitoba, Canada; and Manchester, United Kingdom) viewed a recorded interactive seminar, they discussed its content with the seminar leader at a distance via video conferencing, audio-only interaction by telephone, and Internet chat with Net Meeting software (Microsoft, Bellevue, Wash). The residents then completed evaluations containing both closed- and open-ended questions. In addition, attendees at the Iranian Orthodontic Congress also viewed a recorded seminar, had questions answered via an interpreter in a video conference, and completed summary evaluations. Video conferencing received the highest ratings and was never cited as the least favorite method of interaction. Telephone interaction was a close second in mean scores, and Internet chat was a distant third. All residents stated that they would like to be taught through distance education again. However, the Iranian orthodontists were less enthusiastic. Distance learning based on observation of recorded seminars and follow-up interaction is an acceptable method of instruction that can allow residents and practicing orthodontists access to various materials and experts, and perhaps help to ease the strains of current faculty shortages. More data are needed to determine whether video conferencing is worth the additional cost and complexity over audio-only interaction.
Hughes, Stephanie N; Tozzi, Sasha; Harris, Linden; Harmsen, Shawn; Young, Colleen; Rask, Jon; Toy-Choutka, Sharon; Clark, Kit; Cruickshank, Marilyn; Fennie, Hamilton; Kuo, Julie; Trent, Jonathan D
2014-01-01
OMEGA is an integrated aquatic system to produce biofuels, treat and recycle wastewater, capture CO2, and expand aquaculture production. This system includes floating photobioreactors (PBRs) that will cover hundreds of hectares in marine bays. To assess the interactions of marine mammals and birds with PBRs, 9 × 1.3 m flat panel and 9.5 × 0.2 m tubular PBRs were deployed in a harbor and monitored day and night from October 10, 2011 to Janurary 22, 2012 using infrared video. To observe interactions with pinnipeds, two trained sea lions (Zalophus californianus) and one trained harbor seal (Phoca vitulina richardii) were observed and directed to interact with PBRs in tanks. To determine the forces required to puncture PBR plastic and the effects of weathering, Instron measurements were made with a sea otter (Enhydra lutris) tooth and bird beaks. A total of 1,445 interactions of marine mammals and birds with PBRs were observed in the 2,424 hours of video recorded. The 95 marine mammal interactions, 94 by sea otters and one by a sea lion had average durations of three minutes (max 44 min) and represented about 1% of total recording time. The 1,350 bird interactions, primarily coots (Fulica americana) and gulls (Larus occidentalis and L. californicus) had average durations of six minutes (max. 170) and represented 5% of recording time. Interactive behaviors were characterized as passive (feeding, walking, resting, grooming, and social activity) or proactive (biting, pecking, investigating, and unspecified manipulating). Mammal interactions were predominantly proactive, whereas birds were passive. All interactions occurred primarily during the day. Ninety-six percent of otter interactions occurred in winter, whereas 73% of bird interactions in fall, correlating to their abundance in the harbor. Trained pinnipeds followed most commands to bite, drag, and haul-out onto PBRs, made no overt undirected interactions with the PBRs, but showed avoidance behavior to PBR tethers. Instron measurements indicated that sea-otter teeth and gull beaks can penetrate weathered plastic more easily than new plastic. Otter and bird interactions with experimental PBRs were benign. Large-scale OMEGA systems are predicted to have both positive and negative environmental consequences.
Construction of a multimodal CT-video chest model
NASA Astrophysics Data System (ADS)
Byrnes, Patrick D.; Higgins, William E.
2014-03-01
Bronchoscopy enables a number of minimally invasive chest procedures for diseases such as lung cancer and asthma. For example, using the bronchoscope's continuous video stream as a guide, a physician can navigate through the lung airways to examine general airway health, collect tissue samples, or administer a disease treatment. In addition, physicians can now use new image-guided intervention (IGI) systems, which draw upon both three-dimensional (3D) multi-detector computed tomography (MDCT) chest scans and bronchoscopic video, to assist with bronchoscope navigation. Unfortunately, little use is made of the acquired video stream, a potentially invaluable source of information. In addition, little effort has been made to link the bronchoscopic video stream to the detailed anatomical information given by a patient's 3D MDCT chest scan. We propose a method for constructing a multimodal CT-video model of the chest. After automatically computing a patient's 3D MDCT-based airway-tree model, the method next parses the available video data to generate a positional linkage between a sparse set of key video frames and airway path locations. Next, a fusion/mapping of the video's color mucosal information and MDCT-based endoluminal surfaces is performed. This results in the final multimodal CT-video chest model. The data structure constituting the model provides a history of those airway locations visited during bronchoscopy. It also provides for quick visual access to relevant sections of the airway wall by condensing large portions of endoscopic video into representative frames containing important structural and textural information. When examined with a set of interactive visualization tools, the resulting fused data structure provides a rich multimodal data source. We demonstrate the potential of the multimodal model with both phantom and human data.
Understanding Learning Style by Eye Tracking in Slide Video Learning
ERIC Educational Resources Information Center
Cao, Jianxia; Nishihara, Akinori
2012-01-01
More and more videos are now being used in e-learning context. For improving learning effect, to understand how students view the online video is important. In this research, we investigate how students deploy their attention when they learn through interactive slide video in the aim of better understanding observers' learning style. Felder and…
Video-Stimulated Accounts: Young Children Accounting for Interactional Matters in Front of Peers
ERIC Educational Resources Information Center
Theobald, Maryanne
2012-01-01
Research in the early years places increasing importance on participatory methods to engage children. The playback of video-recording to stimulate conversation is a research method that enables children's accounts to be heard and attends to a participatory view. During video-stimulated sessions, participants watch an extract of video-recording of…
Quick and Easy: Use Screen Capture Software to Train and Communicate
ERIC Educational Resources Information Center
Schuster, Ellen
2011-01-01
Screen capture (screen cast) software can be used to develop short videos for training purposes. Developing videos is quick and easy. This article describes how these videos are used as tools to reinforce face-to-face and interactive TV curriculum training in a nutrition education program. Advantages of developing these videos are shared.…
Human detection and motion analysis at security points
NASA Astrophysics Data System (ADS)
Ozer, I. Burak; Lv, Tiehan; Wolf, Wayne H.
2003-08-01
This paper presents a real-time video surveillance system for the recognition of specific human activities. Specifically, the proposed automatic motion analysis is used as an on-line alarm system to detect abnormal situations in a campus environment. A smart multi-camera system developed at Princeton University is extended for use in smart environments in which the camera detects the presence of multiple persons as well as their gestures and their interaction in real-time.
The Differential Effects of Rape Prevention Programming on Attitudes, Behavior, and Knowledge.
ERIC Educational Resources Information Center
Heppner, Mary J.; And Others
1995-01-01
Evaluates whether type of programming differentially affects the processing of rape prevention messages, attitudes, knowledge, behaviors, and stability of change. Participants (n=258) were assigned to a didactic-video program, an interactive drama, or control. Results indicated that the interactive video was most effective in central route…
Interactive Video in the Special Classroom: A Pilot Study.
ERIC Educational Resources Information Center
Browning, Philip; And Others
1986-01-01
Describes a courseware development project at the University of Oregon which explored use of interactive video with mentally disabled students to teach life enhancement skills. Discussion of the results of a pilot study of one of the modules includes information on student achievement and teacher and student reactions. (MBR)
Teaching Corporate Culture Using Interactive Video Training.
ERIC Educational Resources Information Center
Gardner, P. R.
The Westinghouse Hanford Company Total Quality Program includes the development of Hanford General Employee Training (HGET), an interactive video course. The commitment to total quality is developed in both new and requalifying employees by requiring them to make positive choices when confronted with real life scenarios showing violations of…
Interactive Music Video Games and Children's Musical Development
ERIC Educational Resources Information Center
Gower, Lily; McDowall, Janet
2012-01-01
Interactive music video games are a readily available, mainstream technology but they are not generally seen as educative tools. Nor are they established within school teaching and learning environments. This study investigated children's use of these games from a music education perspective. Nine children, aged 9-11 years, and two specialist…
Interactive Video Program. Final Report and Recommendations.
ERIC Educational Resources Information Center
Midwestern Higher Education Commission, Minneapolis, MN.
This report presents recommendations on interactive video transmission standards, equipment, room designs, and service plans for member institutions of the Midwestern Higher Education Commission (MHEC) and reviews MHEC's efforts to find and contract for such services with vendors. The report describes the MHEC objective of establishing a dial-up,…
Teaching Employment Interview Skills through Interactive Video Instruction.
ERIC Educational Resources Information Center
Shulman, Gary M.; And Others
An interactive video program, "The Screening Interview," has been developed at Miami University (Ohio) to help prepare college and university students for on-campus employment interviews with corporate recruiters. Within the context of the simulated interview situation provided by the program, students function as the alter ego of either…
Interactive Video Games in Physical Education
ERIC Educational Resources Information Center
Trout, Josh; Christie, Brett
2007-01-01
As the obesity epidemic in the United States spreads among children and teenagers, due in part to sedentary lifestyles, some physical education programs are using interactive video games to keep students engaged in physical activity. These innovative games make physical activity fun and challenging for both high- and low-skilled students. Although…
Vroom: designing an augmented environment for remote collaboration in digital cinema production
NASA Astrophysics Data System (ADS)
Margolis, Todd; Cornish, Tracy
2013-03-01
As media technologies become increasingly affordable, compact and inherently networked, new generations of telecollaborative platforms continue to arise which integrate these new affordances. Virtual reality has been primarily concerned with creating simulations of environments that can transport participants to real or imagined spaces that replace the "real world". Meanwhile Augmented Reality systems have evolved to interleave objects from Virtual Reality environments into the physical landscape. Perhaps now there is a new class of systems that reverse this precept to enhance dynamic media landscapes and immersive physical display environments to enable intuitive data exploration through collaboration. Vroom (Virtual Room) is a next-generation reconfigurable tiled display environment in development at the California Institute for Telecommunications and Information Technology (Calit2) at the University of California, San Diego. Vroom enables freely scalable digital collaboratories, connecting distributed, high-resolution visualization resources for collaborative work in the sciences, engineering and the arts. Vroom transforms a physical space into an immersive media environment with large format interactive display surfaces, video teleconferencing and spatialized audio built on a highspeed optical network backbone. Vroom enables group collaboration for local and remote participants to share knowledge and experiences. Possible applications include: remote learning, command and control, storyboarding, post-production editorial review, high resolution video playback, 3D visualization, screencasting and image, video and multimedia file sharing. To support these various scenarios, Vroom features support for multiple user interfaces (optical tracking, touch UI, gesture interface, etc.), support for directional and spatialized audio, giga-pixel image interactivity, 4K video streaming, 3D visualization and telematic production. This paper explains the design process that has been utilized to make Vroom an accessible and intuitive immersive environment for remote collaboration specifically for digital cinema production.
NASA Astrophysics Data System (ADS)
Hockicko, Peter; Krišt‧ák, L.‧uboš; Němec, Miroslav
2015-03-01
Video analysis, using the program Tracker (Open Source Physics), in the educational process introduces a new creative method of teaching physics and makes natural sciences more interesting for students. This way of exploring the laws of nature can amaze students because this illustrative and interactive educational software inspires them to think creatively, improves their performance and helps them in studying physics. This paper deals with increasing the key competencies in engineering by analysing real-life situation videos - physical problems - by means of video analysis and the modelling tools using the program Tracker and simulations of physical phenomena from The Physics Education Technology (PhET™) Project (VAS method of problem tasks). The statistical testing using the t-test confirmed the significance of the differences in the knowledge of the experimental and control groups, which were the result of interactive method application.
MIT-NASA/KSC space life science experiments - A telescience testbed
NASA Technical Reports Server (NTRS)
Oman, Charles M.; Lichtenberg, Byron K.; Fiser, Richard L.; Vordermark, Deborah S.
1990-01-01
Experiments performed at MIT to better define Space Station information system telescience requirements for effective remote coaching of astronauts by principal investigators (PI) on the ground are described. The experiments were conducted via satellite video, data, and voice links to surrogate crewmembers working in a laboratory at NASA's Kennedy Space Center. Teams of two PIs and two crewmembers performed two different space life sciences experiments. During 19 three-hour interactive sessions, a variety of test conditions were explored. Since bit rate limits are necessarily imposed on Space Station video experiments surveillance video was varied down to 50 Kb/s and the effectiveness of PI controlled frame rate, resolution, grey scale, and color decimation was investigated. It is concluded that remote coaching by voice works and that dedicated crew-PI voice loops would be of great value on the Space Station.
ERIC Educational Resources Information Center
Platten, Marvin R.; Barker, Bruce O.
The Texas Interactive Instructional Network (TI-IN), a private satellite system that provides one-way video and two-way audio communication, was used for a two-year pilot project which was conducted to determine if satellite instruction could be used successfully to share educational resources among institutions. Models of Teaching, a graduate…
Remote health coaching for interactive exercise with older adults in a home environment.
Jimison, Holly B; Hagler, Stuart; Kurillo, Gregorij; Bajcsy, Ruzena; Pavel, Misha
2015-01-01
Optimal health coaching interventions are tailored to individuals' needs, preferences, motivations, barriers, timing, and readiness to change. Technology approaches are useful in both monitoring a user's adherence to their behavior change goals and also in providing just-in-time feedback and coaching messages. User models that incorporate dynamically varying behavior change variables with algorithms that trigger tailored messages provide a framework for making health interventions more effective. These principles are applied in the described system for assisting older adults in meeting their physical exercise goals with a tailored interactive video system with just-in-time feedback and encouragement.
Borycki, Elizabeth M; Kushniruk, Andre W; Kuwata, Shigeki; Kannry, Joseph
2011-01-01
Electronic health records (EHRs) promise to improve and streamline healthcare through electronic entry and retrieval of patient data. Furthermore, based on a number of studies showing their positive benefits, they promise to reduce medical error and make healthcare safer. However, a growing body of literature has clearly documented that if EHRS are not designed properly and with usability as an important goal in their design, rather than reducing error, EHR deployment has the potential to actually increase medical error. In this paper we describe our approach to engineering (and reengineering) EHRs in order to increase their beneficial potential while at the same time improving their safety. The approach described in this paper involves an integration of the methods of usability analysis with video analysis of end users interacting with EHR systems and extends the evaluation of the usability of EHRs to include the assessment of the impact of these systems on work practices. Using clinical simulations, we analyze human-computer interaction in real healthcare settings (in a portable, low-cost and high fidelity manner) and include both artificial and naturalistic data collection to identify potential usability problems and sources of technology-induced error prior to widespread system release. Two case studies where the methods we have developed and refined have been applied at different levels of user-computer interaction are described.
Impact of an interactive video on decision making of patients with ischemic heart disease.
Liao, L; Jollis, J G; DeLong, E R; Peterson, E D; Morris, K G; Mark, D B
1996-06-01
An experimental pilot study using repeated measures to examine the impact of an interactive video program on the decision making of patients with ischemic heart disease was carried on at a tertiary care center and a Veterans Affairs hospital. The patients (n = 80, mean age 61.1 years, 77% male, 75% white, 26.7% with acute myocardial infarction), who had undergone diagnostic cardiac catheterization and were found to have significant coronary artery disease (> or = 75% stenosis in at least one vessel), watched the Shared Decision-Making Program (SDP) for Ischemic Heart Disease (IHD), a novel interactive video system designed to provide information necessary for patients to participate actively in decision making. This program compares medical therapy, angioplasty, and bypass surgery through a physician narrator, patient testimonials, and empirically-based, patient-specific outcome estimates of short-time complications and long-term survival. Before and after viewing the SDP, patients completed surveys containing multiple choice questions and Likert scales. They rated the program as more helpful than all other decision aids except the physician, and after viewing the SDP they expressed increased confidence in their treatment choice and decreased confidence in alternative options (p = .0001). The greatest effects appeared to be concentrated in those patients with less education (p = .04), and the program appeared to increase anxiety in nonwhite patients compared with white patients (p = 0.07).
Learning Effectiveness of the NASA Digital Learning Network
NASA Technical Reports Server (NTRS)
Hix, Billy
2005-01-01
Student participation in actual investigations which develop inquiry and intellectual skills has long been regarded as an essential component of science instructions (Schwab, 1962; White, 1999). Such investigations give students an opportunity to appreciate the spirit of science and promote an understanding of the nature of science. However, classroom research conducted over the past 20 years describes science teaching as primarily teacher centered. Typical instruction consists of whole class, noninteractive activities in which individual seatwork has constituted the bulk of classroom interactions (Tobin and Gallagher, 1997). Students typically learn science from textbooks and lectures. Their main motivation is to do reasonably well on tests and examinations (Layman, 1999). During the past five years, infrastructure constraints have reduced to the point that many schools systems can now afford low cost, high quality video conferencing equipment (International Society for Technology in Education, 2003). This study investigates the use of interactive video conferencing vs. face to face interaction with hands-on, inquiry based activities. Some basic questions to be addressed are: How does the delivery method impact the students understanding of the goals of the experiment? Are students explanation of the strategies of experimentation different based on the method of instruction that was provided. Do students engaged in a workshop with the instructor in the room vs. an instructor over video conferencing have different perception of the understanding of the subject materials?
Marchell, Richard; Locatis, Craig; Burges, Gene; Maisiak, Richard; Liu, Wei-Li; Ackerman, Michael
2017-03-01
There is little teledermatology research directly comparing remote methods, even less research with two in-person dermatologist agreement providing a baseline for comparing remote methods, and no research using high definition video as a live interactive method. To compare in-person consultations with store-and-forward and live interactive methods, the latter having two levels of image quality. A controlled study was conducted where patients were examined in-person, by high definition video, and by store-and-forward methods. The order patients experienced methods and residents assigned methods rotated, although an attending always saw patients in-person. The type of high definition video employed, lower resolution compressed or higher resolution uncompressed, was alternated between clinics. Primary and differential diagnoses, biopsy recommendations, and diagnostic and biopsy confidence ratings were recorded. Concordance and confidence were significantly better for in-person versus remote methods and biopsy recommendations were lower. Store-and-forward and higher resolution uncompressed video results were similar and better than those for lower resolution compressed video. Dermatology residents took store-and-forward photos and their quality was likely superior to those normally taken in practice. There were variations in expertise between the attending and second and third year residents. The superiority of in-person consultations suggests the tendencies to order more biopsies or still see patients in-person are often justified in teledermatology and that high resolution uncompressed video can close the resolution gap between store-and-forward and live interactive methods.
NASA Astrophysics Data System (ADS)
Lopez, Alejandro; Noe, Miquel; Fernandez, Gabriel
2004-10-01
The GMF4iTV project (Generic Media Framework for Interactive Television) is an IST European project that consists of an end-to-end broadcasting platform providing interactivity on heterogeneous multimedia devices such as Set-Top-Boxes and PCs according to the Multimedia Home Platform (MHP) standard from DVB. This platform allows the content providers to create enhanced audiovisual contents with a degree of interactivity at moving object level or shot change from a video. The end user is then able to interact with moving objects from the video or individual shots allowing the enjoyment of additional contents associated to them (MHP applications, HTML pages, JPEG, MPEG4 files...). This paper focus the attention to the issues related to metadata and content transmission, synchronization, signaling and bitrate allocation of the GMF4iTV project.
Misinformation is prevalent in psoriasis-related YouTube videos.
Qi, J; Trang, T; Doong, J; Kang, S; Chien, A L
2016-11-15
Background Psoriasis patients seek information online, but little is known about their interaction with YouTube. We examined the quality of content in psoriasis-related YouTube videos and investigated their interactions with viewers.Methods YouTube was searched using the term "psoriasis." Relevant videos in English were independently categorized by two reviewers as useful, misleading, or patient view (regarding experience with psoriasis). Disagreements were settled by a third reviewer. Videos were rated on a Global Quality Scale (GQS) (1=poor, 5=excellent).Results According to our reviewers, 17% of the 47 videos were useful, 21% were misleading, and 62% represented patient views. Mean GQS scores were 4.2 ± 1.3 for useful videos, 1.7 ± 0.7 for misleading videos, and 2.2 ± 1.1 for patient view videos (p<0.001). Video views per day did not differ among the categories (p=0.65), whereas useful videos had fewest "Likes" (useful: 31 ± 55, 33 misleading: 151 ± 218, patient views: 165 ± 325, p=0.06) and comments (useful: 9.8 ± 18.3, misleading: 64.1 ± 89.7, 124.9 ± 34 199.4, p=0.009).Conclusions Useful videos were highest in quality but had similar viewership as misleading and patient view videos, with lower popularity and engagement of users compared to other categories. Physicians and psoriasis patients should be aware of this pattern when pproaching YouTube as a resource.
Colder Carras, Michelle; Van Rooij, Antonius J; Van de Mheen, Dike; Musci, Rashelle; Xue, Qian-Li; Mendelson, Tamar
2017-03-01
Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play. We performed latent class analysis in a sample of 9733 adolescents based on heavy use of games, social networking and instant messaging, and game addiction symptoms. We used latent class regression to determine associations between classes, psychosocial well-being and friendship quality. We identified two types of heavy gaming classes that differed in probability of online social interaction. Classes with more online social interaction reported fewer problematic gaming symptoms than those with less online social interaction. Most adolescents estimated to be in heavy gaming classes had more depressive symptoms than normative classes. Male non-social gamers had more social anxiety. Female social gamers had less social anxiety and loneliness, but lower self-esteem. Friendship quality attenuated depression in some male social gamers, but strengthened associations with loneliness in some male non-social gamers. In adolescents, symptoms of video game addiction depend not only on video game play but also on concurrent levels of online communication, and those who are very socially active online report fewer symptoms of game addiction.
Colder Carras, Michelle; Van Rooij, Antonius J.; Van de Mheen, Dike; Musci, Rashelle; Xue, Qian-Li; Mendelson, Tamar
2016-01-01
Aims Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play. Methods We performed latent class analysis in a sample of 9733 adolescents based on heavy use of games, social networking and instant messaging, and game addiction symptoms. We used latent class regression to determine associations between classes, psychosocial well-being and friendship quality. Results We identified two types of heavy gaming classes that differed in probability of online social interaction. Classes with more online social interaction reported fewer problematic gaming symptoms than those with less online social interaction. Most adolescents estimated to be in heavy gaming classes had more depressive symptoms than normative classes. Male non-social gamers had more social anxiety. Female social gamers had less social anxiety and loneliness, but lower self-esteem. Friendship quality attenuated depression in some male social gamers, but strengthened associations with loneliness in some male non-social gamers. Conclusions In adolescents, symptoms of video game addiction depend not only on video game play but also on concurrent levels of online communication, and those who are very socially active online report fewer symptoms of game addiction. PMID:28260834
Rozental-Iluz, Clara; Zeilig, Gabi; Weingarden, Harold; Rand, Debbie
2016-08-01
Executive function deficits negatively impact independence and participation in everyday life of individuals with chronic stroke. Therefore, it is important to explore therapeutic interventions to improve executive functions. The aim of this study was to determine the effectiveness of a 3-month interactive video-game group intervention compared to a traditional motor group intervention for improving executive functions in individuals with chronic stroke. This study is a secondary analysis of a single-blind randomized controlled trial for improving factors related to physical activity of individuals with chronic stroke. Assessments were administered pre and post the intervention and at 3-month follow-up by assessors blind to treatment allocation. Thirty-nine individuals with chronic stroke with executive function deficits participated in an interactive video-game group intervention (N.=20) or a traditional group intervention (N.=19). The intervention included two 1-hour group sessions per week for three months, either playing video-games or performing traditional exercises/activities. Executive function deficits were assessed using The Trail Making Test (Parts A and B) and by two performance-based assessments; the Bill Paying Task from the Executive Function Performance Test (EFPT) and the Executive Function Route-Finding Task (EFRT). Following intervention, scores for the Bill Paying Task (EFPT) decreased by 27.5% and 36.6% for the participants in the video-game and traditional intervention, respectively (F=17.3, P<0.000) and continued to decrease in the video-game group with small effect sizes. Effect size was small to medium for the TMT-B (F=0.003, P=0.954) and EFRT (F=1.2, P=0.28), without any statistical significance difference. Interactive video-games provide combined cognitive-motor stimulation and therefore have potential to improve executive functioning of individuals with chronic stroke. Further research is needed. These findings highlight the potential of utilizing interactive video-games in a small group for keeping these individuals active, while maintaining and improving executive functioning especially for individuals with chronic stroke, who have completed their formal rehabilitation.
Automated UAV-based video exploitation using service oriented architecture framework
NASA Astrophysics Data System (ADS)
Se, Stephen; Nadeau, Christian; Wood, Scott
2011-05-01
Airborne surveillance and reconnaissance are essential for successful military missions. Such capabilities are critical for troop protection, situational awareness, mission planning, damage assessment, and others. Unmanned Aerial Vehicles (UAVs) gather huge amounts of video data but it is extremely labour-intensive for operators to analyze hours and hours of received data. At MDA, we have developed a suite of tools that can process the UAV video data automatically, including mosaicking, change detection and 3D reconstruction, which have been integrated within a standard GIS framework. In addition, the mosaicking and 3D reconstruction tools have also been integrated in a Service Oriented Architecture (SOA) framework. The Visualization and Exploitation Workstation (VIEW) integrates 2D and 3D visualization, processing, and analysis capabilities developed for UAV video exploitation. Visualization capabilities are supported through a thick-client Graphical User Interface (GUI), which allows visualization of 2D imagery, video, and 3D models. The GUI interacts with the VIEW server, which provides video mosaicking and 3D reconstruction exploitation services through the SOA framework. The SOA framework allows multiple users to perform video exploitation by running a GUI client on the operator's computer and invoking the video exploitation functionalities residing on the server. This allows the exploitation services to be upgraded easily and allows the intensive video processing to run on powerful workstations. MDA provides UAV services to the Canadian and Australian forces in Afghanistan with the Heron, a Medium Altitude Long Endurance (MALE) UAV system. On-going flight operations service provides important intelligence, surveillance, and reconnaissance information to commanders and front-line soldiers.
Using Video to Support Teachers' Ability to Notice Classroom Interactions
ERIC Educational Resources Information Center
Sherin, Miriam; van Es, Elizabeth
2005-01-01
This paper examines how video can be used to help pre-service and in-service teachers learn to notice what is happening in their classrooms. Data from two related studies are presented. In the first study, middle-school mathematics teachers met monthly in a video club in which they shared and discussed excerpts of videos from their classrooms. In…
Beyond a Fad: Why Video Games Should Be Part of 21st Century Libraries
ERIC Educational Resources Information Center
Buchanan, Kym; Elzen, Angela M. Vanden
2012-01-01
We believe video games have a place in libraries. We start by describing two provocative video games. Next, we offer a framework for the general mission of libraries, including access, motivation, and guidance. As a medium, video games have some distinguishing traits: they are visual, interactive, and based on simulations. We explain how these…
Gamifying Video Object Segmentation.
Spampinato, Concetto; Palazzo, Simone; Giordano, Daniela
2017-10-01
Video object segmentation can be considered as one of the most challenging computer vision problems. Indeed, so far, no existing solution is able to effectively deal with the peculiarities of real-world videos, especially in cases of articulated motion and object occlusions; limitations that appear more evident when we compare the performance of automated methods with the human one. However, manually segmenting objects in videos is largely impractical as it requires a lot of time and concentration. To address this problem, in this paper we propose an interactive video object segmentation method, which exploits, on one hand, the capability of humans to identify correctly objects in visual scenes, and on the other hand, the collective human brainpower to solve challenging and large-scale tasks. In particular, our method relies on a game with a purpose to collect human inputs on object locations, followed by an accurate segmentation phase achieved by optimizing an energy function encoding spatial and temporal constraints between object regions as well as human-provided location priors. Performance analysis carried out on complex video benchmarks, and exploiting data provided by over 60 users, demonstrated that our method shows a better trade-off between annotation times and segmentation accuracy than interactive video annotation and automated video object segmentation approaches.
Takeuchi, Naoyuki; Mori, Takayuki; Suzukamo, Yoshimi; Izumi, Shin-Ichi
2017-01-01
Human teaching is a social interaction that supports reciprocal and dynamical feedback between the teacher and the student. The prefrontal cortex (PFC) is a region of particular interest due to its demonstrated role in social interaction. In the present study, we evaluated the PFC activity simultaneously in two individuals playing the role of a teacher and student in a video game teaching–learning task. For that, we used two wearable near-infrared spectroscopy (NIRS) devices in order to elucidate the neural mechanisms underlying cognitive interactions between teachers and students. Fifteen teacher–student pairs in total (N = 30) participated in this study. Each teacher was instructed to teach the video game to their student partner, without speaking. The PFC activity was simultaneously evaluated in both participants using a wearable 16-channel NIRS system during the video game teaching–learning task. Two sessions, each including a triplet of a 30-s teaching–learning task, were performed in order to evaluate changes in PFC activity after advancement of teaching–learning state. Changes in the teachers’ left PFC activity between the first and second session positively correlated with those observed in students (r = 0.694, p = 0.004). Moreover, among teachers, multiple regression analysis revealed a correlation between the left PFC activity and the assessment gap between one’s own teaching and the student’s understanding (β = 0.649, p = 0.009). Activity in the left PFC changed synchronously in both teachers and students after advancement of the teaching–learning state. The left PFC of teachers may be involved in integrating information regarding one’s own teaching process and the student’s learning state. The present observations indicate that simultaneous recording and analysis of brain activity data during teacher–student interactions may be useful in the field of educational neuroscience. PMID:28119650
Remotely accessible laboratory for MEMS testing
NASA Astrophysics Data System (ADS)
Sivakumar, Ganapathy; Mulsow, Matthew; Melinger, Aaron; Lacouture, Shelby; Dallas, Tim E.
2010-02-01
We report on the construction of a remotely accessible and interactive laboratory for testing microdevices (aka: MicroElectroMechancial Systems - MEMS). Enabling expanded utilization of microdevices for research, commercial, and educational purposes is very important for driving the creation of future MEMS devices and applications. Unfortunately, the relatively high costs associated with MEMS devices and testing infrastructure makes widespread access to the world of MEMS difficult. The creation of a virtual lab to control and actuate MEMS devices over the internet helps spread knowledge to a larger audience. A host laboratory has been established that contains a digital microscope, microdevices, controllers, and computers that can be logged into through the internet. The overall layout of the tele-operated MEMS laboratory system can be divided into two major parts: the server side and the client side. The server-side is present at Texas Tech University, and hosts a server machine that runs the Linux operating system and is used for interfacing the MEMS lab with the outside world via internet. The controls from the clients are transferred to the lab side through the server interface. The server interacts with the electronics required to drive the MEMS devices using a range of National Instruments hardware and LabView Virtual Instruments. An optical microscope (100 ×) with a CCD video camera is used to capture images of the operating MEMS. The server broadcasts the live video stream over the internet to the clients through the website. When the button is pressed on the website, the MEMS device responds and the video stream shows the movement in close to real time.
Video-based sexually transmitted disease patient education: its impact on condom acquisition.
O'Donnell, L N; Doval, A S; Duran, R; O'Donnell, C
1995-01-01
OBJECTIVES. This study assessed the impact of video-based educational interventions on condom acquisition among men and women seeking services at a large sexually transmitted disease clinic in the South Bronx, New York. METHODS. During 1992, 3348 African American and Hispanic patients were enrolled in a clinical trial of video-based interventions designed to promote safer sex behaviors, including increased condom use. Patients were assigned to one of three groups: control, video, or video plus interactive group discussion. Subjects were given a coupon to redeem for free condoms at a pharmacy several blocks from the clinic. Rates of condom acquisition were assessed by level of intervention. RESULTS. In comparison with a control group, subjects who viewed videos were significantly more likely to redeem coupons for condoms (21.2% redemption rate vs 27.6%). However, participation in interactive sessions after video viewing augmented the positive effects of video viewing alone (27.6% redemption rate vs 36.9%). Gender and ethnicity were significantly associated with outcomes. CONCLUSIONS. The condom acquisition are almost doubled with the use of culturally appropriate, video-based interventions. Designed to present minimal disruption to clinical services, these interventions can be implemented in clinics servicing at-risk men and women. Images FIGURE 1 PMID:7762716
Children aged 6-24 months like to watch YouTube videos but could not learn anything from them.
Yadav, Savita; Chakraborty, Pinaki; Mittal, Prabhat; Arora, Udit
2018-03-20
Parents sometimes show young children YouTube videos on their smartphones. We studied the interaction of 55 Indian children born between December 2014 and May 2015 who watched YouTube videos when they were 6-24 months old. The children were recruited by the researchers using professional and personal contacts and visited by the same two observers at four ages, for at least 10 minutes. The observers recorded the children's abilities to interact with touch screens and identify people in videos and noted what videos attracted them the most. The children were attracted to music at six months of age and were interested in watching the videos at 12 months. They could identify their parents in videos at 12 months and themselves by 24 months. They started touching the screen at 18 months and could press the buttons that appeared on the screen, but did not understand their use. The children preferred watching dance performances by multiple artists with melodical music, advertisements for products they used and videos showing toys and balloons. Children up to two years of age could be entertained and kept busy by showing them YouTube clips on smartphones, but did not learn anything from the videos. ©2018 Foundation Acta Paediatrica. Published by John Wiley & Sons Ltd.
Distance Learning Plan for the Defense Finance and Accounting Service (DFAS): A Study for the DBMU
1994-09-01
according to the standard (H.261) motion video compression algorithm.24 n Schaphorst, Richard, notes presented at TELECON XIII, San Jose , California, 10...include automatic microphone mixing systems with one microphone for every two student seats, a large screen interactive computer display and the Socrates
Transactional Distance and Second Life: The Effects of Video Game Experience
ERIC Educational Resources Information Center
Atkinson, Mark
2013-01-01
As a subset of distance education, online learning takes place primarily in learning management systems through asynchronous interaction, that can cause transactional distance between instructor and learners. This study investigated how transactional distance may be affected by the use of Second Life, a 3-D virtual world, as a learning environment…
ERIC Educational Resources Information Center
Faulkner, Thomas P.; Sprague, Jon E.
1996-01-01
A multimedia approach to drug therapy for Parkinson's Disease, part of a pharmacy school central nervous system course, integrated use of lecture, textbook, video/graphic technology, the movie "Awakenings," Internet and World Wide Web, and an interactive animated movie. A followup questionnaire found generally positive student attitudes…
Remote Laboratory and Animal Behaviour: An Interactive Open Field System
ERIC Educational Resources Information Center
Fiore, Lorenzo; Ratti, Giovannino
2007-01-01
Remote laboratories can provide distant learners with practical acquisitions which would otherwise remain precluded. Our proposal here is a remote laboratory on a behavioural test (open field test), with the aim of introducing learners to the observation and analysis of stereotyped behaviour in animals. A real-time video of a mouse in an…
ERIC Educational Resources Information Center
Tecedor Cabrero, Marta
2013-01-01
This dissertation examines the discourse produced by beginning learners of Spanish using social media. Specifically, it looks at the use and development of interactional resources during two video-mediated conversations. Through a combination of Conversation Analysis tools and quantitative data analysis, the use of turn-taking strategies, repair…
ERIC Educational Resources Information Center
Moody, Catrina V.
2013-01-01
This qualitative study explored the quality of technology associated with interactive video (ITV) classes in distance education programs and the resulting satisfaction of the instructors teaching this format. The participants were full time instructors of a rural community college that used the ITV format. Community college ITV instructors are…
ERIC Educational Resources Information Center
Saito, Kazuya; Akiyama, Yuka
2017-01-01
This study examined the impact of video-based conversational interaction on the longitudinal development (one academic semester) of second language production by college-level Japanese English-as-a-foreign-language learners. Students in the experimental group engaged in weekly dyadic conversation exchanges with native speakers in the United States…
ERIC Educational Resources Information Center
Sell, Katie; Lillie, Tia; Taylor, Julie
2008-01-01
Objective: Researchers have yet to explore the effect of physically interactive video game playing on energy expenditure, despite its potential for meeting current minimal daily activity and energy expenditure recommendations. Participants and Methods: Nineteen male college students-12 experienced "Dance Dance Revolution" (DDR) players and 7…
Using Interactive Multimedia to Teach Pedestrian Safety: An Exploratory Study
ERIC Educational Resources Information Center
Glang, Ann; Noell, John; Ary, Dennis; Swartz, Lynne
2005-01-01
Objectives: To evaluate an interactive multimedia (IMM) program that teaches young children safe pedestrian skills. Methods: The program uses IMM (animation and video) to teach children critical skills for crossing streets safely. A computer-delivered video assessment and a real-life street simulation were used to measure the effectiveness of the…
Electronic Field Trip: Journalism's New Frontier Involves Live, Interactive Broadcast.
ERIC Educational Resources Information Center
LaMar, Jason
1998-01-01
Describes the "Newseum," a recently opened museum in Arlington, Virginia, dedicated to journalism and freedom of speech. Lists its highlights: free admission, an interactive newsroom, a 126-foot video wall, a news history gallery, a domed theater with a 20-by-40-foot high-definition video screen, and "The Freedom Wall." (PA)
The Generative Effects of Instructional Organizers with Computer-Based Interactive Video.
ERIC Educational Resources Information Center
Kenny, Richard F.
This study compared the use of three instructional organizers--the advance organizer (AO), the participatory pictorial graphic organizer (PGO), and the final form pictorial graphic organizer (FGO)--in the design and use of computer-based interactive video (CBIV) programs. That is, it attempted to determine whether a less generative or more…
Working with Pre-School Practitioners to Improve Interactions
ERIC Educational Resources Information Center
Ahsam, Suki; Shepherd, Julie; Warren-Adamson, Chris
2006-01-01
Eight pre-schools took part in offsite and onsite speech and language training to improve their interaction skills with children and learn some group language activities. An evaluation was undertaken where practitioners at one pre-school were videoed running a language activity before and after training. The video was analysed to assess change in…
Meta-Analysis of Interactive Video Instruction: A 10 Year Review of Achievement Effects.
ERIC Educational Resources Information Center
McNeil, Barbara J.; Nelson, Karyn R.
Sixty-three studies which investigated cognitive achievement effects following interactive video (IV) instruction were integrated through a meta-analysis technique. Overall, mean achievement effect for IV was .530 (corrected for outliers), indicating that IV is an effective form of instruction. The effect is similar to that of computer-assisted…
ERIC Educational Resources Information Center
Taylor, Amelia Fay
2016-01-01
This practitioner research article sought to provide an interpretation of the parental experience of video interaction guidance (VIG). Two mothers and one grandmother participated in one cycle of VIG and one interview about their experiences. Transcripts were analysed using Interpretive Phenomenological Analysis (IPA). Findings indicated that…
ERIC Educational Resources Information Center
Kato, Fumie; Spring, Ryan; Mori, Chikako
2016-01-01
Providing learners of a foreign language with meaningful opportunities for interactions, specifically with native speakers, is especially challenging for instructors. One way to overcome this obstacle is through video-synchronous computer-mediated communication tools such as Skype software. This study reports quantitative and qualitative data from…
ALSC 2011 Notable Videos, Recordings & Interactive Software
ERIC Educational Resources Information Center
School Library Journal, 2011
2011-01-01
This article presents the Notable Children's Videos, Recordings, and Interactive Software for Kids lists which are compiled annually by committees of the Association for Library Service to children (ALSC), a division of the American Library Association (ALA). These lists were released in January 2011 at the ALA Midwinter meeting in San Diego,…
The Effects of Variations in Lesson Control and Practice on Learning from Interactive Video.
ERIC Educational Resources Information Center
Hannafin, Michael J.; Colamaio, MaryAnne E.
1987-01-01
Discussion of the effects of variations in lesson control and practice on the learning of facts, procedures, and problem-solving skills during interactive video instruction focuses on a study of graduates and advanced level undergraduates learning cardiopulmonary resuscitation (CPR). Embedded questioning methods and posttests used are described.…
ERIC Educational Resources Information Center
Lee, Jung A.
2011-01-01
Web-based tailored approaches hold much promise as effective means for delivering health education and improving public health. This study examines the effects of interactive tailored health videos on attention to health messages using neurophysiological changes measured by Electroencephalogram (EEG) and Electrocardiogram (EKG). Sixty-eight…
Suryakumar, Rajaraman; Meyers, Jason P; Irving, Elizabeth L; Bobier, William R
2007-01-01
Accommodation and vergence are two ocular motor systems that interact during binocular vision. Independent measurement of the response dynamics of each system has been achieved by the application of optometers and eye trackers. However, relatively few devices, typically earlier model optometers, allow the simultaneous assessment of accommodation and vergence. In this study we describe the development and application of a custom designed high-speed digital photorefractor that allows for rapid measures of accommodation (up to 75Hz). In addition the photorefractor was also synchronized with a video-based stereo eye tracker to allow a simultaneous measurement of accommodation and vergence. Analysis of accommodation and vergence could then be conducted offline. The new instrumentation is suitable for investigation of young children and could be potentially used for clinical populations.
Review of the Effectiveness of Video Media in Instruction
1993-04-01
did beginners . This is consistent with the finding that directing attention to the relevant aspect of the video is more effective, because more...abstract or theoretical concepts with animated flowcharts or diagrams (Riches, 1990). Enhancing Practice. Animation can be used within interactive video and
Carbonera, Raquel Pinto; Vendrusculo, Fernanda Maria; Donadio, Márcio Vinícius Fagundes
2016-10-01
Interactive video games are recently being used as an exercise tool in cystic fibrosis (CF). This study aimed to assess the literature describing whether video games generate a physiological response similar to the exercise intensity needed for training in CF. An online search in PubMed, Embase, Cochrane, SciELO, LILACS and PEDro databases was conducted and original studies describing physiological responses of the use of video games as exercise in CF were included. In four, out of five studies, the heart rate achieved during video games was within the standards recommended for training (60-80%). Two studies assessed VO 2 and showed higher levels compared to the six-minute walk test. No desaturation was reported. Most games were classified as moderate intensity. Only one study used a maximum exercise test as comparator. Interactive video games generate a heart rate response similar to the intensity required for training in CF patients. Copyright © 2016 Elsevier Ltd. All rights reserved.
Practical and generalizable architecture for an intelligent tutoring system
NASA Astrophysics Data System (ADS)
Kaplan, Randy M.; Trenholm, Harriet
1993-03-01
In this paper we describe an intelligent tutoring system (ITS) called HYDRIVE (hydraulics interactive video experience). This system is built using several novel approaches to intelligent tutoring. The underlying rationale for HYDRIVE is based on the results of a cognitive task analysis. The reasoning component of the system makes extensive use of a hierarchical knowledge representation. Reasoning within the system is accomplished using a logic-based approach and is linked to a highly interactive interface using multimedia. The knowledge representation contains information that drives the multimedia elements of the system, and the reasoning components select the appropriate information to assess student knowledge or guide the student at any particular moment. As this system will be deployed throughout the Air Force maintenance function, the implementation platform is the IBM PC.
47 CFR 76.1503 - Carriage of video programming providers on open video systems.
Code of Federal Regulations, 2011 CFR
2011-10-01
... 47 Telecommunication 4 2011-10-01 2011-10-01 false Carriage of video programming providers on open video systems. 76.1503 Section 76.1503 Telecommunication FEDERAL COMMUNICATIONS COMMISSION (CONTINUED) BROADCAST RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Open Video Systems § 76.1503...
47 CFR 76.1503 - Carriage of video programming providers on open video systems.
Code of Federal Regulations, 2012 CFR
2012-10-01
... 47 Telecommunication 4 2012-10-01 2012-10-01 false Carriage of video programming providers on open video systems. 76.1503 Section 76.1503 Telecommunication FEDERAL COMMUNICATIONS COMMISSION (CONTINUED) BROADCAST RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Open Video Systems § 76.1503...
47 CFR 76.1503 - Carriage of video programming providers on open video systems.
Code of Federal Regulations, 2014 CFR
2014-10-01
... 47 Telecommunication 4 2014-10-01 2014-10-01 false Carriage of video programming providers on open video systems. 76.1503 Section 76.1503 Telecommunication FEDERAL COMMUNICATIONS COMMISSION (CONTINUED) BROADCAST RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Open Video Systems § 76.1503...
47 CFR 76.1503 - Carriage of video programming providers on open video systems.
Code of Federal Regulations, 2010 CFR
2010-10-01
... 47 Telecommunication 4 2010-10-01 2010-10-01 false Carriage of video programming providers on open video systems. 76.1503 Section 76.1503 Telecommunication FEDERAL COMMUNICATIONS COMMISSION (CONTINUED) BROADCAST RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Open Video Systems § 76.1503...
47 CFR 76.1503 - Carriage of video programming providers on open video systems.
Code of Federal Regulations, 2013 CFR
2013-10-01
... 47 Telecommunication 4 2013-10-01 2013-10-01 false Carriage of video programming providers on open video systems. 76.1503 Section 76.1503 Telecommunication FEDERAL COMMUNICATIONS COMMISSION (CONTINUED) BROADCAST RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Open Video Systems § 76.1503...
Bandwidth characteristics of multimedia data traffic on a local area network
NASA Technical Reports Server (NTRS)
Chuang, Shery L.; Doubek, Sharon; Haines, Richard F.
1993-01-01
Limited spacecraft communication links call for users to investigate the potential use of video compression and multimedia technologies to optimize bandwidth allocations. The objective was to determine the transmission characteristics of multimedia data - motion video, text or bitmap graphics, and files transmitted independently and simultaneously over an ethernet local area network. Commercial desktop video teleconferencing hardware and software and Intel's proprietary Digital Video Interactive (DVI) video compression algorithm were used, and typical task scenarios were selected. The transmission time, packet size, number of packets, and network utilization of the data were recorded. Each data type - compressed motion video, text and/or bitmapped graphics, and a compressed image file - was first transmitted independently and its characteristics recorded. The results showed that an average bandwidth of 7.4 kilobits per second (kbps) was used to transmit graphics; an average bandwidth of 86.8 kbps was used to transmit an 18.9-kilobyte (kB) image file; a bandwidth of 728.9 kbps was used to transmit compressed motion video at 15 frames per second (fps); and a bandwidth of 75.9 kbps was used to transmit compressed motion video at 1.5 fps. Average packet sizes were 933 bytes for graphics, 498.5 bytes for the image file, 345.8 bytes for motion video at 15 fps, and 341.9 bytes for motion video at 1.5 fps. Simultaneous transmission of multimedia data types was also characterized. The multimedia packets used transmission bandwidths of 341.4 kbps and 105.8kbps. Bandwidth utilization varied according to the frame rate (frames per second) setting for the transmission of motion video. Packet size did not vary significantly between the data types. When these characteristics are applied to Space Station Freedom (SSF), the packet sizes fall within the maximum specified by the Consultative Committee for Space Data Systems (CCSDS). The uplink of imagery to SSF may be performed at minimal frame rates and/or within seconds of delay, depending on the user's allocated bandwidth. Further research to identify the acceptable delay interval and its impact on human performance is required. Additional studies in network performance using various video compression algorithms and integrated multimedia techniques are needed to determine the optimal design approach for utilizing SSF's data communications system.
ICL: The Image Composition Language
NASA Technical Reports Server (NTRS)
Foley, James D.; Kim, Won Chul
1986-01-01
The Image Composition Language (ICL) provides a convenient way for programmers of interactive graphics application programs to define how the video look-up table of a raster display system is to be loaded. The ICL allows one or several images stored in the frame buffer to be combined in a variety of ways. The ICL treats these images as variables, and provides arithematic, relational, and conditional operators to combine the images, scalar variables, and constants in image composition expressions. The objective of ICL is to provide programmers with a simple way to compose images, to relieve the tedium usually associated with loading the video look-up table to obtain desired results.
Bynum, Ann B; Cranford, Charles O; Irwin, Cathy A; Denny, George S
2002-08-01
Socioeconomic and demographic factors can affect the impact of telehealth education programs that use interactive compressed video technology. This study assessed program satisfaction among participants in the University of Arkansas for Medical Sciences' School Telehealth Education Program delivered by interactive compressed video. Variables in the one-group posttest study were age, gender, ethnicity, education, community size, and program topics for years 1997-1999. The convenience sample included 3,319 participants in junior high and high schools. The School Telehealth Education Program provided information about health risks, disease prevention, health promotion, personal growth, and health sciences. Adolescents reported medium to high levels of satisfaction regarding program interest and quality. Significantly higher satisfaction was expressed for programs on muscular dystrophy, anatomy of the heart, and tobacco addiction (p < 0.001 to p = 0.003). Females, African Americans, and junior high school students reported significantly greater satisfaction (p < 0.001 to p = 0.005). High school students reported significantly greater satisfaction than junior high school students regarding the interactive video equipment (p = 0.011). White females (p = 0.025) and African American males (p = 0.004) in smaller, rural communities reported higher satisfaction than White males. The School Telehealth Education Program, delivered by interactive compressed video, promoted program satisfaction among rural and minority populations and among junior high and high school students. Effective program methods included an emphasis on participants' learning needs, increasing access in rural areas among ethnic groups, speaker communication, and clarity of the program presentation.
Platform for intraoperative analysis of video streams
NASA Astrophysics Data System (ADS)
Clements, Logan; Galloway, Robert L., Jr.
2004-05-01
Interactive, image-guided surgery (IIGS) has proven to increase the specificity of a variety of surgical procedures. However, current IIGS systems do not compensate for changes that occur intraoperatively and are not reflected in preoperative tomograms. Endoscopes and intraoperative ultrasound, used in minimally invasive surgery, provide real-time (RT) information in a surgical setting. Combining the information from RT imaging modalities with traditional IIGS techniques will further increase surgical specificity by providing enhanced anatomical information. In order to merge these techniques and obtain quantitative data from RT imaging modalities, a platform was developed to allow both the display and processing of video streams in RT. Using a Bandit-II CV frame grabber board (Coreco Imaging, St. Laurent, Quebec) and the associated library API, a dynamic link library was created in Microsoft Visual C++ 6.0 such that the platform could be incorporated into the IIGS system developed at Vanderbilt University. Performance characterization, using two relatively inexpensive host computers, has shown the platform capable of performing simple image processing operations on frames captured from a CCD camera and displaying the processed video data at near RT rates both independent of and while running the IIGS system.
Time lapse video recordings of highly purified human hematopoietic progenitor cells in culture.
Denkers, I A; Dragowska, W; Jaggi, B; Palcic, B; Lansdorp, P M
1993-05-01
Major hurdles in studies of stem cell biology include the low frequency and heterogeneity of human hematopoietic precursor cells in bone marrow and the difficulty of directly studying the effect of various culture conditions and growth factors on such cells. We have adapted the cell analyzer imaging system for monitoring and recording the morphology of limited numbers of cells under various culture conditions. Hematopoietic progenitor cells with a CD34+ CD45RAlo CD71lo phenotype were purified from previously frozen organ donor bone marrow by fluorescence activated cell sorting. Cultures of such cells were analyzed with the imaging system composed of an inverted microscope contained in an incubator, a video camera, an optical memory disk recorder and a computer-controlled motorized microscope XYZ precision stage. Fully computer-controlled video images at defined XYZ positions were captured at selected time intervals and recorded at a predetermined sequence on an optical memory disk. In this study, the cell analyzer system was used to obtain descriptions and measurements of hematopoietic cell behavior, like cell motility, cell interactions, cell shape, cell division, cell cycle time and cell size changes under different culture conditions.
HVS: an image-based approach for constructing virtual environments
NASA Astrophysics Data System (ADS)
Zhang, Maojun; Zhong, Li; Sun, Lifeng; Li, Yunhao
1998-09-01
Virtual Reality Systems can construct virtual environment which provide an interactive walkthrough experience. Traditionally, walkthrough is performed by modeling and rendering 3D computer graphics in real-time. Despite the rapid advance of computer graphics technique, the rendering engine usually places a limit on scene complexity and rendering quality. This paper presents a approach which uses the real-world image or synthesized image to comprise a virtual environment. The real-world image or synthesized image can be recorded by camera, or synthesized by off-line multispectral image processing for Landsat TM (Thematic Mapper) Imagery and SPOT HRV imagery. They are digitally warped on-the-fly to simulate walking forward/backward, to left/right and 360-degree watching around. We have developed a system HVS (Hyper Video System) based on these principles. HVS improves upon QuickTime VR and Surround Video in the walking forward/backward.
Integrated multimedia information system on interactive CATV network
NASA Astrophysics Data System (ADS)
Lee, Meng-Huang; Chang, Shin-Hung
1998-10-01
In the current CATV system architectures, they provide one- way delivery of a common menu of entertainment to all the homes through the cable network. Through the technologies evolution, the interactive services (or two-way services) can be provided in the cable TV systems. They can supply customers with individualized programming and support real- time two-way communications. With a view to the service type changed from the one-way delivery systems to the two-way interactive systems, `on demand services' is a distinct feature of multimedia systems. In this paper, we present our work of building up an integrated multimedia system on interactive CATV network in Shih Chien University. Besides providing the traditional analog TV programming from the cable operator, we filter some channels to reserve them as our campus information channels. In addition to the analog broadcasting channel, the system also provides the interactive digital multimedia services, e.g. Video-On- Demand (VOD), Virtual Reality, BBS, World-Wide-Web, and Internet Radio Station. These two kinds of services are integrated in a CATV network by the separation of frequency allocation for the analog broadcasting service and the digital interactive services. Our ongoing work is to port our previous work of building up a VOD system conformed to DAVIC standard (for inter-operability concern) on Ethernet network into the current system.
47 CFR 76.1504 - Rates, terms and conditions for carriage on open video systems.
Code of Federal Regulations, 2012 CFR
2012-10-01
... open video systems. 76.1504 Section 76.1504 Telecommunication FEDERAL COMMUNICATIONS COMMISSION (CONTINUED) BROADCAST RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Open Video Systems § 76.1504 Rates, terms and conditions for carriage on open video systems. (a) Reasonable rate principle. An...
47 CFR 76.1504 - Rates, terms and conditions for carriage on open video systems.
Code of Federal Regulations, 2011 CFR
2011-10-01
... open video systems. 76.1504 Section 76.1504 Telecommunication FEDERAL COMMUNICATIONS COMMISSION (CONTINUED) BROADCAST RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Open Video Systems § 76.1504 Rates, terms and conditions for carriage on open video systems. (a) Reasonable rate principle. An...
47 CFR 76.1504 - Rates, terms and conditions for carriage on open video systems.
Code of Federal Regulations, 2014 CFR
2014-10-01
... open video systems. 76.1504 Section 76.1504 Telecommunication FEDERAL COMMUNICATIONS COMMISSION (CONTINUED) BROADCAST RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Open Video Systems § 76.1504 Rates, terms and conditions for carriage on open video systems. (a) Reasonable rate principle. An...
47 CFR 76.1504 - Rates, terms and conditions for carriage on open video systems.
Code of Federal Regulations, 2013 CFR
2013-10-01
... open video systems. 76.1504 Section 76.1504 Telecommunication FEDERAL COMMUNICATIONS COMMISSION (CONTINUED) BROADCAST RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Open Video Systems § 76.1504 Rates, terms and conditions for carriage on open video systems. (a) Reasonable rate principle. An...
Interactive Computerized Video Orientation.
ERIC Educational Resources Information Center
Briesacker, Jeanie
In response to California State Assembly Bill (AB) 3, which requires the state's community colleges to implement orientations and other specified matriculation services, Fullerton College (FC) developed two orientation videos in 1989 for native speakers of English and English-as-a-Second Language (ESL) students. The videos were used by counselors…
ERIC Educational Resources Information Center
Strazzeri, Kenneth Charles
2013-01-01
The purposes of this study were to investigate (a) undergraduate students' reasoning about the concepts of confidence intervals (b) undergraduate students' interactions with "well-designed" screencast videos on sampling distributions and confidence intervals, and (c) how screencast videos improve undergraduate students' reasoning ability…
The Impact of Video Review on Supervisory Conferencing
ERIC Educational Resources Information Center
Baecher, Laura; McCormack, Bede
2015-01-01
This study investigated how video-based observation may alter the nature of post-observation talk between supervisors and teacher candidates. Audio-recorded post-observation conversations were coded using a conversation analysis framework and interpreted through the lens of interactional sociology. Findings suggest that video-based observations…
World Key Information Service System Designed For EPCOT Center
NASA Astrophysics Data System (ADS)
Kelsey, J. A.
1984-03-01
An advanced Bell Laboratories and Western Electric designed electronic information retrieval system utilizing the latest Information Age technologies, and a fiber optic transmission system is featured at the Walt Disney World Resort's newest theme park - The Experimental Prototype Community of Tomorrow (EPCOT Center). The project is an interactive audio, video and text information system that is deployed at key locations within the park. The touch sensitive terminals utilizing the ARIEL (Automatic Retrieval of Information Electronically) System is interconnected by a Western Electric designed and manufactured lightwave transmission system.
An Interactive Assessment Framework for Visual Engagement: Statistical Analysis of a TEDx Video
ERIC Educational Resources Information Center
Farhan, Muhammad; Aslam, Muhammad
2017-01-01
This study aims to assess the visual engagement of the video lectures. This analysis can be useful for the presenter and student to find out the overall visual attention of the videos. For this purpose, a new algorithm and data collection module are developed. Videos can be transformed into a dataset with the help of data collection module. The…
Physician Interactions with Electronic Health Records in Primary Care
Montague, Enid; Asan, Onur
2013-01-01
Objective It is essential to design technologies and systems that promote appropriate interactions between physicians and patients. This study explored how physicians interact with Electronic Health Records (EHRs) to understand the qualities of the interaction between the physician and the EHR that may contribute to positive physician-patient interactions. Study Design Video-taped observations of 100 medical consultations were used to evaluate interaction patterns between physicians and EHRs. Quantified observational methods were used to contribute to ecological validity. Methods Ten primary care physicians and 100 patients from five clinics participated in the study. Clinical encounters were recorded with video cameras and coded using a validated objective coding methodology in order to examine how physicians interact with electronic health records. Results Three distinct styles were identified that characterize physician interactions with the EHR: technology-centered, human-centered, and mixed. Physicians who used a technology-centered style spent more time typing and gazing at the computer during the visit. Physicians who used a mixed style shifted their attention and body language between their patients and the technology throughout the visit. Physicians who used the human-centered style spent the least amount of time typing and focused more on the patient. Conclusion A variety of EHR interaction styles may be effective in facilitating patient-centered care. However, potential drawbacks of each style exist and are discussed. Future research on this topic and design strategies for effective health information technology in primary care are also discussed. PMID:24009982
Interactive color display for multispectral imagery using correlation clustering
NASA Technical Reports Server (NTRS)
Haskell, R. E. (Inventor)
1979-01-01
A method for processing multispectral data is provided, which permits an operator to make parameter level changes during the processing of the data. The system is directed to production of a color classification map on a video display in which a given color represents a localized region in multispectral feature space. Interactive controls permit an operator to alter the size and change the location of these regions, permitting the classification of such region to be changed from a broad to a narrow classification.
Temporally rendered automatic cloud extraction (TRACE) system
NASA Astrophysics Data System (ADS)
Bodrero, Dennis M.; Yale, James G.; Davis, Roger E.; Rollins, John M.
1999-10-01
Smoke/obscurant testing requires that 2D cloud extent be extracted from visible and thermal imagery. These data are used alone or in combination with 2D data from other aspects to make 3D calculations of cloud properties, including dimensions, volume, centroid, travel, and uniformity. Determining cloud extent from imagery has historically been a time-consuming manual process. To reduce time and cost associated with smoke/obscurant data processing, automated methods to extract cloud extent from imagery were investigated. The TRACE system described in this paper was developed and implemented at U.S. Army Dugway Proving Ground, UT by the Science and Technology Corporation--Acuity Imaging Incorporated team with Small Business Innovation Research funding. TRACE uses dynamic background subtraction and 3D fast Fourier transform as primary methods to discriminate the smoke/obscurant cloud from the background. TRACE has been designed to run on a PC-based platform using Windows. The PC-Windows environment was chosen for portability, to give TRACE the maximum flexibility in terms of its interaction with peripheral hardware devices such as video capture boards, removable media drives, network cards, and digital video interfaces. Video for Windows provides all of the necessary tools for the development of the video capture utility in TRACE and allows for interchangeability of video capture boards without any software changes. TRACE is designed to take advantage of future upgrades in all aspects of its component hardware. A comparison of cloud extent determined by TRACE with manual method is included in this paper.
Playing for real: video games and stories for health-related behavior change.
Baranowski, Tom; Buday, Richard; Thompson, Debbe I; Baranowski, Janice
2008-01-01
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-related behavior change through December 2006. Most of the articles demonstrated positive health-related changes from playing the video games. Variability in what was reported about the games and measures employed precluded systematically relating characteristics of the games to outcomes. Many of these games merged the immersive, attention-maintaining properties of stories and fantasy, the engaging properties of interactivity, and behavior-change technology (e.g., tailored messages, goal setting). Stories in video games allow for modeling, vicarious identifying experiences, and learning a story's "moral," among other change possibilities. Research is needed on the optimal use of game-based stories, fantasy, interactivity, and behavior change technology in promoting health-related behavior change.
Experimental application of simulation tools for evaluating UAV video change detection
NASA Astrophysics Data System (ADS)
Saur, Günter; Bartelsen, Jan
2015-10-01
Change detection is one of the most important tasks when unmanned aerial vehicles (UAV) are used for video reconnaissance and surveillance. In this paper, we address changes on short time scale, i.e. the observations are taken within time distances of a few hours. Each observation is a short video sequence corresponding to the near-nadir overflight of the UAV above the interesting area and the relevant changes are e.g. recently added or removed objects. The change detection algorithm has to distinguish between relevant and non-relevant changes. Examples for non-relevant changes are versatile objects like trees and compression or transmission artifacts. To enable the usage of an automatic change detection within an interactive workflow of an UAV video exploitation system, an evaluation and assessment procedure has to be performed. Large video data sets which contain many relevant objects with varying scene background and altering influence parameters (e.g. image quality, sensor and flight parameters) including image metadata and ground truth data are necessary for a comprehensive evaluation. Since the acquisition of real video data is limited by cost and time constraints, from our point of view, the generation of synthetic data by simulation tools has to be considered. In this paper the processing chain of Saur et al. (2014) [1] and the interactive workflow for video change detection is described. We have selected the commercial simulation environment Virtual Battle Space 3 (VBS3) to generate synthetic data. For an experimental setup, an example scenario "road monitoring" has been defined and several video clips have been produced with varying flight and sensor parameters and varying objects in the scene. Image registration and change mask extraction, both components of the processing chain, are applied to corresponding frames of different video clips. For the selected examples, the images could be registered, the modelled changes could be extracted and the artifacts of the image rendering considered as noise (slight differences of heading angles, disparity of vegetation, 3D parallax) could be suppressed. We conclude that these image data could be considered to be realistic enough to serve as evaluation data for the selected processing components. Future work will extend the evaluation to other influence parameters and may include the human operator for mission planning and sensor control.
Hybrid Reality Lab Capabilities - Video 2
NASA Technical Reports Server (NTRS)
Delgado, Francisco J.; Noyes, Matthew
2016-01-01
Our Hybrid Reality and Advanced Operations Lab is developing incredibly realistic and immersive systems that could be used to provide training, support engineering analysis, and augment data collection for various human performance metrics at NASA. To get a better understanding of what Hybrid Reality is, let's go through the two most commonly known types of immersive realities: Virtual Reality, and Augmented Reality. Virtual Reality creates immersive scenes that are completely made up of digital information. This technology has been used to train astronauts at NASA, used during teleoperation of remote assets (arms, rovers, robots, etc.) and other activities. One challenge with Virtual Reality is that if you are using it for real time-applications (like landing an airplane) then the information used to create the virtual scenes can be old (i.e. visualized long after physical objects moved in the scene) and not accurate enough to land the airplane safely. This is where Augmented Reality comes in. Augmented Reality takes real-time environment information (from a camera, or see through window, and places digitally created information into the scene so that it matches with the video/glass information). Augmented Reality enhances real environment information collected with a live sensor or viewport (e.g. camera, window, etc.) with the information-rich visualization provided by Virtual Reality. Hybrid Reality takes Augmented Reality even further, by creating a higher level of immersion where interactivity can take place. Hybrid Reality takes Virtual Reality objects and a trackable, physical representation of those objects, places them in the same coordinate system, and allows people to interact with both objects' representations (virtual and physical) simultaneously. After a short period of adjustment, the individuals begin to interact with all the objects in the scene as if they were real-life objects. The ability to physically touch and interact with digitally created objects that have the same shape, size, location to their physical object counterpart in virtual reality environment can be a game changer when it comes to training, planning, engineering analysis, science, entertainment, etc. Our Project is developing such capabilities for various types of environments. The video outlined with this abstract is a representation of an ISS Hybrid Reality experience. In the video you can see various Hybrid Reality elements that provide immersion beyond just standard Virtual Reality or Augmented Reality.
Effects of age on associating virtual and embodied toys.
Okita, Sandra Y
2004-08-01
Technologies such as videos, toys, and video games are used as tools in delivering education to young children. Do children spontaneously transfer between virtual and real-world mediums as they learn? Fifty-six children learned facts about a toy dog presented through varying levels of technology and interactivity (e.g., video game, stuffed animal, picture books). They then met a similar dog character in a new embodiment (e.g., as a stuffed animal if first met the dog as video character). Would children spontaneously generalize the facts they learned about the dog character across mediums (dynamic and static environments)? Results indicate that younger children were more likely to generalize facts across mediums. Specific aspects of the level of technology and interactivity had little effect.
Sandlund, Marlene; Dock, Katarina; Häger, Charlotte K; Waterworth, Eva Lindh
2012-01-01
To explore parents' perceptions of using low-cost motion interactive video games as home training for their children with mild/moderate cerebral palsy. Semi-structured interviews were carried out with parents from 15 families after participation in an intervention where motion interactive games were used daily in home training for their child. A qualitative content analysis approach was applied. The parents' perception of the training was very positive. They expressed the view that motion interactive video games may promote positive experiences of physical training in rehabilitation, where the social aspects of gaming were especially valued. Further, the parents experienced less need to take on coaching while gaming stimulated independent training. However, there was a desire for more controlled and individualized games to better challenge the specific rehabilitative need of each child. Low-cost motion interactive games may provide increased motivation and social interaction to home training and promote independent training with reduced coaching efforts for the parents. In future designs of interactive games for rehabilitation purposes, it is important to preserve the motivational and social features of games while optimizing the individualized physical exercise.
Prevention: lessons from video display installations
DOE Office of Scientific and Technical Information (OSTI.GOV)
Margach, C.B.
1983-04-01
Workers interacting with video display units for periods in excess of two hours per day report significantly increased visual discomfort, fatigue and inefficiencies, as compared with workers performing similar tasks, but without the video viewing component. Difficulties in focusing and the appearance of myopia are among the problems being described. With a view to preventing or minimizing such problems, principles and procedures are presented providing for (a) modification of physical features of the video workstation and (b) improvement in the visual performances of the individual video unit operator.
Real-time lens distortion correction: speed, accuracy and efficiency
NASA Astrophysics Data System (ADS)
Bax, Michael R.; Shahidi, Ramin
2014-11-01
Optical lens systems suffer from nonlinear geometrical distortion. Optical imaging applications such as image-enhanced endoscopy and image-based bronchoscope tracking require correction of this distortion for accurate localization, tracking, registration, and measurement of image features. Real-time capability is desirable for interactive systems and live video. The use of a texture-mapping graphics accelerator, which is standard hardware on current motherboard chipsets and add-in video graphics cards, to perform distortion correction is proposed. Mesh generation for image tessellation, an error analysis, and performance results are presented. It is shown that distortion correction using commodity graphics hardware is substantially faster than using the main processor and can be performed at video frame rates (faster than 30 frames per second), and that the polar-based method of mesh generation proposed here is more accurate than a conventional grid-based approach. Using graphics hardware to perform distortion correction is not only fast and accurate but also efficient as it frees the main processor for other tasks, which is an important issue in some real-time applications.
Studying fish near ocean energy devices using underwater video
DOE Office of Scientific and Technical Information (OSTI.GOV)
Matzner, Shari; Hull, Ryan E.; Harker-Klimes, Genevra EL
The effects of energy devices on fish populations are not well-understood, and studying the interactions of fish with tidal and instream turbines is challenging. To address this problem, we have evaluated algorithms to automatically detect fish in underwater video and propose a semi-automated method for ocean and river energy device ecological monitoring. The key contributions of this work are the demonstration of a background subtraction algorithm (ViBE) that detected 87% of human-identified fish events and is suitable for use in a real-time system to reduce data volume, and the demonstration of a statistical model to classify detections as fish ormore » not fish that achieved a correct classification rate of 85% overall and 92% for detections larger than 5 pixels. Specific recommendations for underwater video acquisition to better facilitate automated processing are given. The recommendations will help energy developers put effective monitoring systems in place, and could lead to a standard approach that simplifies the monitoring effort and advances the scientific understanding of the ecological impacts of ocean and river energy devices.« less
State of the art in video system performance
NASA Technical Reports Server (NTRS)
Lewis, Michael J.
1990-01-01
The closed circuit television (CCTV) system that is onboard the Space Shuttle has the following capabilities: camera, video signal switching and routing unit (VSU); and Space Shuttle video tape recorder. However, this system is inadequate for use with many experiments that require video imaging. In order to assess the state-of-the-art in video technology and data storage systems, a survey was conducted of the High Resolution, High Frame Rate Video Technology (HHVT) products. The performance of the state-of-the-art solid state cameras and image sensors, video recording systems, data transmission devices, and data storage systems versus users' requirements are shown graphically.
A telemedicine health care delivery system
NASA Technical Reports Server (NTRS)
Sanders, Jay H.
1991-01-01
The Interactive Telemedicine Systems (ITS) system was specifically developed to address the ever widening gap between our medical care expertise and our medical care delivery system. The frustrating reality is that as our knowledge of how to diagnose and treat medical conditions has continued to advance, the system to deliver that care has remained in an embryonic stage. This has resulted in millions of people being denied their most basic health care needs. Telemedicine utilizes an interactive video system integrated with biomedical telemetry that allows a physician at a base station specialty medical complex or teaching hospital to examine and treat a patient at multiple satellite locations, such as rural hospitals, ambulatory health centers, correctional institutions, facilities caring for the elderly, community hospital emergency departments, or international health facilities. Based on the interactive nature of the system design, the consulting physician at the base station can do a complete history and physical examination, as if the patient at the satellite site was sitting in the physician's office. This system is described.
NASA Astrophysics Data System (ADS)
Kuehl, C. Stephen
1996-06-01
Video signal system performance can be compromised in a military aircraft cockpit management system (CMS) with the tailoring of vintage Electronics Industries Association (EIA) RS170 and RS343A video interface standards. Video analog interfaces degrade when induced system noise is present. Further signal degradation has been traditionally associated with signal data conversions between avionics sensor outputs and the cockpit display system. If the CMS engineering process is not carefully applied during the avionics video and computing architecture development, extensive and costly redesign will occur when visual sensor technology upgrades are incorporated. Close monitoring and technical involvement in video standards groups provides the knowledge-base necessary for avionic systems engineering organizations to architect adaptable and extendible cockpit management systems. With the Federal Communications Commission (FCC) in the process of adopting the Digital HDTV Grand Alliance System standard proposed by the Advanced Television Systems Committee (ATSC), the entertainment and telecommunications industries are adopting and supporting the emergence of new serial/parallel digital video interfaces and data compression standards that will drastically alter present NTSC-M video processing architectures. The re-engineering of the U.S. Broadcasting system must initially preserve the electronic equipment wiring networks within broadcast facilities to make the transition to HDTV affordable. International committee activities in technical forums like ITU-R (former CCIR), ANSI/SMPTE, IEEE, and ISO/IEC are establishing global consensus on video signal parameterizations that support a smooth transition from existing analog based broadcasting facilities to fully digital computerized systems. An opportunity exists for implementing these new video interface standards over existing video coax/triax cabling in military aircraft cockpit management systems. Reductions in signal conversion processing steps, major improvement in video noise reduction, and an added capability to pass audio/embedded digital data within the digital video signal stream are the significant performance increases associated with the incorporation of digital video interface standards. By analyzing the historical progression of military CMS developments, establishing a systems engineering process for CMS design, tracing the commercial evolution of video signal standardization, adopting commercial video signal terminology/definitions, and comparing/contrasting CMS architecture modifications using digital video interfaces; this paper provides a technical explanation on how a systems engineering process approach to video interface standardization can result in extendible and affordable cockpit management systems.
Telearch - Integrated visual simulation environment for collaborative virtual archaeology.
NASA Astrophysics Data System (ADS)
Kurillo, Gregorij; Forte, Maurizio
Archaeologists collect vast amounts of digital data around the world; however, they lack tools for integration and collaborative interaction to support reconstruction and interpretation process. TeleArch software is aimed to integrate different data sources and provide real-time interaction tools for remote collaboration of geographically distributed scholars inside a shared virtual environment. The framework also includes audio, 2D and 3D video streaming technology to facilitate remote presence of users. In this paper, we present several experimental case studies to demonstrate the integration and interaction with 3D models and geographical information system (GIS) data in this collaborative environment.
Shimizu, Shuji; Nakashima, Naoki; Okamura, Koji; Tanaka, Masao
2009-01-01
Although the use of video in telemedicine is most helpful, the transmission of high-quality moving images is difficult in conventional systems due to the limitation of network bandwidth and the quality of service. We have established a new system via the academic broadband network that can preserve the original quality and assure smooth movement of the image. Here we report on 100 case studies and discuss the lessons we have learned. Kyushu University Hospital in Fukuoka, Japan, was linked to 53 medical institutions and meeting venues in 13 countries and regions over the Asia-Pacific Advanced Network, an international research and education consortium. The digital video transport system (DVTS), free software that transforms digital video signals directly into Internet Protocol, was installed on a personal computer (PC) with a network bandwidth of 30 Mbps per channel. Between February 2003 and June 2007, 100 telecommunication sessions were held, 94 of which were international and 6 domestic. Furthermore, 47 involved real-time demonstrations and 53 interactive teleconferences using video or PC presentations. Multiple stations were connected in 37 events, and the number of connected stations in total reached 269. The time delay was restricted to 0.3-1.0 seconds between the stations. Participants provided feedback via questionnaires, and with respect to image quality, 509 (68.3%) participants reported "very good," 206 (27.7%) reported "good," 19 (2.6%) reported "poor," and 11 (1.5%) reported "very poor." DVTS is both economical, with a minimal initial investment, and simple to set up, and this is the first time that this advanced system has been used so widely in the Asia-Pacific region. Because the high-speed academic network for research and education is available worldwide, we believe our cutting-edge technology will facilitate medical standardization beyond geographic borders in the world.
System Synchronizes Recordings from Separated Video Cameras
NASA Technical Reports Server (NTRS)
Nail, William; Nail, William L.; Nail, Jasper M.; Le, Doung T.
2009-01-01
A system of electronic hardware and software for synchronizing recordings from multiple, physically separated video cameras is being developed, primarily for use in multiple-look-angle video production. The system, the time code used in the system, and the underlying method of synchronization upon which the design of the system is based are denoted generally by the term "Geo-TimeCode(TradeMark)." The system is embodied mostly in compact, lightweight, portable units (see figure) denoted video time-code units (VTUs) - one VTU for each video camera. The system is scalable in that any number of camera recordings can be synchronized. The estimated retail price per unit would be about $350 (in 2006 dollars). The need for this or another synchronization system external to video cameras arises because most video cameras do not include internal means for maintaining synchronization with other video cameras. Unlike prior video-camera-synchronization systems, this system does not depend on continuous cable or radio links between cameras (however, it does depend on occasional cable links lasting a few seconds). Also, whereas the time codes used in prior video-camera-synchronization systems typically repeat after 24 hours, the time code used in this system does not repeat for slightly more than 136 years; hence, this system is much better suited for long-term deployment of multiple cameras.
Nekton Interaction Monitoring System
DOE Office of Scientific and Technical Information (OSTI.GOV)
2017-03-15
The software provides a real-time processing system for sonar to detect and track animals, and to extract water column biomass statistics in order to facilitate continuous monitoring of an underwater environment. The Nekton Interaction Monitoring System (NIMS) extracts and archives tracking and backscatter statistics data from a real-time stream of data from a sonar device. NIMS also sends real-time tracking messages over the network that can be used by other systems to generate other metrics or to trigger instruments such as an optical video camera. A web-based user interface provides remote monitoring and control. NIMS currently supports three popular sonarmore » devices: M3 multi-beam sonar (Kongsberg), EK60 split-beam echo-sounder (Simrad) and BlueView acoustic camera (Teledyne).« less
Locatis, Craig; Burges, Gene; Maisiak, Richard; Liu, Wei-Li; Ackerman, Michael
2017-01-01
Abstract Background: There is little teledermatology research directly comparing remote methods, even less research with two in-person dermatologist agreement providing a baseline for comparing remote methods, and no research using high definition video as a live interactive method. Objective: To compare in-person consultations with store-and-forward and live interactive methods, the latter having two levels of image quality. Methods: A controlled study was conducted where patients were examined in-person, by high definition video, and by store-and-forward methods. The order patients experienced methods and residents assigned methods rotated, although an attending always saw patients in-person. The type of high definition video employed, lower resolution compressed or higher resolution uncompressed, was alternated between clinics. Primary and differential diagnoses, biopsy recommendations, and diagnostic and biopsy confidence ratings were recorded. Results: Concordance and confidence were significantly better for in-person versus remote methods and biopsy recommendations were lower. Store-and-forward and higher resolution uncompressed video results were similar and better than those for lower resolution compressed video. Limitations: Dermatology residents took store-and-forward photos and their quality was likely superior to those normally taken in practice. There were variations in expertise between the attending and second and third year residents. Conclusion: The superiority of in-person consultations suggests the tendencies to order more biopsies or still see patients in-person are often justified in teledermatology and that high resolution uncompressed video can close the resolution gap between store-and-forward and live interactive methods. PMID:27705083
Visuals for Interactive Video: Old Fashioned Images for a New Fangled Technology.
ERIC Educational Resources Information Center
Braden, Roberts A.
Pointing out that interactive video (IAV) represents a synthesis of four primary technologies--computers, television, visual design, and instructional design--this paper discusses the what, why, and how of IAV visuals. The features and relevant aspects of each technology are briefly discussed, as well as the impact of each of these technologies…
ERIC Educational Resources Information Center
Kim, Sujin; Song, Kim; Coppersmith, Sarah
2018-01-01
This qualitative case study was framed by an experiential learning approach organized around video resources and linguistically and culturally responsive content teaching. The study explored an overarching research question: How did teacher-learners in a grant project interact with a multimedia learning platform that combined teaching video and…
Perspectives on Using Video Recordings in Conversation Analytical Studies on Learning in Interaction
ERIC Educational Resources Information Center
Rusk, Fredrik; Pörn, Michaela; Sahlström, Fritjof; Slotte-Lüttge, Anna
2015-01-01
Video is currently used in many studies to document the interaction in conversation analytical (CA) studies on learning. The discussion on the method used in these studies has primarily focused on the analysis or the data construction, whereas the relation between data construction and analysis is rarely brought to attention. The aim of this…
ERIC Educational Resources Information Center
Hockicko, Peter; Krišták, Luboš; Nemec, Miroslav
2015-01-01
Video analysis, using the program Tracker (Open Source Physics), in the educational process introduces a new creative method of teaching physics and makes natural sciences more interesting for students. This way of exploring the laws of nature can amaze students because this illustrative and interactive educational software inspires them to think…
The Impact of Video Modeling on Improving Social Skills in Children with Autism
ERIC Educational Resources Information Center
Alzyoudi, Mohammed; Sartawi, AbedAlziz; Almuhiri, Osha
2014-01-01
Children with autism often show a lack of the interactive social skills that would allow them to engage with others successfully. They therefore frequently need training to aid them in successful social interaction. Video modeling is a widely used instructional technique that has been applied to teach children with developmental disabilities such…
The Impact of Video Modelling on Improving Social Skills in Children with Autism
ERIC Educational Resources Information Center
Alzyoudi, Mohammed; Sartawi, AbedAlziz; Almuhiri, Osha
2015-01-01
Children with autism often show a lack of the interactive social skills that would allow them to engage with others successfully. They therefore frequently need training to aid them in successful social interaction. Video modelling is a widely used instructional technique that has been applied to teach children with developmental disabilities such…
ERIC Educational Resources Information Center
Akiyama, Yuka
2016-01-01
To examine how participants' different eTandem experiences could be attributed to the way they co-constructed turns, this study analyzed turn negotiation practices of one dyad who engaged in video-mediated interaction between Japan and America. This dyad was chosen for analysis because they expressed the greatest frustration and required a…
Design Considerations for the Development of Interactive Video (IV) in Nurse Education.
ERIC Educational Resources Information Center
Chandra, Peter; And Others
A computer assisted learning (CAL) program in the area of intravenous drug administration developed by the Nightingale Project is currently being used in a number of nursing schools and hospitals throughout the United Kingdom. The success of this program and the emergence of interactive video as a significant training medium persuaded the…
47 CFR 76.1712 - Open video system (OVS) requests for carriage.
Code of Federal Regulations, 2011 CFR
2011-10-01
... 47 Telecommunication 4 2011-10-01 2011-10-01 false Open video system (OVS) requests for carriage... RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Documents to be Maintained for Inspection § 76.1712 Open video system (OVS) requests for carriage. An open video system operator shall maintain a...
47 CFR 76.1712 - Open video system (OVS) requests for carriage.
Code of Federal Regulations, 2010 CFR
2010-10-01
... 47 Telecommunication 4 2010-10-01 2010-10-01 false Open video system (OVS) requests for carriage... RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Documents to be Maintained for Inspection § 76.1712 Open video system (OVS) requests for carriage. An open video system operator shall maintain a...
47 CFR 76.1712 - Open video system (OVS) requests for carriage.
Code of Federal Regulations, 2014 CFR
2014-10-01
... 47 Telecommunication 4 2014-10-01 2014-10-01 false Open video system (OVS) requests for carriage... RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Documents to be Maintained for Inspection § 76.1712 Open video system (OVS) requests for carriage. An open video system operator shall maintain a...
47 CFR 76.1712 - Open video system (OVS) requests for carriage.
Code of Federal Regulations, 2013 CFR
2013-10-01
... 47 Telecommunication 4 2013-10-01 2013-10-01 false Open video system (OVS) requests for carriage... RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Documents to be Maintained for Inspection § 76.1712 Open video system (OVS) requests for carriage. An open video system operator shall maintain a...
47 CFR 76.1712 - Open video system (OVS) requests for carriage.
Code of Federal Regulations, 2012 CFR
2012-10-01
... 47 Telecommunication 4 2012-10-01 2012-10-01 false Open video system (OVS) requests for carriage... RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Documents to be Maintained for Inspection § 76.1712 Open video system (OVS) requests for carriage. An open video system operator shall maintain a...
47 CFR 76.1501 - Qualifications to be an open video system operator.
Code of Federal Regulations, 2011 CFR
2011-10-01
... 47 Telecommunication 4 2011-10-01 2011-10-01 false Qualifications to be an open video system... RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Open Video Systems § 76.1501 Qualifications to be an open video system operator. Any person may obtain a certification to operate an open...
47 CFR 76.1501 - Qualifications to be an open video system operator.
Code of Federal Regulations, 2014 CFR
2014-10-01
... 47 Telecommunication 4 2014-10-01 2014-10-01 false Qualifications to be an open video system... RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Open Video Systems § 76.1501 Qualifications to be an open video system operator. Any person may obtain a certification to operate an open...
47 CFR 76.1508 - Network non-duplication.
Code of Federal Regulations, 2014 CFR
2014-10-01
... MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Open Video Systems § 76.1508 Network non-duplication. (a) Sections 76.92 through 76.97 shall apply to open video systems in accordance with the provisions contained... unit” shall apply to an open video system or that portion of an open video system that operates or will...
47 CFR 76.1508 - Network non-duplication.
Code of Federal Regulations, 2012 CFR
2012-10-01
... MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Open Video Systems § 76.1508 Network non-duplication. (a) Sections 76.92 through 76.97 shall apply to open video systems in accordance with the provisions contained... unit” shall apply to an open video system or that portion of an open video system that operates or will...
47 CFR 76.1501 - Qualifications to be an open video system operator.
Code of Federal Regulations, 2012 CFR
2012-10-01
... 47 Telecommunication 4 2012-10-01 2012-10-01 false Qualifications to be an open video system... RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Open Video Systems § 76.1501 Qualifications to be an open video system operator. Any person may obtain a certification to operate an open...
47 CFR 76.1508 - Network non-duplication.
Code of Federal Regulations, 2013 CFR
2013-10-01
... MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Open Video Systems § 76.1508 Network non-duplication. (a) Sections 76.92 through 76.97 shall apply to open video systems in accordance with the provisions contained... unit” shall apply to an open video system or that portion of an open video system that operates or will...
47 CFR 76.1501 - Qualifications to be an open video system operator.
Code of Federal Regulations, 2010 CFR
2010-10-01
... 47 Telecommunication 4 2010-10-01 2010-10-01 false Qualifications to be an open video system... RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Open Video Systems § 76.1501 Qualifications to be an open video system operator. Any person may obtain a certification to operate an open...
47 CFR 76.1501 - Qualifications to be an open video system operator.
Code of Federal Regulations, 2013 CFR
2013-10-01
... 47 Telecommunication 4 2013-10-01 2013-10-01 false Qualifications to be an open video system... RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Open Video Systems § 76.1501 Qualifications to be an open video system operator. Any person may obtain a certification to operate an open...
47 CFR 76.1508 - Network non-duplication.
Code of Federal Regulations, 2011 CFR
2011-10-01
... MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Open Video Systems § 76.1508 Network non-duplication. (a) Sections 76.92 through 76.97 shall apply to open video systems in accordance with the provisions contained... unit” shall apply to an open video system or that portion of an open video system that operates or will...
Public Education and Outreach Through Full-Dome Video Technology
NASA Astrophysics Data System (ADS)
Pollock, John
2009-03-01
My long-term goal is to enhance public understanding of complex systems that can be best demonstrated through richly detailed computer graphic animation displayed with full-dome video technology. My current focus is on health science advances that focus on regenerative medicine, which helps the body heal itself. Such topics facilitate science learning and health literacy. My team develops multi-media presentations that bring the scientific and medical advances to the public through immersive high-definition video animation. Implicit in treating the topics of regenerative medicine will be the need to address stem cell biology. The topics are clarified and presented from a platform of facts and balanced ethical consideration. The production process includes communicating scientific information about the excitement and importance of stem cell research. Principles of function are emphasized over specific facts or terminology by focusing on a limited, but fundamental set of concepts. To achieve this, visually rich, biologically accurate 3D computer graphic environments are created to illustrate the cells, tissues and organs of interest. A suite of films are produced, and evaluated in pre- post-surveys assessing attitudes, knowledge and learning. Each film uses engaging interactive demonstrations to illustrate biological functions, the things that go wrong due to disease and disability, and the remedy provided by regenerative medicine. While the images are rich and detailed, the language is accessible and appropriate to the audience. The digital, high-definition video is also re-edited for presentation in other ``flat screen'' formats, increasing our distribution potential. Show content is also presented in an interactive web space (www.sepa.duq.edu) with complementing teacher resource guides and student workbooks and companion video games.
Instructional Design Issues for Current and Future Interactive Video Media.
ERIC Educational Resources Information Center
Hadley, James A.; Bentley, Joanne; Christiansen, Todd P.
2003-01-01
Addresses some of the issues that instructional designers will face in the near future and ways to deal with new instructional affordances and constraint, including: Menu and Audio, Video, Subpicture Interleaved, Streamlining Digital Media (MAVSI-SDM); three-dimensional flowcharting; designing multi-faceted storyboards and scripts; managing video,…
Tools to Support Expository Video Capture and Access
ERIC Educational Resources Information Center
Carter, Scott; Cooper, Matthew; Adcock, John; Branham, Stacy
2014-01-01
Video tends to be imbalanced as a medium. Typically, content creators invest enormous effort creating work that is then watched passively. However, learning tasks require that users not only consume video but also engage, interact with, and repurpose content. Furthermore, to promote learning across domains where content creators are not…
3D interactive augmented reality-enhanced digital learning systems for mobile devices
NASA Astrophysics Data System (ADS)
Feng, Kai-Ten; Tseng, Po-Hsuan; Chiu, Pei-Shuan; Yang, Jia-Lin; Chiu, Chun-Jie
2013-03-01
With enhanced processing capability of mobile platforms, augmented reality (AR) has been considered a promising technology for achieving enhanced user experiences (UX). Augmented reality is to impose virtual information, e.g., videos and images, onto a live-view digital display. UX on real-world environment via the display can be e ectively enhanced with the adoption of interactive AR technology. Enhancement on UX can be bene cial for digital learning systems. There are existing research works based on AR targeting for the design of e-learning systems. However, none of these work focuses on providing three-dimensional (3-D) object modeling for en- hanced UX based on interactive AR techniques. In this paper, the 3-D interactive augmented reality-enhanced learning (IARL) systems will be proposed to provide enhanced UX for digital learning. The proposed IARL systems consist of two major components, including the markerless pattern recognition (MPR) for 3-D models and velocity-based object tracking (VOT) algorithms. Realistic implementation of proposed IARL system is conducted on Android-based mobile platforms. UX on digital learning can be greatly improved with the adoption of proposed IARL systems.
Molton, James S; Pang, Yan; Wang, Zhuochun; Qiu, Boqin; Wu, Pei; Rahman-Shepherd, Afifah; Ooi, Wei Tsang; Paton, Nicholas I
2016-12-20
Suboptimal medication adherence for infectious diseases such as tuberculosis (TB) results in poor clinical outcomes and ongoing infectivity. Directly observed therapy (DOT) is now standard of care for TB treatment monitoring but has a number of limitations. We aimed to develop and evaluate a smartphone-based system to facilitate remotely observed therapy via transmission of videos rather than in-person observation. We developed an integrated smartphone and web-based system (Mobile Interactive Supervised Therapy, MIST) to provide regular medication reminders and facilitate video recording of pill ingestion at predetermined timings each day, for upload and later review by a healthcare worker. We evaluated the system in a single arm, prospective study of adherence to a dietary supplement. Healthy volunteers were recruited through an online portal. Entry criteria included age ≥21 and owning an iOS or Android-based device. Participants took a dietary supplement pill once, twice or three-times a day for 2 months. We instructed them to video each pill taking episode using the system. Adherence as measured by the smartphone system and by pill count. 42 eligible participants were recruited (median age 24; 86% students). Videos were classified as received-confirmed pill intake (3475, 82.7% of the 4200 videos expected), received-uncertain pill intake (16, <1%), received-fake pill intake (31, <1%), not received-technical issues (223, 5.3%) or not received-assumed non-adherence (455, 10.8%). Overall median estimated participant adherence by MIST was 90.0%, similar to that obtained by pill count (93.8%). There was a good relationship between participant adherence as measured by MIST and by pill count (Spearmans r s 0.66, p<0.001). We have demonstrated the feasibility, acceptability and accuracy of a smartphone-based adherence support and monitoring system. The system has the potential to supplement and support the provision of DOT for TB and also to improve adherence in other conditions such as HIV and hepatitis C. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/.
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.
AOIPS water resources data management system
NASA Technical Reports Server (NTRS)
Vanwie, P.
1977-01-01
The text and computer-generated displays used to demonstrate the AOIPS (Atmospheric and Oceanographic Information Processing System) water resources data management system are investigated. The system was developed to assist hydrologists in analyzing the physical processes occurring in watersheds. It was designed to alleviate some of the problems encountered while investigating the complex interrelationships of variables such as land-cover type, topography, precipitation, snow melt, surface runoff, evapotranspiration, and streamflow rates. The system has an interactive image processing capability and a color video display to display results as they are obtained.
Thematic video indexing to support video database retrieval and query processing
NASA Astrophysics Data System (ADS)
Khoja, Shakeel A.; Hall, Wendy
1999-08-01
This paper presents a novel video database system, which caters for complex and long videos, such as documentaries, educational videos, etc. As compared to relatively structured format videos like CNN news or commercial advertisements, this database system has the capacity to work with long and unstructured videos.
Wadnerkar-Kamble, Meghana B.; James, Deborah M.
2015-01-01
Evidence on best practice for optimizing communication with prelingual deaf and hard-of-hearing (DHH) children is lacking. This study examined the effect of a family-focused psychosocial video intervention program on parent–child communication in the context of childhood hearing loss. Fourteen hearing parents with a prelingual DHH child (Mage = 2 years 8 months) completed three sessions of video interaction guidance intervention. Families were assessed in spontaneous free play interactions at pre and postintervention using the Emotional Availability (EA) Scales. The Rosenberg Self-esteem Scale was also used to assess parental report of self-esteem. Compared with nontreatment baselines, increases were shown in the EA subscales: parental sensitivity, parental structuring, parental nonhostility, child responsiveness, and child involvement, and in reported self-esteem at postintervention. Video-feedback enhances communication in families with prelingual DHH children and encourages more connected parent–child interaction. The results raise implications regarding the focus of early intervention strategies for prelingual DHH children. PMID:25819293
The Effect of Interactive Simulations on Exercise Adherence with Overweight and Obese Adults
2009-12-01
integrated video game play capabilities was developed. Unique software was written and further modified to integrate the exercise equipment/ video game ...exercise bicycle with video gaming console 16. SECURITY CLASSIFICATION OF: 17. LIMITATION OF ABSTRACT 18. NUMBER OF PAGES 19a. NAME OF... video game play on exercise adherence, exercise motivation , and self-efficacy in overweight and obese Army personnel. Despite being younger. less
Copenhaver, Allen; Ferguson, Christopher J
For decades politicians, parent groups, researchers, media outlets, professionals in various fields, and laymen have debated the effects playing violent video games have on children and adolescents. In academia, there also exists a divide as to whether violent video games cause children and adolescents to be aggressive, violent, and even engage in criminal behavior. Given inconsistencies in the data, it may be important to understand the ways and the reasons why professional organizations take a stance on the violent video game effects debate which may reflect greater expressed certitude than data can support. This piece focuses on the American Psychological Association's internal communications leading to the creation of their 2005 Resolution on Violence in Video Games and Interactive Media. These communications reveal that in this case, the APA attempted to "sell" itself as a solution to the perceived violent video game problem. The actions leading to the 2005 resolution are then compared to the actions of the APA's 2013-2015 Task Force on Violent Media. The implications and problems associated with the APA's actions regarding violent video games are addressed and discussed below. Copyright © 2018 Elsevier Ltd. All rights reserved.
Learning a Continuous-Time Streaming Video QoE Model.
Ghadiyaram, Deepti; Pan, Janice; Bovik, Alan C
2018-05-01
Over-the-top adaptive video streaming services are frequently impacted by fluctuating network conditions that can lead to rebuffering events (stalling events) and sudden bitrate changes. These events visually impact video consumers' quality of experience (QoE) and can lead to consumer churn. The development of models that can accurately predict viewers' instantaneous subjective QoE under such volatile network conditions could potentially enable the more efficient design of quality-control protocols for media-driven services, such as YouTube, Amazon, Netflix, and so on. However, most existing models only predict a single overall QoE score on a given video and are based on simple global video features, without accounting for relevant aspects of human perception and behavior. We have created a QoE evaluator, called the time-varying QoE Indexer, that accounts for interactions between stalling events, analyzes the spatial and temporal content of a video, predicts the perceptual video quality, models the state of the client-side data buffer, and consequently predicts continuous-time quality scores that agree quite well with human opinion scores. The new QoE predictor also embeds the impact of relevant human cognitive factors, such as memory and recency, and their complex interactions with the video content being viewed. We evaluated the proposed model on three different video databases and attained standout QoE prediction performance.
ERIC Educational Resources Information Center
Haga, Hirohide; Kaneda, Shigeo
2005-01-01
This article describes the survey of the usability of a novel content-based video retrieval system. This system combines video streaming and an electronic bulletin board system (BBS). Comments submitted to the BBS are used to index video data. Following the development of the prototype system an experimental survey with ten subjects was performed.…
Multi-modal gesture recognition using integrated model of motion, audio and video
NASA Astrophysics Data System (ADS)
Goutsu, Yusuke; Kobayashi, Takaki; Obara, Junya; Kusajima, Ikuo; Takeichi, Kazunari; Takano, Wataru; Nakamura, Yoshihiko
2015-07-01
Gesture recognition is used in many practical applications such as human-robot interaction, medical rehabilitation and sign language. With increasing motion sensor development, multiple data sources have become available, which leads to the rise of multi-modal gesture recognition. Since our previous approach to gesture recognition depends on a unimodal system, it is difficult to classify similar motion patterns. In order to solve this problem, a novel approach which integrates motion, audio and video models is proposed by using dataset captured by Kinect. The proposed system can recognize observed gestures by using three models. Recognition results of three models are integrated by using the proposed framework and the output becomes the final result. The motion and audio models are learned by using Hidden Markov Model. Random Forest which is the video classifier is used to learn the video model. In the experiments to test the performances of the proposed system, the motion and audio models most suitable for gesture recognition are chosen by varying feature vectors and learning methods. Additionally, the unimodal and multi-modal models are compared with respect to recognition accuracy. All the experiments are conducted on dataset provided by the competition organizer of MMGRC, which is a workshop for Multi-Modal Gesture Recognition Challenge. The comparison results show that the multi-modal model composed of three models scores the highest recognition rate. This improvement of recognition accuracy means that the complementary relationship among three models improves the accuracy of gesture recognition. The proposed system provides the application technology to understand human actions of daily life more precisely.
Nervous system examination on YouTube.
Azer, Samy A; Aleshaiwi, Sarah M; Algrain, Hala A; Alkhelaif, Rana A
2012-12-22
Web 2.0 sites such as YouTube have become a useful resource for knowledge and are used by medical students as a learning resource. This study aimed at assessing videos covering the nervous system examination on YouTube. A research of YouTube was conducted from 2 November to 2 December 2011 using the following key words "nervous system examination", "nervous system clinical examination", "cranial nerves examination", "CNS examination", "examination of cerebellum", "balance and coordination examination". Only relevant videos in the English language were identified and related URL recorded. For each video, the following information was collected: title, author/s, duration, number of viewers, number of posted comments, and total number of days on YouTube. Using criteria comprising content, technical authority and pedagogy parameters, videos were rated independently by three assessors and grouped into educationally useful and non-educationally useful. A total of 2240 videos were screened; 129 were found to have relevant information to nervous system examination. Analysis revealed that 61 (47%) of the videos provided useful information on the nervous system examination. These videos scored (mean ± SD, 14.9 ± 0.2) and mainly covered examination of the whole nervous system (8 videos, 13%), cranial nerves (42 videos, 69%), upper limbs (6 videos, 10%), lower limbs (3 videos, 5%), balance and co-ordination (2 videos, 3%). The other 68 (53%) videos were not useful educationally; scoring (mean ± SD, 11.1 ± 3.0). The total viewers of all videos was 2,189,434. Useful videos were viewed by 1,050,445 viewers (48% of total viewers). The total viewership per day for useful videos was 1,794.5 and for non-useful videos 1,132.0. The differences between the three assessors were insignificant (less than 0.5 for the mean and 0.3 for the SD). Currently, YouTube provides an adequate resource for learning nervous system examination, which can be used by medical students. However, there were deficiencies in videos covering examination of the cerebellum and balance system. Useful videos can be used as learning resources to medical students.
Nervous system examination on YouTube
2012-01-01
Background Web 2.0 sites such as YouTube have become a useful resource for knowledge and are used by medical students as a learning resource. This study aimed at assessing videos covering the nervous system examination on YouTube. Methods A research of YouTube was conducted from 2 November to 2 December 2011 using the following key words “nervous system examination”, “nervous system clinical examination”, “cranial nerves examination”, “CNS examination”, “examination of cerebellum”, “balance and coordination examination”. Only relevant videos in the English language were identified and related URL recorded. For each video, the following information was collected: title, author/s, duration, number of viewers, number of posted comments, and total number of days on YouTube. Using criteria comprising content, technical authority and pedagogy parameters, videos were rated independently by three assessors and grouped into educationally useful and non-educationally useful. Results A total of 2240 videos were screened; 129 were found to have relevant information to nervous system examination. Analysis revealed that 61 (47%) of the videos provided useful information on the nervous system examination. These videos scored (mean ± SD, 14.9 ± 0.2) and mainly covered examination of the whole nervous system (8 videos, 13%), cranial nerves (42 videos, 69%), upper limbs (6 videos, 10%), lower limbs (3 videos, 5%), balance and co-ordination (2 videos, 3%). The other 68 (53%) videos were not useful educationally; scoring (mean ± SD, 11.1 ± 3.0). The total viewers of all videos was 2,189,434. Useful videos were viewed by 1,050,445 viewers (48% of total viewers). The total viewership per day for useful videos was 1,794.5 and for non-useful videos 1,132.0. The differences between the three assessors were insignificant (less than 0.5 for the mean and 0.3 for the SD). Conclusions Currently, YouTube provides an adequate resource for learning nervous system examination, which can be used by medical students. However, there were deficiencies in videos covering examination of the cerebellum and balance system. Useful videos can be used as learning resources to medical students. PMID:23259768
Competition for popularity in bipartite networks.
Díaz, Mariano Beguerisse; Porter, Mason A; Onnela, Jukka-Pekka
2010-12-01
We present a dynamical model for rewiring and attachment in bipartite networks. Edges are placed between nodes that belong to catalogs that can either be fixed in size or growing in size. The model is motivated by an empirical study of data from the video rental service Netflix, which invites its users to give ratings to the videos available in its catalog. We find that the distribution of the number of ratings given by users and that of the number of ratings received by videos both follow a power law with an exponential cutoff. We also examine the activity patterns of Netflix users and find bursts of intense video-rating activity followed by long periods of inactivity. We derive ordinary differential equations to model the acquisition of edges by the nodes over time and obtain the corresponding time-dependent degree distributions. We then compare our results with the Netflix data and find good agreement. We conclude with a discussion of how catalog models can be used to study systems in which agents are forced to choose, rate, or prioritize their interactions from a large set of options. © 2010 American Institute of Physics.
Competition for popularity in bipartite networks
NASA Astrophysics Data System (ADS)
Beguerisse Díaz, Mariano; Porter, Mason A.; Onnela, Jukka-Pekka
2010-12-01
We present a dynamical model for rewiring and attachment in bipartite networks. Edges are placed between nodes that belong to catalogs that can either be fixed in size or growing in size. The model is motivated by an empirical study of data from the video rental service Netflix, which invites its users to give ratings to the videos available in its catalog. We find that the distribution of the number of ratings given by users and that of the number of ratings received by videos both follow a power law with an exponential cutoff. We also examine the activity patterns of Netflix users and find bursts of intense video-rating activity followed by long periods of inactivity. We derive ordinary differential equations to model the acquisition of edges by the nodes over time and obtain the corresponding time-dependent degree distributions. We then compare our results with the Netflix data and find good agreement. We conclude with a discussion of how catalog models can be used to study systems in which agents are forced to choose, rate, or prioritize their interactions from a large set of options.
A web-based system for home monitoring of patients with Parkinson's disease using wearable sensors.
Chen, Bor-Rong; Patel, Shyamal; Buckley, Thomas; Rednic, Ramona; McClure, Douglas J; Shih, Ludy; Tarsy, Daniel; Welsh, Matt; Bonato, Paolo
2011-03-01
This letter introduces MercuryLive, a platform to enable home monitoring of patients with Parkinson's disease (PD) using wearable sensors. MercuryLive contains three tiers: a resource-aware data collection engine that relies upon wearable sensors, web services for live streaming and storage of sensor data, and a web-based graphical user interface client with video conferencing capability. Besides, the platform has the capability of analyzing sensor (i.e., accelerometer) data to reliably estimate clinical scores capturing the severity of tremor, bradykinesia, and dyskinesia. Testing results showed an average data latency of less than 400 ms and video latency of about 200 ms with video frame rate of about 13 frames/s when 800 kb/s of bandwidth were available and we used a 40% video compression, and data feature upload requiring 1 min of extra time following a 10 min interactive session. These results indicate that the proposed platform is suitable to monitor patients with PD to facilitate the titration of medications in the late stages of the disease.
From watermarking to in-band enrichment: future trends
NASA Astrophysics Data System (ADS)
Mitrea, M.; Prêteux, F.
2009-02-01
Coming across with the emerging Knowledge Society, the enriched video is nowadays a hot research topic, from both academic and industrial perspectives. The principle consists in associating to the video stream some metadata of various types (textual, audio, video, executable codes, ...). This new content is to be further exploited in a large variety of applications, like interactive DTV, games, e-learning, and data mining, for instance. This paper brings into evidence the potentiality of the watermarking techniques for such an application. By inserting the enrichment data into the very video to be enriched, three main advantages are ensured. First, no additional complexity is required from the terminal and the representation format point of view. Secondly, no backward compatibility issue is encountered, thus allowing a unique system to accommodate services from several generations. Finally, the network adaptation constraints are alleviated. The discussion is structured on both theoretical aspects (the accurate evaluation of the watermarking capacity in several reallife scenarios) as well as on applications developed under the framework of the R&D contracts conducted at the ARTEMIS Department.
Reflecting, Coaching and Mentoring to Enhance Teacher-Child Interactions in Head Start Classrooms
ERIC Educational Resources Information Center
Zan, Betty; Donegan-Ritter, Mary
2014-01-01
In this study we examined the impact of a year long model of professional development comprised of a monthly cycle of video-based self-reflection, peer coaching, and mentoring and bimonthly workshops focused on selected Classroom Assessment Scoring System (CLASS) dimensions. Education supervisors were trained and supported by project staff to lead…
Student Preferences and Concerns about Supplemental Instructional Material in CS0/CS1/CS2 Courses
ERIC Educational Resources Information Center
Vicenti, Giovanni; Hilberg, J. Scott; Braman, James
2017-01-01
The concept of flipping the classroom is slowly gaining tractions at all levels of education. An ever-growing set of resources gives unprecedented access to Information Technology (IT), Computer Science (CS), and Information Systems (IS) students to a significant amount of supplemental material. Videos, interactive demonstrations, and sandboxes…
STS-93 Pilot Ashby works with the STL-B experiment on the middeck
2013-11-18
STS093-319-029 (23-27 July 1999) --- Astronaut Jeffrey S. Ashby, pilot, works with the Space Tissue Loss-B experiment on Columbia's middeck. The experiment is set up to observe cells in culture with a video microscope imaging system to record near-real-time interactions of detecting and inducing cellular responses (macromorphological changes).
Interactivity Technologies to Improve the Learning in Classrooms through the Cloud
ERIC Educational Resources Information Center
Fardoun, Habib M.; Alghazzawi, Daniyal M.; Paules, Antonio
2018-01-01
In this paper, the authors present a cloud system that incorporate tools developed in HTML5 and JQuery technologies, which are offered to professors and students in the development of a teaching methodology called flipped classroom, where the theoretical content is usually delivered by video files and self-assessment tools that students can…
A Complex Systems Investigation of Group Work Dynamics in L2 Interactive Tasks
ERIC Educational Resources Information Center
Poupore, Glen
2018-01-01
Working with Korean university-level learners of English, this study provides a detailed analytical comparison of 2 task work groups that were video-recorded, with 1 group scoring very high and the other relatively low based on the results of a Group Work Dynamic (GWD) measuring instrument. Adopting a complexity theory (CT) perspective and…
Wiki and Digital Video Use in Strategic Interaction-Based Experiential EFL Learning
ERIC Educational Resources Information Center
Dehaan, Jonathan; Johnson, Neil H.; Yoshimura, Noriko; Kondo, Takako
2012-01-01
This paper details the use of a free and access-controlled wiki as the learning management system for a four-week teaching module designed to improve the oral communication skills of Japanese university EFL students. Students engaged in repeated experiential learning cycles of planning, doing, observing, and evaluating their performance of a role…
Ghosts, UFOs, and magic: positive affect and the experiential system.
King, Laura A; Burton, Chad M; Hicks, Joshua A; Drigotas, Stephen M
2007-05-01
Three studies examined the potential interactions of the experiential system and positive affect (PA) in predicting superstitious beliefs and sympathetic magic. In Study 1, experientiality and induced positive mood interacted to predict the emergence of belief in videos purporting to show unidentified flying objects or ghosts. In Study 2, naturally occurring PA interacted with experientiality to predict susceptibility to sympathetic magic, specifically difficulty in throwing darts at a picture of a baby (demonstrating the law of similarity). In Study 3, induced mood interacted with experientiality to predict sitting farther away from, and expressing less liking for, a partner who had stepped in excrement (demonstrating the law of contagion). Results are interpreted as indicating that PA promotes experiential processing. Implications for the psychology of nonrational beliefs and behaviors are discussed. ((c) 2007 APA, all rights reserved).
47 CFR 76.1514 - Bundling of video and local exchange services.
Code of Federal Regulations, 2014 CFR
2014-10-01
... 47 Telecommunication 4 2014-10-01 2014-10-01 false Bundling of video and local exchange services... RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Open Video Systems § 76.1514 Bundling of video and local exchange services. An open video system operator may offer video and local exchange...
47 CFR 76.1514 - Bundling of video and local exchange services.
Code of Federal Regulations, 2013 CFR
2013-10-01
... 47 Telecommunication 4 2013-10-01 2013-10-01 false Bundling of video and local exchange services... RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Open Video Systems § 76.1514 Bundling of video and local exchange services. An open video system operator may offer video and local exchange...
47 CFR 76.1514 - Bundling of video and local exchange services.
Code of Federal Regulations, 2012 CFR
2012-10-01
... 47 Telecommunication 4 2012-10-01 2012-10-01 false Bundling of video and local exchange services... RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Open Video Systems § 76.1514 Bundling of video and local exchange services. An open video system operator may offer video and local exchange...
47 CFR 76.1514 - Bundling of video and local exchange services.
Code of Federal Regulations, 2010 CFR
2010-10-01
... 47 Telecommunication 4 2010-10-01 2010-10-01 false Bundling of video and local exchange services... RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Open Video Systems § 76.1514 Bundling of video and local exchange services. An open video system operator may offer video and local exchange...
47 CFR 76.1514 - Bundling of video and local exchange services.
Code of Federal Regulations, 2011 CFR
2011-10-01
... 47 Telecommunication 4 2011-10-01 2011-10-01 false Bundling of video and local exchange services... RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Open Video Systems § 76.1514 Bundling of video and local exchange services. An open video system operator may offer video and local exchange...
Video Analysis of Granular Gases in a Low-Gravity Environment
NASA Astrophysics Data System (ADS)
Lewallen, Erin
2004-10-01
Granular Agglomeration in Non-Gravitating Systems is a research project undertaken by the University of Tulsa Granular Dynamics Group. The project investigates the effects of weightlessness on granular systems by studying the dynamics of a "gas" of 1-mm diameter brass ball bearings driven at various amplitudes and frequencies in low-gravity. Models predict that particles in systems subjected to these conditions should exhibit clustering behavior due to energy loss through multiple inelastic collisions. Observation and study of clustering in our experiment could shed light on this phenomenon as a possible mechanism by which particles in space coalesce to form stable objects such as planetesimals and planetary ring systems. Our experiment has flown on NASA's KC-135 low gravity aircraft. Data analysis techniques for video data collected during these flights include modification of images using Adobe Photoshop and development of ball identification and tracking programs written in Interactive Data Language. By tracking individual balls, we aim to establish speed distributions for granular gases and thereby obtain values for granular temperature.
Virtual Environments Using Video Capture for Social Phobia with Psychosis
White, Richard; Clarke, Timothy; Turner, Ruth; Fowler, David
2013-01-01
Abstract A novel virtual environment (VE) system was developed and used as an adjunct to cognitive behavior therapy (CBT) with six socially anxious patients recovering from psychosis. The novel aspect of the VE system is that it uses video capture so the patients can see a life-size projection of themselves interacting with a specially scripted and digitally edited filmed environment played in real time on a screen in front of them. Within-session process outcomes (subjective units of distress and belief ratings on individual behavioral experiments), as well as patient feedback, generated the hypothesis that this type of virtual environment can potentially add value to CBT by helping patients understand the role of avoidance and safety behaviors in the maintenance of social anxiety and paranoia and by boosting their confidence to carry out “real-life” behavioral experiments. PMID:23659722
ERIC Educational Resources Information Center
Carrein, Cindy; Bernaud, Jean-Luc
2010-01-01
This study investigated the effects of nonverbal self-disclosure within the dynamic of aptitude-treatment interaction. Participants (N = 94) watched a video of a career counseling session aimed at helping the jobseeker to find employment. The video was then edited to display 3 varying degrees of nonverbal self-disclosure. In conjunction with the…
Seeing Change in Time: Video Games to Teach about Temporal Change in Scientific Phenomena
ERIC Educational Resources Information Center
Corredor, Javier; Gaydos, Matthew; Squire, Kurt
2014-01-01
This article explores how learning biological concepts can be facilitated by playing a video game that depicts interactions and processes at the subcellular level. Particularly, this article reviews the effects of a real-time strategy game that requires players to control the behavior of a virus and interact with cell structures in a way that…
ERIC Educational Resources Information Center
Musset, Matthew; Topping, Keith
2017-01-01
Video interaction guidance (VIG) is an increasingly recognised evidence-based intervention. VIG was used to enhance pupil responses during a group work programme. Fifteen primary-aged classes across a range of socio-economic status received regular group work over a year. A mixed methods repeated measures design involved nine experimental classes…
ERIC Educational Resources Information Center
Baker, R. A.; Hansford, B. C.
This report is concerned with an evaluation of a 2-week teaching trial in 1989 that utilized compressed data--interactive video technology. The trial was a collaborative venture of the University of New England (UNE), TELECOM, the Department of Education, Employment and Training (DEET), and SONY. In general, the University of New England supplied…
ERIC Educational Resources Information Center
Pereira, Juan A.; Sanz-Santamaría, Silvia; Montero, Raúl; Gutiérrez, Julián
2012-01-01
Attaining a satisfactory level of oral communication in a second language is a laborious process. In this action research paper we describe a new method applied through the use of interactive videos and the Babelium Project Rich Internet Application (RIA), which allows students to practice speaking skills through a variety of exercises. We present…
ERIC Educational Resources Information Center
Onorato, P.; Mascheretti, P.; DeAmbrosis, A.
2012-01-01
In this paper, we describe how simple experiments realizable by using easily found and low-cost materials allow students to explore quantitatively the magnetic interaction thanks to the help of an Open Source Physics tool, the Tracker Video Analysis software. The static equilibrium of a "column" of permanents magnets is carefully investigated by…
ERIC Educational Resources Information Center
Lester, Marilyn A.
The West Suburban Post-Secondary Consortium (WSPSC) of Oak Brook, Illinois is a not-for-profit organization of collaborating educational institutions that offer courses, programs and degrees in the western suburbs of Chicago. Interactive video is a successful instructional delivery method in the WSPSC, according to the students who took video…
Digital Video and the Internet: A Powerful Combination.
ERIC Educational Resources Information Center
Barron, Ann E.; Orwig, Gary W.
1995-01-01
Provides an overview of digital video and outlines hardware and software necessary for interactive training on the World Wide Web and for videoconferences via the Internet. Lists sites providing additional information on digital video, on CU-SeeMe software, and on MBONE (Multicast BackBONE), a technology that permits real-time transmission of…
ERIC Educational Resources Information Center
Shaw, Denise
2017-01-01
Objectives of this articles are to present the findings of video recorded communication between teacher candidates and peers during simulated micro-teaching. The micro-teaching activity in its entirety combines conventional face-to-face interaction, video micro-teaching, peer and instructor feedback, alongside self-reflection to undergird the…
ERIC Educational Resources Information Center
Phung, Dan; Valetto, Giuseppe; Kaiser, Gail E.; Liu, Tiecheng; Kender, John R.
2007-01-01
The increasing popularity of online courses has highlighted the need for collaborative learning tools for student groups. In this article, we present an e-Learning architecture and adaptation model called AI2TV (Adaptive Interactive Internet Team Video), which allows groups of students to collaboratively view instructional videos in synchrony.…
The Effects of Lecture Diversity on Germane Load
ERIC Educational Resources Information Center
Costley, Jamie; Lange, Christopher
2017-01-01
An important aspect of MOOCs is the way students interact with video lectures. Instruction provided through video lectures should focus on ways to increase germane cognitive load, which directly contributes to learning. One approach that may lead to an increase of germane load may be to use video lectures with diverse forms of media, including…
Achieving Last-Mile Broadband Access With Passive Optical Networking Technology
2002-09-01
Naval Postgraduate School Monterey, CA 93943-5000 8. PERFORMING ORGANIZATION REPORT NUMBER 9. SPONSORING / MONITORING ...AGENCY NAME(S) AND ADDRESS(ES) 10. SPONSORING/ MONITORING AGENCY REPORT NUMBER 11. SUPPLEMENTARY NOTES The views expressed in...definition television (HDTV), video telecommuting , tele- education, video-on-demand, online video games, interactive shopping and yet to
Mathematics Teachers' Self-Captured Video and Opportunities for Learning
ERIC Educational Resources Information Center
Sherin, Miriam Gamoran; Dyer, Elizabeth B.
2017-01-01
Numerous video-based programs have been developed to support mathematics teachers in reflecting on and examining classrooms interactions without the immediate demands of instruction. An important premise of such work is that teacher learning occurs at the time that the video is viewed and discussed with teachers. Recent advances in technology,…
Survey of Compressed Video Applications: Higher Education, K-12, and the Private Sector, 1993.
ERIC Educational Resources Information Center
Cochenour, John; And Others
This paper presents the results of three surveys about live, two-way interactive video (compressed video) and discusses some possible trends in its use, applications, and technological development. Surveys are an Association for Educational Communications and Technology (AECT) survey that has not been completed; one from the "International…
Lights, Camera, Action! Learning about Management with Student-Produced Video Assignments
ERIC Educational Resources Information Center
Schultz, Patrick L.; Quinn, Andrew S.
2014-01-01
In this article, we present a proposal for fostering learning in the management classroom through the use of student-produced video assignments. We describe the potential for video technology to create active learning environments focused on problem solving, authentic and direct experiences, and interaction and collaboration to promote student…
ESL and Digital Video Integration: Case Studies
ERIC Educational Resources Information Center
Li, J., Ed.; Gromik, N., Ed.; Edwards, N., Ed.
2013-01-01
It should come as no surprise that digital video technology is of particular interest to English language learners; students are drawn to its visual appeal and vibrant creative potential. The seven original case studies in this book demonstrate how video can be an effective and powerful tool to create fluid, fun, interactive, and collaborative…
Efficacy of computer-based video and simulation in ultrasound-guided regional anesthesia training.
Woodworth, Glenn E; Chen, Elliza M; Horn, Jean-Louis E; Aziz, Michael F
2014-05-01
To determine the effectiveness of a short educational video and simulation on improvement of ultrasound (US) image acquisition and interpretation skills. Prospective, randomized study. University medical center. 28 anesthesia residents and community anesthesiologists with varied ultrasound experience were randomized to teaching video with interactive simulation or sham video groups. Participants were assessed preintervention and postintervention on their ability to identify the sciatic nerve and other anatomic structures on static US images, as well as their ability to locate the sciatic nerve with US on live models. Pretest written test scores correlated with reported US block experience (Kendall tau rank r = 0.47) and with live US scanning scores (r = 0.64). The teaching video and simulation significantly improved scores on the written examination (P < 0.001); however, they did not significantly improve live US scanning skills. A short educational video with interactive simulation significantly improved knowledge of US anatomy, but failed to improve hands-on performance of US scanning to localize the nerve. Copyright © 2014 Elsevier Inc. All rights reserved.
ERIC Educational Resources Information Center
Haga, Hirohide
2004-01-01
This article describes the development of the video bookmark, hereinafter referred to as the videomark, and its application to the collaborative indexing of the lecture video in video-based distance education system. The combination of the videomark system with the bulletin board system (BBS), which is another network tool used for discussion, is…
NASA Astrophysics Data System (ADS)
Barnett, Barry S.; Bovik, Alan C.
1995-04-01
This paper presents a real time full motion video conferencing system based on the Visual Pattern Image Sequence Coding (VPISC) software codec. The prototype system hardware is comprised of two personal computers, two camcorders, two frame grabbers, and an ethernet connection. The prototype system software has a simple structure. It runs under the Disk Operating System, and includes a user interface, a video I/O interface, an event driven network interface, and a free running or frame synchronous video codec that also acts as the controller for the video and network interfaces. Two video coders have been tested in this system. Simple implementations of Visual Pattern Image Coding and VPISC have both proven to support full motion video conferencing with good visual quality. Future work will concentrate on expanding this prototype to support the motion compensated version of VPISC, as well as encompassing point-to-point modem I/O and multiple network protocols. The application will be ported to multiple hardware platforms and operating systems. The motivation for developing this prototype system is to demonstrate the practicality of software based real time video codecs. Furthermore, software video codecs are not only cheaper, but are more flexible system solutions because they enable different computer platforms to exchange encoded video information without requiring on-board protocol compatible video codex hardware. Software based solutions enable true low cost video conferencing that fits the `open systems' model of interoperability that is so important for building portable hardware and software applications.
Psychophysical Comparison Of A Video Display System To Film By Using Bone Fracture Images
NASA Astrophysics Data System (ADS)
Seeley, George W.; Stempski, Mark; Roehrig, Hans; Nudelman, Sol; Capp, M. P.
1982-11-01
This study investigated the possibility of using a video display system instead of film for radiological diagnosis. Also investigated were the relationships between characteristics of the system and the observer's accuracy level. Radiologists were used as observers. Thirty-six clinical bone fractures were separated into two matched sets of equal difficulty. The difficulty parameters and ratings were defined by a panel of expert bone radiologists at the Arizona Health Sciences Center, Radiology Department. These two sets of fracture images were then matched with verifiably normal images using parameters such as film type, angle of view, size, portion of anatomy, the film's density range, and the patient's age and sex. The two sets of images were then displayed, using a counterbalanced design, to each of the participating radiologists for diagnosis. Whenever a response was given to a video image, the radiologist used enhancement controls to "window in" on the grey levels of interest. During the TV phase, the radiologist was required to record the settings of the calibrated controls of the image enhancer during interpretation. At no time did any single radiologist see the same film in both modes. The study was designed so that a standard analysis of variance would show the effects of viewing mode (film vs TV), the effects due to stimulus set, and any interactions with observers. A signal detection analysis of observer performance was also performed. Results indicate that the TV display system is almost as good as the view box display; an average of only two more errors were made on the TV display. The difference between the systems has been traced to four observers who had poor accuracy on a small number of films viewed on the TV display. This information is now being correlated with the video system's signal-to-noise ratio (SNR), signal transfer function (STF), and resolution measurements, to obtain information on the basic display and enhancement requirements for a video-based radiologic system. Due to time constraints the results are not included here. The complete results of this study will be reported at the conference.
Seckman, Charlotte
A key element to online learning is the ability to create a sense of presence to improve learning outcomes. This quasi-experimental study evaluated the impact of interactive video communication versus text-based feedback and found a significant difference between the 2 groups related to teaching, social, and cognitive presence. Recommendations to enhance presence should focus on providing timely feedback, interactive learning experiences, and opportunities for students to establish relationships with peers and faculty.
NASA Astrophysics Data System (ADS)
See, Swee Lan; Tan, Mitchell; Looi, Qin En
This paper presents findings from a descriptive research on social gaming. A video-enhanced diary method was used to understand the user experience in social gaming. From this experiment, we found that natural human behavior and gamer’s decision making process can be elicited and speculated during human computer interaction. These are new information that we should consider as they can help us build better human computer interfaces and human robotic interfaces in future.
Interactions of marine mammals and birds with offshore membrane enclosures for growing algae (OMEGA)
2014-01-01
Background OMEGA is an integrated aquatic system to produce biofuels, treat and recycle wastewater, capture CO2, and expand aquaculture production. This system includes floating photobioreactors (PBRs) that will cover hundreds of hectares in marine bays. To assess the interactions of marine mammals and birds with PBRs, 9 × 1.3 m flat panel and 9.5 × 0.2 m tubular PBRs were deployed in a harbor and monitored day and night from October 10, 2011 to Janurary 22, 2012 using infrared video. To observe interactions with pinnipeds, two trained sea lions (Zalophus californianus) and one trained harbor seal (Phoca vitulina richardii) were observed and directed to interact with PBRs in tanks. To determine the forces required to puncture PBR plastic and the effects of weathering, Instron measurements were made with a sea otter (Enhydra lutris) tooth and bird beaks. Results A total of 1,445 interactions of marine mammals and birds with PBRs were observed in the 2,424 hours of video recorded. The 95 marine mammal interactions, 94 by sea otters and one by a sea lion had average durations of three minutes (max 44 min) and represented about 1% of total recording time. The 1,350 bird interactions, primarily coots (Fulica americana) and gulls (Larus occidentalis and L. californicus) had average durations of six minutes (max. 170) and represented 5% of recording time. Interactive behaviors were characterized as passive (feeding, walking, resting, grooming, and social activity) or proactive (biting, pecking, investigating, and unspecified manipulating). Mammal interactions were predominantly proactive, whereas birds were passive. All interactions occurred primarily during the day. Ninety-six percent of otter interactions occurred in winter, whereas 73% of bird interactions in fall, correlating to their abundance in the harbor. Trained pinnipeds followed most commands to bite, drag, and haul-out onto PBRs, made no overt undirected interactions with the PBRs, but showed avoidance behavior to PBR tethers. Instron measurements indicated that sea-otter teeth and gull beaks can penetrate weathered plastic more easily than new plastic. Conclusions Otter and bird interactions with experimental PBRs were benign. Large-scale OMEGA systems are predicted to have both positive and negative environmental consequences. PMID:24955238