Sample records for interactive video technology

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

    ERIC Educational Resources Information Center

    Optical Information Systems, 1987

    1987-01-01

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

  2. 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…

  3. 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…

  4. 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)

  5. 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…

  6. Videodisc/Microcomputer Technology in Wildland Fire Behavior Training

    Treesearch

    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...

  7. Visuals for Interactive Video: Old Fashioned Images for a New Fangled Technology.

    ERIC Educational Resources Information Center

    Braden, Roberts A.

    Pointing out that interactive video (IAV) represents a synthesis of four primary technologies--computers, television, visual design, and instructional design--this paper discusses the what, why, and how of IAV visuals. The features and relevant aspects of each technology are briefly discussed, as well as the impact of each of these technologies…

  8. 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…

  9. 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)

  10. 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…

  11. Integrating Video-Capture Virtual Reality Technology into a Physically Interactive Learning Environment for English Learning

    ERIC Educational Resources Information Center

    Yang, Jie Chi; Chen, Chih Hung; Jeng, Ming Chang

    2010-01-01

    The aim of this study is to design and develop a Physically Interactive Learning Environment, the PILE system, by integrating video-capture virtual reality technology into a classroom. The system is designed for elementary school level English classes where students can interact with the system through physical movements. The system is designed to…

  12. Skype me! Socially Contingent Interactions Help Toddlers Learn Language

    PubMed Central

    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

  13. 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)

  14. Skype me! Socially contingent interactions help toddlers learn language.

    PubMed

    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.

  15. 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;…

  16. Effects of age on associating virtual and embodied toys.

    PubMed

    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.

  17. An Interactive, Physics-Based Unmanned Ground Vehicle Simulator Leveraging Open Source Gaming Technology: Progress in the Development and Application of the Virtual Autonomous Navigation Environment (VANE) Desktop

    DTIC Science & Technology

    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

  18. 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…

  19. 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…

  20. Task-technology fit of video telehealth for nurses in an outpatient clinic setting.

    PubMed

    Cady, Rhonda G; Finkelstein, Stanley M

    2014-07-01

    Incorporating telehealth into outpatient care delivery supports management of consumer health between clinic visits. Task-technology fit is a framework for understanding how technology helps and/or hinders a person during work processes. Evaluating the task-technology fit of video telehealth for personnel working in a pediatric outpatient clinic and providing care between clinic visits ensures the information provided matches the information needed to support work processes. The workflow of advanced practice registered nurse (APRN) care coordination provided via telephone and video telehealth was described and measured using a mixed-methods workflow analysis protocol that incorporated cognitive ethnography and time-motion study. Qualitative and quantitative results were merged and analyzed within the task-technology fit framework to determine the workflow fit of video telehealth for APRN care coordination. Incorporating video telehealth into APRN care coordination workflow provided visual information unavailable during telephone interactions. Despite additional tasks and interactions needed to obtain the visual information, APRN workflow efficiency, as measured by time, was not significantly changed. Analyzed within the task-technology fit framework, the increased visual information afforded by video telehealth supported the assessment and diagnostic information needs of the APRN. Telehealth must provide the right information to the right clinician at the right time. Evaluating task-technology fit using a mixed-methods protocol ensured rigorous analysis of fit within work processes and identified workflows that benefit most from the technology.

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

    ERIC Educational Resources Information Center

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

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

  2. Video Discs in Libraries.

    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…

  3. Children's attitudes toward interaction with an unfamiliar peer with complex communication needs: comparing high- and low-technology devices.

    PubMed

    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.

  4. 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)

  5. 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…

  6. Task–Technology Fit of Video Telehealth for Nurses in an Outpatient Clinic Setting

    PubMed Central

    Finkelstein, Stanley M.

    2014-01-01

    Abstract Background: Incorporating telehealth into outpatient care delivery supports management of consumer health between clinic visits. Task–technology fit is a framework for understanding how technology helps and/or hinders a person during work processes. Evaluating the task–technology fit of video telehealth for personnel working in a pediatric outpatient clinic and providing care between clinic visits ensures the information provided matches the information needed to support work processes. Materials and Methods: The workflow of advanced practice registered nurse (APRN) care coordination provided via telephone and video telehealth was described and measured using a mixed-methods workflow analysis protocol that incorporated cognitive ethnography and time–motion study. Qualitative and quantitative results were merged and analyzed within the task–technology fit framework to determine the workflow fit of video telehealth for APRN care coordination. Results: Incorporating video telehealth into APRN care coordination workflow provided visual information unavailable during telephone interactions. Despite additional tasks and interactions needed to obtain the visual information, APRN workflow efficiency, as measured by time, was not significantly changed. Analyzed within the task–technology fit framework, the increased visual information afforded by video telehealth supported the assessment and diagnostic information needs of the APRN. Conclusions: Telehealth must provide the right information to the right clinician at the right time. Evaluating task–technology fit using a mixed-methods protocol ensured rigorous analysis of fit within work processes and identified workflows that benefit most from the technology. PMID:24841219

  7. Creating and Maintaining Instructor/Student Connection between Class Meetings: The Use of Eyejot--A Video Messaging Technology

    ERIC Educational Resources Information Center

    Lillie, Richard E.; Liu, Xiang; Kang, Gerui

    2011-01-01

    Eyejot, a free video email service, makes it possible to create, send, and receive video messages over the Internet. By adding the warmth of face-to-face interaction to the traditional email message, Eyejot creates a more interactive form of communication that engages today's techsavvy students. This paper shares our experience using Eyejot to…

  8. IVTS-CEV (Interactive Video Tape System-Combat Engineer Vehicle) Gunnery Trainer.

    DTIC Science & Technology

    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

  9. Keys to Successful Interactive Storytelling: A Study of the Booming "Choose-Your-Own-Adventure" Video Game Industry

    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…

  10. Interactive Video.

    ERIC Educational Resources Information Center

    Boyce, Carol

    1992-01-01

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

  11. A Selected Interactive Videodisc Bibliography. TDC Research Report No. 2.

    ERIC Educational Resources Information Center

    Montgomery, Rae; Sayre, Scott

    This bibliography lists 360 monographs, journal articles, research reports, and conference proceedings on interactive videodisc and educational applications of this technology. Materials through December 1988 are included. A sidebar provides background on interactive video technology. (MES)

  12. 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…

  13. 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…

  14. Playing for real: video games and stories for health-related behavior change.

    PubMed

    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.

  15. A New Species of Science Education: Harnessing the Power of Interactive Technology to Teach Laboratory Science

    ERIC Educational Resources Information Center

    Reddy, Christopher

    2014-01-01

    Interactive television is a type of distance education that uses streaming audio and video technology for real-time student-teacher interaction. Here, I discuss the design and logistics for developing a high school laboratory-based science course taught to students at a distance using interactive technologies. The goal is to share a successful…

  16. Inservice Training of Primary Teachers Through Interactive Video Technology: An Indian Experience

    NASA Astrophysics Data System (ADS)

    Maheshwari, A. N.; Raina, V. K.

    1998-01-01

    India has yet to achieve elementary education for all children. Among the centrally sponsored initiatives to improve education are Operation Blackboard, to provide sufficient teachers and buildings, Minimum Levels of Learning, which set achievement targets, and the Special Orientation Programme for Primary School Teachers (SOPT). This article focuses on the last of these and describes the new technology used to train teachers so that the losses in transmission inherent in the cascade model are avoided. Interactive Video Technology involving the Indira Gandhi Open University and the Indian Space Research Organisation was used experimentally in seven-day training courses for primary school teachers in 20 centres in Karnataka State, providing one-way video transmissions and telephone feedback to experts from the centres. The responses from teachers and their trainers indicate considerable potential for the exploitation of new technology where large numbers of teachers require training.

  17. Early Adopters: Playing New Literacies and Pretending New Technologies in Print-Centric Classrooms

    ERIC Educational Resources Information Center

    Wohlwend, Karen E.

    2009-01-01

    In this article, semiotic analysis of children's practices and designs with video game conventions considers how children use play and drawing as spatializing literacies that make room to import imagined technologies and user identities. Microanalysis of video data of classroom interactions collected during a three year ethnographic study of…

  18. Interactive Television: The State of the Industry.

    ERIC Educational Resources Information Center

    Galbreath, Jeremy

    1996-01-01

    Discusses interactive television in the context of the developing information superhighway. Topics include potential applications, including video on demand; telecommunications companies; digital media technologies; content; regulatory issues; the nature of technology users; origination components; distribution/infrastructure components;…

  19. How Interactive Video (ITV) Web-Enhanced Format Affects Instructional Strategy and Instructor Satisfaction

    ERIC Educational Resources Information Center

    Moody, Catrina V.

    2013-01-01

    This qualitative study explored the quality of technology associated with interactive video (ITV) classes in distance education programs and the resulting satisfaction of the instructors teaching this format. The participants were full time instructors of a rural community college that used the ITV format. Community college ITV instructors are…

  20. 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

  1. Machinima and Video-Based Soft-Skills Training for Frontline Healthcare Workers.

    PubMed

    Conkey, Curtis A; Bowers, Clint; Cannon-Bowers, Janis; Sanchez, Alicia

    2013-02-01

    Multimedia training methods have traditionally relied heavily on video-based technologies, and significant research has shown these to be very effective training tools. However, production of video is time and resource intensive. Machinima technologies are based on videogaming technology. Machinima technology allows videogame technology to be manipulated into unique scenarios based on entertainment or training and practice applications. Machinima is the converting of these unique scenarios into video vignettes that tell a story. These vignettes can be interconnected with branching points in much the same way that education videos are interconnected as vignettes between decision points. This study addressed the effectiveness of machinima-based soft-skills education using avatar actors versus the traditional video teaching application using human actors in the training of frontline healthcare workers. This research also investigated the difference between presence reactions when using avatar actor-produced video vignettes as compared with human actor-produced video vignettes. Results indicated that the difference in training and/or practice effectiveness is statistically insignificant for presence, interactivity, quality, and the skill of assertiveness. The skill of active listening presented a mixed result indicating the need for careful attention to detail in situations where body language and facial expressions are critical to communication. This study demonstrates that a significant opportunity exists for the exploitation of avatar actors in video-based instruction.

  2. Video-Conferencing Technology Brings a Homebound Middle Grades Student to the Classroom

    ERIC Educational Resources Information Center

    Beeman, Robin Y.; Henderson, Caleb J.

    2012-01-01

    The middle grades are a time of transitions for teenagers. Attending a new school, developing new friendships, meeting new teachers, and becoming more independent are all part of the middle school experience. This article is a case report of a school district's experience using interactive video-conferencing technology to educate and socialize a…

  3. Fast 3D Net Expeditions: Tools for Effective Scientific Collaboration on the World Wide Web

    NASA Technical Reports Server (NTRS)

    Watson, Val; Chancellor, Marisa K. (Technical Monitor)

    1996-01-01

    Two new technologies, the FASTexpedition and Remote FAST, have been developed that provide remote, 3D (three dimensional), high resolution, dynamic, interactive viewing of scientific data. The FASTexpedition permits one to access scientific data from the World Wide Web, take guided expeditions through the data, and continue with self controlled expeditions through the data. Remote FAST permits collaborators at remote sites to simultaneously view an analysis of scientific data being controlled by one of the collaborators. Control can be transferred between sites. These technologies are now being used for remote collaboration in joint university, industry, and NASA projects. Also, NASA Ames Research Center has initiated a project to make scientific data and guided expeditions through the data available as FASTexpeditions on the World Wide Web for educational purposes. Previously, remote visualization of dynamic data was done using video format (transmitting pixel information) such as video conferencing or MPEG (Motion Picture Expert Group) movies on the Internet. The concept for this new technology is to send the raw data (e.g., grids, vectors, and scalars) along with viewing scripts over the Internet and have the pixels generated by a visualization tool running on the viewers local workstation. The visualization tool that is currently used is FAST (Flow Analysis Software Toolkit). The advantages of this new technology over using video format are: (1) The visual is much higher in resolution (1280x1024 pixels with 24 bits of color) than typical video format transmitted over the network. (2) The form of the visualization can be controlled interactively (because the viewer is interactively controlling the visualization tool running on his workstation). (3) A rich variety of guided expeditions through the data can be included easily. (4) A capability is provided for other sites to see a visual analysis of one site as the analysis is interactively performed. Control of the analysis can be passed from site to site. (5) The scenes can be viewed in 3D using stereo vision. (6) The network bandwidth for the visualization using this new technology is much smaller than when using video format. (The measured peak bandwidth used was 1 Kbit/sec whereas the measured bandwidth for a small video picture was 500 Kbits/sec.) This talk will illustrate the use of these new technologies and present a proposal for using these technologies to improve science education.

  4. A Case Study: Implementing an Interactive Video Instruction System in Teaching Electronics and Industrial Maintenance.

    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…

  5. Playing for Real: Video Games and Stories for Health-Related Behavior Change

    PubMed Central

    Baranowski, Tom; Buday, Richard; Thompson, Debbe I.; Baranowski, Janice

    2008-01-01

    Background 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. Method Twenty-seven articles were identified on 25 video games that promoted health-related behavior change through December 2006. Results 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. Conclusions Research is needed on the optimal use of game-based stories, fantasy, interactivity, and behavior change technology in promoting health-related behavior change. PMID:18083454

  6. 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…

  7. Achieving Last-Mile Broadband Access With Passive Optical Networking Technology

    DTIC Science & 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

  8. 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,…

  9. 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…

  10. 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…

  11. Appropriating Video Surveillance for Art and Environmental Awareness: Experiences from ARTiVIS.

    PubMed

    Mendes, Mónica; Ângelo, Pedro; Correia, Nuno; Nisi, Valentina

    2018-06-01

    Arts, Real-Time Video and Interactivity for Sustainability (ARTiVIS) is an ongoing collaborative research project investigating how real-time video, DIY surveillance technologies and sensor data can be used as a tool for environmental awareness, activism and artistic explorations. The project consists of a series of digital contexts for aesthetic contemplation of nature and civic engagement, aiming to foster awareness and empowerment of local populations through DIY surveillance. At the core of the ARTIVIS efforts are a series of interactive installations (namely B-Wind!, Hug@tree and Play with Fire), that make use of surveillance technologies and real-time video as raw material to promote environmental awareness through the emotion generated by real-time connections with nature. Throughout the project development, the surveillance concept has been shifting from the use of surveillance technology in a centralized platform, to the idea of veillance with distributed peer-to-peer networks that can be used for science and environmental monitoring. In this paper we present the history of the ARTiVIS project, related and inspiring work, describe ongoing research work and explore the present and future challenges of appropriating surveillance technology for artistic, educational and civic engagement purposes.

  12. "Deja Vu"? A Decade of Research on Language Laboratories, Television and Video in Language Learning

    ERIC Educational Resources Information Center

    Vanderplank, Robert

    2010-01-01

    The developments in the last ten years in the form of DVD, streaming video, video on demand, interactive television and digital language laboratories call for an assessment of the research into language teaching and learning making use of these technologies and the learning paradigms underpinning them. This paper surveys research on language…

  13. 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.

  14. Video capture virtual reality as a flexible and effective rehabilitation tool

    PubMed Central

    Weiss, Patrice L; Rand, Debbie; Katz, Noomi; Kizony, Rachel

    2004-01-01

    Video capture virtual reality (VR) uses a video camera and software to track movement in a single plane without the need to place markers on specific bodily locations. The user's image is thereby embedded within a simulated environment such that it is possible to interact with animated graphics in a completely natural manner. Although this technology first became available more than 25 years ago, it is only within the past five years that it has been applied in rehabilitation. The objective of this article is to describe the way this technology works, to review its assets relative to other VR platforms, and to provide an overview of some of the major studies that have evaluated the use of video capture technologies for rehabilitation. PMID:15679949

  15. Collaborative Research Methodology for Investigating Teaching and Learning: The Use of Interactive Whiteboard Technology

    ERIC Educational Resources Information Center

    Armstrong, Victoria; Barnes, Sally; Sutherland, Rosamund; Curran, Sarah; Mills, Simon; Thompson, Ian

    2005-01-01

    This paper discusses the results of a research project which aimed to capture, analyse and communicate the complex interactions between students, teachers and technology that occur in the classroom. Teachers and researchers used an innovative research design developed through the InterActive Education Project (Sutherland et al., 2003). Video case…

  16. ICTs, ESPs and ZPD through Microlessons in Teacher Education

    ERIC Educational Resources Information Center

    García Esteban, Soraya; García Laborda, Jesús; Rábano Llamas, Manuel

    2016-01-01

    This paper presents the initial results of the use of dialogic interaction enhanced by the use of technology in teaching English in different settings and subjects of teacher education. Technology is used in three different ways: as a support (video) for analysis through teacher-instructor interaction, as a means of social interaction and use of…

  17. New Products.

    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,…

  18. Digital Video Interactive (DVI) Based Authoring Tools for Unit Level Training. Final Technical Report for Period 27 September 1991 - 27 May 1992.

    ERIC Educational Resources Information Center

    Hyltin, John P.; And Others

    This report describes DVI (Digital Video Interactive) technology, current authoring languages and tools, and the reasons for developing new tools and applications. The work described was performed by Betac Corporation as part of a Phase II Small Business Innovation Research project. Section I provides background information on DVI. DVI technology…

  19. 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.

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

    ERIC Educational Resources Information Center

    Barrett, Andrew J.; And Others

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

  1. 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.

  2. Using Interactive Videodisc Technology To Enhance Assessor Training.

    ERIC Educational Resources Information Center

    Jacobson, Larry; Hafner, Laurin P.

    The first of two sections of this paper describes a pilot program that used interactive video (IAV) technology to enhance the scripting skills of teacher certification assessors in the administration of a classroom observation technique. A comparative analysis was drawn between three groups of assessors: those who received IAV programed…

  3. Educational Games for Learning

    ERIC Educational Resources Information Center

    Noemí, Peña-Miguel; Máximo, Sedano Hoyuelos

    2014-01-01

    The introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also…

  4. The Impact of Developing Technology on Media Communications.

    ERIC Educational Resources Information Center

    MacDonald, Lindsay W.

    1997-01-01

    Examines changes in media communications resulting from new information technologies: communications technologies (networks, World Wide Web, digital set-top box); graphic arts (digital photography, CD and digital archives, desktop design and publishing, printing technology); television and video (digital editing, interactive television, news and…

  5. Video streaming into the mainstream.

    PubMed

    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.

  6. Bringing "Scientific Expeditions" Into the Schools

    NASA Technical Reports Server (NTRS)

    Watson, Val; Lasinski, T. A. (Technical Monitor)

    1995-01-01

    Two new technologies, the FASTexpedition and Remote FAST, have been developed that provide remote, 3D, high resolution, dynamic, interactive viewing of scientific data (such as simulations or measurements of fluid dynamics). The FASTexpedition permits one to access scientific data from the World Wide Web, take guided expeditions through the data, and continue with self controlled expeditions through the data. Remote FAST permits collaborators at remote sites to simultaneously view an analysis of scientific data being controlled by one of the collaborators. Control can be transferred between sites. These technologies are now being used for remote collaboration in joint university, industry, and NASA projects in computational fluid dynamics (CFD) and wind tunnel testing. Also, NASA Ames Research Center has initiated a project to make scientific data and guided expeditions through the data available as FASTexpeditions on the World Wide Web for educational purposes. Previously, remote visualiZation of dynamic data was done using video format (transmitting pixel information) such as video conferencing or MPEG movies on the Internet. The concept for this new technology is to send the raw data (e.g., grids, vectors, and scalars) along with viewing scripts over the Internet and have the pixels generated by a visualization tool running on the viewer's local workstation. The visualization tool that is currently used is FAST (Flow Analysis Software Toolkit). The advantages of this new technology over using video format are: 1. The visual is much higher in resolution (1280xl024 pixels with 24 bits of color) than typical video format transmitted over the network. 2. The form of the visualization can be controlled interactively (because the viewer is interactively controlling the visualization tool running on his workstation). 3. A rich variety of guided expeditions through the data can be included easily. 4. A capability is provided for other sites to see a visual analysis of one site as the analysis is interactively performed. Control of the analysis can be passed from site to site. 5. The scenes can be viewed in 3D using stereo vision. 6. The network bandwidth used for the visualization using this new technology is much smaller than when using video format. (The measured peak bandwidth used was 1 Kbit/sec whereas the measured bandwidth for a small video picture was 500 Kbits/sec.)

  7. The Egghead and the TV Eye.

    ERIC Educational Resources Information Center

    Williams, Marium

    This paper describes the first venture of the author (a professor at Kentucky's Morehead State University) into the world of distance learning technology, specifically interactive television. Highlights include the one-way video classroom; multimedia development; compressed video classroom; and use of listservs. An informal evaluation of the…

  8. Current Trends in Social Media and the Department of Defense’s Social Media Policy

    DTIC Science & Technology

    2014-09-23

    environment in which these interactions occur. Facebook, Twitter, YouTube , and Instagram are social media websites that allow users to create and/or...post photographs, while YouTube specializes in user-generated videos. The accessibility of social media on mobile technology, such as smartphones...websites. • Evernote Video A video-sharing website that allows users to upload, share, view and comment on videos. • Vimeo • YouTube • Twitter Music

  9. An Educational Technology Curriculum for Converging Technologies.

    ERIC Educational Resources Information Center

    Allen, Brockenbrough S.; And Others

    1989-01-01

    Outlines curriculum reforms being made in the master's level educational technology program at San Diego State University. Topics discussed include technological changes and the roles of educational product designers; human information processing; knowledge base design; student design of educational adventure games; interactive video design; and…

  10. A design for living technology: experiments with the mind time machine.

    PubMed

    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.

  11. 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.

  12. Video Compression

    NASA Technical Reports Server (NTRS)

    1996-01-01

    Optivision developed two PC-compatible boards and associated software under a Goddard Space Flight Center Small Business Innovation Research grant for NASA applications in areas such as telerobotics, telesciences and spaceborne experimentation. From this technology, the company used its own funds to develop commercial products, the OPTIVideo MPEG Encoder and Decoder, which are used for realtime video compression and decompression. They are used in commercial applications including interactive video databases and video transmission. The encoder converts video source material to a compressed digital form that can be stored or transmitted, and the decoder decompresses bit streams to provide high quality playback.

  13. Evaluation of a Cross-Campus Interactive Video Teaching Trial.

    ERIC Educational Resources Information Center

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

    1990-01-01

    Discussion of the use of technology in distance education courses focuses on the evaluation of a two-week teaching trial between two college campuses in Australia that used compressed data interactive videoconferencing technology. Results for the adequacy of the physical presentation and student and staff perceptions are detailed. (14 references)…

  14. Video Analysis and Remote Digital Ethnography: Approaches to understanding user perspectives and processes involving healthcare information technology.

    PubMed

    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.

  15. 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.

  16. 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…

  17. Virtual interactive presence for real-time, long-distance surgical collaboration during complex microsurgical procedures.

    PubMed

    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.

  18. WORKSHOP ON MINING IMPACTED NATIVE AMERICAN LANDS CD

    EPA Science Inventory

    Multimedia Technology is an exciting mix of cutting-edge Information Technologies that utilize a variety of interactive structures, digital video and audio technologies, 3-D animation, high-end graphics, and peer-reviewed content that are then combined in a variety of user-friend...

  19. Physician Interactions with Electronic Health Records in Primary Care

    PubMed Central

    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

  20. Childhood Violence Prevention Education Using Video Games

    ERIC Educational Resources Information Center

    Fontana, Leonard; Beckerman, Adela

    2004-01-01

    This article describes a project that incorporated interactive technology to teach violence prevention knowledge and skills to second grade students. The educational video games presented lessons consisting of animated characters in a story, accompanied by a number of exercises. The research issue was whether students would develop an appreciation…

  1. Challenges in Transcribing Multimodal Data: A Case Study

    ERIC Educational Resources Information Center

    Helm, Francesca; Dooly, Melinda

    2017-01-01

    Computer-mediated communication (CMC) once meant principally text-based communication mediated by computers, but rapid technological advances in recent years have heralded an era of multimodal communication with a growing emphasis on audio and video synchronous interaction. As CMC, in all its variants (text chats, video chats, forums, blogs, SMS,…

  2. Innovative Orientation Leads to Improved Success in Online Courses

    ERIC Educational Resources Information Center

    Taylor, Jean M.; Dunn, Margie; Winn, Sandra K.

    2015-01-01

    A team of instructional designers, educators, and the School of Liberal Arts (SLA) academic program coordinator from a nonprofit online college, collaborated on producing short voice-over videos with interactive elements that address the most common technology frustrations of beginning students. These videos were inserted into the "Start…

  3. 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.…

  4. Report on Distance Learning Technologies.

    DTIC Science & Technology

    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

  5. Videos for Science Communication and Nature Interpretation: The TIB|AV-Portal as Resource.

    NASA Astrophysics Data System (ADS)

    Marín Arraiza, Paloma; Plank, Margret; Löwe, Peter

    2016-04-01

    Scientific audiovisual media such as videos of research, interactive displays or computer animations has become an important part of scientific communication and education. Dynamic phenomena can be described better by audiovisual media than by words and pictures. For this reason, scientific videos help us to understand and discuss environmental phenomena more efficiently. Moreover, the creation of scientific videos is easier than ever, thanks to mobile devices and open source editing software. Video-clips, webinars or even the interactive part of a PICO are formats of scientific audiovisual media used in the Geosciences. This type of media translates the location-referenced Science Communication such as environmental interpretation into computed-based Science Communication. A new way of Science Communication is video abstracting. A video abstract is a three- to five-minute video statement that provides background information about a research paper. It also gives authors the opportunity to present their research activities to a wider audience. Since this kind of media have become an important part of scientific communication there is a need for reliable infrastructures which are capable of managing the digital assets researchers generate. Using the reference of the usecase of video abstracts this paper gives an overview over the activities by the German National Library of Science and Technology (TIB) regarding publishing and linking audiovisual media in a scientifically sound way. The German National Library of Science and Technology (TIB) in cooperation with the Hasso Plattner Institute (HPI) developed a web-based portal (av.tib.eu) that optimises access to scientific videos in the fields of science and technology. Videos from the realms of science and technology can easily be uploaded onto the TIB|AV Portal. Within a short period of time the videos are assigned a digital object identifier (DOI). This enables them to be referenced, cited, and linked (e.g. to the relevant article or further supplement materials). By using media fragment identifiers not only the whole video can be cited, but also individual parts of it. Doing so, users are also likely to find high-quality related content (for instance, a video abstract and the corresponding article or an expedition documentary and its field notebook). Based on automatic analysis of speech, images and texts within the videos a large amount of metadata associated with the segments of the video is automatically generated. These metadata enhance the searchability of the video and make it easier to retrieve and interlink meaningful parts of the video. This new and reliable library-driven infrastructure allow all different types of data be discoverable, accessible, citable, freely reusable, and interlinked. Therefore, it simplifies Science Communication

  6. Development of students' conceptual thinking by means of video analysis and interactive simulations at technical universities

    NASA Astrophysics Data System (ADS)

    Hockicko, Peter; Krišt‧ák, L.‧uboš; Němec, Miroslav

    2015-03-01

    Video analysis, using the program Tracker (Open Source Physics), in the educational process introduces a new creative method of teaching physics and makes natural sciences more interesting for students. This way of exploring the laws of nature can amaze students because this illustrative and interactive educational software inspires them to think creatively, improves their performance and helps them in studying physics. This paper deals with increasing the key competencies in engineering by analysing real-life situation videos - physical problems - by means of video analysis and the modelling tools using the program Tracker and simulations of physical phenomena from The Physics Education Technology (PhET™) Project (VAS method of problem tasks). The statistical testing using the t-test confirmed the significance of the differences in the knowledge of the experimental and control groups, which were the result of interactive method application.

  7. Search of the Deep and Dark Web via DARPA Memex

    NASA Astrophysics Data System (ADS)

    Mattmann, C. A.

    2015-12-01

    Search has progressed through several stages due to the increasing size of the Web. Search engines first focused on text and its rate of occurrence; then focused on the notion of link analysis and citation then on interactivity and guided search; and now on the use of social media - who we interact with, what we comment on, and who we follow (and who follows us). The next stage, referred to as "deep search," requires solutions that can bring together text, images, video, importance, interactivity, and social media to solve this challenging problem. The Apache Nutch project provides an open framework for large-scale, targeted, vertical search with capabilities to support all past and potential future search engine foci. Nutch is a flexible infrastructure allowing open access to ranking; URL selection and filtering approaches, to the link graph generated from search, and Nutch has spawned entire sub communities including Apache Hadoop and Apache Tika. It addresses many current needs with the capability to support new technologies such as image and video. On the DARPA Memex project, we are creating create specific extensions to Nutch that will directly improve its overall technological superiority for search and that will directly allow us to address complex search problems including human trafficking. We are integrating state-of-the-art algorithms developed by Kitware for IARPA Aladdin combined with work by Harvard to provide image and video understanding support allowing automatic detection of people and things and massive deployment via Nutch. We are expanding Apache Tika for scene understanding, object/person detection and classification in images/video. We are delivering an interactive and visual interface for initiating Nutch crawls. The interface uses Python technologies to expose Nutch data and to provide a domain specific language for crawls. With the Bokeh visualization library the interface we are delivering simple interactive crawl visualization and plotting techniques for exploring crawled information. The platform classifies, identify, and thwart predators, help to find victims and to identify buyers in human trafficking and will deliver technological superiority in search engines for DARPA. We are already transitioning the technologies into Geo and Planetary Science, and Bioinformatics.

  8. Technology Integration in Science Education: A Study of How Teachers Use Modern Learning Technologies in Biology Classrooms

    ERIC Educational Resources Information Center

    Gnanakkan, Dionysius Joseph

    2017-01-01

    This multiple case-study investigated how high school biology teachers used modern learning technologies (probes, interactive simulations and animations, animated videos) in their classrooms and why they used the learning technologies. Another objective of the study was to assess whether the use of learning technologies alleviated misconceptions…

  9. Using Video Conferencing To Improve the Supervision of Student Teachers and Pre Student-Teachers.

    ERIC Educational Resources Information Center

    Dudt, Kurt P.; Garrett, Joyce

    1997-01-01

    Shrinking budgets, demands for supervisory contact, and the rural isolation of Indiana University of Pennsylvania create special problems for pre student-teaching and student teaching. Describes a proposed project that will use interactive video technology to supervise student-teaching practica in distant locations. Outlines project phases,…

  10. Wearable Cameras as a Tool to Capture Preservice Teachers' Marked and Recorded Noticing

    ERIC Educational Resources Information Center

    Estapa, Anne; Amador, Julie

    2016-01-01

    Teacher educators use a multitude of technological sources to enhance teachers' learning. More specifically, many teacher educators incorporate video as a tool for supporting preservice teachers to analyze noticing of pivotal classroom interactions; however, this video is often from a perspective distinct from the teachers' view. This study…

  11. Using video-based observation research methods in primary care health encounters to evaluate complex interactions.

    PubMed

    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.

  12. Online video game therapy for mental health concerns: a review.

    PubMed

    Wilkinson, Nathan; Ang, Rebecca P; Goh, Dion H

    2008-07-01

    There has been research on the use of offline video games for therapeutic purposes but online video game therapy is still fairly under-researched. Online therapeutic interventions have only recently included a gaming component. Hence, this review represents a timely first step toward taking advantage of these recent technological and cultural innovations, particularly for the treatment of special-needs groups such as the young, the elderly and people with various conditions such as ADHD, anxiety and autism spectrum disorders. A review integrating research findings on two technological advances was conducted: the home computer boom of the 1980s, which triggered a flood of research on therapeutic video games for the treatment of various mental health conditions; and the rise of the internet in the 1990s, which caused computers to be seen as conduits for therapeutic interaction rather than replacements for the therapist. We discuss how video games and the internet can now be combined in therapeutic interventions, as attested by a consideration of pioneering studies. Future research into online video game therapy for mental health concerns might focus on two broad types of game: simple society games, which are accessible and enjoyable to players of all ages, and online worlds, which offer a unique opportunity for narrative content and immersive remote interaction with therapists and fellow patients. Both genres might be used for assessment and training purposes, and provide an unlimited platform for social interaction. The mental health community can benefit from more collaborative efforts between therapists and engineers, making such innovations a reality.

  13. Interactive floating windows: a new technique for stereoscopic video games

    NASA Astrophysics Data System (ADS)

    Zerebecki, Chris; Stanfield, Brodie; Tawadrous, Mina; Buckstein, Daniel; Hogue, Andrew; Kapralos, Bill

    2012-03-01

    The film industry has a long history of creating compelling experiences in stereoscopic 3D. Recently, the video game as an artistic medium has matured into an effective way to tell engaging and immersive stories. Given the current push to bring stereoscopic 3D technology into the consumer market there is considerable interest to develop stereoscopic 3D video games. Game developers have largely ignored the need to design their games specifically for stereoscopic 3D and have thus relied on automatic conversion and driver technology. Game developers need to evaluate solutions used in other media, such as film, to correct perceptual problems such as window violations, and modify or create new solutions to work within an interactive framework. In this paper we extend the dynamic floating window technique into the interactive domain enabling the player to position a virtual window in space. Interactively changing the position, size, and the 3D rotation of the virtual window, objects can be made to 'break the mask' dramatically enhancing the stereoscopic effect. By demonstrating that solutions from the film industry can be extended into the interactive space, it is our hope that this initiates further discussion in the game development community to strengthen their story-telling mechanisms in stereoscopic 3D games.

  14. Language Learning Technology and Alternative for Public Education.

    ERIC Educational Resources Information Center

    Jarvis, Stan

    1984-01-01

    While supporting the use of interactive video technologies in public education, universities, and government, the need for standardization of the materials is stressed, which would allow for program exchange and a wider use of expertise and creativity. Concerning technology-based language learning, an emphasis on quality, yet affordable…

  15. Capacity and willingness of patients with chronic noncommunicable diseases to use information technology to help manage their condition: a cross-sectional study.

    PubMed

    Afshar, Arash Ehteshami; Weaver, Robert G; Lin, Meng; Allan, Michael; Ronksley, Paul E; Sanmartin, Claudia; Lewanczuk, Richard; Rosenberg, Mark; Manns, Braden; Hemmelgarn, Brenda; Tonelli, Marcello

    2014-04-01

    Health care providers have shown considerable interest in using information technologies such as email, text messages and video conferencing to facilitate the management of chronic noncommunicable diseases such as hypertension, diabetes mellitus and vascular disease. We sought to determine whether these technologies are available and appealing to the target population. We analyzed cross-sectional data from a computer-assisted telephone survey, conducted by Statistics Canada in February and March 2012, of western Canadian adults with at least 1 chronic condition. Survey respondents were asked about their capacity (e.g., "Do you own a mobile phone?") and willingness to use each of 3 information technologies (email, text messages and video conferencing) to interact with health care providers. For all analyses, Statistics Canada's calibrated design weights and bootstrap weights were used to obtain population-level point estimates for proportions and odds ratios. In total, 1849 (79.8%) of 2316 eligible people participated. Of the 1849 participants, 81.9% had hypertension, 26.2% had diabetes, 21.4% had heart disease, and 7.9% had stroke; 32.2% had more than 1 of the 4 chronic conditions of interest. High proportions of respondents owned a computer with Internet access (76.4%, 95% confidence interval [CI] 73.3%-79.3%) or a mobile phone (73.9%, 95% CI 70.7%-76.8%). About two-thirds of respondents were interested in using email to interact with a specialist (66.3%, 95% CI 63.0%-69.5%); respondents were less enthusiastic about using text messages (44.9%, 95% CI 41.2%-48.7%). Enthusiasm for video conferencing was more pronounced among those residing further from medical specialists than among those living closer. Among respondents who were potentially interested in video conferencing, almost 50% of remote dwellers would use this technology if it saved more than 60 minutes of travel time. Many people were interested in using electronic technologies, especially video conferencing and email-based methods, to help manage their chronic condition. The effectiveness and cost implications of using email and video conferencing in the management of chronic disease deserve further consideration.

  16. Digital video technology and production 101: lights, camera, action.

    PubMed

    Elliot, Diane L; Goldberg, Linn; Goldberg, Michael J

    2014-01-01

    Videos are powerful tools for enhancing the reach and effectiveness of health promotion programs. They can be used for program promotion and recruitment, for training program implementation staff/volunteers, and as elements of an intervention. Although certain brief videos may be produced without technical assistance, others often require collaboration and contracting with professional videographers. To get practitioners started and to facilitate interactions with professional videographers, this Tool includes a guide to the jargon of video production and suggestions for how to integrate videos into health education and promotion work. For each type of video, production principles and issues to consider when working with a professional videographer are provided. The Tool also includes links to examples in each category of video applications to health promotion.

  17. Staying connected: online education engagement and retention using educational technology tools.

    PubMed

    Salazar, Jose

    2010-01-01

    The objective of this article is to inform educators about the use of currently available educational technology tools to promote student retention, engagement and interaction in online courses. Educational technology tools include content management systems, podcasts, video lecture capture technology and electronic discussion boards. Successful use of educational technology tools requires planning, organization and use of effective learning strategies.

  18. Teaching and Learning against All Odds: A Video-Based Study of Learner-to-Instructor Interaction in International Distance Education

    ERIC Educational Resources Information Center

    Muhirwa, Jean-Marie

    2009-01-01

    Distance education and information and communication technologies (ICTs) have been marketed as cost-effective ways to rescue struggling educational institutions in developing countries, particularly in sub-Saharan Africa (SSA). This study uses classroom video analysis and follow-up interviews with teachers, students, and local tutors to analyse…

  19. How to Improve Collaborative Learning with Video Tools in the Classroom? Social vs. Cognitive Guidance for Student Teams

    ERIC Educational Resources Information Center

    Zahn, Carmen; Krauskopf, Karsten; Hesse, Friedrich W.; Pea, Roy

    2012-01-01

    Digital video technologies offer a variety of functions for supporting collaborative learning in classrooms. Yet, for novice learners, such as school students, positive learning outcomes also depend centrally on effective social interactions. We present empirical evidence for the positive effects of instructive guidance on performance and on…

  20. Re-Examining Gender Differences in Video Game Play: Time Spent and Feelings of Success

    ERIC Educational Resources Information Center

    Hamlen, Karla R.

    2010-01-01

    Research has shown that, among children, boys tend to play video games more than girls do. There are several theories addressing this phenomenon, including that stereotypes and lack of opportunity leave girls feeling inadequate with certain types of technology. No research has yet examined the interactive relationships between time spent playing…

  1. Optical Disk Technology.

    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…

  2. Using video-based observation research methods in primary care health encounters to evaluate complex interactions

    PubMed Central

    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

  3. Going virtual with quicktime VR: new methods and standardized tools for interactive dynamic visualization of anatomical structures.

    PubMed

    Trelease, R B; Nieder, G L; Dørup, J; Hansen, M S

    2000-04-15

    Continuing evolution of computer-based multimedia technologies has produced QuickTime, a multiplatform digital media standard that is supported by stand-alone commercial programs and World Wide Web browsers. While its core functions might be most commonly employed for production and delivery of conventional video programs (e.g., lecture videos), additional QuickTime VR "virtual reality" features can be used to produce photorealistic, interactive "non-linear movies" of anatomical structures ranging in size from microscopic through gross anatomic. But what is really included in QuickTime VR and how can it be easily used to produce novel and innovative visualizations for education and research? This tutorial introduces the QuickTime multimedia environment, its QuickTime VR extensions, basic linear and non-linear digital video technologies, image acquisition, and other specialized QuickTime VR production methods. Four separate practical applications are presented for light and electron microscopy, dissectable preserved specimens, and explorable functional anatomy in magnetic resonance cinegrams.

  4. The Use of Simulation to Teach Suicide Risk Assessment to Health Profession Trainees-Rationale, Methodology, and a Proof of Concept Demonstration with a Virtual Patient.

    PubMed

    Foster, Adriana; Chaudhary, Neelam; Murphy, James; Lok, Benjamin; Waller, Jennifer; Buckley, Peter F

    2015-12-01

    There is increasing use of educational technologies in medical and surgical specialties. Described herein is the development and application of an interactive virtual patient (VP) to teach suicide risk assessment to health profession trainees. We studied the effect of the following: (1) an interaction with a bipolar VP who attempts suicide or (2) completion of a video-teaching module on interviewing a bipolar patient, on medical students' proficiency in assessing suicide risk in standardized patients. We hypothesized that students who interact with a bipolar VP will be at least as likely to assess suicide risk, as their peers who completed a video module. In a randomized, controlled study, we compared the frequency with which second-year students at the Medical College of Georgia asked suicide risk and bipolar symptoms questions by VP/video group. We recruited 67 students. The VP group inquired more frequently than the video group in 4 of 5 suicide risk areas and 11 of 14 other bipolar symptomatology areas. There were minimal to small effect sizes in favor of the VP technology. The students preferred the video over the VP as an educational tool (p = 0.007). Our study provides proof of concept that both VP and video module approaches are feasible for teaching students to assess suicide risk, and we present evidence about the role of active learning to improve communication skills. Depending on the learning context, interviewing a VP or observation of a videotaped interview can enhance the students' suicide risk assessment proficiency in an interview with a standardized patient. An interactive VP is a plausible modality to deliver basic concepts of suicide risk assessment to medical students, can facilitate individual preferences by providing easy access and portability, and has potential generalizability to other aspects of psychiatric training.

  5. 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…

  6. An Anthropologist Explores the Culture of Video Blogging

    ERIC Educational Resources Information Center

    Young, Jeffrey R.

    2007-01-01

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

  7. Using DVI To Teach Physics: Making the Abstract More Concrete.

    ERIC Educational Resources Information Center

    Knupfer, Nancy Nelson; Zollman, Dean

    The ways in which Digital Video Interactive (DVI), a new video technology, can help students learn concepts of physics were studied in a project that included software design and production as well as formative and summative evaluation. DVI provides real-time motion, with the full-motion image contained to a window on part of the screen so that…

  8. Adopting Lightboard for a Chemistry Flipped Classroom to Improve Technology-Enhanced Videos for Better Learner Engagement

    ERIC Educational Resources Information Center

    Fung, Fun Man

    2017-01-01

    Currently there are two primary methods of recording flipped classroom videos: (1) using the white board and (2) screencasting a PowerPoint presentation. Both methods have several disadvantages. In the former, the presenter's body obscures the content. Both methods lack an element of human interaction between the viewers and presenter and require…

  9. 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).

  10. Keeping up with video game technology: objective analysis of Xbox Kinect™ and PlayStation 3 Move™ for use in burn rehabilitation.

    PubMed

    Parry, Ingrid; Carbullido, Clarissa; Kawada, Jason; Bagley, Anita; Sen, Soman; Greenhalgh, David; Palmieri, Tina

    2014-08-01

    Commercially available interactive video games are commonly used in rehabilitation to aide in physical recovery from a variety of conditions and injuries, including burns. Most video games were not originally designed for rehabilitation purposes and although some games have shown therapeutic potential in burn rehabilitation, the physical demands of more recently released video games, such as Microsoft Xbox Kinect™ (Kinect) and Sony PlayStation 3 Move™ (PS Move), have not been objectively evaluated. Video game technology is constantly evolving and demonstrating different immersive qualities and interactive demands that may or may not have therapeutic potential for patients recovering from burns. This study analyzed the upper extremity motion demands of Kinect and PS Move using three-dimensional motion analysis to determine their applicability in burn rehabilitation. Thirty normal children played each video game while real-time movement of their upper extremities was measured to determine maximal excursion and amount of elevation time. Maximal shoulder flexion, shoulder abduction and elbow flexion range of motion were significantly greater while playing Kinect than the PS Move (p≤0.01). Elevation time of the arms above 120° was also significantly longer with Kinect (p<0.05). The physical demands for shoulder and elbow range of motion while playing the Kinect, and to a lesser extent PS Move, are comparable to functional motion needed for daily tasks such as eating with a utensil and hair combing. Therefore, these more recently released commercially available video games show therapeutic potential in burn rehabilitation. Objectively quantifying the physical demands of video games commonly used in rehabilitation aides clinicians in the integration of them into practice and lays the framework for further research on their efficacy. Copyright © 2013 Elsevier Ltd and ISBI. All rights reserved.

  11. 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.

  12. Using interactive video technology in nursing education: a pilot study.

    PubMed

    Zerr, Daria M; Pulcher, Karen L

    2008-02-01

    A pilot study was conducted to analyze the benefits of using interactive technology with external assessors and graduating senior nursing students during Senior Nurse Leadership Assessment Day at the University of Central Missouri. The primary aim was to determine whether videoconferencing technology would promote recruitment and retention of professional nurse external assessors without compromising student learning. Among the issues discussed are the advantages and disadvantages of using interactive videoconferencing technology in education and the influence of external assessors in nursing education. The study results indicate that interactive videoconferencing is an effective, accepted format for educational opportunities such as Senior Nurse Leadership Assessment Day, based on the lived experiences of the study participants. In addition, the results demonstrate that interactive videoconferencing does not compromise student learning or assessment by external assessors.

  13. Fusing Technology into the School Design Process for Today and Tomorrow

    ERIC Educational Resources Information Center

    Strube, Marilyn K.; Thompson, Ann L.

    2012-01-01

    Students are creating content in a variety of ways and using numerous technologies to share that content that did not exist when their teachers were students. Students are interacting with the new technologies they see on TV, at the movies and through their social networks. They are creating and sharing websites, posting self made videos and…

  14. Remote Classroom Observations with Preservice Teachers

    ERIC Educational Resources Information Center

    Wash, Pamela D.; Bradley, Gary; Beck, Judy

    2014-01-01

    According to O'Brien, Aguinaga, Hines, and Hartsborne (2011), "Delivery of course content via various distance education technologies (e.g., interactive video, asynchronous and/or synchronous online delivery) is becoming an accepted and expected component of many teacher preparation programs" (p. 3). With the infusion of technology in…

  15. Exploring physics students' engagement with online instructional videos in an introductory mechanics course

    NASA Astrophysics Data System (ADS)

    Lin, Shih-Yin; Aiken, John M.; Seaton, Daniel T.; Douglas, Scott S.; Greco, Edwin F.; Thoms, Brian D.; Schatz, Michael F.

    2017-12-01

    The advent of new educational technologies has stimulated interest in using online videos to deliver content in university courses. We examined student engagement with 78 online videos that we created and were incorporated into a one-semester flipped introductory mechanics course at the Georgia Institute of Technology. We found that students were more engaged with videos that supported laboratory activities than with videos that presented lecture content. In particular, the percentage of students accessing laboratory videos was consistently greater than 80% throughout the semester. On the other hand, the percentage of students accessing lecture videos dropped to less than 40% by the end of the term. Moreover, the fraction of students accessing the entirety of a video decreases when videos become longer in length, and this trend is more prominent for the lecture videos than the laboratory videos. The results suggest that students may access videos based on perceived value: students appear to consider the laboratory videos as essential for successfully completing the laboratories while they appear to consider the lecture videos as something more akin to supplemental material. In this study, we also found that there was little correlation between student engagement with the videos and their incoming background. There was also little correlation found between student engagement with the videos and their performance in the course. An examination of the in-video content suggests that students engaged more with concrete information that is explicitly required for assignment completion (e.g., actions required to complete laboratory work, or formulas or mathematical expressions needed to solve particular problems) and less with content that is considered more conceptual in nature. It was also found that students' in-video accesses usually increased toward the embedded interaction points. However, students did not necessarily access the follow-up discussion of these interaction points. The results of the study suggest ways in which instructors may revise courses to better support student learning. For example, external intervention that helps students see the value of accessing videos may be required in order for this resource to be put to more effective use. In addition, students may benefit more from a clicker question that reiterates important concepts within the question itself, rather than a clicker question that leaves some important concepts to be addressed only in the discussion afterwards.

  16. An Investigation of Technological Innovation: Interactive Television.

    ERIC Educational Resources Information Center

    Robinson, Rhonda S.

    A 5-year case study was implemented to evaluate the two-way Carroll Instructional Television Consortium, which utilizes a cable television network serving four school districts in Illinois. This network permits simultaneous video and audio interactive communication among four high schools. The naturalistic inquiry method employed included…

  17. Iowa Distance Education Alliance. Preliminary Evaluation Report, October 1995-May 1996.

    ERIC Educational Resources Information Center

    Sorensen, Chris; And Others

    In 1992 and 1995, Iowa received statewide Star Schools grants to demonstrate the use of fiber-optic technology to provide live, two-way, full-motion interactive instruction which allows greater levels of interactivity than previous forms of distance instruction. The grant allowed the state to equip over 100 fully interactive video classrooms in…

  18. Medical student attitudes toward video games and related new media technologies in medical education

    PubMed Central

    2010-01-01

    Background Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine. Methods Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1) demographic characteristics; 2) differences between the two universities; 3) how video game play differs across gender, age, degree program and familiarity with computers; and 4) characteristics of students who play most frequently. Results 217 medical students participated. About half were female (53%). Respondents liked the idea of using technology to enhance healthcare education (98%), felt that education should make better use of new media technologies (96%), and believed that video games can have educational value (80%). A majority (77%) would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%), and if they helped to develop skill in patient interactions (90%). However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice. Conclusions Overall, medical student respondents, including many who do not play video games, held highly favorable views about the use of video games and related new media technology in medical education. Significant gender differences in game play experience and attitudes may represent male video game design bias that stresses male cognitive aptitudes; medical educators hoping to create serious games that will appeal to both men and women must avoid this. PMID:20576125

  19. Medical student attitudes toward video games and related new media technologies in medical education.

    PubMed

    Kron, Frederick W; Gjerde, Craig L; Sen, Ananda; Fetters, Michael D

    2010-06-24

    Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine. Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1) demographic characteristics; 2) differences between the two universities; 3) how video game play differs across gender, age, degree program and familiarity with computers; and 4) characteristics of students who play most frequently. 217 medical students participated. About half were female (53%). Respondents liked the idea of using technology to enhance healthcare education (98%), felt that education should make better use of new media technologies (96%), and believed that video games can have educational value (80%). A majority (77%) would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%), and if they helped to develop skill in patient interactions (90%). However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice. Overall, medical student respondents, including many who do not play video games, held highly favorable views about the use of video games and related new media technology in medical education. Significant gender differences in game play experience and attitudes may represent male video game design bias that stresses male cognitive aptitudes; medical educators hoping to create serious games that will appeal to both men and women must avoid this.

  20. Recovery After Psychosis: Qualitative Study of Service User Experiences of Lived Experience Videos on a Recovery-Oriented Website

    PubMed Central

    Fossey, Ellie; Farhall, John; Foley, Fiona; Thomas, Neil

    2018-01-01

    Background Digital interventions offer an innovative way to make the experiences of people living with mental illness available to others. As part of the Self-Management And Recovery Technology (SMART) research program on the use of digital resources in mental health services, an interactive website was developed including videos of people with lived experience of mental illness discussing their recovery. These peer videos were designed to be watched on a tablet device with a mental health worker, or independently. Objective Our aim was to explore how service users experienced viewing the lived experience videos on this interactive website, as well as its influence on their recovery journey. Methods In total, 36 service users with experience of using the website participated in individual semistructured qualitative interviews. All participants had experience of psychosis. Data analysis occurred alongside data collection, following principles of constructivist grounded theory methodology. Results According to participants, engaging with lived experience videos was a pivotal experience of using the website. Participants engaged with peers through choosing and watching the videos and reflecting on their own experience in discussions that opened up with a mental health worker. Benefits of seeing others talking about their experience included “being inspired,” “knowing I’m not alone,” and “believing recovery is possible.” Experiences of watching the videos were influenced by the participants’ intrapersonal context, particularly their ways of coping with life and use of technology. The interpersonal context of watching the videos with a worker, who guided website use and facilitated reflection, enriched the experience. Conclusions Engaging with lived experience videos was powerful for participants, contributing to their feeling connected and hopeful. Making websites with lived experience video content available to service users and mental health workers demonstrates strong potential to support service users’ recovery. PMID:29739737

  1. Recovery After Psychosis: Qualitative Study of Service User Experiences of Lived Experience Videos on a Recovery-Oriented Website.

    PubMed

    Williams, Anne; Fossey, Ellie; Farhall, John; Foley, Fiona; Thomas, Neil

    2018-05-08

    Digital interventions offer an innovative way to make the experiences of people living with mental illness available to others. As part of the Self-Management And Recovery Technology (SMART) research program on the use of digital resources in mental health services, an interactive website was developed including videos of people with lived experience of mental illness discussing their recovery. These peer videos were designed to be watched on a tablet device with a mental health worker, or independently. Our aim was to explore how service users experienced viewing the lived experience videos on this interactive website, as well as its influence on their recovery journey. In total, 36 service users with experience of using the website participated in individual semistructured qualitative interviews. All participants had experience of psychosis. Data analysis occurred alongside data collection, following principles of constructivist grounded theory methodology. According to participants, engaging with lived experience videos was a pivotal experience of using the website. Participants engaged with peers through choosing and watching the videos and reflecting on their own experience in discussions that opened up with a mental health worker. Benefits of seeing others talking about their experience included "being inspired," "knowing I'm not alone," and "believing recovery is possible." Experiences of watching the videos were influenced by the participants' intrapersonal context, particularly their ways of coping with life and use of technology. The interpersonal context of watching the videos with a worker, who guided website use and facilitated reflection, enriched the experience. Engaging with lived experience videos was powerful for participants, contributing to their feeling connected and hopeful. Making websites with lived experience video content available to service users and mental health workers demonstrates strong potential to support service users' recovery. ©Anne Williams, Ellie Fossey, John Farhall, Fiona Foley, Neil Thomas. Originally published in JMIR Mental Health (http://mental.jmir.org), 08.05.2018.

  2. Schools Gear Up for "Hypermedia"--A Quantum Leap in Electronic Learning.

    ERIC Educational Resources Information Center

    Trotter, Andrew

    1989-01-01

    A new technological phenomenon known as "hypermedia" or "interactive multimedia" allows the learner to be in control and to access a variety of media with a computer. Advances in information storage technology have placed libraries of documents, sounds, and video and graphic images on laser discs. (MLF)

  3. The Lived Experience of In-Service Teachers Using Synchronous Technology: A Phenomenological Study

    ERIC Educational Resources Information Center

    Vasquez, Sarah T.

    2017-01-01

    Unlike most online professional development opportunities, synchronous technology affords immediate communications for discussion and feedback while interacting with participants simultaneously through text, audio, video, and screen sharing. The purpose of this study is to find answers to meet the practical need to inform, design, and implement…

  4. Florida Council for the Social Studies Annual 1989-1990.

    ERIC Educational Resources Information Center

    Barnes, Marianne B., Ed.; Woods, Lynn, Ed.

    A series of essays on science, technology and society (STS) education written for teachers are presented. The essays include: "Interactive Video: Bringing the Latest Technology into the Classroom" (Homer L. Krout II; Phillip Horton); "Hypermedia: What's All the Hype About" (Kenneth T. Wilburn); "How to Get the Most Out of…

  5. Capacity and willingness of patients with chronic noncommunicable diseases to use information technology to help manage their condition: a cross-sectional study

    PubMed Central

    Afshar, Arash Ehteshami; Weaver, Robert G.; Lin, Meng; Allan, Michael; Ronksley, Paul E; Sanmartin, Claudia; Lewanczuk, Richard; Rosenberg, Mark; Manns, Braden; Hemmelgarn, Brenda

    2014-01-01

    Background Health care providers have shown considerable interest in using information technologies such as email, text messages and video conferencing to facilitate the management of chronic noncommunicable diseases such as hypertension, diabetes mellitus and vascular disease. We sought to determine whether these technologies are available and appealing to the target population. Methods We analyzed cross-sectional data from a computer-assisted telephone survey, conducted by Statistics Canada in February and March 2012, of western Canadian adults with at least 1 chronic condition. Survey respondents were asked about their capacity (e.g., “Do you own a mobile phone?”) and willingness to use each of 3 information technologies (email, text messages and video conferencing) to interact with health care providers. For all analyses, Statistics Canada’s calibrated design weights and bootstrap weights were used to obtain population-level point estimates for proportions and odds ratios. Results In total, 1849 (79.8%) of 2316 eligible people participated. Of the 1849 participants, 81.9% had hypertension, 26.2% had diabetes, 21.4% had heart disease, and 7.9% had stroke; 32.2% had more than 1 of the 4 chronic conditions of interest. High proportions of respondents owned a computer with Internet access (76.4%, 95% confidence interval [CI] 73.3%–79.3%) or a mobile phone (73.9%, 95% CI 70.7%–76.8%). About two-thirds of respondents were interested in using email to interact with a specialist (66.3%, 95% CI 63.0%–69.5%); respondents were less enthusiastic about using text messages (44.9%, 95% CI 41.2%–48.7%). Enthusiasm for video conferencing was more pronounced among those residing further from medical specialists than among those living closer. Among respondents who were potentially interested in video conferencing, almost 50% of remote dwellers would use this technology if it saved more than 60 minutes of travel time. Interpretation Many people were interested in using electronic technologies, especially video conferencing and email-based methods, to help manage their chronic condition. The effectiveness and cost implications of using email and video conferencing in the management of chronic disease deserve further consideration. PMID:25077130

  6. Portable color multimedia training systems based on monochrome laptop computers (CBT-in-a-briefcase), with spinoff implications for video uplink and downlink in spaceflight operations

    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.

  7. 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.

  8. Interaction Patterns in Synchronous Online Calculus and Linear Algebra Recitations

    ERIC Educational Resources Information Center

    Mayer, Greg; Hendricks, Cher

    2014-01-01

    This study describes interaction patterns observed during a pilot project that explored the use of web-conferencing (WC) software in two undergraduate distance education courses offered to advanced high-school students. The pilot program replaced video-conferencing technology with WC software during recitations, so as to increase participation in…

  9. Medical student case presentation performance and perception when using mobile learning technology in the emergency department.

    PubMed

    Tews, Matthew; Brennan, Kimberly; Begaz, Tomer; Treat, Robert

    2011-01-01

    Hand-held mobile learning technology provides opportunities for clinically relevant self-instructional modules to augment traditional bedside teaching. Using this technology as a teaching tool has not been well studied. We sought to evaluate medical students' case presentation performance and perception when viewing short, just-in-time mobile learning videos using the iPod touch prior to patient encounters. Twenty-two fourth-year medical students were randomized to receive or not to receive instruction by video, using the iPod Touch, prior to patient encounters. After seeing a patient, they presented the case to their faculty, who completed a standard data collection sheet. Students were surveyed on their perceived confidence and effectiveness after using these videos. Twenty-two students completed a total of 67 patient encounters. There was a statistically significant improvement in presentations when the videos were viewed for the first time (p=0.032). There was no difference when the presentations were summed for the entire rotation (p=0.671). The reliable (alpha=0.97) survey indicated that the videos were a useful teaching tool and gave students more confidence in their presentations. Medical student patient presentations were improved with the use of mobile instructional videos following first time use, suggesting mobile learning videos may be useful in medical student education. Clinical educators should consider whether, in an instance where live bedside or direct interactive teaching is unavailable, using just-in-time educational videos on a handheld device might be useful as a supplemental instructional strategy.

  10. User-Centric Secure Cross-Site Interaction Framework for Online Social Networking Services

    ERIC Educational Resources Information Center

    Ko, Moo Nam

    2011-01-01

    Social networking service is one of major technological phenomena on Web 2.0. Hundreds of millions of users are posting message, photos, and videos on their profiles and interacting with other users, but the sharing and interaction are limited within the same social networking site. Although users can share some content on a social networking site…

  11. Attracting STEM talent: do STEM students prefer traditional or work/life-interaction labs?

    PubMed

    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.

  12. Attracting STEM Talent: Do STEM Students Prefer Traditional or Work/Life-Interaction Labs?

    PubMed Central

    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

  13. Participant satisfaction with a school telehealth education program using interactive compressed video delivery methods in rural Arkansas.

    PubMed

    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.

  14. NASA's "Eyes On The Solar System:" A Real-time, 3D-Interactive Tool to Teach the Wonder of Planetary Science

    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.

  15. The Pervasiveness and Impact of Electronic Communication Technologies in Organizations: A Survey of Major American Corporations.

    ERIC Educational Resources Information Center

    Hellweg, Susan A.; And Others

    A survey of the Fortune 500 corporations was conducted to ascertain the pervasiveness and perceived impact of five electronic communication technologies (electronic mail, videotex, interactive computers, video teleconferencing, and word processing). Ninety-four corporations responded to a 53-item questionnaire and follow-up survey. Analysis of the…

  16. Technological Convergence: A Brief Review of Some of the Developments in the Integrated Storage and Retrieval of Text, Data, Sound and Image.

    ERIC Educational Resources Information Center

    Forrest, Charles

    1988-01-01

    Reviews technological developments centered around microcomputers that have led to the design of integrated workstations. Topics discussed include methods of information storage, information retrieval, telecommunications networks, word processing, data management, graphics, interactive video, sound, interfaces, artificial intelligence, hypermedia,…

  17. Developing a Technology Workshop Series for Your Faculty and Staff.

    ERIC Educational Resources Information Center

    Zeitz, Leigh E.

    1995-01-01

    Based on a needs assessment questionnaire, 13 technology workshops were designed for school personnel. Topics included an introduction; troubleshooting; e-mail and the Internet; ERIC and CD-ROM databases; Microsoft Works; desktop publishing; presentation software; resources on CD-ROM; the X-Press news service; and interactive laser video discs. A…

  18. Creating Balance in the New Age of Technology

    ERIC Educational Resources Information Center

    Herman, Jana Morgan

    2012-01-01

    Marc Prensky coined the term "digital native" in 2001 to describe those who have grown up with a constant interaction of technology, including television, video games, and the Internet (Prensky, 2001). For these people, many of them now in their twenties, life has always included the presence of screens--televisions, cell phones, iPods, video…

  19. Being There: The Case for Telepresence

    ERIC Educational Resources Information Center

    Schaffhauser, Dian

    2010-01-01

    In this article, the author talks about telepresence, a combination of real-time video, audio, and interactive technologies that gives people in distributed locations a collaborative experience that's as close to being in the same room as current technology allows. In a culture that's still adjusting to iPhone-size screen displays and choppy cell…

  20. A Survey of Recent Advances in Optical and Multimedia Information Technologies.

    ERIC Educational Resources Information Center

    Jessop, Deborah

    1997-01-01

    Examines developments in multimedia technologies and in the World Wide Web. Discusses CD-recordable, CD-rewritable, cable modems, personal digital assistants, digital video discs, interactivity and virtual worlds, advertising on the Web, and Intranets and CD-ROM networks. Eight tables and figures show costs, download time, estimated sales, storage…

  1. Evaluating a Web-Based Video Corpus through an Analysis of User Interactions

    ERIC Educational Resources Information Center

    Caws, Catherine G.

    2013-01-01

    As shown by several studies, successful integration of technology in language learning requires a holistic approach in order to scientifically understand what learners do when working with web-based technology (cf. Raby, 2007). Additionally, a growing body of research in computer assisted language learning (CALL) evaluation, design and…

  2. NECC '98: National Educational Computing Conference Proceedings (19th, San Diego, CA, June 22-24, 1998).

    ERIC Educational Resources Information Center

    National Educational Computing Conference.

    Topics of NECC '98 (National Educational Computing Conference) papers presented at this conference on technology in education include: digital portfolios; technology-integrated multidisciplinary curriculum design; a virtual Web site; a computer literacy course; Internet projects for various subjects; staff development; music videos; interaction of…

  3. 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.

  4. 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.

  5. Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime.

    PubMed

    Colder Carras, Michelle; Van Rooij, Antonius J; Spruijt-Metz, Donna; Kvedar, Joseph; Griffiths, Mark D; Carabas, Yorghos; Labrique, Alain

    2017-01-01

    Emerging research suggests that commercial, off-the-shelf video games have potential applications in preventive and therapeutic medicine. Despite these promising findings, systematic efforts to characterize and better understand this potential have not been undertaken. Serious academic study of the therapeutic potential of commercial video games faces several challenges, including a lack of standard terminology, rapidly changing technology, societal attitudes toward video games, and understanding and accounting for complex interactions between individual, social, and cultural health determinants. As a vehicle to launch a new interdisciplinary research agenda, the present paper provides background information on the use of commercial video games for the prevention, treatment, and rehabilitation of mental and other health conditions, and discusses ongoing grassroots efforts by online communities to use video games for healing and recovery.

  6. Organ donation on Web 2.0: content and audience analysis of organ donation videos on YouTube.

    PubMed

    Tian, Yan

    2010-04-01

    This study examines the content of and audience response to organ donation videos on YouTube, a Web 2.0 platform, with framing theory. Positive frames were identified in both video content and audience comments. Analysis revealed a reciprocity relationship between media frames and audience frames. Videos covered content categories such as kidney, liver, organ donation registration process, and youth. Videos were favorably rated. No significant differences were found between videos produced by organizations and individuals in the United States and those produced in other countries. The findings provide insight into how new communication technologies are shaping health communication in ways that differ from traditional media. The implications of Web 2.0, characterized by user-generated content and interactivity, for health communication and health campaign practice are discussed.

  7. Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime

    PubMed Central

    Colder Carras, Michelle; Van Rooij, Antonius J.; Spruijt-Metz, Donna; Kvedar, Joseph; Griffiths, Mark D.; Carabas, Yorghos; Labrique, Alain

    2018-01-01

    Emerging research suggests that commercial, off-the-shelf video games have potential applications in preventive and therapeutic medicine. Despite these promising findings, systematic efforts to characterize and better understand this potential have not been undertaken. Serious academic study of the therapeutic potential of commercial video games faces several challenges, including a lack of standard terminology, rapidly changing technology, societal attitudes toward video games, and understanding and accounting for complex interactions between individual, social, and cultural health determinants. As a vehicle to launch a new interdisciplinary research agenda, the present paper provides background information on the use of commercial video games for the prevention, treatment, and rehabilitation of mental and other health conditions, and discusses ongoing grassroots efforts by online communities to use video games for healing and recovery. PMID:29403398

  8. Brief report: learning via the electronic interactive whiteboard for two students with autism and a student with moderate intellectual disability.

    PubMed

    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.

  9. [Telepsychiatry provides new opportunities for the prevention and treatment of mental health disorders].

    PubMed

    Folker, Marie Paldam; Helverskov, Trine; Nielsen, Amalie Søgaard; Jørgensen, Ulla Skov; Larsen, John Teilmann

    2018-04-23

    Digital technologies in mental healthcare are envisioned to offer easier, faster and more cost-effective access to mental healthcare. The scope for integrating digital technology into mental healthcare is vast: video conferencing, developing novel treatments using interactive software, mobile applications, and sensor technologies. We outline technology-based interventions, which are relevant to clinical practice, and present the evidence base for using digital technology as well as emerging challenges for their implementation in clinical practice.

  10. A network meta-analysis on the effects of information technology application on preoperative knowledge of patients.

    PubMed

    Lai, Yi-Horng

    2015-01-01

    The application of information technology in health education plan in Taiwan has existed for a long time. The purpose of this study is to explore the relationship between information technology application in health education and patients' preoperative knowledge by synthesizing existing researches that compare the effectiveness of information technology application and traditional instruction in the health education plan. In spite of claims regarding the potential benefits of using information technology in health education plan, results of previous researches were conflicting. This study is carried out to examine the effectiveness of information technology by using network meta-analysis, which is a statistical analysis of separate but similar studies in order to test the pooled data for statistical significance. Information technology application in health education discussed in this study include interactive technology therapy (person-computer), group interactive technology therapy (person-person), multimedia technology therapy and video therapy. The result has shown that group interactive technology therapy is the most effective, followed by interactive technology therapy. And these four therapies of information technology are all superior to the traditional health education plan (leaflet therapy).

  11. 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.

  12. Use of online clinical videos for clinical skills training for medical students: benefits and challenges.

    PubMed

    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.

  13. Let's get technical! Gaming and technology for weight control and health promotion in children.

    PubMed

    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.

  14. 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…

  15. Investigating Teacher Stress when Using Technology

    ERIC Educational Resources Information Center

    Al-Fudail, Mohammed; Mellar, Harvey

    2008-01-01

    In this study we use a model which we refer to as the "teacher-technology environment interaction model" to explore the issue of the stress experienced by teachers whilst using ICT in the classroom. The methodology we used involved a comparison of three datasets obtained from: direct observation and video-logging of the teachers in the classroom;…

  16. What Is "Competence" and How Should Education Incorporate New Technology's Tools to Generate "Competent Civic Agents"

    ERIC Educational Resources Information Center

    Haste, Helen

    2009-01-01

    This article addresses the competences needed in twenty-first-century life, especially in relation to civic participation, and the educational requirements to foster them in young people. New technologies are widely used by young people for informal social interaction, video game-playing and giving voice to their views. Incorporation of these…

  17. Examining the Nature of Critical Incidents during Interactions between Special Education Teachers and Virtual Coaches

    ERIC Educational Resources Information Center

    Snyder, Kathleen

    2013-01-01

    Coaching is a powerful tool for improving special education teachers' use of evidence-based practices. Recent technological advances have great potential to influence the manner in which coaching is implemented. Virtual coaching is an innovative cycle of coaching that utilizes video-conferencing and bug-in-ear technology in internet-mediated…

  18. Linguistic Layering: Social Language Development in the Context of Multimodal Design and Digital Technologies

    ERIC Educational Resources Information Center

    Domingo, Myrrh

    2012-01-01

    In our contemporary society, digital texts circulate more readily and extend beyond page-bound formats to include interactive representations such as online newsprint with hyperlinks to audio and video files. This is to say that multimodality combined with digital technologies extends grammar to include voice, visual, and music, among other modes…

  19. Bodily Explorations in Space: Social Experience of a Multimodal Art Installation

    NASA Astrophysics Data System (ADS)

    Jacucci, Giulio; Spagnolli, Anna; Chalambalakis, Alessandro; Morrison, Ann; Liikkanen, Lassi; Roveda, Stefano; Bertoncini, Massimo

    We contribute with an extensive field study of a public interactive art installation that applies multimodal interface technologies. The installation is part of a Theater production on Galileo Galilei and includes: projected galaxies that are generated and move according to motion of visitors changing colour depending on their voices; projected stars that configure themselves around shadows of visitors. In the study we employ emotion scales (PANAS), qualitative analysis of questionnaire answers and video-recordings. PANAS rates indicate dominantly positive feelings, further described in the subjective verbalizations as gravitating around interest, ludic pleasure and transport. Through the video analysis, we identified three phases in the interaction with the artwork (circumspection, testing, play) and two pervasive features of these phases (experience sharing and imitation), which were also found in the verbalizations. Both video and verbalisations suggest that visitor’s experience and ludic pleasure are rooted in the embodied, performative interaction with the installation, and is negotiated with the other visitors.

  20. A Window Toward the World: Older Adults' Experiences of Becoming in Health and Developing as Human Beings Through Interacting With Others Using Real Video Communication.

    PubMed

    Hemberg, Jessica; Santamäki Fischer, Regina

    The population in the Nordic countries, as well as globally, is increasingly becoming older. Concurrently, with an increased aging population, there is an increase in poor health and loneliness among older adults. The aim of this study was to uncover, from a caring science perspective, community-living older adults' experiences of interacting with others via real video communication. The study uses a hermeneutical approach. The material consists of interviews with older adults regarding their experiences of using real video communication. The texts were interpreted through hermeneutical reading. Study participation and data storage and handling for research purposes were approved by the participants when they provided their informed consent. Ethical permission to conduct this study was granted by a research board. The findings uncovered that welfare technology offers a metaphor-a window toward the world-that comprises the overarching core theme "Being in a movement toward becoming a unity as a human being," and 3 main themes: "Alleviating suffering through beating involuntary solitude," "Being in the world as an equal and dignified human being," and "Dedicating new perspectives and meaning in life." Welfare technology seems to be an important means to improve the quality of life for older adults living at home. Welfare technology enables older people to be in contact with other people in an easy way. Further research is needed to uncover issues of welfare technology from different perspectives.

  1. Creating a web-enhanced interactive preclinic technique manual: case report and student response.

    PubMed

    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.

  2. Pleasant to the Touch: By Emulating Nature, Scientists Hope to Find Innovative New Uses for Soft Robotics in Health-Care Technology.

    PubMed

    Cianchetti, Matteo; Laschi, Cecilia

    2016-01-01

    Open your Internet browser and search for videos showing the most advanced humanoid robots. Look at how they move and walk. Observe their motion and their interaction with the environment (the ground, users, target objects). Now, search for a video of your favorite sports player. Despite the undoubtedly great achievements of modern robotics, it will become quite evident that a lot of work still remains.

  3. The SCEC/UseIT Intern Program: Creating Open-Source Visualization Software Using Diverse Resources

    NASA Astrophysics Data System (ADS)

    Francoeur, H.; Callaghan, S.; Perry, S.; Jordan, T.

    2004-12-01

    The Southern California Earthquake Center undergraduate IT intern program (SCEC UseIT) conducts IT research to benefit collaborative earth science research. Through this program, interns have developed real-time, interactive, 3D visualization software using open-source tools. Dubbed LA3D, a distribution of this software is now in use by the seismic community. LA3D enables the user to interactively view Southern California datasets and models of importance to earthquake scientists, such as faults, earthquakes, fault blocks, digital elevation models, and seismic hazard maps. LA3D is now being extended to support visualizations anywhere on the planet. The new software, called SCEC-VIDEO (Virtual Interactive Display of Earth Objects), makes use of a modular, plugin-based software architecture which supports easy development and integration of new data sets. Currently SCEC-VIDEO is in beta testing, with a full open-source release slated for the future. Both LA3D and SCEC-VIDEO were developed using a wide variety of software technologies. These, which included relational databases, web services, software management technologies, and 3-D graphics in Java, were necessary to integrate the heterogeneous array of data sources which comprise our software. Currently the interns are working to integrate new technologies and larger data sets to increase software functionality and value. In addition, both LA3D and SCEC-VIDEO allow the user to script and create movies. Thus program interns with computer science backgrounds have been writing software while interns with other interests, such as cinema, geology, and education, have been making movies that have proved of great use in scientific talks, media interviews, and education. Thus, SCEC UseIT incorporates a wide variety of scientific and human resources to create products of value to the scientific and outreach communities. The program plans to continue with its interdisciplinary approach, increasing the relevance of the software and expanding its use in the scientific community.

  4. "HausTeleDienst"--a CATV-based interactive video service for elderly people.

    PubMed

    Stroetmann, K A; Erkert, T

    1999-01-01

    Since 1991, 17 elderly persons (aged 75 to over 90) in 15 households have been connected via TV-videophones to a service centre. A standard CATV network was modified to support a reverse channel. This has been world-wide the first fully interactive broadband video communications project implemented in a real setting and operating over an extended period of time. The overall aim has been to prove the ability of frail elderly and mobility-impaired persons to live independently, and to demonstrate strategies for reducing the load on social and health care service resources. Service components include remote care; information and assistance; emergency, counselling, training and exercise services. Practical experience, both from the side of the service provider and that of the users, is discussed. Simplicity of technical design and ease of handling contributed to a feeling of being empowered by the technology. In addition, the very personal and close relationship to the staff--which was strongly supported, not inhibited by the video communications--was a major factor in acceptance of the service. It proved a highly successful activity with a great potential for the future: In different contexts with newer technology, market trials are underway to commercialize this service.

  5. Musical Make-Believe Playing: Three Preschoolers Collaboratively Initiating Play "In-Between"

    ERIC Educational Resources Information Center

    Lagerlöf, Pernilla

    2015-01-01

    This study presents an analysis of a video observation of three six-year-olds interacting in front of a synthesizer in a Swedish preschool and using a new music technology ("MIROR-Impro"). It investigates how a musical role-play unfolds as an intermediate activity when there is a malfunction with the set-up of the technology and how it…

  6. Remote Visualization and Remote Collaboration On Computational Fluid Dynamics

    NASA Technical Reports Server (NTRS)

    Watson, Val; Lasinski, T. A. (Technical Monitor)

    1995-01-01

    A new technology has been developed for remote visualization that provides remote, 3D, high resolution, dynamic, interactive viewing of scientific data (such as fluid dynamics simulations or measurements). Based on this technology, some World Wide Web sites on the Internet are providing fluid dynamics data for educational or testing purposes. This technology is also being used for remote collaboration in joint university, industry, and NASA projects in computational fluid dynamics and wind tunnel testing. Previously, remote visualization of dynamic data was done using video format (transmitting pixel information) such as video conferencing or MPEG movies on the Internet. The concept for this new technology is to send the raw data (e.g., grids, vectors, and scalars) along with viewing scripts over the Internet and have the pixels generated by a visualization tool running on the viewer's local workstation. The visualization tool that is currently used is FAST (Flow Analysis Software Toolkit).

  7. The Adoption of Mobile Learning in a Traditional Training Environment: The C95-Challenge Project Experience

    ERIC Educational Resources Information Center

    Catenazzi, Nadia; Sommaruga, Lorenzo; De Angelis, Kylene; Gabbianelli, Giulio

    2016-01-01

    Within the C95-Challenge Erasmus+ project, mobile learning technologies are adopted and tested for bus and truck drivers training according to the EU 2003/59/EC Directive. Different kinds of training contents are developed in the form of interactive slides, hyper-videos, interactive quizzes and delivered on mobile devices. Existing apps and games…

  8. Transformation of an uncertain video search pipeline to a sketch-based visual analytics loop.

    PubMed

    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.

  9. 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.

  10. Social Properties of Mobile Video

    NASA Astrophysics Data System (ADS)

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

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

  11. Live lecture versus video-recorded lecture: are students voting with their feet?

    PubMed

    Cardall, Scott; Krupat, Edward; Ulrich, Michael

    2008-12-01

    In light of educators' concerns that lecture attendance in medical school has declined, the authors sought to assess students' perceptions, evaluations, and motivations concerning live lectures compared with accelerated, video-recorded lectures viewed online. The authors performed a cross-sectional survey study of all first- and second-year students at Harvard Medical School. Respondents answered questions regarding their lecture attendance; use of class and personal time; use of accelerated, video-recorded lectures; and reasons for viewing video-recorded and live lectures. Other questions asked students to compare how well live and video-recorded lectures satisfied learning goals. Of the 353 students who received questionnaires, 204 (58%) returned responses. Collectively, students indicated watching 57.2% of lectures live, 29.4% recorded, and 3.8% using both methods. All students have watched recorded lectures, and most (88.5%) have used video-accelerating technologies. When using accelerated, video-recorded lecture as opposed to attending lecture, students felt they were more likely to increase their speed of knowledge acquisition (79.3% of students), look up additional information (67.7%), stay focused (64.8%), and learn more (63.7%). Live attendance remains the predominant method for viewing lectures. However, students find accelerated, video-recorded lectures equally or more valuable. Although educators may be uncomfortable with the fundamental change in the learning process represented by video-recorded lecture use, students' responses indicate that their decisions to attend lectures or view recorded lectures are motivated primarily by a desire to satisfy their professional goals. A challenge remains for educators to incorporate technologies students find useful while creating an interactive learning culture.

  12. Video-recorded simulated patient interactions: can they help develop clinical and communication skills in today's learning environment?

    PubMed

    Seif, Gretchen A; Brown, Debora

    2013-01-01

    It is difficult to provide real-world learning experiences for students to master clinical and communication skills. The purpose of this paper is to describe a novel instructional method using self- and peer-assessment, reflection, and technology to help students develop effective interpersonal and clinical skills. The teaching method is described by the constructivist learning theory and incorporates the use of educational technology. The learning activities were incorporated into the pre-clinical didactic curriculum. The students participated in two video-recording assignments and performed self-assessments on each and had a peer-assessment on the second video-recording. The learning activity was evaluated through the self- and peer-assessments and an instructor-designed survey. This evaluation identified several themes related to the assignment, student performance, clinical behaviors and establishing rapport. Overall the students perceived that the learning activities assisted in the development of clinical and communication skills prior to direct patient care. The use of video recordings of a simulated history and examination is a unique learning activity for preclinical PT students in the development of clinical and communication skills.

  13. Modernizing the Mohs Surgery Consultation: Instituting a Video Module for Improved Patient Education and Satisfaction.

    PubMed

    Newsom, Emily; Lee, Erica; Rossi, Anthony; Dusza, Stephen; Nehal, Kishwer

    2018-06-01

    Studies show that patients recall less than half of the information given by their physicians. Use of video in medicine increases patient comprehension and satisfaction and decreases anxiety. However, studies have not elaborated on video content. To use principles of learning with multimedia to improve the Mohs surgery consultation. The authors developed 2 informational videos on Mohs surgery: traditional versus narrative. The focus of the traditional video was purely didactic. The narrative video included patient testimonials, patient-physician interaction, and animations. New Mohs surgery patients viewed either the traditional (n = 40) or the narrative video (n = 40). Existing Mohs surgery patients (n = 40) viewed both videos. Both groups answered questionnaires about their satisfaction. For new Mohs surgery patients, no significant difference was found between the traditional and the narrative video groups because respondent satisfaction was high for both video formats. For existing Mohs surgery patients, all respondents (100%) reported that videos were helpful for understanding Mohs surgery; however, the majority would recommend the narrative over the traditional format (72.5% vs 27.5%, p = .01). Technology is useful for patient education because all patients preferred seeing a video to no video. Further research is needed to optimize effective multimedia use in patient education.

  14. Negotiating technology-mediated interaction in health care

    PubMed Central

    Håland, Erna; Melby, Line

    2015-01-01

    The health-care sector is increasingly faced with different forms of technology that are introduced to mediate interaction, thus fully or partially replacing face-to-face meetings. In this article we address health personnel's experiences with three such technologies, namely: electronic messages, video conferences and net-based discussion forums. Drawing on Goffman's perspectives on interaction and frame, we argue that when technologies are introduced to mediate interaction, new frames for understanding and making sense of situations are created. These new frames imply new ways of organising and making sense of experience, and require work by the participants in the interaction. In this article, based on interviews from two Norwegian research projects, we investigate health personnel's work to make sense of technology-mediated interaction in health care. We discuss this work represented in four categories: how to perform in a competent manner, how to negotiate immediacy, how to enable social cues and how to establish and maintain commitment. Concluding, we argue that the introduction of mediating technologies redefines what is considered up-to-date, ‘good' health-care work and challenges health personnel to change (some of) their work practices and moves, as a result, far beyond simple interventions aimed at making work more efficient. PMID:25685073

  15. Networked Multimedia: Are We There Yet?

    ERIC Educational Resources Information Center

    Wyman, Bill

    1997-01-01

    Discusses the technological advances in electronic communication over the last 30 years. Touches on various real-time interactive multimedia communications, including video on demand, videocassettes, laser discs, CD-ROM, a history of networking, terminal/host and client/server networking, intraoperability and interoperability and multimedia…

  16. Enhancing Student Interactions with the Instructor and Content Using Pen-Based Technology, YouTube Videos, and Virtual Conferencing

    ERIC Educational Resources Information Center

    Cox, James R.

    2011-01-01

    This report describes the incorporation of digital learning elements in organic chemistry and biochemistry courses. The first example is the use of pen-based technology and a large-format PowerPoint slide to construct a map that integrates various metabolic pathways and control points. Students can use this map to visualize the integrated nature…

  17. Empowering People through Technology. Proceedings of the International Conference of the Association for the Development of Computer-Based Instructional Systems (34th, Norfolk, Virginia, November 8-11, 1992).

    ERIC Educational Resources Information Center

    Association for the Development of Computer-based Instructional Systems.

    These proceedings present 74 selected abstracts and 47 selected formal papers under 14 special interest group headings. Topics addressed by the papers include constructing multimedia; interactive video; computers in secondary school mathematics; access in computer-based instruction; implementing computer-based technology; advisor development;…

  18. Evaluation of Physiological and Psychological Impairment of Human Performance in Cold Stressed Subjects

    DTIC Science & Technology

    1990-03-23

    defined (personal communciation between R. Pozos and Simon, 1985). In summary, there have been studies dealing with shivering which indicate that the...microcomputer (IBM PS/2, Model 30/286). The Firearms Training System combines features of several technologies, notably: interactive video-disc/ computer ...technology and laser designator/camera/ computer /target-hit generation, which provides for immediate visual performance feedback. The subject is

  19. Network Analysis of an Emergent Massively Collaborative Creation on Video Sharing Website

    NASA Astrophysics Data System (ADS)

    Hamasaki, Masahiro; Takeda, Hideaki; Nishimura, Takuichi

    The Web technology enables numerous people to collaborate in creation. We designate it as massively collaborative creation via the Web. As an example of massively collaborative creation, we particularly examine video development on Nico Nico Douga, which is a video sharing website that is popular in Japan. We specifically examine videos on Hatsune Miku, a version of a singing synthesizer application software that has inspired not only song creation but also songwriting, illustration, and video editing. As described herein, creators of interact to create new contents through their social network. In this paper, we analyzed the process of developing thousands of videos based on creators' social networks and investigate relationships among creation activity and social networks. The social network reveals interesting features. Creators generate large and sparse social networks including some centralized communities, and such centralized community's members shared special tags. Different categories of creators have different roles in evolving the network, e.g., songwriters gather more links than other categories, implying that they are triggers to network evolution.

  20. 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.

  1. Emerging Affordances in Telecollaborative Multimodal Interactions

    ERIC Educational Resources Information Center

    Dey-Plissonneau, Aparajita; Blin, Françoise

    2016-01-01

    Drawing on Gibson's (1977) theory of affordances, Computer-Assisted Language Learning (CALL) affordances are a combination of technological, social, educational, and linguistic affordances (Blin, 2016). This paper reports on a preliminary study that sought to identify the emergence of affordances during an online video conferencing session between…

  2. 34 CFR 388.22 - What priorities does the Secretary consider in making an award?

    Code of Federal Regulations, 2011 CFR

    2011-07-01

    ... education methods, such as interactive audio, video, computer technologies, or existing telecommunications... training materials and practices. The proposed project demonstrates an effective plan to develop and... programs by other State vocational rehabilitation units. (2) Distance education. The proposed project...

  3. 34 CFR 388.22 - What priorities does the Secretary consider in making an award?

    Code of Federal Regulations, 2010 CFR

    2010-07-01

    ... education methods, such as interactive audio, video, computer technologies, or existing telecommunications... training materials and practices. The proposed project demonstrates an effective plan to develop and... programs by other State vocational rehabilitation units. (2) Distance education. The proposed project...

  4. Digital Video--From the Desktop to Antarctica.

    ERIC Educational Resources Information Center

    Hutto, David N.

    This narrative describes the processes and technologies employed to produce and deliver a series of complex interactive learning experiences that brought together working scientists in Antarctic and students and teachers across North America. This multifaceted program included field production in the Antarctic, the use of experimental…

  5. Fiber Optics: Deregulate and Deploy.

    ERIC Educational Resources Information Center

    Suwinski, Jan H.

    1993-01-01

    Describes fiber optic technology, explains its use in education and commercial settings, and recommends regulations and legislation that will speed its use to create broadband information networks. Topics discussed include distance learning; interactive video; costs; and the roles of policy makers, lawmakers, public advocacy groups, and consumers.…

  6. Neither Schools nor Photocopiers Are Flawless.

    ERIC Educational Resources Information Center

    Mecklenburger, James A.

    1988-01-01

    Compares David Kearns' resentment of school performance (in the same "Kappan" issue) to the author's own frustration with Xerox photocopiers. To achieve the restructuring and choice central to Kearns' educational recovery plan, the schools will need to depend increasingly on technology (computer simulations, interactive video, and…

  7. 34 CFR 388.22 - What priorities does the Secretary consider in making an award?

    Code of Federal Regulations, 2014 CFR

    2014-07-01

    ... education methods, such as interactive audio, video, computer technologies, or existing telecommunications... training materials and practices. The proposed project demonstrates an effective plan to develop and... programs by other State vocational rehabilitation units. (2) Distance education. The proposed project...

  8. 34 CFR 388.22 - What priorities does the Secretary consider in making an award?

    Code of Federal Regulations, 2013 CFR

    2013-07-01

    ... education methods, such as interactive audio, video, computer technologies, or existing telecommunications... training materials and practices. The proposed project demonstrates an effective plan to develop and... programs by other State vocational rehabilitation units. (2) Distance education. The proposed project...

  9. 34 CFR 388.22 - What priorities does the Secretary consider in making an award?

    Code of Federal Regulations, 2012 CFR

    2012-07-01

    ... education methods, such as interactive audio, video, computer technologies, or existing telecommunications... training materials and practices. The proposed project demonstrates an effective plan to develop and... programs by other State vocational rehabilitation units. (2) Distance education. The proposed project...

  10. 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.

  11. Digital video technology, today and tomorrow

    NASA Astrophysics Data System (ADS)

    Liberman, J.

    1994-10-01

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

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

    NASA Astrophysics Data System (ADS)

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

    2017-08-01

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

  13. Welcome to the techno highway: development of a health assessment CD-ROM and website.

    PubMed

    Bosco, Anna Maria; Ward, Catherine

    2005-09-01

    Traditionally teaching nursing students psychomotor skills took place in a laboratory setting; however, recent developments in computer technology have revolutionised how educators can transfer knowledge. To meet the need for an efficient and interactive learning experience a software product was required to educate nursing students about health assessment techniques. This paper presents how existing 'old technology' of a video was given new life by embracing new technology, resulting in development of an interactive CD-ROM with supporting WebCT. This innovation reflects a more flexible approach to learning as it is dynamic, portable, self-paced and more convenient for adult learners especially those in remote areas.

  14. Virtual reality and telerobotics applications of an Address Recalculation Pipeline

    NASA Technical Reports Server (NTRS)

    Regan, Matthew; Pose, Ronald

    1994-01-01

    The technology described in this paper was designed to reduce latency to user interactions in immersive virtual reality environments. It is also ideally suited to telerobotic applications such as interaction with remote robotic manipulators in space or in deep sea operations. in such circumstances the significant latency is observed response to user stimulus which is due to communications delays, and the disturbing jerkiness due to low and unpredictable frame rates on compressed video user feedback or computationally limited virtual worlds, can be masked by our techniques. The user is provided with highly responsive visual feedback independent of communication or computational delays in providing physical video feedback or in rendering virtual world images. Virtual and physical environments can be combined seamlessly using these techniques.

  15. Utilizing Light-field Imaging Technology in Neurosurgery.

    PubMed

    Chen, Brian R; Buchanan, Ian A; Kellis, Spencer; Kramer, Daniel; Ohiorhenuan, Ifije; Blumenfeld, Zack; Grisafe Ii, Dominic J; Barbaro, Michael F; Gogia, Angad S; Lu, James Y; Chen, Beverly B; Lee, Brian

    2018-04-10

    Traditional still cameras can only focus on a single plane for each image while rendering everything outside of that plane out of focus. However, new light-field imaging technology makes it possible to adjust the focus plane after an image has already been captured. This technology allows the viewer to interactively explore an image with objects and anatomy at varying depths and clearly focus on any feature of interest by selecting that location during post-capture viewing. These images with adjustable focus can serve as valuable educational tools for neurosurgical residents. We explore the utility of light-field cameras and review their strengths and limitations compared to other conventional types of imaging. The strength of light-field images is the adjustable focus, as opposed to the fixed-focus of traditional photography and video. A light-field image also is interactive by nature, as it requires the viewer to select the plane of focus and helps with visualizing the three-dimensional anatomy of an image. Limitations include the relatively low resolution of light-field images compared to traditional photography and video. Although light-field imaging is still in its infancy, there are several potential uses for the technology to complement traditional still photography and videography in neurosurgical education.

  16. Utilizing Light-field Imaging Technology in Neurosurgery

    PubMed Central

    Chen, Brian R; Kellis, Spencer; Kramer, Daniel; Ohiorhenuan, Ifije; Blumenfeld, Zack; Grisafe II, Dominic J; Barbaro, Michael F; Gogia, Angad S; Lu, James Y; Chen, Beverly B; Lee, Brian

    2018-01-01

    Traditional still cameras can only focus on a single plane for each image while rendering everything outside of that plane out of focus. However, new light-field imaging technology makes it possible to adjust the focus plane after an image has already been captured. This technology allows the viewer to interactively explore an image with objects and anatomy at varying depths and clearly focus on any feature of interest by selecting that location during post-capture viewing. These images with adjustable focus can serve as valuable educational tools for neurosurgical residents. We explore the utility of light-field cameras and review their strengths and limitations compared to other conventional types of imaging. The strength of light-field images is the adjustable focus, as opposed to the fixed-focus of traditional photography and video. A light-field image also is interactive by nature, as it requires the viewer to select the plane of focus and helps with visualizing the three-dimensional anatomy of an image. Limitations include the relatively low resolution of light-field images compared to traditional photography and video. Although light-field imaging is still in its infancy, there are several potential uses for the technology to complement traditional still photography and videography in neurosurgical education. PMID:29888163

  17. Advancements in remote physiological measurement and applications in human-computer interaction

    NASA Astrophysics Data System (ADS)

    McDuff, Daniel

    2017-04-01

    Physiological signals are important for tracking health and emotional states. Imaging photoplethysmography (iPPG) is a set of techniques for remotely recovering cardio-pulmonary signals from video of the human body. Advances in iPPG methods over the past decade combined with the ubiquity of digital cameras presents the possibility for many new, lowcost applications of physiological monitoring. This talk will highlight methods for recovering physiological signals, work characterizing the impact of video parameters and hardware on these measurements, and applications of this technology in human-computer interfaces.

  18. Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation

    PubMed Central

    Shirzad, Navid; Lohse, Keith R; Virji-Babul, Naznin; Hoens, Alison M; Holsti, Liisa; Li, Linda C; Miller, Kimberly J; Lam, Melanie Y; Van der Loos, HF Machiel

    2015-01-01

    Background The application of technologies, such as video gaming and social media for rehabilitation, is garnering interest in the medical field. However, little research has examined clinicians’ perspectives regarding technology adoption by their clients. Objective The objective of our study was to explore therapists’ perceptions of how young people and adults with hemiplegia use gaming and social media technologies in daily life and in rehabilitation, and to identify barriers to using these technologies in rehabilitation. Methods We conducted two focus groups comprised of ten occupational therapists/physiotherapists who provide neurorehabilitation to individuals with hemiplegia secondary to stroke or cerebral palsy. Data was analyzed using inductive thematic analysis. The diffusion of innovations theory provided a framework to interpret emerging themes. Results Therapists were using technology in a limited capacity. They identified barriers to using social media and gaming technology with their clients, including a lack of age appropriateness, privacy issues with social media, limited transfer of training, and a lack of accessibility of current systems. Therapists also questioned their role in the context of technology-based interventions. The opportunity for social interaction was perceived as a major benefit of integrated gaming and social media. Conclusions This study reveals the complexities associated with adopting new technologies in clinical practice, including the need to consider both client and clinician factors. Despite reporting several challenges with applying gaming and social media technology with clinical populations, therapists identified opportunities for increased social interactions and were willing to help shape the development of an upper limb training system that could more readily meet the needs of clients with hemiplegia. By considering the needs of both therapists and clients, technology developers may increase the likelihood that clinicians will adopt innovative technologies. PMID:25759148

  19. Therapists' perceptions of social media and video game technologies in upper limb rehabilitation.

    PubMed

    Tatla, Sandy K; Shirzad, Navid; Lohse, Keith R; Virji-Babul, Naznin; Hoens, Alison M; Holsti, Liisa; Li, Linda C; Miller, Kimberly J; Lam, Melanie Y; Van der Loos, H F Machiel

    2015-03-10

    The application of technologies, such as video gaming and social media for rehabilitation, is garnering interest in the medical field. However, little research has examined clinicians' perspectives regarding technology adoption by their clients. The objective of our study was to explore therapists' perceptions of how young people and adults with hemiplegia use gaming and social media technologies in daily life and in rehabilitation, and to identify barriers to using these technologies in rehabilitation. We conducted two focus groups comprised of ten occupational therapists/physiotherapists who provide neurorehabilitation to individuals with hemiplegia secondary to stroke or cerebral palsy. Data was analyzed using inductive thematic analysis. The diffusion of innovations theory provided a framework to interpret emerging themes. Therapists were using technology in a limited capacity. They identified barriers to using social media and gaming technology with their clients, including a lack of age appropriateness, privacy issues with social media, limited transfer of training, and a lack of accessibility of current systems. Therapists also questioned their role in the context of technology-based interventions. The opportunity for social interaction was perceived as a major benefit of integrated gaming and social media. This study reveals the complexities associated with adopting new technologies in clinical practice, including the need to consider both client and clinician factors. Despite reporting several challenges with applying gaming and social media technology with clinical populations, therapists identified opportunities for increased social interactions and were willing to help shape the development of an upper limb training system that could more readily meet the needs of clients with hemiplegia. By considering the needs of both therapists and clients, technology developers may increase the likelihood that clinicians will adopt innovative technologies.

  20. Being There in the Midst of the Story: How Immersive Journalism Affects Our Perceptions and Cognitions.

    PubMed

    Sundar, S Shyam; Kang, Jin; Oprean, Danielle

    2017-11-01

    Immersive journalism in the form of virtual reality (VR) headsets and 360°-video is becoming more mainstream and is much touted for inducing greater "presence" than traditional text. But, does this presence influence psychological outcomes of reading news, such as memory for story content, perceptions of credibility, and empathy felt toward story characters? We propose that two key technological affordances of VR (modality and interactivity) are responsible for triggering three presence-related cognitive heuristics (being-there, interaction, and realism), which influence news readers' memory and their perceptions of credibility, empathy, and story-sharing intentions. We report a 3 (storytelling medium: VR vs. 360°-video vs. Text) × 2 (story: "The displaced" and "The click effect") mixed-factorial experiment, in which participants (N = 129) experienced two New York Times stories (that differed in their emotional intensity) using one of the three mediums (VR, 360°-video, Text). Participants who experienced the stories using VR and 360°-video outperformed those who read the same stories using text with pictures, not only on such presence-related outcomes as being-there, interaction, and realism, but also on perceived source credibility, story-sharing intention, and feelings of empathy. Moreover, we found that senses of being-there, interaction, and realism mediated the relationship between storytelling medium and reader perceptions of credibility, story recall, and story-sharing intention. These findings have theoretical implications for the psychology of virtual reality, and practical applications for immersive journalism in particular and interactive media in general.

  1. 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.

  2. Feasibility of automated speech sample collection with stuttering children using interactive voice response (IVR) technology.

    PubMed

    Vogel, Adam P; Block, Susan; Kefalianos, Elaina; Onslow, Mark; Eadie, Patricia; Barth, Ben; Conway, Laura; Mundt, James C; Reilly, Sheena

    2015-04-01

    To investigate the feasibility of adopting automated interactive voice response (IVR) technology for remotely capturing standardized speech samples from stuttering children. Participants were 10 6-year-old stuttering children. Their parents called a toll-free number from their homes and were prompted to elicit speech from their children using a standard protocol involving conversation, picture description and games. The automated IVR system was implemented using an off-the-shelf telephony software program and delivered by a standard desktop computer. The software infrastructure utilizes voice over internet protocol. Speech samples were automatically recorded during the calls. Video recordings were simultaneously acquired in the home at the time of the call to evaluate the fidelity of the telephone collected samples. Key outcome measures included syllables spoken, percentage of syllables stuttered and an overall rating of stuttering severity using a 10-point scale. Data revealed a high level of relative reliability in terms of intra-class correlation between the video and telephone acquired samples on all outcome measures during the conversation task. Findings were less consistent for speech samples during picture description and games. Results suggest that IVR technology can be used successfully to automate remote capture of child speech samples.

  3. Using Interactive Video-Based Teaching to Improve Nursing Students' Ability to Provide Patient-Centered Discharge Teaching.

    PubMed

    Blazeck, Alice M; Katrancha, Elizabeth; Drahnak, Dawn; Sowko, Lucille Ann; Faett, Becky

    2016-05-01

    Nursing students rarely are afforded the opportunity to provide discharge teaching in the acute care environment, especially at the sophomore level. Three video modules were developed that presented examples of effective and ineffective education for patients with complex chronic conditions. Students viewed modules during postconference using portable technology. A training manual that included objectives, lesson plans, evidence-based teaching points, and a discussion model guided presentation. The modules were presented to 216 sophomore nursing students. Following course completion, 20 students and 10 faculty were randomly selected to participate in two focus groups. Students commented positively on the format and illustration of effective teaching. Faculty rated the teaching strategy positively and the format as easy to use. Interactive video modules can be used to foster patient teaching skills early in the nursing curriculum. Future studies are needed to evaluate the ability to transfer skills learned to the clinical setting. [J Nurs Educ. 2016;55(5):296-299.]. Copyright 2016, SLACK Incorporated.

  4. The interactive digital video interface

    NASA Technical Reports Server (NTRS)

    Doyle, Michael D.

    1989-01-01

    A frequent complaint in the computer oriented trade journals is that current hardware technology is progressing so quickly that software developers cannot keep up. A example of this phenomenon can be seen in the field of microcomputer graphics. To exploit the advantages of new mechanisms of information storage and retrieval, new approaches must be made towards incorporating existing programs as well as developing entirely new applications. A particular area of need is the correlation of discrete image elements to textural information. The interactive digital video (IDV) interface embodies a new concept in software design which addresses these needs. The IDV interface is a patented device and language independent process for identifying image features on a digital video display and which allows a number of different processes to be keyed to that identification. Its capabilities include the correlation of discrete image elements to relevant text information and the correlation of these image features to other images as well as to program control mechanisms. Sophisticated interrelationships can be set up between images, text, and program control mechanisms.

  5. Use of active video games to increase physical activity in children: a (virtual) reality?

    PubMed

    Foley, Louise; Maddison, Ralph

    2010-02-01

    There has been increased research interest in the use of active video games (in which players physically interact with images onscreen) as a means to promote physical activity in children. The aim of this review was to assess active video games as a means of increasing energy expenditure and physical activity behavior in children. Studies were obtained from computerized searches of multiple electronic bibliographic databases. The last search was conducted in December 2008. Eleven studies focused on the quantification of the energy cost associated with playing active video games, and eight studies focused on the utility of active video games as an intervention to increase physical activity in children. Compared with traditional nonactive video games, active video games elicited greater energy expenditure, which was similar in intensity to mild to moderate intensity physical activity. The intervention studies indicate that active video games may have the potential to increase free-living physical activity and improve body composition in children; however, methodological limitations prevent definitive conclusions. Future research should focus on larger, methodologically sound intervention trials to provide definitive answers as to whether this technology is effective in promoting long-term physical activity in children.

  6. Video Elicitation Interviews: A Qualitative Research Method for Investigating Physician-Patient Interactions

    PubMed Central

    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

  7. Video elicitation interviews: a qualitative research method for investigating physician-patient interactions.

    PubMed

    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.

  8. Alternatives in Medical Education: Non-Animal Methods.

    ERIC Educational Resources Information Center

    Carlson, Peggy, Ed.

    The technology explosion in medical education has led to the use of computer models, videotapes, interactive videos, and state-of-the-art simulators in medical training. This booklet describes alternatives to using animals in medical education. Although it is mainly intended to describe products applicable to medical school courses, high-quality,…

  9. Grounding the Flipped Classroom Approach in the Foundations of Educational Technology

    ERIC Educational Resources Information Center

    Lo, Chung Kwan

    2018-01-01

    The flipped classroom approach is becoming increasingly popular. This instructional approach allows more in-class time to be spent on interactive learning activities, as the direct lecturing component is shifted outside the classroom through instructional videos. However, despite growing interest in the flipped classroom approach, no robust…

  10. Updates Technologies of Media Change

    ERIC Educational Resources Information Center

    Comer, Joshua

    2015-01-01

    Whether as status notifications in news feeds or interactive prompts in online video services, updates punctuate the background routines of media by bringing a variety of changes to the attention of users. In this dissertation I argue that updates rationalize media change by making previously obscure actions of users and movements of technologies…

  11. Using Multimedia for Distance Learning in Adult, Career, and Vocational Education. Information Series No. 362.

    ERIC Educational Resources Information Center

    Stammen, Ronald M.

    This paper explores how educators are using multimedia for distance learning, beginning with definitions of the concepts of multimedia, hypermedia, hypertext, distance education and distance learning. Three types of telecommunications technologies are described: multimedia with broadcast television, multimedia with interactive video (television),…

  12. Synchronous Learning Best Practices: An Action Research Study

    ERIC Educational Resources Information Center

    Warden, Clyde A.; Stanworth, James O.; Ren, Jian Biao; Warden, Antony R.

    2013-01-01

    Low cost and significant advances in technology now allow instructors to create their own virtual learning environments. Creating social interactions within a virtual space that emulates the physical classroom remains challenging. While students are familiar with virtual worlds and video meetings, they are inexperienced as virtual learners. Over a…

  13. 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,…

  14. Application of automatic image analysis in wood science

    Treesearch

    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...

  15. HyperGLOB/Freedom: Preparing Student Designers for a New Media.

    ERIC Educational Resources Information Center

    Slawson, Brian

    The HyperGLOB project introduced university-level graphic design students to interactive multimedia. This technology involves using the personal computer to display and manipulate a variety of electronic media simultaneously (combining elements of text and speech, music and sound, still images, motion video, and animated graphics) and allows…

  16. Toddlers and Touch Screens: Potential for Early Learning?

    ERIC Educational Resources Information Center

    Kirkorian, Heather L.; Pempek, Tiffany A.

    2013-01-01

    As interactive screens (e.g., tablet computers, smartphones) continue to enter the homes of young children, it becomes increasingly important to understand the impact of these technologies on development. Some studies suggest that while traditional television and videos hold little educational value for toddlers, young children may be able to…

  17. Intersegmental Eye-Head-Body Interactions during Complex Whole Body Movements

    PubMed Central

    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

  18. Supervised and Unsupervised Learning Technology in the Study of Rodent Behavior

    PubMed Central

    Gris, Katsiaryna V.; Coutu, Jean-Philippe; Gris, Denis

    2017-01-01

    Quantifying behavior is a challenge for scientists studying neuroscience, ethology, psychology, pathology, etc. Until now, behavior was mostly considered as qualitative descriptions of postures or labor intensive counting of bouts of individual movements. Many prominent behavioral scientists conducted studies describing postures of mice and rats, depicting step by step eating, grooming, courting, and other behaviors. Automated video assessment technologies permit scientists to quantify daily behavioral patterns/routines, social interactions, and postural changes in an unbiased manner. Here, we extensively reviewed published research on the topic of the structural blocks of behavior and proposed a structure of behavior based on the latest publications. We discuss the importance of defining a clear structure of behavior to allow professionals to write viable algorithms. We presented a discussion of technologies that are used in automated video assessment of behavior in mice and rats. We considered advantages and limitations of supervised and unsupervised learning. We presented the latest scientific discoveries that were made using automated video assessment. In conclusion, we proposed that the automated quantitative approach to evaluating animal behavior is the future of understanding the effect of brain signaling, pathologies, genetic content, and environment on behavior. PMID:28804452

  19. Video medical interpretation over 3G cellular networks: a feasibility study.

    PubMed

    Locatis, Craig; Williamson, Deborah; Sterrett, James; Detzler, Isabel; Ackerman, Michael

    2011-12-01

    To test the feasibility of using cell phone technology to provide video medical interpretation services at a distance. Alternative cell phone services were researched and videoconferencing technologies were tried out to identify video products and telecommunication services needed to meet video medical interpretation requirements. The video and telecommunication technologies were tried out in a pharmacy setting and compared with use of the telephone. Outcomes were similar to findings in previous research involving video medical interpretation with higher bandwidth and video quality. Patients appreciated the interpretation service no matter how it is provided, while health providers and interpreters preferred video. It is possible to provide video medical interpretation services via cellular communication using lower bandwidth videoconferencing technology that provides sufficient quality, at least in pharmacy settings. However, a number of issues need to be addressed to ensure quality of service.

  20. Potential applications of video technology for traffic management and safety in Alabama

    DOT National Transportation Integrated Search

    2002-11-25

    Video technology applications for traffic management and safety are being implemented by state and local government agencies in Alabama. This technology offers both tangible and intangible benefits. Although video technology provides many benefits, i...

  1. Impact of video technology on efficiency of pharmacist-provided anticoagulation counseling and patient comprehension.

    PubMed

    Moore, Sarah J; Blair, Elizabeth A; Steeb, David R; Reed, Brent N; Hull, J Heyward; Rodgers, Jo Ellen

    2015-06-01

    Discharge anticoagulation counseling is important for ensuring patient comprehension and optimizing clinical outcomes. As pharmacy resources become increasingly limited, the impact of informational videos on the counseling process becomes more relevant. To evaluate differences in pharmacist time spent counseling and patient comprehension (measured by the Oral Anticoagulation Knowledge [OAK] test) between informational videos and traditional face-to-face (oral) counseling. This prospective, open, parallel-group study at an academic medical center randomized 40 individuals-17 warfarin-naïve ("New Start") and 23 with prior warfarin use ("Restart")-to receive warfarin discharge education by video or face-to-face counseling. "Teach-back" questions were used in both groups. Although overall pharmacist time was reduced in the video counseling group (P < 0.001), an interaction between prior warfarin use and counseling method (P = 0.012) suggests the difference between counseling methods was smaller in New Start participants. Following adjustment, mean total time was reduced 8.71 (95% CI = 5.15-12.26) minutes (adjusted P < 0.001) in Restart participants and 2.31 (-2.19 to 6.81) minutes (adjusted P = 0.472) in New Start participants receiving video counseling. Postcounseling OAK test scores did not differ. Age, gender, socioeconomic status, and years of education were not predictive of total time or OAK test score. Use of informational videos coupled with teach-back questions significantly reduced pharmacist time spent on anticoagulation counseling without compromising short-term patient comprehension, primarily in patients with prior warfarin use. Study results demonstrate that video technology provides an efficient method of anticoagulation counseling while achieving similar comprehension. © The Author(s) 2015.

  2. Mixture block coding with progressive transmission in packet video. Appendix 1: Item 2. M.S. Thesis

    NASA Technical Reports Server (NTRS)

    Chen, Yun-Chung

    1989-01-01

    Video transmission will become an important part of future multimedia communication because of dramatically increasing user demand for video, and rapid evolution of coding algorithm and VLSI technology. Video transmission will be part of the broadband-integrated services digital network (B-ISDN). Asynchronous transfer mode (ATM) is a viable candidate for implementation of B-ISDN due to its inherent flexibility, service independency, and high performance. According to the characteristics of ATM, the information has to be coded into discrete cells which travel independently in the packet switching network. A practical realization of an ATM video codec called Mixture Block Coding with Progressive Transmission (MBCPT) is presented. This variable bit rate coding algorithm shows how a constant quality performance can be obtained according to user demand. Interactions between codec and network are emphasized including packetization, service synchronization, flow control, and error recovery. Finally, some simulation results based on MBCPT coding with error recovery are presented.

  3. Using Technology to Meet the Challenges of Medical Education

    PubMed Central

    Guze, Phyllis A.

    2015-01-01

    Medical education is rapidly changing, influenced by many factors including the changing health care environment, the changing role of the physician, altered societal expectations, rapidly changing medical science, and the diversity of pedagogical techniques. Changes in societal expectations put patient safety in the forefront, and raises the ethical issues of learning interactions and procedures on live patients, with the long-standing teaching method of “see one, do one, teach one” no longer acceptable. The educational goals of using technology in medical education include facilitating basic knowledge acquisition, improving decision making, enhancement of perceptual variation, improving skill coordination, practicing for rare or critical events, learning team training, and improving psychomotor skills. Different technologies can address these goals. Technologies such as podcasts and videos with flipped classrooms, mobile devices with apps, video games, simulations (part-time trainers, integrated simulators, virtual reality), and wearable devices (google glass) are some of the techniques available to address the changing educational environment. This article presents how the use of technologies can provide the infrastructure and basis for addressing many of the challenges in providing medical education for the future. PMID:26330687

  4. Using Technology to Meet the Challenges of Medical Education.

    PubMed

    Guze, Phyllis A

    2015-01-01

    Medical education is rapidly changing, influenced by many factors including the changing health care environment, the changing role of the physician, altered societal expectations, rapidly changing medical science, and the diversity of pedagogical techniques. Changes in societal expectations put patient safety in the forefront, and raises the ethical issues of learning interactions and procedures on live patients, with the long-standing teaching method of "see one, do one, teach one" no longer acceptable. The educational goals of using technology in medical education include facilitating basic knowledge acquisition, improving decision making, enhancement of perceptual variation, improving skill coordination, practicing for rare or critical events, learning team training, and improving psychomotor skills. Different technologies can address these goals. Technologies such as podcasts and videos with flipped classrooms, mobile devices with apps, video games, simulations (part-time trainers, integrated simulators, virtual reality), and wearable devices (google glass) are some of the techniques available to address the changing educational environment. This article presents how the use of technologies can provide the infrastructure and basis for addressing many of the challenges in providing medical education for the future.

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

    NASA Astrophysics Data System (ADS)

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

    2012-12-01

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

  6. 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.

  7. 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.…

  8. Multimedia category preferences of working engineers

    NASA Astrophysics Data System (ADS)

    Baukal, Charles E.; Ausburn, Lynna J.

    2016-09-01

    Many have argued for the importance of continuing engineering education (CEE), but relatively few recommendations were found in the literature for how to use multimedia technologies to deliver it most effectively. The study reported here addressed this gap by investigating the multimedia category preferences of working engineers. Four categories of multimedia, with two types in each category, were studied: verbal (text and narration), static graphics (drawing and photograph), dynamic non-interactive graphics (animation and video), and dynamic interactive graphics (simulated virtual reality (VR) and photo-real VR). The results showed that working engineers strongly preferred text over narration and somewhat preferred drawing over photograph, animation over video, and simulated VR over photo-real VR. These results suggest that a variety of multimedia types should be used in the instructional design of CEE content.

  9. Using Scientific Detective Videos to Support the Design of Technology Learning Activities

    ERIC Educational Resources Information Center

    Yu, Kuang-Chao; Fan, Szu-Chun; Tsai, Fu-Hsing; Chu, Yih-hsien

    2013-01-01

    This article examines the effect of scientific detective video as a vehicle to support the design of technology activities by technology teachers. Ten graduate students, including current and future technology teachers, participated in a required technology graduate course that used scientific detective videos as a pedagogical tool to motivate…

  10. Incorporating electronic-based and computer-based strategies: graduate nursing courses in administration.

    PubMed

    Graveley, E; Fullerton, J T

    1998-04-01

    The use of electronic technology allows faculty to improve their course offerings. Four graduate courses in nursing administration were contemporized to incorporate fundamental computer-based skills that would be expected of graduates in the work setting. Principles of adult learning offered a philosophical foundation that guided course development and revision. Course delivery strategies included computer-assisted instructional modules, e-mail interactive discussion groups, and use of the electronic classroom. Classroom seminar discussions and two-way interactive video conferencing focused on group resolution of problems derived from employment settings and assigned readings. Using these electronic technologies, a variety of courses can be revised to accommodate the learners' needs.

  11. Dynamic modeling of patient and physician eye gaze to understand the effects of electronic health records on doctor-patient communication and attention.

    PubMed

    Montague, Enid; Asan, Onur

    2014-03-01

    The aim of this study was to examine eye gaze patterns between patients and physicians while electronic health records were used to support patient care. Eye gaze provides an indication of physician attention to patient, patient/physician interaction, and physician behaviors such as searching for information and documenting information. A field study was conducted where 100 patient visits were observed and video recorded in a primary care clinic. Videos were then coded for gaze behaviors where patients' and physicians' gaze at each other and artifacts such as electronic health records were coded using a pre-established objective coding scheme. Gaze data were then analyzed using lag sequential methods. Results showed that there are several eye gaze patterns significantly dependent to each other. All doctor-initiated gaze patterns were followed by patient gaze patterns. Some patient-initiated gaze patterns were also followed by doctor gaze patterns significantly unlike the findings in previous studies. Health information technology appears to contribute to some of the new significant patterns that have emerged. Differences were also found in gaze patterns related to technology that differ from patterns identified in studies with paper charts. Several sequences related to patient-doctor-technology were also significant. Electronic health records affect the patient-physician eye contact dynamic differently than paper charts. This study identified several patterns of patient-physician interaction with electronic health record systems. Consistent with previous studies, physician initiated gaze is an important driver of the interactions between patient and physician and patient and technology. Published by Elsevier Ireland Ltd.

  12. Dynamic modeling of patient and physician eye gaze to understand the effects of electronic health records on doctor-patient communication and attention

    PubMed Central

    Montague, Enid; Asan, Onur

    2014-01-01

    Objective The aim of this study was to examine eye gaze patterns between patients and physicians while electronic health records were used to support patient care. Background Eye gaze provides an indication of physician attention to patient, patient/physician interaction, and physician behaviors such as searching for information and documenting information. Methods A field study was conducted where 100 patient visits were observed and video recorded in a primary care clinic. Videos were then coded for gaze behaviors where patients’ and physicians’ gaze at each other and artifacts such as electronic health records were coded using a pre-established objective coding scheme. Gaze data were then analyzed using lag sequential methods. Results Results showed that there are several eye gaze patterns significantly dependent to each other. All doctor-initiated gaze patterns were followed by patient gaze patterns. Some patient-initiated gaze patterns were also followed by doctor gaze patterns significantly unlike the findings in previous studies. Health information technology appears to contribute to some of the new significant patterns that have emerged. Differences were also found in gaze patterns related to technology that differ from patterns identified in studies with paper charts. Several sequences related to patient-doctor- technology were also significant. Electronic health records affect the patient-physician eye contact dynamic differently than paper charts. Conclusion This study identified several patterns of patient-physician interaction with electronic health record systems. Consistent with previous studies, physician initiated gaze is an important driver of the interactions between patient and physician and patient and technology. PMID:24380671

  13. Comparing video and avatar technology for a health education application for deaf people.

    PubMed

    Chiriac, Ionuţ Adrian; Stoicu-Tivadar, Lăcrămioara; Podoleanu, Elena

    2015-01-01

    The article describes the steps and results of a parallel research investigating e-health systems design and implementation for deaf people both in avatar and video technology. The application translates medical knowledge and concepts in deaf sign language for impaired users through an avatar. Two types of avatar technologies are taken into consideration: Video Avatar with recorded humans interface and Animated Avatar with animated figure interface. The comparative study investigates the data collection, design, implementation and the impact study. The comparative analysis of video and animated technology for data collection shows that the video format editing requires fewer skills and results are obtained easier, quicker and less expensive. The video technology supports an easier to design and implement architecture. The impact study for 2 deaf students communities is under development and for the time being the video avatar is better perceived.

  14. Collaborative Learning: A Critical Success Factor in Distance Education.

    ERIC Educational Resources Information Center

    Levin, David S.; Ben-Jacob, Marion G.

    This paper discusses the use of new technologies for distance learning-- including interactive video, computers, and the Internet-- at Mercy College (New York) and DePaul University (Illinois). The description of a course on discrete mathematics that is taught using the Mercy College Long-distance Instructional Network (MerLIN) focuses on the use…

  15. New Global Art Connection: Paying Tribute to the Wave-Makers (1910-2010)

    ERIC Educational Resources Information Center

    Kan, Koon Hwee

    2013-01-01

    This paper highlights "Wave-Makers (1910--2010)", a collaborative timeline redesign project, which involves interactive and advanced web-based technology to connect and complement arts curricula at two higher education institutions, one located in China and another in the United States. Through in-depth research, video-conferencing,…

  16. Toward Transformation: Digital Tools for Online Dance Pedagogy

    ERIC Educational Resources Information Center

    Parrish, Mila

    2016-01-01

    Media advances have changed the ways in which we interact, communicate, teach, and learn. The growth of telecommunication, video sharing sites, specifically YouTube, and social media, have exponentially increased the number of people interested in dance and dance education. Technology presents new ways for students to think about their learning,…

  17. Overview of the Use of Media in Distance Education. I.E.T. Paper on Broadcasting No. 220.

    ERIC Educational Resources Information Center

    Bates, A. W.

    This paper reviews the use of different audio-visual media in distance education, including terrestrial broadcasting, cable satellite, videocassettes, audiocassettes, telephone teaching, viewdata, teletext, microcomputers, and interactive video. Trends in distance education are also summarized and related to trends in media technology development.…

  18. Get Real: Augmented Reality for the Classroom

    ERIC Educational Resources Information Center

    Mitchell, Rebecca; DeBay, Dennis

    2012-01-01

    Kids love augmented reality (AR) simulations because they are like real-life video games. AR simulations allow students to learn content while collaborating face to face and interacting with a multimedia-enhanced version of the world around them. Although the technology may seem advanced, AR software makes it easy to develop content-based…

  19. Application of Several Multimedia Approaches to the Teaching of CNS Pharmacology: Parkinson's Disease and Antiparkinsonism Drugs.

    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…

  20. Becoming Close with Others Online: Distributed Community Building in Online PBL Courses

    ERIC Educational Resources Information Center

    vanOostveen, Roland; Childs, Elizabeth; Clarkson, Jessica; Flynn, Kathleen

    2016-01-01

    Engaging in an online course has traditionally been perceived to be a lonely experience, with students busy viewing video lectures, working on problem sets and interacting intermittently with others using asynchronous technologies. More recently, over the past 6-7 years, online courses have become recognized as viable delivery vehicles for online…

  1. Images in Language: Metaphors and Metamorphoses. Visual Learning. Volume 1

    ERIC Educational Resources Information Center

    Benedek, Andras, Ed.; Nyiri, Kristof, Ed.

    2011-01-01

    Learning and teaching are faced with radically new challenges in today's rapidly changing world and its deeply transformed communicational environment. We are living in an era of images. Contemporary visual technology--film, video, interactive digital media--is promoting but also demanding a new approach to education: the age of visual learning…

  2. Expanding Learning Opportunities for High School Students with Distance Learning

    ERIC Educational Resources Information Center

    Beese, Jane

    2014-01-01

    The purpose of the Synchronous Interactive Video Conference Distance Learning pilot program was to use emerging technologies to expand learning opportunities for students at an urban public high school. Through grant funding, students were able to enroll in Advanced Placement and foreign language courses through an online learning provider. Using…

  3. Introducing Interactive Technology--"Toy Story 3"

    ERIC Educational Resources Information Center

    Nikirk, Martin

    2011-01-01

    "To infinity and beyond!" is the catchphrase of Buzz Lightyear, Universe Protection Unit space ranger, a character in the Disney/Pixar "Toy Story" franchise. The three films in the franchise--"Toy Story," 1993; "Toy Story 2," 1999; and "Toy Story 3," 2010--incorporate an innovative blend of many different genres, having spun off video games and…

  4. Instructional design strategies for developing an interactive video educational program for pregnant teens: a pilot study.

    PubMed

    Levenson, P M; Morrow, J R; Smith, P

    1984-01-01

    One hundred forty-six teens attending an urban maternity hospital's prenatal clinic completed a questionnaire designed to assist in the development of educational programs utilizing computer-assisted television instruction or interactive video. Ninety-five percent of the teens agreed that additional information about desirable health behaviors during pregnancy would be helpful. Forty-six percent preferred obtaining information from a health professional at the hospital. Although 90% said that the race of the narrator for a film show was unimportant, responses regarding racial preference corresponded to the racial distribution of participants. Seventy-six percent of the teens preferred the narrator to be younger than 35 years of age, and 54% preferred a female narrator. Race was associated with video game experiences, preferences about the narrator's age and race, and favorite television shows. Age was not associated with responses to any of the questions. Although only 19% had ever used a computer, 98% stated they would like to try a computer with assistance. More than half (55%) knew how to type and 83% had played video games; of those who had played video games, 93% said they enjoyed doing so. Eighty-three percent of the respondents always or sometimes enjoyed cartoons. Favorite television shows and cartoon characters were identified. The design implications of the teens' preferences to the development of instruction using computers coupled with other emerging technologies are discussed.

  5. Using Technology to Enhance Teaching of Patient-Centered Interviewing for Early Medical Students.

    PubMed

    Kaltman, Stacey; Talisman, Nicholas; Pennestri, Susan; Syverson, Eleri; Arthur, Paige; Vovides, Yianna

    2018-06-01

    Effective strategies for teaching communication skills to health professions students are needed. This article describes the design and evaluation of immersive and interactive video simulations for medical students to practice basic communication skills. Three simulations were developed, focusing on patient-centered interviewing techniques such as using open-ended questions, reflections, and empathic responses while assessing a patient's history of present illness. First-year medical students were randomized to simulation or education-as-usual arms. Students in the simulation arm were given access to three interactive video simulations developed using Articulate Storyline, an e-learning authoring tool, to practice and receive feedback on patient-centered interviewing techniques to prepare for their Observed Structured Clinical Examination (OSCE). Trained raters evaluated videos of two OSCE cases for each participant to assess specific communication skills used during the history of present illness component of the interview. Eighty-seven percent of the students in the simulation arm interacted with at least one simulation during the history of present illness. For both OSCE cases, students in the simulation arm asked significantly more open-ended questions. Students in the simulation arm asked significantly fewer closed-ended questions and offered significantly more empathic responses in one OSCE case. No differences were found for reflections. Students reported that the simulations helped improve their communication skills. The use of interactive video simulations was found to be feasible to incorporate into the curriculum and was appealing to students. In addition, students in the simulation arm displayed more behaviors consistent with the patient-centered interviewing model practiced in the simulations. Continued development and research are warranted.

  6. A Virtual Field Trip to the Gemini Observatory

    NASA Astrophysics Data System (ADS)

    Fisher, R. Scott; Michaud, P. D.

    2010-01-01

    Live from Gemini (LfG) is a virtual field trip using video conferencing technology to connect primary, secondary and post-secondary students with scientists and educators at the Gemini Observatory. As a pilot project, LfG is rapidly becoming one of the observatory's most often-requested educational programs for learners of all ages. The program aligns exceptionally well with national science (and technology) standards, as well as existing school curricula. This combination makes it easy for teachers to justify participation in the program, especially as the necessary video conferencing technology becomes ever more ubiquitous in classrooms and technology learning centers around the world. In developing and testing this pilot project, a programmatic approach and philosophy evolved that includes post-field-trip educational materials, multi-disciplinary subject matter (astronomy, geology, mathematics, meteorology, engineering and even language - the program is offered in Spanish from Gemini South in Chile), and the establishment of a personal connection and rapport with students. The presenters work to create a comfortable interaction despite the perceived technological barriers. The authors’ experiences with the LfG pilot project convince us that this model is viable for almost any astronomical observatory and should be considered by any dynamic, technology- and education-oriented facility.

  7. High resolution, high frame rate video technology development plan and the near-term system conceptual design

    NASA Technical Reports Server (NTRS)

    Ziemke, Robert A.

    1990-01-01

    The objective of the High Resolution, High Frame Rate Video Technology (HHVT) development effort is to provide technology advancements to remove constraints on the amount of high speed, detailed optical data recorded and transmitted for microgravity science and application experiments. These advancements will enable the development of video systems capable of high resolution, high frame rate video data recording, processing, and transmission. Techniques such as multichannel image scan, video parameter tradeoff, and the use of dual recording media were identified as methods of making the most efficient use of the near-term technology.

  8. What do we do with all this video? Better understanding public engagement for image and video annotation

    NASA Astrophysics Data System (ADS)

    Wiener, C.; Miller, A.; Zykov, V.

    2016-12-01

    Advanced robotic vehicles are increasingly being used by oceanographic research vessels to enable more efficient and widespread exploration of the ocean, particularly the deep ocean. With cutting-edge capabilities mounted onto robotic vehicles, data at high resolutions is being generated more than ever before, enabling enhanced data collection and the potential for broader participation. For example, high resolution camera technology not only improves visualization of the ocean environment, but also expands the capacity to engage participants remotely through increased use of telepresence and virtual reality techniques. Schmidt Ocean Institute is a private, non-profit operating foundation established to advance the understanding of the world's oceans through technological advancement, intelligent observation and analysis, and open sharing of information. Telepresence-enabled research is an important component of Schmidt Ocean Institute's science research cruises, which this presentation will highlight. Schmidt Ocean Institute is one of the only research programs that make their entire underwater vehicle dive series available online, creating a collection of video that enables anyone to follow deep sea research in real time. We encourage students, educators and the general public to take advantage of freely available dive videos. Additionally, other SOI-supported internet platforms, have engaged the public in image and video annotation activities. Examples of these new online platforms, which utilize citizen scientists to annotate scientific image and video data will be provided. This presentation will include an introduction to SOI-supported video and image tagging citizen science projects, real-time robot tracking, live ship-to-shore communications, and an array of outreach activities that enable scientists to interact with the public and explore the ocean in fascinating detail.

  9. Visual Attention and Applications in Multimedia Technologies

    PubMed Central

    Le Callet, Patrick; Niebur, Ernst

    2013-01-01

    Making technological advances in the field of human-machine interactions requires that the capabilities and limitations of the human perceptual system are taken into account. The focus of this report is an important mechanism of perception, visual selective attention, which is becoming more and more important for multimedia applications. We introduce the concept of visual attention and describe its underlying mechanisms. In particular, we introduce the concepts of overt and covert visual attention, and of bottom-up and top-down processing. Challenges related to modeling visual attention and their validation using ad hoc ground truth are also discussed. Examples of the usage of visual attention models in image and video processing are presented. We emphasize multimedia delivery, retargeting and quality assessment of image and video, medical imaging, and the field of stereoscopic 3D images applications. PMID:24489403

  10. Capturing Change: Integrating Art and Science

    NASA Astrophysics Data System (ADS)

    Gillerman, J.

    2011-12-01

    The evolving capabilities of interactive media have broadened the potential, and the challenges, of sharing scientific knowledge. From video capture to mobile devices, new technologies have enabled artists to tackle previously demanding or out-of-reach topics and new avenues of dissemination of both art and science. These changes and capabilities affect not only the context and possibilities of scientific data collection, but also how information is presented and communicated innovatively to the public. When recording video of science material whether it is of a Ridley Sea Turtle laying eggs on a beach in Costa Rica, an active lava flow from the volcano Kilauea in Hawaii, or solar eclipses in remote locations around the world, one has to be prepared technically and artistically, not to mention patient in specialized and/or challenging conditions to capture video that satisfies the scientific and artistic imagination. This presentation will include material from varied natural phenomena, creative interfacing in a multimedia context integrating art, science, culture and technology to reach a broad and diverse public, and teaching the integration of art and science through varied art media. (http://www.vipervertex.com).

  11. Stereoscopic 3D video games and their effects on engagement

    NASA Astrophysics Data System (ADS)

    Hogue, Andrew; Kapralos, Bill; Zerebecki, Chris; Tawadrous, Mina; Stanfield, Brodie; Hogue, Urszula

    2012-03-01

    With television manufacturers developing low-cost stereoscopic 3D displays, a large number of consumers will undoubtedly have access to 3D-capable televisions at home. The availability of 3D technology places the onus on content creators to develop interesting and engaging content. While the technology of stereoscopic displays and content generation are well understood, there are many questions yet to be answered surrounding its effects on the viewer. Effects of stereoscopic display on passive viewers for film are known, however video games are fundamentally different since the viewer/player is actively (rather than passively) engaged in the content. Questions of how stereoscopic viewing affects interaction mechanics have previously been studied in the context of player performance but very few have attempted to quantify the player experience to determine whether stereoscopic 3D has a positive or negative influence on their overall engagement. In this paper we present a preliminary study of the effects stereoscopic 3D have on player engagement in video games. Participants played a video game in two conditions, traditional 2D and stereoscopic 3D and their engagement was quantified using a previously validated self-reporting tool. The results suggest that S3D has a positive effect on immersion, presence, flow, and absorption.

  12. Informal science education at Science City

    NASA Astrophysics Data System (ADS)

    French, April Nicole

    The presentation of chemistry within informal learning environments, specifically science museums and science centers is very sparse. This work examines learning in Kansas City's Science City's Astronaut Training Center in order to identify specific behaviors associated with visitors' perception of learning and their attitudes toward space and science to develop an effective chemistry exhibit. Grounded in social-constructivism and the Contextual Model of Learning, this work approaches learning in informal environments as resulting from social interactions constructed over time from interaction between visitors. Visitors to the Astronaut Training Center were surveyed both during their visit and a year after the visit to establish their perceptions of behavior within the exhibit and attitudes toward space and science. Observations of visitor behavior and a survey of the Science City staff were used to corroborate visitor responses. Eighty-six percent of visitors to Science City indicated they had learned from their experiences in the Astronaut Training Center. No correlation was found between this perception of learning and visitor's interactions with exhibit stations. Visitor attitudes were generally positive toward learning in informal settings and space science as it was presented in the exhibit. Visitors also felt positively toward using video game technology as learning tools. This opens opportunities to developing chemistry exhibits using video technology to lessen the waste stream produced by a full scale chemistry exhibit.

  13. The impact of video technology on learning: A cooking skills experiment.

    PubMed

    Surgenor, Dawn; Hollywood, Lynsey; Furey, Sinéad; Lavelle, Fiona; McGowan, Laura; Spence, Michelle; Raats, Monique; McCloat, Amanda; Mooney, Elaine; Caraher, Martin; Dean, Moira

    2017-07-01

    This study examines the role of video technology in the development of cooking skills. The study explored the views of 141 female participants on whether video technology can promote confidence in learning new cooking skills to assist in meal preparation. Prior to each focus group participants took part in a cooking experiment to assess the most effective method of learning for low-skilled cooks across four experimental conditions (recipe card only; recipe card plus video demonstration; recipe card plus video demonstration conducted in segmented stages; and recipe card plus video demonstration whereby participants freely accessed video demonstrations as and when needed). Focus group findings revealed that video technology was perceived to assist learning in the cooking process in the following ways: (1) improved comprehension of the cooking process; (2) real-time reassurance in the cooking process; (3) assisting the acquisition of new cooking skills; and (4) enhancing the enjoyment of the cooking process. These findings display the potential for video technology to promote motivation and confidence as well as enhancing cooking skills among low-skilled individuals wishing to cook from scratch using fresh ingredients. Copyright © 2017 Elsevier Ltd. All rights reserved.

  14. 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.

  15. 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…

  16. Track and track-side video survey technology development.

    DOT National Transportation Integrated Search

    2015-05-01

    Researchers at HiDef/Createc have completed prototype development and testing of a novel track video surveying technology : called Track and Track-Side Video Survey (TTVS). TTVS is designed to capture clear video images of the track and track side : ...

  17. Plugin free remote visualization in the browser

    NASA Astrophysics Data System (ADS)

    Tamm, Georg; Slusallek, Philipp

    2015-01-01

    Today, users access information and rich media from anywhere using the web browser on their desktop computers, tablets or smartphones. But the web evolves beyond media delivery. Interactive graphics applications like visualization or gaming become feasible as browsers advance in the functionality they provide. However, to deliver large-scale visualization to thin clients like mobile devices, a dedicated server component is necessary. Ideally, the client runs directly within the browser the user is accustomed to, requiring no installation of a plugin or native application. In this paper, we present the state-of-the-art of technologies which enable plugin free remote rendering in the browser. Further, we describe a remote visualization system unifying these technologies. The system transfers rendering results to the client as images or as a video stream. We utilize the upcoming World Wide Web Consortium (W3C) conform Web Real-Time Communication (WebRTC) standard, and the Native Client (NaCl) technology built into Chrome, to deliver video with low latency.

  18. The kids got game: Computer/video games, gender and learning outcomes in science classrooms

    NASA Astrophysics Data System (ADS)

    Anderson, Janice Lyn

    In recent years educators have begun to explore how to purposively design computer/video games to support student learning. This interest in video games has arisen in part because educational video games appear to have the potential to improve student motivation and interest in technology, and engage students in learning through the use of a familiar medium (Squire, 2005; Shaffer, 2006; Gee, 2005). The purpose of this dissertation research is to specifically address the issue of student learning through the use of educational computer/video games. Using the Quest Atlantis computer game, this study involved a mixed model research strategy that allowed for both broad understandings of classroom practices and specific analysis of outcomes through the themes that emerged from the case studies of the gendered groups using the game. Specifically, this study examined how fifth-grade students learning about science concepts, such as water quality and ecosystems, unfolds over time as they participate in the Quest Atlantis computer game. Data sources included classroom observations and video, pre- and post-written assessments, pre- and post- student content interviews, student field notebooks, field reports and the field notes of the researcher. To make sense of how students learning unfolded, video was analyzed using a framework of interaction analysis and small group interactions (Jordan & Henderson, 1995; Webb, 1995). These coded units were then examined with respect to student artifacts and assessments and patterns of learning trajectories analyzed. The analysis revealed that overall, student learning outcomes improved from pre- to post-assessments for all students. While there were no observable gendered differences with respect to the test scores and content interviews, there were gendered differences with respect to game play. Implications for game design, use of external scaffolds, games as tools for learning and gendered findings are discussed.

  19. Enhancing student interactions with the instructor and content using pen-based technology, YouTube videos, and virtual conferencing.

    PubMed

    Cox, James R

    2011-01-01

    This report describes the incorporation of digital learning elements in organic chemistry and biochemistry courses. The first example is the use of pen-based technology and a large-format PowerPoint slide to construct a map that integrates various metabolic pathways and control points. Students can use this map to visualize the integrated nature of metabolism and how various hormones impact metabolic regulation. The second example is the embedding of health-related YouTube videos directly into PowerPoint presentations. These videos become a part of the course notes and can be viewed within PowerPoint as long as students are online. The third example is the use of a webcam to show physical models during online sessions using web-conferencing software. Various molecular conformations can be shown through the webcam, and snapshots of important conformations can be incorporated into the notes for further discussion and annotation. Each of the digital learning elements discussed in this report is an attempt to use technology to improve the quality of educational resources available outside of the classroom to foster student engagement with ideas and concepts. Biochemistry and Molecular Biology Education Vol. 39, No. 1, pp. 4-9, 2011. Copyright © 2011 Wiley Periodicals, Inc.

  20. 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.…

  1. The effects of video game experience and active stereoscopy on performance in combat identification tasks.

    PubMed

    Keebler, Joseph R; Jentsch, Florian; Schuster, David

    2014-12-01

    We investigated the effects of active stereoscopic simulation-based training and individual differences in video game experience on multiple indices of combat identification (CID) performance. Fratricide is a major problem in combat operations involving military vehicles. In this research, we aimed to evaluate the effects of training on CID performance in order to reduce fratricide errors. Individuals were trained on 12 combat vehicles in a simulation, which were presented via either a non-stereoscopic or active stereoscopic display using NVIDIA's GeForce shutter glass technology. Self-report was used to assess video game experience, leading to four between-subjects groups: high video game experience with stereoscopy, low video game experience with stereoscopy, high video game experience without stereoscopy, and low video game experience without stereoscopy. We then tested participants on their memory of each vehicle's alliance and name across multiple measures, including photographs and videos. There was a main effect for both video game experience and stereoscopy across many of the dependent measures. Further, we found interactions between video game experience and stereoscopic training, such that those individuals with high video game experience in the non-stereoscopic group had the highest performance outcomes in the sample on multiple dependent measures. This study suggests that individual differences in video game experience may be predictive of enhanced performance in CID tasks. Selection based on video game experience in CID tasks may be a useful strategy for future military training. Future research should investigate the generalizability of these effects, such as identification through unmanned vehicle sensors.

  2. Using Web 2.0 for Learning in the Community

    ERIC Educational Resources Information Center

    Mason, Robin; Rennie, Frank

    2007-01-01

    This paper describes the use of a range of Web 2.0 technologies to support the development of community for a newly formed Land Trust on the Isle of Lewis, in NW Scotland. The application of social networking tools in text, audio and video has several purposes: informal learning about the area to increase tourism, community interaction,…

  3. 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…

  4. Civic Participation among Seventh-Grade Social Studies Students in Multi-User Virtual Environments

    ERIC Educational Resources Information Center

    Zieger, Laura; Farber, Matthew

    2012-01-01

    Technological advances on the Internet now enable students to develop participation skills in virtual worlds. Similar to controlling a character in a video game, multi-user virtual environments, or MUVEs, allow participants to interact with others in synchronous, online settings. The authors of this study created a link between MUVEs and…

  5. Re-creating Graduate Teacher Education Classrooms: Multiple Technology Formats and Collaborating Instructors

    ERIC Educational Resources Information Center

    Stallings, L. Lynn; Koellner-Clark, Karen

    2003-01-01

    This paper describes a teaching experiment investigating the impact of using multiple teaching strategies and innovating while teaching collaboratively. The objective of this study was to examine the use of collaboration in trying a combination of face-to-face meetings, web courseware, and interactive two-way video in a graduate course. The major…

  6. Pediatric Tele-Health Consultation to Rural Schools and Clinics in the Pacific Northwest

    ERIC Educational Resources Information Center

    Sulzbacher, Stephen; Mas, Jennifer; Larson, Eric H.; Shurtleff, David B.

    2004-01-01

    The primary telehealth technology described in these articles is interactive video teleconferencing (IVTC), which allows parties at both ends of the communication to see and hear each other. The author have used this application during the past decade for consultation with rural practitioners and schools, and it has become a primary focus of our…

  7. Creating Joint Representations of Collaborative Problem Solving with Multi-Touch Technology

    ERIC Educational Resources Information Center

    Mercier, E.; Higgins, S.

    2014-01-01

    Multi-touch surfaces have the potential to change the nature of computer-supported collaborative learning, allowing more equitable access to shared digital content. In this paper, we explore how large multi-touch tables can be used by groups of students as an external representation of their group interaction processes. Video data from 24 groups…

  8. Possibility Spaces: Using The Sims 2 as a Sandbox to Explore Possible Selves with At-Risk Teenage Males

    ERIC Educational Resources Information Center

    King, Elizabeth

    2011-01-01

    Interactive technologies provide today's youth a low stakes sandbox to collect experiences (Gee, 2004) and try tasks and identities (Gee, 1991) that push the boundaries of "known" and open up the world of possibility. Pairing affordances of video games with the possible selves framework (Markus & Nurius, 1986), research involved…

  9. Technologies, Multitasking, and Driving: Attending to and Preparing for a Mobile Phone Conversation in a Car

    ERIC Educational Resources Information Center

    Haddington, Pentti; Rauniomaa, Mirka

    2011-01-01

    This article investigates mobile phone calls initiated or received by drivers and passengers in cars and focuses on the participants' actions before the telephone conversation proper. Drawing on video-recorded data of real driving situations, and building on conversation analysis and multimodal interaction analysis, this article discusses how…

  10. How to Plug into Teleconferencing/Reach Out and Train Somebody.

    ERIC Educational Resources Information Center

    Jenkins, Thomas M.; Cushing, David

    1983-01-01

    Teleconferencing, as an interactive group communication through an electronic medium joining three or more people at two or more locations, can take one of three forms: audio, audiographic, or full-motion video. This multilocation technology is used in training and in conducting meetings and conferences; it works as a money- and time-saving tool.…

  11. 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…

  12. Virtual reality and interactive gaming technology for obese and diabetic children: is military medical technology applicable?

    PubMed

    Talbot, Thomas Brett

    2011-03-01

    The Telemedicine and Advanced Technology Research Center has pursued a number of technologies that may have application to the problems of obesity and diabetes management in children. Children are getting fatter because of increased caloric intake and less physical activity. Furthermore, technology advances have failed to significantly improve metabolic control of type 1 diabetes. Behavioral strategies should target video games, mobile phones, and other popular items used by children and seen by them as necessities. Exergaming is considerably more active than traditional video gaming and can be equivalent to moderate-intensity exercise. Diabetes equipment such as continuous glucose monitors and insulin pumps lack integration and live connectivity and suffer from a poor user interface. In contrast, mobile phones offer wireless connectivity, an excellent voice-enabled interface, and cloud connectivity that could possibly serve as a motivational and compliance tool for diabetes patients through text messaging to the patient, parents, and physician. Mobile phones have the potential to motivate and educate obese children as well. Exergaming for obese children could also be integrated into award systems of game consoles and game play time. The key to successful implementation of these strategies depends on the ability to integrate and connect the various technologies. © 2011 Diabetes Technology Society.

  13. Information visualization: Beyond traditional engineering

    NASA Technical Reports Server (NTRS)

    Thomas, James J.

    1995-01-01

    This presentation addresses a different aspect of the human-computer interface; specifically the human-information interface. This interface will be dominated by an emerging technology called Information Visualization (IV). IV goes beyond the traditional views of computer graphics, CADS, and enables new approaches for engineering. IV specifically must visualize text, documents, sound, images, and video in such a way that the human can rapidly interact with and understand the content structure of information entities. IV is the interactive visual interface between humans and their information resources.

  14. Techniques for integrating the animations, multimedia, and interactive features of NASA’s climate change website, Climate Change: NASA’s Eyes on the Earth, into the classroom to advance climate literacy and encourage interest in STEM disciplines

    NASA Astrophysics Data System (ADS)

    Tenenbaum, L. F.; Jackson, R.; Greene, M.

    2009-12-01

    I developed a variety of educational content for the "Climate Change: NASA’s Eyes on the Earth" website, notably an interactive feature for the "Key Indicators: Ice Mass Loss" link that includes photo pair images of glaciers around the world, changes in Arctic sea ice extent videos, Greenland glacial calving time lapse videos, and Antarctic ice shelf break up animations, plus news pieces and a Sea Level Quiz. I integrated these resources and other recent NASA and JPL climate and oceanography data and information into climate change components of Oceanography Lab exercises, Oceanography lectures and Introduction to Environmental Technology courses. I observed that using these Internet interactive features in the classroom greatly improved student participation, topic comprehension, scientific curiosity and interest in Earth and climate science across diverse student populations. Arctic Sea Ice Extent Summer 2007 Credit: NASA

  15. 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

  16. 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

  17. Video Cases. [SITE 2002 Section].

    ERIC Educational Resources Information Center

    Talley, Sue, Ed.

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

  18. Innovative Multimedia for Teaching Nematology

    PubMed Central

    Eisenback, J. D.

    1993-01-01

    The availability of interactive multimedia authoring software programs promises to revolutionize the teaching of nematology. These programs integrate text, hypertext, graphics, animations, video, and sound. The user interacts with the information on demand in a nonlinear fashion. Beginning students can limit themselves to the general outlines of the subject, and advanced students can explore the information to the limits of their ability. Use of interactive multimedia does not eliminate the need for effective, enthusiastic teachers but provides a mechanism for the efficient transfer of information. An interactive multimedia presentation that supplements lectures in an introductory course is presented as an example of the application of this technology for teaching nematology. PMID:19279782

  19. Considering social ergonomics: the effects of HIT on interpersonal relationships between patients and clinicians.

    PubMed

    Montague, Enid; Asan, Onur

    2012-01-01

    This study explored physicians' interactions with EHRs to understand the qualities that contribute to patient satisfaction with their use of the technologies and patient satisfaction with physician. Video-taped observations of 100 medical consultations were used to distinguish interaction patterns between physicians and EHRs. Quantified observational methods were used to contribute to ecological validity. Ten primary care physicians and 100 patients from five clinics participated in the study. Visits were videotaped and coded using an objective coding methodology to understand how physicians interacted with electronic health records. Results indicate, a variety of EHR interaction styles may be effective in providing patient-centered care.

  20. Integrating Digital Video Technology in the Classroom

    ERIC Educational Resources Information Center

    Lim, Jon; Pellett, Heidi Henschel; Pellett, Tracy

    2009-01-01

    Digital video technology can be a powerful tool for teaching and learning. It enables students to develop a variety of skills including research, communication, decision-making, problem-solving, and other higher-order critical-thinking skills. In addition, digital video technology has the potential to enrich university classroom curricula, enhance…

  1. Fulldome Video: An Emerging Technology for Education

    ERIC Educational Resources Information Center

    Law, Linda E.

    2006-01-01

    This article talks about fulldome video, a new technology which has been adopted fairly extensively by the larger, well-funded planetariums. Fulldome video, also called immersive projection, can help teach subjects ranging from geology to history to chemistry. The rapidly advancing progress of projection technology has provided high-resolution…

  2. Real-time WebRTC-based design for a telepresence wheelchair.

    PubMed

    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.

  3. 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.

  4. Data compression techniques applied to high resolution high frame rate video technology

    NASA Technical Reports Server (NTRS)

    Hartz, William G.; Alexovich, Robert E.; Neustadter, Marc S.

    1989-01-01

    An investigation is presented of video data compression applied to microgravity space experiments using High Resolution High Frame Rate Video Technology (HHVT). An extensive survey of methods of video data compression, described in the open literature, was conducted. The survey examines compression methods employing digital computing. The results of the survey are presented. They include a description of each method and assessment of image degradation and video data parameters. An assessment is made of present and near term future technology for implementation of video data compression in high speed imaging system. Results of the assessment are discussed and summarized. The results of a study of a baseline HHVT video system, and approaches for implementation of video data compression, are presented. Case studies of three microgravity experiments are presented and specific compression techniques and implementations are recommended.

  5. 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…

  6. 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.

  7. 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…

  8. 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…

  9. Live Action: Can Young Children Learn Verbs From Video?

    PubMed Central

    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

  10. Live action: can young children learn verbs from video?

    PubMed

    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.

  11. Virtual Reality and Interactive Gaming Technology for Obese and Diabetic Children: Is Military Medical Technology Applicable?

    PubMed Central

    Talbot, Major Thomas “Brett”

    2011-01-01

    The Telemedicine and Advanced Technology Research Center has pursued a number of technologies that may have application to the problems of obesity and diabetes management in children. Children are getting fatter because of increased caloric intake and less physical activity. Furthermore, technology advances have failed to significantly improve metabolic control of type 1 diabetes. Behavioral strategies should target video games, mobile phones, and other popular items used by children and seen by them as necessities. Exergaming is considerably more active than traditional video gaming and can be equivalent to moderate-intensity exercise. Diabetes equipment such as continuous glucose monitors and insulin pumps lack integration and live connectivity and suffer from a poor user interface. In contrast, mobile phones offer wireless connectivity, an excellent voice-enabled interface, and cloud connectivity that could possibly serve as a motivational and compliance tool for diabetes patients through text messaging to the patient, parents, and physician. Mobile phones have the potential to motivate and educate obese children as well. Exergaming for obese children could also be integrated into award systems of game consoles and game play time. The key to successful implementation of these strategies depends on the ability to integrate and connect the various technologies. PMID:21527087

  12. Web-based training and interrater reliability testing for scoring the Hamilton Depression Rating Scale.

    PubMed

    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.

  13. Design and implementation of H.264 based embedded video coding technology

    NASA Astrophysics Data System (ADS)

    Mao, Jian; Liu, Jinming; Zhang, Jiemin

    2016-03-01

    In this paper, an embedded system for remote online video monitoring was designed and developed to capture and record the real-time circumstances in elevator. For the purpose of improving the efficiency of video acquisition and processing, the system selected Samsung S5PV210 chip as the core processor which Integrated graphics processing unit. And the video was encoded with H.264 format for storage and transmission efficiently. Based on S5PV210 chip, the hardware video coding technology was researched, which was more efficient than software coding. After running test, it had been proved that the hardware video coding technology could obviously reduce the cost of system and obtain the more smooth video display. It can be widely applied for the security supervision [1].

  14. Immersive, Interactive, Web-Enabled Computer Simulation as a Trigger for Learning: The next Generation of Problem-Based Learning in Educational Leadership

    ERIC Educational Resources Information Center

    Mann, Dale; Reardon, R. M.; Becker, J. D.; Shakeshaft, C.; Bacon, Nicholas

    2011-01-01

    This paper describes the use of advanced computer technology in an innovative educational leadership program. This program integrates full-motion video scenarios that simulate the leadership challenges typically faced by principals over the course of a full school year. These scenarios require decisions that are then coupled to consequences and…

  15. Physician recruitment websites: the territory ahead.

    PubMed

    DuPont, R E

    2001-01-01

    Recruitment is no longer just a face-to-face interaction between a recruiter and a job-seeker. To remain up-to-date with current technology, physicians should use the various electronic tools available today, including recruitment websites, video previews, and PC-to-PC interviews to get the job they've been looking for. This article discusses the pros and cons of these interfaces.

  16. The Doubles: A Case Study on Developing a Technology-Based Substance Abuse Education Curriculum

    ERIC Educational Resources Information Center

    Epstein, Joel; Collins, Karen Kadela; Pancella, Thom

    2004-01-01

    The Doubles, funded by the National Institute on Drug Abuse, is a seven-episode series of media tools designed to teach third and fourth grade students about the science of drug addiction. The program's curriculum is delivered via a set of videos, interactive CD-ROMs, workbooks, or an Internet site. This article examines the process used to…

  17. Creating Micro-Videos to Demonstrate Technology Learning

    ERIC Educational Resources Information Center

    Frydenberg, Mark; Andone, Diana

    2016-01-01

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

  18. The Technological Barriers of Using Video Modeling in the Classroom

    ERIC Educational Resources Information Center

    Marino, Desha; Myck-Wayne, Janice

    2015-01-01

    The purpose of this investigation is to identify the technological barriers teachers encounter when attempting to implement video modeling in the classroom. Video modeling is an emerging evidence-based intervention method used with individuals with autism. Research has shown the positive effects video modeling can have on its recipients. Educators…

  19. 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,…

  20. The Effectiveness of Streaming Video on Medical Student Learning: A Case Study

    PubMed Central

    Bridge, Patrick D.; Jackson, Matt; Robinson, Leah

    2009-01-01

    Information technology helps meet today's medical students’ needs by providing multiple curriculum delivery methods. Video streaming is an e-learning technology that uses the Internet to deliver curriculum while giving the student control of the content's delivery. There have been few studies conducted on the effectiveness of streaming video in medical schools. A 5-year retrospective study was conducted using three groups of students (n = 1736) to determine if the availability of streaming video in Years 1–2 of the basic science curriculum affected overall Step 1 scores for first-time test-takers. The results demonstrated a positive effect on program outcomes as streaming video became more readily available to students. Based on these findings, streaming video technology seems to be a viable tool to complement in-class delivery methods, to accommodate the needs of medical students, and to provide options for meeting the challenges of delivering the undergraduate medical curriculum. Further studies need to be conducted to continue validating the effectiveness of streaming video technology. PMID:20165525

  1. The effectiveness of streaming video on medical student learning: a case study.

    PubMed

    Bridge, Patrick D; Jackson, Matt; Robinson, Leah

    2009-08-19

    Information technology helps meet today's medical students' needs by providing multiple curriculum delivery methods. Video streaming is an e-learning technology that uses the Internet to deliver curriculum while giving the student control of the content's delivery. There have been few studies conducted on the effectiveness of streaming video in medical schools. A 5-year retrospective study was conducted using three groups of students (n = 1736) to determine if the availability of streaming video in Years 1-2 of the basic science curriculum affected overall Step 1 scores for first-time test-takers. The results demonstrated a positive effect on program outcomes as streaming video became more readily available to students. Based on these findings, streaming video technology seems to be a viable tool to complement in-class delivery methods, to accommodate the needs of medical students, and to provide options for meeting the challenges of delivering the undergraduate medical curriculum. Further studies need to be conducted to continue validating the effectiveness of streaming video technology.

  2. Analyzing crime scene videos

    NASA Astrophysics Data System (ADS)

    Cunningham, Cindy C.; Peloquin, Tracy D.

    1999-02-01

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

  3. We Canwatch It For You Wholesale

    NASA Astrophysics Data System (ADS)

    Lipton, Alan J.

    This chapter provides an introduction to video analytics—a branch of computer vision technology that deals with automatic detection of activities and events in surveillance video feeds. Initial applications focused on the security and surveillance space, but as the technology improves it is rapidly finding a home in many other application areas. This chapter looks at some of those spaces, the requirements they impose on video analytics systems, and provides an example architecture and set of technology components to meet those requirements. This exemplary system is put through its paces to see how it stacks up in an embedded environment. Finally, we explore the future of video analytics and examine some of the market requirements that are driving breakthroughs in both video analytics and processor platform technology alike.

  4. Application discussion of source coding standard in voyage data recorder

    NASA Astrophysics Data System (ADS)

    Zong, Yonggang; Zhao, Xiandong

    2018-04-01

    This paper analyzes the disadvantages of the audio and video compression coding technology used by Voyage Data Recorder, and combines the improvement of performance of audio and video acquisition equipment. The thinking of improving the audio and video compression coding technology of the voyage data recorder is proposed, and the feasibility of adopting the new compression coding technology is analyzed from economy and technology two aspects.

  5. Internet and video technology in psychotherapy supervision and training.

    PubMed

    Wolf, Abraham W

    2011-06-01

    The seven articles in this special section on the use of Internet and video technology represent the latest growth on one branch of the increasingly prolific and differentiated work in the technology of psychotherapy. In addition to the work presented here on video and the Internet applications to supervision and training, information technology is changing the field of psychotherapy through computer assisted therapies and virtual reality interventions.

  6. Parent Scaffolding of Young Children When Engaged with Mobile Technology

    PubMed Central

    Wood, Eileen; Petkovski, Marjan; De Pasquale, Domenica; Gottardo, Alexandra; Evans, Mary Ann; Savage, Robert S.

    2016-01-01

    Shared parent–child experiences while engaged with an iPadTM were examined to determine if and then how parents interact with their children when using mobile digital devices. In total, 104 parent–child dyads participated in an observation session where parent–child interactions using the touchscreen tablet device were video recorded in order to observe first-hand the supports and exchanges between parent and child (age range 46.21–75.9 months). Results indicate that parents provide a great deal of support to their children while interacting with the touchscreen tablet device including verbal, emotional-verbal, physical and emotional-physical supports. The types of support offered did not differ as a function of parent gender or experience with mobile devices (users versus non-users). Overall, parents rated their own experience engaging with the touchscreen tablet and that of their child’s positively. Additional survey measures assessed parents’ perceptions of their child’s technology use and attitudes regarding optimal ages and conditions for introducing and using technology. Most parents indicated a preference for very early introduction to mobile technologies. Implications of these findings are discussed. PMID:27242603

  7. Parent Scaffolding of Young Children When Engaged with Mobile Technology.

    PubMed

    Wood, Eileen; Petkovski, Marjan; De Pasquale, Domenica; Gottardo, Alexandra; Evans, Mary Ann; Savage, Robert S

    2016-01-01

    Shared parent-child experiences while engaged with an iPad(TM) were examined to determine if and then how parents interact with their children when using mobile digital devices. In total, 104 parent-child dyads participated in an observation session where parent-child interactions using the touchscreen tablet device were video recorded in order to observe first-hand the supports and exchanges between parent and child (age range 46.21-75.9 months). Results indicate that parents provide a great deal of support to their children while interacting with the touchscreen tablet device including verbal, emotional-verbal, physical and emotional-physical supports. The types of support offered did not differ as a function of parent gender or experience with mobile devices (users versus non-users). Overall, parents rated their own experience engaging with the touchscreen tablet and that of their child's positively. Additional survey measures assessed parents' perceptions of their child's technology use and attitudes regarding optimal ages and conditions for introducing and using technology. Most parents indicated a preference for very early introduction to mobile technologies. Implications of these findings are discussed.

  8. Video and non-video feedback interventions for teen drivers.

    DOT National Transportation Integrated Search

    2016-07-01

    In-vehicle feedback technologies, including some that use video, help parents monitor and mentor their young drivers. While different feedback technologies have been shown to reduce some risky driving behaviors, teens and parents cite privacy concern...

  9. The New Film Technologies: Computerized Video-Assisted Film Production.

    ERIC Educational Resources Information Center

    Mott, Donald R.

    Over the past few years, video technology has been used to assist film directors after they have shot a scene, to control costs, and to create special effects, especially computer assisted graphics. At present, a computer based editing system called "Film 5" combines computer technology and video tape with film to save as much as 50% of…

  10. 77 FR 48157 - Office of the National Coordinator for Health Information Technology; Announcement of...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-08-13

    ... on YouTube.com or Vimeo.com (the Video should be no longer than 2 minutes); A text description of... open call for the public to create short, inspiring videos sharing how you use technology to manage... Challenge invites you to create short, inspiring videos sharing how you use technology to manage your...

  11. Engineering the electronic health record for safety: a multi-level video-based approach to diagnosing and preventing technology-induced error arising from usability problems.

    PubMed

    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.

  12. A Video Game-Based Framework for Analyzing Human-Robot Interaction: Characterizing Interface Design in Real-Time Interactive Multimedia Applications

    DTIC Science & Technology

    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

  13. Making Sure What You See Is What You Get: Digital Video Technology and the Preparation of Teachers of Elementary Science

    ERIC Educational Resources Information Center

    Bueno de Mesquita, Paul; Dean, Ross F.; Young, Betty J.

    2010-01-01

    Advances in digital video technology create opportunities for more detailed qualitative analyses of actual teaching practice in science and other subject areas. User-friendly digital cameras and highly developed, flexible video-analysis software programs have made the tasks of video capture, editing, transcription, and subsequent data analysis…

  14. Effects of Video Streaming Technology on Public Speaking Students' Communication Apprehension and Competence

    ERIC Educational Resources Information Center

    Dupagne, Michel; Stacks, Don W.; Giroux, Valerie Manno

    2007-01-01

    This study examines whether video streaming can reduce trait and state communication apprehension, as well as improve communication competence, in public speaking classes. Video streaming technology has been touted as the next generation of video feedback for public speaking students because it is not limited by time or space and allows Internet…

  15. Comparative analysis of video processing and 3D rendering for cloud video games using different virtualization technologies

    NASA Astrophysics Data System (ADS)

    Bada, Adedayo; Alcaraz-Calero, Jose M.; Wang, Qi; Grecos, Christos

    2014-05-01

    This paper describes a comprehensive empirical performance evaluation of 3D video processing employing the physical/virtual architecture implemented in a cloud environment. Different virtualization technologies, virtual video cards and various 3D benchmarks tools have been utilized in order to analyse the optimal performance in the context of 3D online gaming applications. This study highlights 3D video rendering performance under each type of hypervisors, and other factors including network I/O, disk I/O and memory usage. Comparisons of these factors under well-known virtual display technologies such as VNC, Spice and Virtual 3D adaptors reveal the strengths and weaknesses of the various hypervisors with respect to 3D video rendering and streaming.

  16. Remote stereoscopic video play platform for naked eyes based on the Android system

    NASA Astrophysics Data System (ADS)

    Jia, Changxin; Sang, Xinzhu; Liu, Jing; Cheng, Mingsheng

    2014-11-01

    As people's life quality have been improved significantly, the traditional 2D video technology can not meet people's urgent desire for a better video quality, which leads to the rapid development of 3D video technology. Simultaneously people want to watch 3D video in portable devices,. For achieving the above purpose, we set up a remote stereoscopic video play platform. The platform consists of a server and clients. The server is used for transmission of different formats of video and the client is responsible for receiving remote video for the next decoding and pixel restructuring. We utilize and improve Live555 as video transmission server. Live555 is a cross-platform open source project which provides solutions for streaming media such as RTSP protocol and supports transmission of multiple video formats. At the receiving end, we use our laboratory own player. The player for Android, which is with all the basic functions as the ordinary players do and able to play normal 2D video, is the basic structure for redevelopment. Also RTSP is implemented into this structure for telecommunication. In order to achieve stereoscopic display, we need to make pixel rearrangement in this player's decoding part. The decoding part is the local code which JNI interface calls so that we can extract video frames more effectively. The video formats that we process are left and right, up and down and nine grids. In the design and development, a large number of key technologies from Android application development have been employed, including a variety of wireless transmission, pixel restructuring and JNI call. By employing these key technologies, the design plan has been finally completed. After some updates and optimizations, the video player can play remote 3D video well anytime and anywhere and meet people's requirement.

  17. Research and Technology Development for Construction of 3d Video Scenes

    NASA Astrophysics Data System (ADS)

    Khlebnikova, Tatyana A.

    2016-06-01

    For the last two decades surface information in the form of conventional digital and analogue topographic maps has been being supplemented by new digital geospatial products, also known as 3D models of real objects. It is shown that currently there are no defined standards for 3D scenes construction technologies that could be used by Russian surveying and cartographic enterprises. The issues regarding source data requirements, their capture and transferring to create 3D scenes have not been defined yet. The accuracy issues for 3D video scenes used for measuring purposes can hardly ever be found in publications. Practicability of development, research and implementation of technology for construction of 3D video scenes is substantiated by 3D video scene capability to expand the field of data analysis application for environmental monitoring, urban planning, and managerial decision problems. The technology for construction of 3D video scenes with regard to the specified metric requirements is offered. Technique and methodological background are recommended for this technology used to construct 3D video scenes based on DTM, which were created by satellite and aerial survey data. The results of accuracy estimation of 3D video scenes are presented.

  18. 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.

  19. Telehealth: voice therapy using telecommunications technology.

    PubMed

    Mashima, Pauline A; Birkmire-Peters, Deborah P; Syms, Mark J; Holtel, Michael R; Burgess, Lawrence P A; Peters, Leslie J

    2003-11-01

    Telehealth offers the potential to meet the needs of underserved populations in remote regions. The purpose of this study was a proof-of-concept to determine whether voice therapy can be delivered effectively remotely. Treatment outcomes were evaluated for a vocal rehabilitation protocol delivered under 2 conditions: with the patient and clinician interacting within the same room (conventional group) and with the patient and clinician in separate rooms, interacting in real time via a hard-wired video camera and monitor (video teleconference group). Seventy-two patients with voice disorders served as participants. Based on evaluation by otolaryngologists, 31 participants were diagnosed with vocal nodules, 29 were diagnosed with edema, 9 were diagnosed with unilateral vocal fold paralysis, and 3 presented with vocal hyperfunction with no laryngeal pathology. Fifty-one participants (71%) completed the vocal rehabilitation protocol. Outcome measures included perceptual judgments of voice quality, acoustic analyses of voice, patient satisfaction ratings, and fiber-optic laryngoscopy. There were no differences in outcome measures between the conventional group and the remote video teleconference group. Participants in both groups showed positive changes on all outcome measures after completing the vocal rehabilitation protocol. Reasons for participants discontinuing therapy prematurely provided support for the telehealth model of service delivery.

  20. Ecological momentary assessment of urban adolescents' technology use and cravings for unhealthy snacks and drinks: differences by ethnicity and sex.

    PubMed

    Borgogna, Nicholas; Lockhart, Ginger; Grenard, Jerry L; Barrett, Tyson; Shiffman, Saul; Reynolds, Kim D

    2015-05-01

    Adolescents' technology use is generally associated with food cravings, but it is not clear whether specific types of technology elicit particular types of cravings or whether personal characteristics play a role in these associations. We examined whether momentary associations between four technology types (ie, television, video games, computer messaging, and phone messaging) and cravings for unhealthy snack foods and sweetened drinks were moderated by youths' sex, ethnicity, body mass index, and age. Urban adolescents (N=158) aged 14 to 17 years provided momentary information about their technology use and food cravings during the course of 1 week and completed survey reports of their personal characteristics. We used multilevel modeling to determine momentary associations and interactions. Non-Hispanic adolescents showed stronger associations between television exposure and cravings for sweet snacks, salty snacks, and sweetened drinks. Being Hispanic was associated with stronger associations between phone messaging and cravings for sweet snacks, salty snacks, and sweetened drinks. Males showed stronger associations between video game use and salty snack cravings. As the public health field continues to monitor the effects of technology use on adolescents' eating and overall health, it will be important to determine the extent to which these groups are differentially affected by different forms of technology. Copyright © 2015 Academy of Nutrition and Dietetics. Published by Elsevier Inc. All rights reserved.

  1. Learn More in Less Time: Fundamental Aquatic Skill Acquisition via Video Technology

    ERIC Educational Resources Information Center

    Roberts, Tom; Brown, Larry

    2008-01-01

    Recent advances in the technology field have changed the way video support should be considered. It is now much more user-friendly and feasible than it was as recently as 10 years ago. In part because of these significant strides, current literature supports the use of video technology in the classroom. This article focuses on the innovative use…

  2. Effects of Commercial Web Videos on Students' Attitude toward Learning Technology

    ERIC Educational Resources Information Center

    Tai, Yaming; Ting, Yu-Liang

    2015-01-01

    This study values the broad range of web videos produced by businesses to introduce new technologies while also promoting their products. When the promoted technology is related to the topic taught in a school course, it may be beneficial for students to watch such videos. However, most students view the web as a source for entertainment, and may…

  3. Refocusing Space Technology

    NASA Technical Reports Server (NTRS)

    1994-01-01

    This video presents two examples of NASA Technology Transfer. The first is a Downhole Video Logger, which uses remote sensing technology to help in mining. The second example is the use of satellite image processing technology to enhance ultrasound images taken during pregnancy.

  4. 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…

  5. 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?

  6. Asynchronous Video Interviewing as a New Technology in Personnel Selection: The Applicant’s Point of View

    PubMed Central

    Brenner, Falko S.; Ortner, Tuulia M.; Fay, Doris

    2016-01-01

    The present study aimed to integrate findings from technology acceptance research with research on applicant reactions to new technology for the emerging selection procedure of asynchronous video interviewing. One hundred six volunteers experienced asynchronous video interviewing and filled out several questionnaires including one on the applicants’ personalities. In line with previous technology acceptance research, the data revealed that perceived usefulness and perceived ease of use predicted attitudes toward asynchronous video interviewing. Furthermore, openness revealed to moderate the relation between perceived usefulness and attitudes toward this particular selection technology. No significant effects emerged for computer self-efficacy, job interview self-efficacy, extraversion, neuroticism, and conscientiousness. Theoretical and practical implications are discussed. PMID:27378969

  7. Technical and economic feasibility of integrated video service by satellite

    NASA Technical Reports Server (NTRS)

    Price, K. M.; Kwan, R. K.; White, L. W.; Garlow, R. K.; Henderson, T. R.

    1992-01-01

    A feasibility study is presented of utilizing modern satellite technology, or more advanced technology, to create a cost-effective, user-friendly, integrated video service, which can provide videophone, video conference, or other equivalent wideband service on demand. A system is described that permits a user to select a desired audience and establish the required links similar to arranging a teleconference by phone. Attention is given to video standards, video traffic scenarios, satellite system architecture, and user costs.

  8. Engaging L2 Undergraduates in Relevant Project Work and Interaction: A Role for Video Conferencing

    ERIC Educational Resources Information Center

    Colwell O'Callaghan, Veronica

    2013-01-01

    This article reports on two small-scale international projects, both outcomes of a teaching staff exchange, which seek to exploit the potential afforded by new technologies to enrich L2 learning conditions and learners' experience of using the L2 (in this case English) as a lingua franca. Two undergraduate courses, one for professional and one for…

  9. Video game interfaces for interactive lower and upper member therapy.

    PubMed

    Uribe-Quevedo, Alvaro; Perez-Gutierrez, Byron; Alves, Silas

    2013-01-01

    With recent advances in electronics and mechanics, a new trend in interaction is taking place changing how we interact with our environment, daily tasks and other people. Even though sensor based technologies and tracking systems have been around for several years, recently they have become affordable and used in several areas such as physical and mental rehabilitation, educational applications, physical exercises, and natural interactions, among others. This work presents the integration of two mainstream videogame interfaces as tools for developing an interactive lower and upper member therapy tool. The goal is to study the potential of these devices as complementing didactic elements for improving and following user performance during a series of exercises with virtual and real devices.

  10. Video copy protection and detection framework (VPD) for e-learning systems

    NASA Astrophysics Data System (ADS)

    ZandI, Babak; Doustarmoghaddam, Danial; Pour, Mahsa R.

    2013-03-01

    This Article reviews and compares the copyright issues related to the digital video files, which can be categorized as contended based and Digital watermarking copy Detection. Then we describe how to protect a digital video by using a special Video data hiding method and algorithm. We also discuss how to detect the copy right of the file, Based on expounding Direction of the technology of the video copy detection, and Combining with the own research results, brings forward a new video protection and copy detection approach in terms of plagiarism and e-learning systems using the video data hiding technology. Finally we introduce a framework for Video protection and detection in e-learning systems (VPD Framework).

  11. Video performance for high security applications.

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

    Connell, Jack C.; Norman, Bradley C.

    2010-06-01

    The complexity of physical protection systems has increased to address modern threats to national security and emerging commercial technologies. A key element of modern physical protection systems is the data presented to the human operator used for rapid determination of the cause of an alarm, whether false (e.g., caused by an animal, debris, etc.) or real (e.g., a human adversary). Alarm assessment, the human validation of a sensor alarm, primarily relies on imaging technologies and video systems. Developing measures of effectiveness (MOE) that drive the design or evaluation of a video system or technology becomes a challenge, given the subjectivitymore » of the application (e.g., alarm assessment). Sandia National Laboratories has conducted empirical analysis using field test data and mathematical models such as binomial distribution and Johnson target transfer functions to develop MOEs for video system technologies. Depending on the technology, the task of the security operator and the distance to the target, the Probability of Assessment (PAs) can be determined as a function of a variety of conditions or assumptions. PAs used as an MOE allows the systems engineer to conduct trade studies, make informed design decisions, or evaluate new higher-risk technologies. This paper outlines general video system design trade-offs, discusses ways video can be used to increase system performance and lists MOEs for video systems used in subjective applications such as alarm assessment.« less

  12. From chalkboard, slides, and paper to e-learning: How computing technologies have transformed anatomical sciences education.

    PubMed

    Trelease, Robert B

    2016-11-01

    Until the late-twentieth century, primary anatomical sciences education was relatively unenhanced by advanced technology and dependent on the mainstays of printed textbooks, chalkboard- and photographic projection-based classroom lectures, and cadaver dissection laboratories. But over the past three decades, diffusion of innovations in computer technology transformed the practices of anatomical education and research, along with other aspects of work and daily life. Increasing adoption of first-generation personal computers (PCs) in the 1980s paved the way for the first practical educational applications, and visionary anatomists foresaw the usefulness of computers for teaching. While early computers lacked high-resolution graphics capabilities and interactive user interfaces, applications with video discs demonstrated the practicality of programming digital multimedia linking descriptive text with anatomical imaging. Desktop publishing established that computers could be used for producing enhanced lecture notes, and commercial presentation software made it possible to give lectures using anatomical and medical imaging, as well as animations. Concurrently, computer processing supported the deployment of medical imaging modalities, including computed tomography, magnetic resonance imaging, and ultrasound, that were subsequently integrated into anatomy instruction. Following its public birth in the mid-1990s, the World Wide Web became the ubiquitous multimedia networking technology underlying the conduct of contemporary education and research. Digital video, structural simulations, and mobile devices have been more recently applied to education. Progressive implementation of computer-based learning methods interacted with waves of ongoing curricular change, and such technologies have been deemed crucial for continuing medical education reforms, providing new challenges and opportunities for anatomical sciences educators. Anat Sci Educ 9: 583-602. © 2016 American Association of Anatomists. © 2016 American Association of Anatomists.

  13. Game On, Science - How Video Game Technology May Help Biologists Tackle Visualization Challenges

    PubMed Central

    Da Silva, Franck; Empereur-mot, Charly; Chavent, Matthieu; Baaden, Marc

    2013-01-01

    The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games. In the molecular sciences, only a small number of experts with specialized know-how are able to design interactive visualization applications, typically static computer programs that cannot easily be modified. Are there lessons to be learned from video games? Could their technology help us explore new molecular graphics ideas and render graphics developments accessible to non-specialists? This approach points to an extension of open computer programs, not only providing access to the source code, but also delivering an easily modifiable and extensible scientific research tool. In this work, we will explore these questions using the Unity3D game engine to develop and prototype a biological network and molecular visualization application for subsequent use in research or education. We have compared several routines to represent spheres and links between them, using either built-in Unity3D features or our own implementation. These developments resulted in a stand-alone viewer capable of displaying molecular structures, surfaces, animated electrostatic field lines and biological networks with powerful, artistic and illustrative rendering methods. We consider this work as a proof of principle demonstrating that the functionalities of classical viewers and more advanced novel features could be implemented in substantially less time and with less development effort. Our prototype is easily modifiable and extensible and may serve others as starting point and platform for their developments. A webserver example, standalone versions for MacOS X, Linux and Windows, source code, screen shots, videos and documentation are available at the address: http://unitymol.sourceforge.net/. PMID:23483961

  14. Game on, science - how video game technology may help biologists tackle visualization challenges.

    PubMed

    Lv, Zhihan; Tek, Alex; Da Silva, Franck; Empereur-mot, Charly; Chavent, Matthieu; Baaden, Marc

    2013-01-01

    The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games. In the molecular sciences, only a small number of experts with specialized know-how are able to design interactive visualization applications, typically static computer programs that cannot easily be modified. Are there lessons to be learned from video games? Could their technology help us explore new molecular graphics ideas and render graphics developments accessible to non-specialists? This approach points to an extension of open computer programs, not only providing access to the source code, but also delivering an easily modifiable and extensible scientific research tool. In this work, we will explore these questions using the Unity3D game engine to develop and prototype a biological network and molecular visualization application for subsequent use in research or education. We have compared several routines to represent spheres and links between them, using either built-in Unity3D features or our own implementation. These developments resulted in a stand-alone viewer capable of displaying molecular structures, surfaces, animated electrostatic field lines and biological networks with powerful, artistic and illustrative rendering methods. We consider this work as a proof of principle demonstrating that the functionalities of classical viewers and more advanced novel features could be implemented in substantially less time and with less development effort. Our prototype is easily modifiable and extensible and may serve others as starting point and platform for their developments. A webserver example, standalone versions for MacOS X, Linux and Windows, source code, screen shots, videos and documentation are available at the address: http://unitymol.sourceforge.net/.

  15. 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.

  16. Video Simulations to Develop Preservice Mathematics Teachers' Discourse Practices

    ERIC Educational Resources Information Center

    Amador, Julie M.

    2018-01-01

    The incorporation of video technology in teacher education programmes is increasingly prevalent, with teacher educators commonly using three traditional forms of videos: published video, preservice teachers' own videos and colleagues' videos. This study explored a fourth type of video, self-created scripted video simulations in which preservice…

  17. 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…

  18. The Video Curriculum.

    ERIC Educational Resources Information Center

    Ornstein, Allan C.

    1991-01-01

    Teachers must help integrate video technology into the curriculum so students can become critical video consumers. Teachers need assistance in determining how to enhance students' critical viewing and aesthetic and thinking skills related to a technology-dominated culture. They must encourage students to develop self-confidence in the modern video…

  19. ATM: The Key To Harnessing the Power of Networked Multimedia.

    ERIC Educational Resources Information Center

    Gross, Rod

    1996-01-01

    ATM (Asynchronous Transfer Mode) network technology handles the real-time continuous traffic flow necessary to support desktop multimedia applications. Describes network applications already used: desktop video collaboration, distance learning, and broadcasting video delivery. Examines the architecture of ATM technology, video delivery and sound…

  20. Including Students' Diverse Perspectives on Classroom Interactions into Video-Based Professional Development for Teachers

    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…

  1. 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…

  2. 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…

  3. 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…

  4. A Comparison of Mental Health Diagnoses Treated via Interactive Video and Face to Face in the Veterans Healthcare Administration.

    PubMed

    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.

  5. 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…

  6. Modelling Ecological Cognitive Rehabilitation Therapies for Building Virtual Environments in Brain Injury.

    PubMed

    Martínez-Moreno, J M; Sánchez-González, P; Luna, M; Roig, T; Tormos, J M; Gómez, E J

    2016-01-01

    Brain Injury (BI) has become one of the most common causes of neurological disability in developed countries. Cognitive disorders result in a loss of independence and patients' quality of life. Cognitive rehabilitation aims to promote patients' skills to achieve their highest degree of personal autonomy. New technologies such as virtual reality or interactive video allow developing rehabilitation therapies based on reproducible Activities of Daily Living (ADLs), increasing the ecological validity of the therapy. However, the lack of frameworks to formalize and represent the definition of this kind of therapies can be a barrier for widespread use of interactive virtual environments in clinical routine. To provide neuropsychologists with a methodology and an instrument to design and evaluate cognitive rehabilitation therapeutic interventions strategies based on ADLs performed in interactive virtual environments. The proposed methodology is used to model therapeutic interventions during virtual ADLs considering cognitive deficit, expected abnormal interactions and therapeutic hypotheses. It allows identifying abnormal behavioural patterns and designing interventions strategies in order to achieve errorless-based rehabilitation. An ADL case study ('buying bread') is defined according to the guidelines established by the ADL intervention model. This case study is developed, as a proof of principle, using interactive video technology and is used to assess the feasibility of the proposed methodology in the definition of therapeutic intervention procedures. The proposed methodology provides neuropsychologists with an instrument to design and evaluate ADL-based therapeutic intervention strategies, attending to solve actual limitation of virtual scenarios, to be use for ecological rehabilitation of cognitive deficit in daily clinical practice. The developed case study proves the potential of the methodology to design therapeutic interventions strategies; however our current work is devoted to designing more experiments in order to present more evidence about its values.

  7. SET Careers: An interactive science, engineering, and technology career education exhibit. Final report to the United States Department of Energy Science Museum Program

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

    Cole, P.R.

    1994-04-01

    The New York Hall of Science in collaboration with the Educational Film Center and the Consortium for Mathematics and its Applications developed and pilot tested a unique interactive, video-based/hypermedia series on energy related and other science and engineering careers for middle and junior high school students. The United States Department of Energy Science Museum Program supported the development of one energy-related career profile (Susan Fancy--mechanical engineer) and the development and printing of 100 copies of a career-related workbook. Additional funding from the National Science Foundation and the Sloan Foundation resulted in the development of 3 additional career profiles, a relatedmore » Data Base and Career Match Self Assessment for 16 careers, available both on screen and in print in this pilot phase. The SET CAREERS Exhibit is a video-based/hypermedia series which contains profiles of people working in Science, Engineering and Technology fields, interactive opportunities for users including interviews with profiled persons, opportunities to attempt work-related tasks through animated simulations, a Data Base of career-related information available both on-screen and in print, and a Career Match Self Assessment. The screen is in an attract loop mode, inviting visitors to interact with the exhibit. A menu of choices is provided so that users may begin by selecting a profiled person, choosing the Career Match Self Assessment or the Data Base. The Data Base is available in print if the user chooses that mode.« less

  8. Effectiveness of interactive, online games in learning neuroscience and students' perception of the games as learning tools. A pre-experimental study.

    PubMed

    Thompson, Marilyn E; Ford, Ruth; Webster, Andrew

    2011-01-01

    Neurological concepts applicable to a doctorate in occupational therapy are often challenging to comprehend, and students are required to demonstrate critical reasoning skills beyond simply recalling the information. To achieve this, various learning and teaching strategies are used, including the use of technology in the classroom. The availability of technology in academic settings has allowed for diverse and active teaching approaches. This includes videos, web-based instruction, and interactive online games. In this quantitative pre-experimental analysis, the learning and retention of neuroscience concepts by 30 occupational therapy doctoral students, who participated in an interactive online learning experience, were assessed. The results suggest that student use of these tools may enhance their learning of neuroscience. Furthermore, the students felt that the sites were appropriate, beneficial to them, and easy to use. Thus, the use of online, interactive neuroscience games may be effective in reinforcing lecture materials. This needs to be further assessed in a larger sample size.

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

    PubMed

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

    2011-06-01

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

  10. The Effect of Teachers' Professional Development in Video Technology on Mathematics and the English Language Learning of Preschoolers in a Rural Primary School in Pakistan

    ERIC Educational Resources Information Center

    Ikram, Hamid

    2016-01-01

    The purpose of this mixed methods study was to examine the effect of teachers' professional development in video technology (PBS & Sesame Street videos) on mathematics and the English language learning among nursery students in the rural area of Pakistan where it was impossible for students to experience watching videos for learning purposes.…

  11. 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…

  12. Maximizing ship-to-shore connections via telepresence technologies

    NASA Astrophysics Data System (ADS)

    Fundis, A. T.; Kelley, D. S.; Proskurowski, G.; Delaney, J. R.

    2012-12-01

    Live connections to offshore oceanographic research via telepresence technologies enable onshore scientists, students, and the public to observe and participate in active research as it is happening. As part of the ongoing construction effort of the NSF's Ocean Observatories Initiative's cabled network, the VISIONS'12 expedition included a wide breadth of activities to allow the public, students, and scientists to interact with a sea-going expedition. Here we describe our successes and lessons learned in engaging these onshore audiences through the various outreach efforts employed during the expedition including: 1) live high-resolution video and audio streams from the seafloor and ship; 2) live connections to science centers, aquaria, movie theaters, and undergraduate classrooms; 3) social media interactions; and 4) an onboard immersion experience for undergraduate and graduate students.

  13. Early Learning with Digital Media: A Naturalistic, Ethnographic Investigation of Children's Engagement with and Learning from Television and Digital Technology in Early Childhood

    ERIC Educational Resources Information Center

    Dugan, Therese E.

    2012-01-01

    Digital media is a broad concept that includes everything from movies to video games to websites. These media are cultural norms for young people, becoming part of their identity as they use and create content. In this dissertation I discuss the observed diversity of interactions that children from infancy through kindergarten have with digital…

  14. Plant biology: From on-campus to on-line development and implementation

    NASA Astrophysics Data System (ADS)

    Bradley, Lucy K.

    The lecture content of the Plant Biology class for non-majors was transformed from a traditional on-campus lecture to an asynchronous website that could be used both as a stand-alone course and as an adjunct to the on campus course sections. In addition, an interactive, on-line website with home laboratory experiments was developed and implemented by the Plant Biology Department in collaboration with design specialists from the Information Technology and Instructional Support Department of the Arizona State University. The 259-page lecture website included 134 interactive animations, as well as 11 videos. The lab website included 176 pages, with 187 graphics and 36 separate animations. Convenience was identified by most students as the key benefit of taking the course on-line. Website construction was rated highly by all of the students; however, website audio was problematic for 50% of them; video, for 71%. Students, staff, and faculty all agreed that to benefit fully from the website, adequate hardware, software, and internet connection speed were vital. Challenges with the web-based lab were either technological (inadequate equipment or skills), logistical (dissatisfaction with having to pick up home lab kits from campus), or motivational (student survey responses added to the growing literature that suggests that mature, focused, self-motivated students benefit more from distance learning).

  15. Scientific divulgation through the teaching of Astronomy and Mathematics

    NASA Astrophysics Data System (ADS)

    Silva, Alysson Wanderley Teixeira; de Macedo, Josué Antunes; Voelzke, Marcos Rincon

    2015-09-01

    This article presents an experience report of a workshop held at the State School Professor Plínio Ribeiro, who aimed to spread the use of interactive materials for teaching Astronomy and its relationship with Mathematics during the Forum Biotemas. Despite being part of the official documents, be present in the curricular proposals from several Brazilian states, and has contributed to the human and technological development, Astronomy is rarely taught adequately in basic education, with unsatisfactory results presented by students and teachers. In this sense was held a workshop planned for elementary education students called 'Astronomy and Mathematics: Learn to Observe the Sky With Other Eyes' involving several resources. The methodology consisted of awareness of those involved, presentation videos, using Stellarium software, application of Mathematics in Astronomy and discussions. Among the main results, can highlight students' interest in scientific matters, because when the study of the sciences takes place without interaction with natural and technological phenomena, a huge gap in the education of students occurs. In this sense, the use of different resources, as templates, observations, real and virtual experiments, animations, simulations, video lessons, can arouse the interest of students by conceptual content, differently from what happens when the study takes place using only conventional resources, with books and handouts.

  16. Space Operations Learning Center

    NASA Technical Reports Server (NTRS)

    Lui, Ben; Milner, Barbara; Binebrink, Dan; Kuok, Heng

    2012-01-01

    The Space Operations Learning Center (SOLC) is a tool that provides an online learning environment where students can learn science, technology, engineering, and mathematics (STEM) through a series of training modules. SOLC is also an effective media for NASA to showcase its contributions to the general public. SOLC is a Web-based environment with a learning platform for students to understand STEM through interactive modules in various engineering topics. SOLC is unique in its approach to develop learning materials to teach schoolaged students the basic concepts of space operations. SOLC utilizes the latest Web and software technologies to present this educational content in a fun and engaging way for all grade levels. SOLC uses animations, streaming video, cartoon characters, audio narration, interactive games and more to deliver educational concepts. The Web portal organizes all of these training modules in an easily accessible way for visitors worldwide. SOLC provides multiple training modules on various topics. At the time of this reporting, seven modules have been developed: Space Communication, Flight Dynamics, Information Processing, Mission Operations, Kids Zone 1, Kids Zone 2, and Save The Forest. For the first four modules, each contains three components: Flight Training, Flight License, and Fly It! Kids Zone 1 and 2 include a number of educational videos and games designed specifically for grades K-6. Save The Forest is a space operations mission with four simulations and activities to complete, optimized for new touch screen technology. The Kids Zone 1 module has recently been ported to Facebook to attract wider audience.

  17. 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.

  18. Development and evaluation of low cost game-based balance rehabilitation tool using the Microsoft Kinect sensor.

    PubMed

    Lange, Belinda; Chang, Chien-Yen; Suma, Evan; Newman, Bradley; Rizzo, Albert Skip; Bolas, Mark

    2011-01-01

    The use of the commercial video games as rehabilitation tools, such as the Nintendo WiiFit, has recently gained much interest in the physical therapy arena. Motion tracking controllers such as the Nintendo Wiimote are not sensitive enough to accurately measure performance in all components of balance. Additionally, users can figure out how to "cheat" inaccurate trackers by performing minimal movement (e.g. wrist twisting a Wiimote instead of a full arm swing). Physical rehabilitation requires accurate and appropriate tracking and feedback of performance. To this end, we are developing applications that leverage recent advances in commercial video game technology to provide full-body control of animated virtual characters. A key component of our approach is the use of newly available low cost depth sensing camera technology that provides markerless full-body tracking on a conventional PC. The aim of this research was to develop and assess an interactive game-based rehabilitation tool for balance training of adults with neurological injury.

  19. Video fingerprinting for copy identification: from research to industry applications

    NASA Astrophysics Data System (ADS)

    Lu, Jian

    2009-02-01

    Research that began a decade ago in video copy detection has developed into a technology known as "video fingerprinting". Today, video fingerprinting is an essential and enabling tool adopted by the industry for video content identification and management in online video distribution. This paper provides a comprehensive review of video fingerprinting technology and its applications in identifying, tracking, and managing copyrighted content on the Internet. The review includes a survey on video fingerprinting algorithms and some fundamental design considerations, such as robustness, discriminability, and compactness. It also discusses fingerprint matching algorithms, including complexity analysis, and approximation and optimization for fast fingerprint matching. On the application side, it provides an overview of a number of industry-driven applications that rely on video fingerprinting. Examples are given based on real-world systems and workflows to demonstrate applications in detecting and managing copyrighted content, and in monitoring and tracking video distribution on the Internet.

  20. Quo vadimus? The 21st Century and multimedia

    NASA Technical Reports Server (NTRS)

    Kuhn, Allan D.

    1991-01-01

    The concept is related of computer driven multimedia to the NASA Scientific and Technical Information Program (STIP). Multimedia is defined here as computer integration and output of text, animation, audio, video, and graphics. Multimedia is the stage of computer based information that allows access to experience. The concepts are also drawn in of hypermedia, intermedia, interactive multimedia, hypertext, imaging, cyberspace, and virtual reality. Examples of these technology developments are given for NASA, private industry, and academia. Examples of concurrent technology developments and implementations are given to show how these technologies, along with multimedia, have put us at the threshold of the 21st century. The STI Program sees multimedia as an opportunity for revolutionizing the way STI is managed.

  1. Initial utilization of the CVIRB video production facility

    NASA Technical Reports Server (NTRS)

    Parrish, Russell V.; Busquets, Anthony M.; Hogge, Thomas W.

    1987-01-01

    Video disk technology is one of the central themes of a technology demonstrator workstation being assembled as a man/machine interface for the Space Station Data Management Test Bed at Johnson Space Center. Langley Research Center personnel involved in the conception and implementation of this workstation have assembled a video production facility to allow production of video disk material for this propose. This paper documents the initial familiarization efforts in the field of video production for those personnel and that facility. Although the entire video disk production cycle was not operational for this initial effort, the production of a simulated disk on video tape did acquaint the personnel with the processes involved and with the operation of the hardware. Invaluable experience in storyboarding, script writing, audio and video recording, and audio and video editing was gained in the production process.

  2. Statistical Relational Learning (SRL) as an Enabling Technology for Data Acquisition and Data Fusion in Video

    DTIC Science & Technology

    2013-05-02

    REPORT Statistical Relational Learning ( SRL ) as an Enabling Technology for Data Acquisition and Data Fusion in Video 14. ABSTRACT 16. SECURITY...particular, it is important to reason about which portions of video require expensive analysis and storage. This project aims to make these...inferences using new and existing tools from Statistical Relational Learning ( SRL ). SRL is a recently emerging technology that enables the effective 1

  3. Strategies for Defining and Understanding Critical Technology Integration Terms

    ERIC Educational Resources Information Center

    Fagehi, Ahmed Yahya

    2013-01-01

    Educational technology scholars believe that teachers should understand how to effectively integrate technology in their teaching. This study identified key terms related to integrating technology in education and investigated the effectiveness of three online instructional strategies (Text-only, Text plus Video, and Text plus Video plus Question)…

  4. Factors Affecting Use of Telepresence Technology in a Global Technology Company

    ERIC Educational Resources Information Center

    Agnor, Robert Joseph

    2013-01-01

    Telepresence uses the latest video conferencing technology, with high definition video, surround sound audio, and specially constructed studios, to create a near face-to-face meeting experience. A Fortune 500 company which markets information technology has organizations distributed around the globe, and has extensive collaboration needs among…

  5. The Development of a Technology-Based Hierarchy to Assess Chronic Low Back Pain and Pain-Related Anxiety From a Fear-Avoidance Model.

    PubMed

    Springer, Kristen S; George, Steven Z; Robinson, Michael E

    2016-08-01

    Previous studies have not examined the assessment of chronic low back pain (CLBP) and pain-related anxiety from a fear avoidance model through the use of motion-capture software and virtual human technologies. The aim of this study was to develop and assess the psychometric properties of an interactive, technologically based hierarchy that can be used to assess patients with pain and pain-related anxiety. We enrolled 30 licensed physical therapists and 30 participants with CLBP. Participants rated 21 video clips of a 3-D animated character (avatar) engaging in activities that are typically feared by patients with CLBP. The results of the study indicate that physical therapists found the virtual hierarchy clips acceptable and depicted realistic patient experiences. Most participants with CLBP reported at least 1 video clip as being sufficiently anxiety-provoking for use clinically. Therefore, this study suggests a hierarchy of fears can be created out of 21 virtual patient video clips paving the way for future clinical use in patients with CLBP. This report describes the development of a computer-based virtual patient system for the assessment of back pain-related fear and anxiety. Results show that people with back pain as well as physical therapists found the avatar to be realistic, and the depictions of behavior anxiety- and fear-provoking. Copyright © 2016 American Pain Society. Published by Elsevier Inc. All rights reserved.

  6. [Thinking on the Training of Uniportal Video-assisted Thoracic Surgery].

    PubMed

    Zhu, Yuming; Jiang, Gening

    2018-04-20

    Recently, uniportal video-assisted thoracic surgery (VATS) has developed rapidly and has become the main theme of global surgical development. The specific, standardized and systematic training of this technology has become an important topic. Specific training in the uniportal VATS approach is crucial to ensure safety and radical treatment. Such training approach, including a direct interaction with experienced surgeons in high-volume centers, is crucial and represents an indispensable step. Another form of training that usually occurs after preceptorship is proctorship: an experienced mentor can be invited to a trainee's own center to provide specific on-site tutelage. Videos published online are commonly used as training material. Technology has allowed the use of different models of simulators for training. The most common model is the use of animal wet laboratory training. Other models, however, have been used mostrecently, such as the use of 3D and VR Technology, virtual reality simulators, and completely artificial models of the human thorax with synthetic lung, vessel, airway, and nodal tissues. A short-duration, high-volume, clinical immersion training, and a long term systematic training in high-volume centers are getting more and more attention. According to the evaluation of students' grading, a diversified training mode is adopted and the targeted training in accordance with different students helps to improve the training effect. We have done some work in systematic and standardized training of uniportal VATS in single center. We believe such training is feasible and absolutely necessary.

  7. Asynchronous Video Streaming vs. Synchronous Videoconferencing for Teaching a Pharmacogenetic Pharmacotherapy Course

    PubMed Central

    2007-01-01

    Objectives To compare students' performance and course evaluations for a pharmacogenetic pharmacotherapy course taught by synchronous videoconferencing method via the Internet and for the same course taught via asynchronous video streaming via the Internet. Methods In spring 2005, a pharmacogenetic therapy course was taught to 73 students located on Amarillo, Lubbock, and Dallas campuses using synchronous videoconferencing, and in spring 2006, to 78 students located on the same 3 campuses using asynchronous video streaming. A course evaluation was administered to each group at the end of the courses. Results Students in the asynchronous setting had final course grades of 89% ± 7% compared to the mean final course grade of 87% ± 7% in the synchronous group (p = 0.05). Regardless of which technology was used, average course grades did not differ significantly among the 3 campus sites. Significantly more of the students in the asynchronous setting agreed (57%) with the statement that they could read the lecture notes and absorb the content on their own without attending the class than students in the synchronous class (23%; chi-square test; p < 0.001). Conclusions Students in both asynchronous and synchronous settings performed well. However, students taught using asynchronous videotaped lectures had lower satisfaction with the method of content delivery, and preferred live interactive sessions or a mix of interactive sessions and asynchronous videos over delivery of content using the synchronous or asynchronous method alone. PMID:17429516

  8. Video chat technology to remotely quantify dietary, supplement and medication adherence in clinical trials.

    PubMed

    Peterson, Courtney M; Apolzan, John W; Wright, Courtney; Martin, Corby K

    2016-11-01

    We conducted two studies to test the validity, reliability, feasibility and acceptability of using video chat technology to quantify dietary and pill-taking (i.e. supplement and medication) adherence. In study 1, we investigated whether video chat technology can accurately quantify adherence to dietary and pill-taking interventions. Mock study participants ate food items and swallowed pills, while performing randomised scripted 'cheating' behaviours to mimic non-adherence. Monitoring was conducted in a cross-over design, with two monitors watching in-person and two watching remotely by Skype on a smartphone. For study 2, a twenty-two-item online survey was sent to a listserv with more than 20 000 unique email addresses of past and present study participants to assess the feasibility and acceptability of the technology. For the dietary adherence tests, monitors detected 86 % of non-adherent events (sensitivity) in-person v. 78 % of events via video chat monitoring (P=0·12), with comparable inter-rater agreement (0·88 v. 0·85; P=0·62). However, for pill-taking, non-adherence trended towards being more easily detected in-person than by video chat (77 v. 60 %; P=0·08), with non-significantly higher inter-rater agreement (0·85 v. 0·69; P=0·21). Survey results from study 2 (n 1076 respondents; ≥5 % response rate) indicated that 86·4 % of study participants had video chatting hardware, 73·3 % were comfortable using the technology and 79·8 % were willing to use it for clinical research. Given the capability of video chat technology to reduce participant burden and outperform other adherence monitoring methods such as dietary self-report and pill counts, video chatting is a novel and promising platform to quantify dietary and pill-taking adherence.

  9. Consumer-based technology for distribution of surgical videos for objective evaluation.

    PubMed

    Gonzalez, Ray; Martinez, Jose M; Lo Menzo, Emanuele; Iglesias, Alberto R; Ro, Charles Y; Madan, Atul K

    2012-08-01

    The Global Operative Assessment of Laparoscopic Skill (GOALS) is one validated metric utilized to grade laparoscopic skills and has been utilized to score recorded operative videos. To facilitate easier viewing of these recorded videos, we are developing novel techniques to enable surgeons to view these videos. The objective of this study is to determine the feasibility of utilizing widespread current consumer-based technology to assist in distributing appropriate videos for objective evaluation. Videos from residents were recorded via a direct connection from the camera processor via an S-video output via a cable into a hub to connect to a standard laptop computer via a universal serial bus (USB) port. A standard consumer-based video editing program was utilized to capture the video and record in appropriate format. We utilized mp4 format, and depending on the size of the file, the videos were scaled down (compressed), their format changed (using a standard video editing program), or sliced into multiple videos. Standard available consumer-based programs were utilized to convert the video into a more appropriate format for handheld personal digital assistants. In addition, the videos were uploaded to a social networking website and video sharing websites. Recorded cases of laparoscopic cholecystectomy in a porcine model were utilized. Compression was required for all formats. All formats were accessed from home computers, work computers, and iPhones without difficulty. Qualitative analyses by four surgeons demonstrated appropriate quality to grade for these formats. Our preliminary results show promise that, utilizing consumer-based technology, videos can be easily distributed to surgeons to grade via GOALS via various methods. Easy accessibility may help make evaluation of resident videos less complicated and cumbersome.

  10. High-Tech Terror: Al-Qaeda’s Use of New Technology

    DTIC Science & Technology

    2006-01-01

    jihadi movement’s use of email, chat rooms, online magazines, cell phone videos, CD-ROMs, and even video games look for immediate intelligence... VIDEO GAMES AND JIHAD Although counterterrorism analysts correctly focus on the ways in which jihadis employ new technologies to advance their...important to note that many video games available to youth in the West are equally or even more violent than the jihadi versions. Additionally, there is no

  11. Interactive Video Symposium: The Singer or the Song--An Extension of Clark's Media Research Discussion.

    ERIC Educational Resources Information Center

    Grabowski, Barbara L.

    An introduction to a symposium on interactive video, this brief paper announces that the symposium will continue the debate on whether media are simply delivery vehicles for instruction by considering the inherent properties of interactive video and its impact on achievement, including the way in which the properties of this medium both dictate…

  12. The Interactive Candidate Assessment Tool: A New Way to Interview Residents.

    PubMed

    Platt, Michael P; Akhtar-Khavari, Vafa; Ortega, Rafael; Schneider, Jeffrey I; Fineberg, Tabitha; Grundfast, Kenneth M

    2017-06-01

    The purpose of the residency interview is to determine the extent to which a well-qualified applicant is a good fit with a residency program. However, questions asked during residency interviews tend to be standard and repetitive, and they may not elicit information that best differentiates one applicant from another. The iCAT (interactive Candidate Assessment Tool) is a novel interview instrument that allows both interviewers and interviewees to learn about each other in a meaningful way. The iCAT uses a tablet computer to enable the candidate to select questions from an array of video and nonvideo vignettes. Vignettes include recorded videos regarding some aspect of the program, while other icons include questions within recognizable categories. Postinterview surveys demonstrated advantages over traditional interview methods, with 93% agreeing that it was an innovative and effective tool for conducting residency program interviews. The iCAT for residency interviews is a technological advancement that facilitates in-depth candidate assessment.

  13. Intramedium Interaction and the Third-Person Effect: How Partisans Respond to YouTube Ads and Comments.

    PubMed

    Veenstra, Aaron S; Park, Chang Sup; Lyons, Benjamin A; Kang, Cheeyoun Stephanie; Iyer, Narayanan

    2015-07-01

    As digital media technologies have evolved and become more powerful, the prevalence of mixed-media content-that is, content that mixes multiple media such as text and video-has increased considerably. Perhaps nowhere is this more apparent than YouTube, now the Web's third most trafficked site. YouTube provides for video sharing in an environment otherwise dominated by textual titles, descriptions, and comments. As such, it is an ideal venue in which to examine the impact of intramedium interaction on message evaluation. This study uses a survey experiment to test first-person and third-person evaluations of campaign ads from the Obama and Romney campaigns, and the comments posted about them on YouTube, using two real ads and one set of fake comments. Findings suggest that partisan perceptions of the manipulated ads transfer to the constant comments, and that the contextual cue of the YouTube environment reciprocally impacts partisan evaluation of the ads themselves.

  14. The psychosocial impacts of multimedia biographies on persons with cognitive impairments.

    PubMed

    Damianakis, Thecla; Crete-Nishihata, Masashi; Smith, Karen L; Baecker, Ronald M; Marziali, Elsa

    2010-02-01

    The purpose of this feasibility pilot project was to observe Alzheimer's disease (AD) and mild cognitive impairment (MCI) patients' responses to personalized multimedia biographies (MBs). We developed a procedure for using digital video technology to construct DVD-based MBs of persons with AD or MCI, documented their responses to observing their MBs, and evaluated the psychosocial benefits. An interdisciplinary team consisting of multimedia biographers and social workers interviewed 12 family members of persons with AD and MCI and collected archival materials to best capture the families' and patients' life histories. We filmed patients' responses to watching the MBs and conducted follow-up interviews with the families and patients at 3 and 6 months following the initial viewing. Qualitative analytic strategies were used for extracting themes and key issues identified in both the filmed and the interview response data. Analysis of the interview and video data showed how evoked long-term memories stimulated reminiscing, brought mostly joy but occasionally moments of sadness to the persons with cognitive impairments, aided family members in remembering and better understanding their loved ones, and stimulated social interactions with family members and with formal caregivers. This study demonstrates the feasibility of using readily available digital video technology to produce MBs that hold special meaning for individuals experiencing AD or MCI and their families.

  15. Stereo-Optic High Definition Imaging: A New Technology to Understand Bird and Bat Avoidance of Wind Turbines

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

    Adams, Evan; Goodale, Wing; Burns, Steve

    There is a critical need to develop monitoring tools to track aerofauna (birds and bats) in three dimensions around wind turbines. New monitoring systems will reduce permitting uncertainty by increasing the understanding of how birds and bats are interacting with wind turbines, which will improve the accuracy of impact predictions. Biodiversity Research Institute (BRI), The University of Maine Orono School of Computing and Information Science (UMaine SCIS), HiDef Aerial Surveying Limited (HiDef), and SunEdison, Inc. (formerly First Wind) responded to this need by using stereo-optic cameras with near-infrared (nIR) technology to investigate new methods for documenting aerofauna behavior around windmore » turbines. The stereo-optic camera system used two synchronized high-definition video cameras with fisheye lenses and processing software that detected moving objects, which could be identified in post-processing. The stereo- optic imaging system offered the ability to extract 3-D position information from pairs of images captured from different viewpoints. Fisheye lenses allowed for a greater field of view, but required more complex image rectification to contend with fisheye distortion. The ability to obtain 3-D positions provided crucial data on the trajectory (speed and direction) of a target, which, when the technology is fully developed, will provide data on how animals are responding to and interacting with wind turbines. This project was focused on testing the performance of the camera system, improving video review processing time, advancing the 3-D tracking technology, and moving the system from Technology Readiness Level 4 to 5. To achieve these objectives, we determined the size and distance at which aerofauna (particularly eagles) could be detected and identified, created efficient data management systems, improved the video post-processing viewer, and attempted refinement of 3-D modeling with respect to fisheye lenses. The 29-megapixel camera system successfully captured 16,173 five-minute video segments in the field. During nighttime field trials using nIR, we found that bat-sized objects could not be detected more than 60 m from the camera system. This led to a decision to focus research efforts exclusively on daytime monitoring and to redirect resources towards improving the video post- processing viewer. We redesigned the bird event post-processing viewer, which substantially decreased the review time necessary to detect and identify flying objects. During daytime field trials, we determine that eagles could be detected up to 500 m away using the fisheye wide-angle lenses, and eagle-sized targets could be identified to species within 350 m of the camera system. We used distance sampling survey methods to describe the probability of detecting and identifying eagles and other aerofauna as a function of distance from the system. The previously developed 3-D algorithm for object isolation and tracking was tested, but the image rectification (flattening) required to obtain accurate distance measurements with fish-eye lenses was determined to be insufficient for distant eagles. We used MATLAB and OpenCV to improve fisheye lens rectification towards the center of the image, but accurate measurements towards the image corners could not be achieved. We believe that changing the fisheye lens to rectilinear lens would greatly improve position estimation, but doing so would result in a decrease in viewing angle and depth of field. Finally, we generated simplified shape profiles of birds to look for similarities between unknown animals and known species. With further development, this method could provide a mechanism for filtering large numbers of shapes to reduce data storage and processing. These advancements further refined the camera system and brought this new technology closer to market. Once commercialized, the stereo-optic camera system technology could be used to: a) research how different species interact with wind turbines in order to refine collision risk models and inform mitigation solutions; and b) monitor aerofauna interactions with terrestrial and offshore wind farms replacing costly human observers and allowing for long-term monitoring in the offshore environment. The camera system will provide developers and regulators with data on the risk that wind turbines present to aerofauna, which will reduce uncertainty in the environmental permitting process.« less

  16. Enhancing Mother Infant Interactions through Video Feedback Enabled Interventions in Women with Schizophrenia: A Single Subject Research Design Study.

    PubMed

    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.

  17. HDTV versus electronic cinema

    NASA Astrophysics Data System (ADS)

    Tinker, Michael

    1998-12-01

    We are on the brink of transforming the movie theatre with electronic cinema. Technologies are converging to make true electronic cinema, with a 'film look,' possible for the first time. In order to realize the possibilities, we must leverage current technologies in video compression, electronic projection, digital storage, and digital networks. All these technologies have only recently improved sufficiently to make their use in the electronic cinema worthwhile. Video compression, such as MPEG-2, is designed to overcome the limitations of video, primarily limited bandwidth. As a result, although HDTV offers a serious challenge to film-based cinema, it falls short in a number of areas, such as color depth. Freed from the constraints of video transmission, and using the recently improved technologies available, electronic cinema can move beyond video; Although movies will have to be compressed for some time, what is needed is a concept of 'cinema compression,' rather than video compression. Electronic cinema will open up vast new possibilities for viewing experiences at the theater, while at the same time offering up the potential for new economies in the movie industry.

  18. Remote health coaching for interactive exercise with older adults in a home environment.

    PubMed

    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.

  19. Acceptability of instructional videos.

    PubMed

    Rayyan, Mohammad; Elagra, Marwa; Alfataftah, Nida; Alammar, Amirah

    2017-08-01

    Over the past few decades, instructional videos have been incorporated as important tools in the dental classroom setting. This study aimed to investigate the acceptability of video demonstrations in comparison with live broadcasting and with the traditional face-to-face demonstrations in preclinical fixed prosthodontic classes. A group of dental students who have been exposed to three different methods of delivering practical demonstrations - face-to-face demonstrations, live broadcasting and recorded instructional videos - were included in the study. Preferences regarding these three methods were investigated using a questionnaire comprising a number of closed- and open-ended questions. Descriptive statistics were used to analyse the survey data using spss software. Survey comments were summarised and coded into categories. A total of 163 questionnaires were distributed, and 145 responses were returned (a response rate of 89%). Ninety-two students (63%) considered the recorded video demonstrations to be the most convenient. Moreover, ninety-seven students (67%) found live demonstrations to be the least convenient. The majority of students either agreed (67 students) or strongly agreed (60 students) that watching the video before the session made it easier for them to perform the procedure in the lab. Recorded instructional videos were the preferred method of delivering practical demonstrations for students in the preclinical courses of fixed prosthodontics. Instructors must focus on using the technological aids to increase their positive interaction with students. Instructional videos have been incorporated as important tools in the dental classroom setting. © 2016 John Wiley & Sons Ltd and The Association for the Study of Medical Education.

  20. Computers in mathematics: teacher-inservice training at a distance

    NASA Astrophysics Data System (ADS)

    Friedman, Edward A.; Jurkat, M. P.

    1993-01-01

    While research and experience show many advantages for incorporation of computer technology into secondary school mathematics instruction, less than 5 percent of the nation's teachers are actively using computers in their classrooms. This is the case even though mathematics teachers in grades 7 - 12 are often familiar with computer technology and have computers available to them in their schools. The implementation bottleneck is in-service teacher training and there are few models of effective implementation available for teachers to emulate. Stevens Institute of Technology has been active since 1988 in research and development efforts to incorporate computers into classroom use. We have found that teachers need to see examples of classroom experience with hardware and software and they need to have assistance as they experiment with applications of software and the development of lesson plans. High-band width technology can greatly facilitate teacher training in this area through transmission of video documentaries, software discussions, teleconferencing, peer interactions, classroom observations, etc. We discuss the experience that Stevens has had with face-to-face teacher training as well as with satellite-based teleconferencing using one-way video and two- way audio. Included are reviews of analyses of this project by researchers from Educational Testing Service, Princeton University, and Bank Street School of Education.

  1. HybridPLAY: A New Technology to Foster Outdoors Physical Activity, Verbal Communication and Teamwork.

    PubMed

    Díaz, Diego José; Boj, Clara; Portalés, Cristina

    2016-04-23

    This paper presents HybridPLAY, a novel technology composed of a sensor and mobile-based video games that transforms urban playgrounds into game scenarios. With this technology we aim to stimulate physical activity and playful learning by creating an entertaining environment in which users can actively participate and collaborate. HybridPLAY is different from other existing technologies that enhance playgrounds, as it is not integrated in them but can be attached to the different elements of the playgrounds, making its use more ubiquitous (i.e., not restricted to the playgrounds). HybridPLAY was born in 2007 as an artistic concept, and evolved after different phases of research and testing by almost 2000 users around the world (in workshops, artistic events, conferences, etc.). Here, we present the temporal evolution of HybridPLAY with the different versions of the sensors and the video games, and a detailed technical description of the sensors and the way interactions are produced. We also present the outcomes after the evaluation by users at different events and workshops. We believe that HybridPLAY has great potential to contribute to increased physical activity in kids, and also to improve the learning process and monitoring at school centres by letting users create the content of the apps, leading to new narratives and fostering creativity.

  2. HybridPLAY: A New Technology to Foster Outdoors Physical Activity, Verbal Communication and Teamwork

    PubMed Central

    Díaz, Diego José; Boj, Clara; Portalés, Cristina

    2016-01-01

    This paper presents HybridPLAY, a novel technology composed of a sensor and mobile-based video games that transforms urban playgrounds into game scenarios. With this technology we aim to stimulate physical activity and playful learning by creating an entertaining environment in which users can actively participate and collaborate. HybridPLAY is different from other existing technologies that enhance playgrounds, as it is not integrated in them but can be attached to the different elements of the playgrounds, making its use more ubiquitous (i.e., not restricted to the playgrounds). HybridPLAY was born in 2007 as an artistic concept, and evolved after different phases of research and testing by almost 2000 users around the world (in workshops, artistic events, conferences, etc.). Here, we present the temporal evolution of HybridPLAY with the different versions of the sensors and the video games, and a detailed technical description of the sensors and the way interactions are produced. We also present the outcomes after the evaluation by users at different events and workshops. We believe that HybridPLAY has great potential to contribute to increased physical activity in kids, and also to improve the learning process and monitoring at school centres by letting users create the content of the apps, leading to new narratives and fostering creativity. PMID:27120601

  3. U.S. Initiatives to Promote Global Internet Freedom: Issues, Policy, and Technology

    DTIC Science & Technology

    2010-03-17

    video sharing sites, and other tools of today’s communications technology has proven to be an unprecedented and often disruptive force in some closed...using newer tools, such as blogs, social networks, video sharing sites, and other aspects of today’s communications technology to express their...Iranians sent VOA over 300 videos a day, along with thousands of still pictures, e-mails, and telephone calls to the agency.2 A variety of control

  4. Emotional climate of a pre-service science teacher education class in Bhutan

    NASA Astrophysics Data System (ADS)

    Rinchen, Sonam; Ritchie, Stephen M.; Bellocchi, Alberto

    2016-09-01

    This study explored pre-service secondary science teachers' perceptions of classroom emotional climate in the context of the Bhutanese macro-social policy of Gross National Happiness. Drawing upon sociological perspectives of human emotions and using Interaction Ritual Theory this study investigated how pre-service science teachers may be supported in their professional development. It was a multi-method study involving video and audio recordings of teaching episodes supported by interviews and the researcher's diary. Students also registered their perceptions of the emotional climate of their classroom at 3-minute intervals using audience response technology. In this way, emotional events were identified for video analysis. The findings of this study highlighted that the activities pre-service teachers engaged in matter to them. Positive emotional climate was identified in activities involving students' presentations using video clips and models, coteaching, and interactive whole class discussions. Decreases in emotional climate were identified during formal lectures and when unprepared presenters led presentations. Emotions such as frustration and disappointment characterized classes with negative emotional climate. The enabling conditions to sustain a positive emotional climate are identified. Implications for sustaining macro-social policy about Gross National Happiness are considered in light of the climate that develops in science teacher education classes.

  5. Implementation and Analysis of Real-Time Streaming Protocols.

    PubMed

    Santos-González, Iván; Rivero-García, Alexandra; Molina-Gil, Jezabel; Caballero-Gil, Pino

    2017-04-12

    Communication media have become the primary way of interaction thanks to the discovery and innovation of many new technologies. One of the most widely used communication systems today is video streaming, which is constantly evolving. Such communications are a good alternative to face-to-face meetings, and are therefore very useful for coping with many problems caused by distance. However, they suffer from different issues such as bandwidth limitation, network congestion, energy efficiency, cost, reliability and connectivity. Hence, the quality of service and the quality of experience are considered the two most important issues for this type of communication. This work presents a complete comparative study of two of the most used protocols of video streaming, Real Time Streaming Protocol (RTSP) and the Web Real-Time Communication (WebRTC). In addition, this paper proposes two new mobile applications that implement those protocols in Android whose objective is to know how they are influenced by the aspects that most affect the streaming quality of service, which are the connection establishment time and the stream reception time. The new video streaming applications are also compared with the most popular video streaming applications for Android, and the experimental results of the analysis show that the developed WebRTC implementation improves the performance of the most popular video streaming applications with respect to the stream packet delay.

  6. Turning Lemons into Lemonade: Teaching Assistive Technology through Wikis and Embedded Video

    ERIC Educational Resources Information Center

    Dreon, Oliver, Jr.; Dietrich, Nanette I.

    2009-01-01

    The authors teach instructional technology courses to pre-service teachers at Millersville University of Pennsylvania. The focus of the instructional technology courses is on the authentic use of instructional and assistive technology in the K-12 classroom. In this article, the authors describe how they utilize streaming videos in an educational…

  7. Interactive Video-Cassette Feasibility Study. Formative Evaluation Report on 'Signals.' I.E.T. Paper on Broadcasting No. 226.

    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;…

  8. An innovative textbook: design and implementation.

    PubMed

    Ortega, Rafael; Akhtar-Khavari, Vafa; Barash, Paul; Sharar, Sam; Stock, M Christine

    2017-12-01

    The 'flipped classroom' instructional strategy has gained much momentum in educational discourse, yet no single educational offering exists in postgraduate medical education (PME) to systematically replace the lecture element of didactic sessions. This article describes the design and implementation of Clinical Anesthesia Fundamentals, the first known textbook in PME addressing this gap in resources through the integration of full-length interactive multimedia-enhanced video lectures. The 'flipped classroom' instructional strategy has gained much momentum in educational discourse INNOVATION: The textbook was developed in alignment with the content outline for the specialty provided by the American Board of Anesthesiology. Its accompanying video lectures, produced at the Media Lab in the Department of Anesthesiology at Boston University Medical Center (BUMC), cover the topics in each chapter of the textbook and include review questions featuring explanatory feedback. Following a 5-month trial period at the BUMC Anesthesiology Residency Program, the complete resident class (25 of 25; 100%) participated in an anonymous, Institutional Review Board (IRB) -approved, five-point Likert-type scale survey assessing an underlying variable of preference for the use of multimedia learning tools. Survey results suggest that residents favour technology-enhanced learning environments in which textbooks are coupled with interactive multimedia, and the 'flipped classroom' approach is employed. Although the development of digital videos requires time and financial investment, the improved accessibility and uniform delivery of didactic content are two positive outcomes. This textbook provides an example for educators wishing to learn how to capitalise on advances in technology to further enhance learning and accessibility. Further studies could address the impact of this approach on the academic performance of residents. © 2016 John Wiley & Sons Ltd and The Association for the Study of Medical Education.

  9. Virtual Interactive Presence in Global Surgical Education: International Collaboration Through Augmented Reality.

    PubMed

    Davis, Matthew Christopher; Can, Dang D; Pindrik, Jonathan; Rocque, Brandon G; Johnston, James M

    2016-02-01

    Technology allowing a remote, experienced surgeon to provide real-time guidance to local surgeons has great potential for training and capacity building in medical centers worldwide. Virtual interactive presence and augmented reality (VIPAR), an iPad-based tool, allows surgeons to provide long-distance, virtual assistance wherever a wireless internet connection is available. Local and remote surgeons view a composite image of video feeds at each station, allowing for intraoperative telecollaboration in real time. Local and remote stations were established in Ho Chi Minh City, Vietnam, and Birmingham, Alabama, as part of ongoing neurosurgical collaboration. Endoscopic third ventriculostomy with choroid plexus coagulation with VIPAR was used for subjective and objective evaluation of system performance. VIPAR allowed both surgeons to engage in complex visual and verbal communication during the procedure. Analysis of 5 video clips revealed video delay of 237 milliseconds (range, 93-391 milliseconds) relative to the audio signal. Excellent image resolution allowed the remote neurosurgeon to visualize all critical anatomy. The remote neurosurgeon could gesture to structures with no detectable difference in accuracy between stations, allowing for submillimeter precision. Fifteen endoscopic third ventriculostomy with choroid plexus coagulation procedures have been performed with the use of VIPAR between Vietnam and the United States, with no significant complications. 80% of these patients remain shunt-free. Evolving technologies that allow long-distance, intraoperative guidance, and knowledge transfer hold great potential for highly efficient international neurosurgical education. VIPAR is one example of an inexpensive, scalable platform for increasing global neurosurgical capacity. Efforts to create a network of Vietnamese neurosurgeons who use VIPAR for collaboration are underway. Copyright © 2016 Elsevier Inc. All rights reserved.

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

    PubMed

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

    1995-01-01

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

  11. Best Practices in Using Video Technology to Promote Second Language Acquisition

    ERIC Educational Resources Information Center

    McNulty, Anastassia; Lazarevic, Bojan

    2012-01-01

    Inclusion of technology in the process of second language acquisition has always been a priority for both teachers and theoreticians. This paper reviews the current trends in using video-based language instruction in K-12 educational settings. Although it has been demonstrated for many years that the use of video as an instructional medium…

  12. Writing/Thinking in Real Time: Digital Video and Corpus Query Analysis

    ERIC Educational Resources Information Center

    Park, Kwanghyun; Kinginger, Celeste

    2010-01-01

    The advance of digital video technology in the past two decades facilitates empirical investigation of learning in real time. The focus of this paper is the combined use of real-time digital video and a networked linguistic corpus for exploring the ways in which these technologies enhance our capability to investigate the cognitive process of…

  13. Community of Inquiry and Video in Higher Education: Engaging Students Online

    ERIC Educational Resources Information Center

    Conrad, Oliver

    2015-01-01

    The purpose of this literature review was to explore how video technology can be effectively used in an online classroom setting. The author found and cited online journals with information about the Community of Inquiry (CoI) framework. He further explored specific sources that could give readers an idea how online video technology can affect…

  14. The Video Game Debate--Bad for Behaviour, Good for Learning? Lessons in Learning

    ERIC Educational Resources Information Center

    Canadian Council on Learning, 2009

    2009-01-01

    In 2001, the Canadian Education Association concluded that "technology has become an accepted fact of life and education." Nearly a decade later, digital technologies continue to evolve rapidly and video games are no exception. While the popularity of video games among children is undeniable, the debate about the risks and benefits of…

  15. Evaluation of Online Video Usage and Learning Satisfaction: An Extension of the Technology Acceptance Model

    ERIC Educational Resources Information Center

    Nagy, Judit T.

    2018-01-01

    The aim of the study was to examine the determining factors of students' video usage and their learning satisfaction relating to the supplementary application of educational videos, accessible in a Moodle environment in a Business Mathematics Course. The research model is based on the extension of "Technology Acceptance Model" (TAM), in…

  16. Exploring Physics Students' Engagement with Online Instructional Videos in an Introductory Mechanics Course

    ERIC Educational Resources Information Center

    Lin, Shih-Yin; Aiken, John M.; Seaton, Daniel T.; Douglas, Scott S.; Greco, Edwin F.; Thoms, Brian D.; Schatz, Michael F.

    2017-01-01

    The advent of new educational technologies has stimulated interest in using online videos to deliver content in university courses. We examined student engagement with 78 online videos that we created and were incorporated into a one-semester flipped introductory mechanics course at the Georgia Institute of Technology. We found that students were…

  17. 76 FR 11462 - Consumer and Governmental Affairs Bureau Seeks Comment on Application of New and Emerging...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-03-02

    ... Affairs Bureau Seeks Comment on Application of New and Emerging Technologies for Video Relay Service Use... seeks comment regarding new and emerging technologies that may be used to access Video Relay Service... Video Relay Service Use, Public Notice, document DA 11-317, released on February 17, 2011, in CG Docket...

  18. YouTube Video Project: A "Cool" Way to Learn Communication Ethics

    ERIC Educational Resources Information Center

    Lehman, Carol M.; DuFrene, Debbie D.; Lehman, Mark W.

    2010-01-01

    The millennial generation embraces new technologies as a natural way of accessing and exchanging information, staying connected, and having fun. YouTube, a video-sharing site that allows users to upload, view, and share video clips, is among the latest "cool" technologies for enjoying quick laughs, employing a wide variety of corporate activities,…

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

    PubMed

    Hinck, Glori; Bergmann, Thomas F

    2013-01-01

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

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

    PubMed Central

    Hinck, Glori; Bergmann, Thomas F.

    2013-01-01

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

  1. Desktop Video Productions. ICEM Guidelines Publications No. 6.

    ERIC Educational Resources Information Center

    Taufour, P. A.

    Desktop video consists of integrating the processing of the video signal in a microcomputer. This definition implies that desktop video can take multiple forms such as virtual editing or digital video. Desktop video, which does not imply any particular technology, has been approached in different ways in different technical fields. It remains a…

  2. Researching the acceptability of using Skype to provide Speech and Language Therapy

    PubMed Central

    Matthews, Rebecca Alison; Woll, Bencie; Clarke, Mike

    2012-01-01

    In the current economic climate, whilst the demand for health services, including Speech and Language Therapy (SLT) continues to rise, there is pressure to reduce health service budgets, Tele-technology—the use of tele-communication technology to link patient and clinician remotely—could potentially provide a solution to meeting the demand for SLT with reduced resources. However, only a few SLT services in the United Kingdom (UK) have reported on using tele-technology to provide their service (Howell, Tripoliti and Pring, 2009; Styles, 2008; McCullough, 2001; Katsavarus, 2001). In 2002 the American Speech and Hearing Association (ASHA) surveyed its members on their experience and views of using tele-technology and specifically video-conferencing to provide an SLT service. The analysis of the responses identified five areas of concern—lack of professional guidelines, limited evidence of clinical efficacy, disruption and problems managing the technology, change in the interaction and loss of rapport as well as anticipated, additional costs to provide the service. The study reported here set up an SLT service using the desktop videoconferencing system, Skype, in an independent SLT practice based in the UK. Data were collected to evaluate the acceptability of the clinical sessions, the technology, the quality of interaction and costs of an SLT service using Skype. Eleven participants aged between 7 and 14 years with varying therapy needs took part. Each received a mix of face-to-face (F2F) and Skype SLT over the ten session trial period. Data were collected for every session using a report card; adults supporting the children were asked for their views using a questionnaire at the beginning and end of the trial; the child participants were interviewed after the trial period was over; one F2F and one Skype session was video recorded for each participant; work activity was recorded along with identifiable costs of F2F and Skype SLT sessions. A total of 110 session report cards, 24 questionnaires, 10 interviews and 16 hours of video recording were analysed. The responses from interviews and questionnaires were compared with the discourse analysis of the session video recordings and session report cards. A greater percentage of goals were completed in the Skype sessions. Whilst there were breaks in internet connection, this did not reduce the number of goals achieved. The ratio of turn moves and utterance functions were the same for therapist and child in both session formats; the only difference identified was the increased use of requests for objects/action in the F2F session. The discourse analysis supported the participant observations that the children worked harder and focused better in the Skype sessions. The presence of clarifications and the reduced numbers of interruptions were in line with other research observations that the speakers were able to judge the mood of the conversation partner in remote interaction. Costs of Skype SLT were lower than equivalent F2F sessions. The combination of positive findings suggests that Skype SLT sessions are potentially acceptable and are likely to have a useful role to play in service provision.

  3. Augmented reality and photogrammetry: A synergy to visualize physical and virtual city environments

    NASA Astrophysics Data System (ADS)

    Portalés, Cristina; Lerma, José Luis; Navarro, Santiago

    2010-01-01

    Close-range photogrammetry is based on the acquisition of imagery to make accurate measurements and, eventually, three-dimensional (3D) photo-realistic models. These models are a photogrammetric product per se. They are usually integrated into virtual reality scenarios where additional data such as sound, text or video can be introduced, leading to multimedia virtual environments. These environments allow users both to navigate and interact on different platforms such as desktop PCs, laptops and small hand-held devices (mobile phones or PDAs). In very recent years, a new technology derived from virtual reality has emerged: Augmented Reality (AR), which is based on mixing real and virtual environments to boost human interactions and real-life navigations. The synergy of AR and photogrammetry opens up new possibilities in the field of 3D data visualization, navigation and interaction far beyond the traditional static navigation and interaction in front of a computer screen. In this paper we introduce a low-cost outdoor mobile AR application to integrate buildings of different urban spaces. High-accuracy 3D photo-models derived from close-range photogrammetry are integrated in real (physical) urban worlds. The augmented environment that is presented herein requires for visualization a see-through video head mounted display (HMD), whereas user's movement navigation is achieved in the real world with the help of an inertial navigation sensor. After introducing the basics of AR technology, the paper will deal with real-time orientation and tracking in combined physical and virtual city environments, merging close-range photogrammetry and AR. There are, however, some software and complex issues, which are discussed in the paper.

  4. 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…

  5. 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…

  6. CD-I and Full Motion Video.

    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.…

  7. 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…

  8. 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…

  9. A comparison of distance education instructional methods in occupational therapy.

    PubMed

    Jedlicka, Janet S; Brown, Sarah W; Bunch, Ashley E; Jaffe, Lynn E

    2002-01-01

    The progression of technology is rapidly bringing new opportunities to students and academic institutions, resulting in a need for additional information to determine the most effective strategies for teaching distance learners. The purpose of this study was to compare the effectiveness of three instructional strategies (two-way interactive video and audio, chat rooms, and independent learning) and student preferences regarding instructional methods in a mental health programming distance learning course. Precourse and postcourse surveys were completed by 22 occupational therapy students enrolled in the course. Effectiveness of the teaching methods was determined based on the results of students' examinations. The findings indicated that there were no statistically significant differences in student performance on multiple-choice examinations using the three instructional methods. Of students, 77% indicated a preference for two-way interactive video and audio instruction. To provide effective education via distance learning methods, faculty members need to structure assignments that facilitate interaction and communication among learners. As distance education becomes more commonplace, it is important to identify the methods of instruction that are the most effective in delivering essential course content and the methods that provide the atmosphere most conducive to learning.

  10. Interactive educational simulators in diabetes care.

    PubMed

    Lehmann, E D

    1997-01-01

    Since the Diabetes Control and Complications Trial demonstrated the substantial benefits of tight glycaemic control there has been renewed interest in the application of information technology (IT) based techniques for improving the day-to-day care of patients with diabetes mellitus. Computer-based educational approaches have a great deal of potential for patients use, and may offer a means of training more health-care professionals to deliver such improved care. In this article the potential role of IT in diabetes education is reviewed, focusing in particular on the application of compartmental models in both computer-based interactive simulators and educational video games. Close attention is devoted to practical applications-available today-for use by patients, their relatives, students and health-care professionals. The novel features and potential benefits of such methodologies are highlighted and some of the limitations of currently available software are discussed. The need for improved graphical user interfaces, and for further efforts to evaluate such programs and demonstrate an educational benefit from their use are identified as hurdles to their more widespread application. The review concludes with a look to the future and the type of modelling features which should be provided in the next generation of interactive diabetes simulators and educational video games.

  11. Collective Behaviour in Video Viewing: A Thermodynamic Analysis of Gaze Position.

    PubMed

    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.

  12. Industrial-Strength Streaming Video.

    ERIC Educational Resources Information Center

    Avgerakis, George; Waring, Becky

    1997-01-01

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

  13. Building a Conversation: Preservice Teachers' Use of Video as Data for Making Evidence Based Arguments About Practice

    ERIC Educational Resources Information Center

    McDonald, Scott

    2010-01-01

    For decades teacher educators have used video to support developing preservice teachers, but new technologies open the possibility of a much more dynamic and real-time use for video of teaching. This article describes an initial attempt to leverage these technologies to develop a teacher learning community focused on evidence-based arguments about…

  14. Can You Tube It? Providing Chemistry Teachers with Technological Tools and Enhancing Their Self-Efficacy Beliefs

    ERIC Educational Resources Information Center

    Blonder, Ron; Jonatan, Moshe; Bar-Dov, Ziva; Benny, Naama; Rap, Shelley; Sakhnini, Sohair

    2013-01-01

    The goal of this research was to examine the change in the skills, Technological Pedagogical Content Knowledge (TPACK) and self-efficacy beliefs of chemistry teachers regarding video editing and using YouTube videos in high-school chemistry lessons, as a result of a professional development program that focused on editing YouTube videos and the…

  15. IRIS Connect: Developing Classroom Dialogue and Formative Feedback through Collective Video Reflection. Evaluation Report and Executive Summary

    ERIC Educational Resources Information Center

    Davies, Peter; Perry, Tom; Kirkman, John

    2017-01-01

    IRIS is designed to improve primary school teachers' use of dialogue and feedback through using video technology for collaborative teacher development with a view to improving academic outcomes for pupils. It is based around a video technology system (IRIS Connect) which enables teachers to record, edit, and comment on teaching and learning. In…

  16. The Use of Video-Tacheometric Technology for Documenting and Analysing Geometric Features of Objects

    NASA Astrophysics Data System (ADS)

    Woźniak, Marek; Świerczyńska, Ewa; Jastrzębski, Sławomir

    2015-12-01

    This paper analyzes selected aspects of the use of video-tacheometric technology for inventorying and documenting geometric features of objects. Data was collected with the use of the video-tacheometer Topcon Image Station IS-3 and the professional camera Canon EOS 5D Mark II. During the field work and the development of data the following experiments have been performed: multiple determination of the camera interior orientation parameters and distortion parameters of five lenses with different focal lengths, reflectorless measurements of profiles for the elevation and inventory of decorative surface wall of the building of Warsaw Ballet School. During the research the process of acquiring and integrating video-tacheometric data was analysed as well as the process of combining "point cloud" acquired by using video-tacheometer in the scanning process with independent photographs taken by a digital camera. On the basis of tests performed, utility of the use of video-tacheometric technology in geodetic surveys of geometrical features of buildings has been established.

  17. VideoANT: Extending Online Video Annotation beyond Content Delivery

    ERIC Educational Resources Information Center

    Hosack, Bradford

    2010-01-01

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

  18. 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…

  19. Interactive exploration of surveillance video through action shot summarization and trajectory visualization.

    PubMed

    Meghdadi, Amir H; Irani, Pourang

    2013-12-01

    We propose a novel video visual analytics system for interactive exploration of surveillance video data. Our approach consists of providing analysts with various views of information related to moving objects in a video. To do this we first extract each object's movement path. We visualize each movement by (a) creating a single action shot image (a still image that coalesces multiple frames), (b) plotting its trajectory in a space-time cube and (c) displaying an overall timeline view of all the movements. The action shots provide a still view of the moving object while the path view presents movement properties such as speed and location. We also provide tools for spatial and temporal filtering based on regions of interest. This allows analysts to filter out large amounts of movement activities while the action shot representation summarizes the content of each movement. We incorporated this multi-part visual representation of moving objects in sViSIT, a tool to facilitate browsing through the video content by interactive querying and retrieval of data. Based on our interaction with security personnel who routinely interact with surveillance video data, we identified some of the most common tasks performed. This resulted in designing a user study to measure time-to-completion of the various tasks. These generally required searching for specific events of interest (targets) in videos. Fourteen different tasks were designed and a total of 120 min of surveillance video were recorded (indoor and outdoor locations recording movements of people and vehicles). The time-to-completion of these tasks were compared against a manual fast forward video browsing guided with movement detection. We demonstrate how our system can facilitate lengthy video exploration and significantly reduce browsing time to find events of interest. Reports from expert users identify positive aspects of our approach which we summarize in our recommendations for future video visual analytics systems.

  20. Collaborative Information Technologies

    NASA Astrophysics Data System (ADS)

    Meyer, William; Casper, Thomas

    1999-11-01

    Significant effort has been expended to provide infrastructure and to facilitate the remote collaborations within the fusion community and out. Through the Office of Fusion Energy Science Information Technology Initiative, communication technologies utilized by the fusion community are being improved. The initial thrust of the initiative has been collaborative seminars and meetings. Under the initiative 23 sites, both laboratory and university, were provided with hardware required to remotely view, or project, documents being presented. The hardware is capable of delivering documents to a web browser, or to compatible hardware, over ESNET in an access controlled manner. The ability also exists for documents to originate from virtually any of the collaborating sites. In addition, RealNetwork servers are being tested to provide audio and/or video, in a non-interactive environment with MBONE providing two-way interaction where needed. Additional effort is directed at remote distributed computing, file systems, security, and standard data storage and retrieval methods. This work supported by DoE contract No. W-7405-ENG-48

  1. The New World of Interaction Recording for Medical Practices.

    PubMed

    Levy, Michael

    2016-01-01

    Today's medical practice staff communicates remotely with patients, pharmacies, and other medical providers in new ways that go far beyond telephone calls. Patient care and communication are now being provided via telecommunications technologies, including chat/IM, screen, Skype, and other video applications. This new paradigm in patient care, known as "telehealth" or "telemedicine," could put medical practices at risk for noncompliance with strict HIPAA and other regulations. Interaction recording encompasses these new means of communication and can help medical practice staff achieve compliance and reduce financial and liability risks while improving operations and patient care. This article explores what medical practices need to know about interaction recording, what to look for in an interaction recording solution, and how to best utilize that solution to meet compliance, manage liability, and improve patient care.

  2. Development of interactive multimedia applications

    NASA Technical Reports Server (NTRS)

    Leigh, Albert; Wang, Lui

    1993-01-01

    Multimedia is making an increasingly significant contribution to our informational society. The usefulness of this technology is already evident in education, business presentations, informational kiosks (e.g., in museums), training and the entertainment environment. Institutions, from grade schools to medical schools, are exploring the use of multifaceted electronic text books and teaching aids to enhance course materials. Through multimedia, teachers and students can take full advantage of the cognitive value of animation, audio, video and other types in a seamless application. The Software Technology Branch at NASA Johnson Space Center (NASA/JSC) is taking similar approaches to apply the state-of-the-art technology to space training, mission operations and other applications. This paper discusses the characteristics and development of multimedia applications at the NASA/JSC.

  3. Video Production Program Benefits Both Students and School

    ERIC Educational Resources Information Center

    Vincent, Robert

    2010-01-01

    The author spent many years in the classroom as a traditional technical education teacher. He was always attracted to emerging technologies, and visual technologies in particular interested him. In this article, he shares some of his experiences with setting up and running a very successful TV/video technology program.

  4. Next-Gen Video

    ERIC Educational Resources Information Center

    Arnn, Barbara

    2007-01-01

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

  5. Video and Computer Technologies for Extended-Campus Programming.

    ERIC Educational Resources Information Center

    Sagan, Edgar L.; And Others

    This paper discusses video and computer technologies for extended-campus programming (courses and programs at off-campus sites). The first section provides an overview of the distance education program at the University of Kentucky (UK), and highlights the improved access to graduate and professional programs, advances in technology, funding,…

  6. 77 FR 64340 - Announcement of Requirements and Registration for Cancer Care Video Challenge

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-10-19

    ... Care Video Challenge AGENCY: Office of the National Coordinator for Health Information Technology, HHS... Competition: The Office of the National Coordinator for Health Information Technology (ONC), seeks to motivate... for Health Information Technology (7) Federal grantees may not use Federal funds to develop COMPETES...

  7. 77 FR 64342 - Announcement of Requirements and Registration for Caregivers Video Challenge

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-10-19

    ... Caregivers Video Challenge AGENCY: Office of the National Coordinator for Health Information Technology, HHS... Competition: The Office of the National Coordinator for Health Information Technology (ONC), seeks to motivate... Health Information Technology (7) Federal grantees may not use Federal funds to develop COMPETES Act...

  8. Upper quadrant postural changes of school children in response to interaction with different information technologies.

    PubMed

    Briggs, Andrew; Straker, Leon; Greig, Alison

    2004-06-10

    The objective of this study was to quantitatively analyse the sitting posture of school children interacting with both old (book) and new (laptop and desktop computers) information technologies to test the hypothesis that posture is effected by the type of information technology (IT) used. A mixed model design was used to test the effect of IT type (within subjects) and age and gender (between subjects). The sitting posture of 32 children aged 4-17 years was measured whilst they read from a book, laptop, and desktop computer at a standard school chair and desk. Video images were captured and then digitized to calculate mean angles for head tilt, neck flexion, trunk flexion, and gaze angle. Posture was found to be influenced by IT type (p < 0.001), age (p < 0.001) and gender (p = 0.024) and significantly correlated to the stature of the participants. Measurement of resting posture and the maximal range of motion of the upper and lower cervical spines in the sagittal plane was also undertaken. The biophysical impact and the suitability of the three different information technologies are discussed.

  9. Application of video-based technology for the simultaneous measurement of accommodation and vergence.

    PubMed

    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.

  10. Conducting a study of Internet-based video conferencing for assessing acute medical problems in a nursing facility.

    PubMed Central

    Weiner, Michael; Schadow, Gunther; Lindbergh, Donald; Warvel, Jill; Abernathy, Greg; Perkins, Susan M.; Dexter, Paul R.; McDonald, Clement J.

    2002-01-01

    We expect the use of real-time, interactive video conferencing to grow, due to more affordable technology and new health policies. Building and implementing portable systems to enable conferencing between physicians and patients requires durable equipment, committed staff, reliable service, and adequate protection and capture of data. We are studying the use of Internet-based conferencing between on-call physicians and patients residing in a nursing facility. We describe the challenges we experienced in constructing the study. Initiating and orchestrating unscheduled conferences needs to be easy, and requirements for training staff in using equipment should be minimal. Studies of health outcomes should include identification of medical conditions most amenable to benefit from conferencing, and outcomes should include positive as well as negative effects. PMID:12463950

  11. Working at the microscope: analysis of the activities involved in diagnostic pathology.

    PubMed

    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.

  12. What Makes a Message Stick? The Role of Content and Context in Social Media Epidemics

    DTIC Science & Technology

    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

  13. Cognitive behaviour therapy via interactive video.

    PubMed

    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.

  14. Inferring consistent functional interaction patterns from natural stimulus FMRI data

    PubMed Central

    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

  15. Multimedia in 1992.

    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)

  16. Video chat technology to remotely quantify dietary, supplement, and medication adherence in clinical trials

    PubMed Central

    Peterson, Courtney M.; Apolzan, John W.; Wright, Courtney; Martin, Corby K.

    2017-01-01

    We conducted a pair of studies to test the validity, reliability, feasibility, and acceptability of using video chat technology as a novel method to quantify dietary and pill-taking (i.e., supplement and medication) adherence. In the first study, we investigated whether video chat technology can accurately quantify adherence to dietary and pill-taking interventions. Mock study participants ate food items and swallowed pills while performing randomized scripted “cheating” behaviors design to mimic non-adherence. Monitoring was conducted in a crossover design, with two monitors watching in-person and two watching remotely by Skype on a smartphone. For the second study, a 22-question online survey was sent to an email listserv with more than 20,000 unique email addresses of past and present study participants to assess the feasibility and acceptability of the technology. For the dietary adherence tests, monitors detected 86% of non-adherent events (sensitivity) in-person versus 78% of events via video chat monitoring (p=0.12), with comparable inter-rater agreement (0.88 vs. 0.85; p=0.62). However, for pill-taking, non-adherence trended towards being more easily detected in-person than by video chat (77% vs. 60%; p=0.08), with non-significantly higher inter-rater agreement (0.85 vs. 0.69; p=0.21). Survey results from the second study (N=1,076 respondents; at least a 5% response rate) indicated that 86.4% of study participants had video chatting hardware, 73.3% were comfortable using the technology; and 79.8% were willing to use it for clinical research. Given the capability of video chat technology to reduce participant burden and to outperform other adherence monitoring methods such as dietary self-report and pill counts, video chatting is a novel and highly promising platform to quantify dietary and pill-taking adherence. PMID:27753427

  17. 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…

  18. 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…

  19. How Rock Music Videos Can Change What Is Seen when Boy Meets Girl: Priming Stereotypic Appraisal of Social Interactions.

    ERIC Educational Resources Information Center

    Hansen, Christine H.; Hansen, Ranald D.

    1988-01-01

    Studies the capacity of sex role stereotyped portrayals of men and women found in popular rock music videos to alter viewers' impressions of a man and a woman who subsequently were seen interacting. Concludes that the videos perpetuate traditional sex role stereotypes. (FMW)

  20. 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…

  1. The 3D Human Motion Control Through Refined Video Gesture Annotation

    NASA Astrophysics Data System (ADS)

    Jin, Yohan; Suk, Myunghoon; Prabhakaran, B.

    In the beginning of computer and video game industry, simple game controllers consisting of buttons and joysticks were employed, but recently game consoles are replacing joystick buttons with novel interfaces such as the remote controllers with motion sensing technology on the Nintendo Wii [1] Especially video-based human computer interaction (HCI) technique has been applied to games, and the representative game is 'Eyetoy' on the Sony PlayStation 2. Video-based HCI technique has great benefit to release players from the intractable game controller. Moreover, in order to communicate between humans and computers, video-based HCI is very crucial since it is intuitive, easy to get, and inexpensive. On the one hand, extracting semantic low-level features from video human motion data is still a major challenge. The level of accuracy is really dependent on each subject's characteristic and environmental noises. Of late, people have been using 3D motion-capture data for visualizing real human motions in 3D space (e.g, 'Tiger Woods' in EA Sports, 'Angelina Jolie' in Bear-Wolf movie) and analyzing motions for specific performance (e.g, 'golf swing' and 'walking'). 3D motion-capture system ('VICON') generates a matrix for each motion clip. Here, a column is corresponding to a human's sub-body part and row represents time frames of data capture. Thus, we can extract sub-body part's motion only by selecting specific columns. Different from low-level feature values of video human motion, 3D human motion-capture data matrix are not pixel values, but is closer to human level of semantics.

  2. Novel Uses of Video to Accelerate the Surgical Learning Curve.

    PubMed

    Ibrahim, Andrew M; Varban, Oliver A; Dimick, Justin B

    2016-04-01

    Surgeons are under enormous pressure to continually improve and learn new surgical skills. Novel uses of surgical video in the preoperative, intraoperative, and postoperative setting are emerging to accelerate the learning curve of surgical skill and minimize harm to patients. In the preoperative setting, social media outlets provide a valuable platform for surgeons to collaborate and plan for difficult operative cases. Live streaming of video has allowed for intraoperative telementoring. Finally, postoperative use of video has provided structure for peer coaching to evaluate and improve surgical skill. Applying these approaches into practice is becoming easier as most of our surgical platforms (e.g., laparoscopic, and endoscopy) now have video recording technology built in and video editing software has become more user friendly. Future applications of video technology are being developed, including possible integration into accreditation and board certification.

  3. Telemedicine: an emerging health care technology.

    PubMed

    Myers, Mary R

    2003-01-01

    Telemedicine uses advanced telecommunication technologies to exchange health information and provide health care services across geographic, time, social, and cultural barriers. All telemedicine applications require the use of the electronic transfer of information. Telemedicine encompasses computer technologies using narrow and high bandwidths for specific types of information transmission, broadcast video, compressed video, full motion video, and even virtual reality. There are many types of common medical devices that have been adapted for use with telemedicine technology, and many clinical services can be provided via telemedicine to patients who live in physician shortage areas. The greatest challenges for telemedicine in the twenty-first century are financing, safety standards, security, and infrastructure.

  4. 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.

  5. Electronic patient record use during ward rounds: a qualitative study of interaction between medical staff.

    PubMed

    Morrison, Cecily; Jones, Matthew; Blackwell, Alan; Vuylsteke, Alain

    2008-01-01

    Electronic patient records are becoming more common in critical care. As their design and implementation are optimized for single users rather than for groups, we aimed to understand the differences in interaction between members of a multidisciplinary team during ward rounds using an electronic, as opposed to paper, patient medical record. A qualitative study of morning ward rounds of an intensive care unit that triangulates data from video-based interaction analysis, observation, and interviews. Our analysis demonstrates several difficulties the ward round team faced when interacting with each other using the electronic record compared with the paper one. The physical setup of the technology may impede the consultant's ability to lead the ward round and may prevent other clinical staff from contributing to discussions. We discuss technical and social solutions for minimizing the impact of introducing an electronic patient record, emphasizing the need to balance both. We note that awareness of the effects of technology can enable ward-round teams to adapt their formations and information sources to facilitate multidisciplinary communication during the ward round.

  6. Electronic patient record use during ward rounds: a qualitative study of interaction between medical staff

    PubMed Central

    Morrison, Cecily; Jones, Matthew; Blackwell, Alan; Vuylsteke, Alain

    2008-01-01

    Introduction Electronic patient records are becoming more common in critical care. As their design and implementation are optimized for single users rather than for groups, we aimed to understand the differences in interaction between members of a multidisciplinary team during ward rounds using an electronic, as opposed to paper, patient medical record. Methods A qualitative study of morning ward rounds of an intensive care unit that triangulates data from video-based interaction analysis, observation, and interviews. Results Our analysis demonstrates several difficulties the ward round team faced when interacting with each other using the electronic record compared with the paper one. The physical setup of the technology may impede the consultant's ability to lead the ward round and may prevent other clinical staff from contributing to discussions. Conclusions We discuss technical and social solutions for minimizing the impact of introducing an electronic patient record, emphasizing the need to balance both. We note that awareness of the effects of technology can enable ward-round teams to adapt their formations and information sources to facilitate multidisciplinary communication during the ward round. PMID:19025662

  7. Making Sense of Video Analytics: Lessons Learned from Clickstream Interactions, Attitudes, and Learning Outcome in a Video-Assisted Course

    ERIC Educational Resources Information Center

    Giannakos, Michail N.; Chorianopoulos, Konstantinos; Chrisochoides, Nikos

    2015-01-01

    Online video lectures have been considered an instructional media for various pedagogic approaches, such as the flipped classroom and open online courses. In comparison to other instructional media, online video affords the opportunity for recording student clickstream patterns within a video lecture. Video analytics within lecture videos may…

  8. 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…

  9. Introducing a Public Stereoscopic 3D High Dynamic Range (SHDR) Video Database

    NASA Astrophysics Data System (ADS)

    Banitalebi-Dehkordi, Amin

    2017-03-01

    High dynamic range (HDR) displays and cameras are paving their ways through the consumer market at a rapid growth rate. Thanks to TV and camera manufacturers, HDR systems are now becoming available commercially to end users. This is taking place only a few years after the blooming of 3D video technologies. MPEG/ITU are also actively working towards the standardization of these technologies. However, preliminary research efforts in these video technologies are hammered by the lack of sufficient experimental data. In this paper, we introduce a Stereoscopic 3D HDR database of videos that is made publicly available to the research community. We explain the procedure taken to capture, calibrate, and post-process the videos. In addition, we provide insights on potential use-cases, challenges, and research opportunities, implied by the combination of higher dynamic range of the HDR aspect, and depth impression of the 3D aspect.

  10. Models of Government Blogging: Design Tradeoffs in Civic Engagement

    NASA Astrophysics Data System (ADS)

    Kavanaugh, Andrea; Kim, Hyung Nam; Pérez-Quiñones, Manuel; Isenhour, Philip

    Some local government officials and staff have been experimenting with emerging technologies as part of a broad suite of media used for informing and communicating with their constituencies. In addition to the typical government website and, for some, email exchange with citizens, some town and municipal governments are using blogs, video streaming, pod- casting, and Real Simple Syndication (RSS) to reach constituencies with updates and, in some cases, interaction and discussion between citizens and government.

  11. Tutorial Video Series: Using Stakeholder Outreach to Increase ...

    EPA Pesticide Factsheets

    The limited amount of toxicity data on thousands of chemicals found in consumer products has led to the development of research endeavors such as the U.S. EPA’s Toxicity Forecaster (ToxCast). ToxCast uses high-throughput screening technology to evaluate thousands of chemicals for potential toxicity. At the end of 2013, U.S. EPA released ToxCast chemical data on almost 2,000 chemicals through the interactive Chemical Safety for Sustainability (iCSS) Dashboard. The iCSS Dashboard provides public access to the high-throughput screening data that can be used to inform the evaluation of the safety of chemicals. U.S. EPA recognized early in the development of ToxCast that stakeholder outreach was needed in order to translate the complex scientific information featured in the iCSS Dashboard and data, with the goal of educating the diverse user community through targeted efforts to increase data usage and analysis. Through survey feedback and the request of stakeholders, a series of tutorial videos to demonstrate how to access and use the data has been planned, and the first video of the series has been released to guide data usage. This presentation will describe the video tutorial strategy including an overview of: 1) Stakeholder outreach goals and approach; 2) Planning, production, and dissemination of tutorial videos; 3) Overview of Survey Feedback; 4) Overview of tutorial video usage statistics and usage of the ToxCast data. This stakeholder-outreach approach

  12. An Exclusive Interview.

    DTIC Science & Technology

    1998-02-01

    1035/36/38. Articles should be submitted to: DEPARTMENT Video In The Ambulance: Future Battlefield Technology Today OF THE ARMY, ARMY RDA, 9900 BELVOiR...teaching methods. Instructors are video work weapon systems and MS policy and direc- tele-teaching (VTT) courses, so that class- tives must be...A 33 Video In The Ambulance... FUTURE BATTLEFIELD TECHNOLOGY TODAY By LTC Thomas Knuth, MC, Barry Kruse, and James Zadinsky Introduction Eisenhower

  13. Augmented reality & gesture-based architecture in games for the elderly.

    PubMed

    McCallum, Simon; Boletsis, Costas

    2013-01-01

    Serious games for health and, more specifically, for elderly people have developed rapidly in recent years. The recent popularization of novel interaction methods of consoles, such as the Nintendo Wii and Microsoft Kinect, has provided an opportunity for the elderly to engage in computer and video games. These interaction methods, however, still present various challenges for elderly users. To address these challenges, we propose an architecture consisted of Augmented Reality (as an output mechanism) combined with gestured-based devices (as an input method). The intention of this work is to provide a theoretical justification for using these technologies and to integrate them into an architecture, acting as a basis for potentially creating suitable interaction techniques for the elderly players.

  14. Automatic Keyframe Summarization of User-Generated Video

    DTIC Science & Technology

    2014-06-01

    using the framework presented in this paper. 12 Scenery Technology has been developed that classifies the genre of a video. Here, video genres are...types of videos that shares similarities in content and structure. Many genres of video footage exist. Some examples include news, sports, movies...cartoons, and commercials. Rasheed et al. [42] classify video genres (comedy, action, drama, and horror) with low-level video statistics, such as average

  15. [Video technology--a medium for milieu therapy?].

    PubMed

    Wormstall, H; Günthner, A; Balg, S; Schwärzler, F

    2000-07-01

    Video technology has been in use in the psychiatric field for more than 20 years for diagnostic, scientific, co-therapeutic or educational purposes. However, little is known of its potential applications and impact as an instrument in psychotherapy or environmental therapy. For this reason a new cinematographic project applying widespread video technology in environmental therapy, too, has been launched. All patients at our psychiatric hospital are involved in film selection, can cooperate at different organizational levels, and have regular opportunities to see films. The technical, the organizational and, in particular, the legal preconditions are set out, followed by a report on experience gained in use of video films within the setting of a psychiatric hospital. Reference is also made to economic aspects, therapeutic effects and contraindications.

  16. An improvement analysis on video compression using file segmentation

    NASA Astrophysics Data System (ADS)

    Sharma, Shubhankar; Singh, K. John; Priya, M.

    2017-11-01

    From the past two decades the extreme evolution of the Internet has lead a massive rise in video technology and significantly video consumption over the Internet which inhabits the bulk of data traffic in general. Clearly, video consumes that so much data size on the World Wide Web, to reduce the burden on the Internet and deduction of bandwidth consume by video so that the user can easily access the video data.For this, many video codecs are developed such as HEVC/H.265 and V9. Although after seeing codec like this one gets a dilemma of which would be improved technology in the manner of rate distortion and the coding standard.This paper gives a solution about the difficulty for getting low delay in video compression and video application e.g. ad-hoc video conferencing/streaming or observation by surveillance. Also this paper describes the benchmark of HEVC and V9 technique of video compression on subjective oral estimations of High Definition video content, playback on web browsers. Moreover, this gives the experimental ideology of dividing the video file into several segments for compression and putting back together to improve the efficiency of video compression on the web as well as on the offline mode.

  17. Implications of the law on video recording in clinical practice.

    PubMed

    Henken, Kirsten R; Jansen, Frank Willem; Klein, Jan; Stassen, Laurents P S; Dankelman, Jenny; van den Dobbelsteen, John J

    2012-10-01

    Technological developments allow for a variety of applications of video recording in health care, including endoscopic procedures. Although the value of video registration is recognized, medicolegal concerns regarding the privacy of patients and professionals are growing. A clear understanding of the legal framework is lacking. Therefore, this research aims to provide insight into the juridical position of patients and professionals regarding video recording in health care practice. Jurisprudence was searched to exemplify legislation on video recording in health care. In addition, legislation was translated for different applications of video in health care found in the literature. Three principles in Western law are relevant for video recording in health care practice: (1) regulations on privacy regarding personal data, which apply to the gathering and processing of video data in health care settings; (2) the patient record, in which video data can be stored; and (3) professional secrecy, which protects the privacy of patients including video data. Practical implementation of these principles in video recording in health care does not exist. Practical regulations on video recording in health care for different specifically defined purposes are needed. Innovations in video capture technology that enable video data to be made anonymous automatically can contribute to protection for the privacy of all the people involved.

  18. Real-World Implementation of Video Outpatient Consultations at Macro, Meso, and Micro Levels: Mixed-Method Study

    PubMed Central

    Wherton, Joseph; Vijayaraghavan, Shanti; Morris, Joanne; Bhattacharya, Satya; Hanson, Philippa; Campbell-Richards, Desirée; Ramoutar, Seendy; Collard, Anna; Hodkinson, Isabel

    2018-01-01

    Background There is much interest in virtual consultations using video technology. Randomized controlled trials have shown video consultations to be acceptable, safe, and effective in selected conditions and circumstances. However, this model has rarely been mainstreamed and sustained in real-world settings. Objective The study sought to (1) define good practice and inform implementation of video outpatient consultations and (2) generate transferable knowledge about challenges to scaling up and routinizing this service model. Methods A multilevel, mixed-method study of Skype video consultations (micro level) was embedded in an organizational case study (meso level), taking account of national context and wider influences (macro level). The study followed the introduction of video outpatient consultations in three clinical services (diabetes, diabetes antenatal, and cancer surgery) in a National Health Service trust (covering three hospitals) in London, United Kingdom. Data sources included 36 national-level stakeholders (exploratory and semistructured interviews), longitudinal organizational ethnography (300 hours of observations; 24 staff interviews), 30 videotaped remote consultations, 17 audiotaped face-to-face consultations, and national and local documents. Qualitative data, analyzed using sociotechnical change theories, addressed staff and patient experience and organizational and system drivers. Quantitative data, analyzed via descriptive statistics, included uptake of video consultations by staff and patients and microcategorization of different kinds of talk (using the Roter interaction analysis system). Results When clinical, technical, and practical preconditions were met, video consultations appeared safe and were popular with some patients and staff. Compared with face-to-face consultations for similar conditions, video consultations were very slightly shorter, patients did slightly more talking, and both parties sometimes needed to make explicit things that typically remained implicit in a traditional encounter. Video consultations appeared to work better when the clinician and patient already knew and trusted each other. Some clinicians used Skype adaptively to respond to patient requests for ad hoc encounters in a way that appeared to strengthen supported self-management. The reality of establishing video outpatient services in a busy and financially stretched acute hospital setting proved more complex and time-consuming than originally anticipated. By the end of this study, between 2% and 22% of consultations were being undertaken remotely by participating clinicians. In the remainder, clinicians chose not to participate, or video consultations were considered impractical, technically unachievable, or clinically inadvisable. Technical challenges were typically minor but potentially prohibitive. Conclusions Video outpatient consultations appear safe, effective, and convenient for patients in situations where participating clinicians judge them clinically appropriate, but such situations are a fraction of the overall clinic workload. As with other technological innovations, some clinicians will adopt readily, whereas others will need incentives and support. There are complex challenges to embedding video consultation services within routine practice in organizations that are hesitant to change, especially in times of austerity. PMID:29625956

  19. Teaching with Technology: Using Websites and Videos to Increase Understanding of Bacterial Transformation

    ERIC Educational Resources Information Center

    McCormack, Stephanie; Ross, Donna L.

    2010-01-01

    Technology can be a powerful tool to increase motivation, engagement, and achievement (Park, Khan, and Petrina 2009). In this article, the authors describe their collaborative approach to integrating technology with a lab on bacterial transformation. Students view websites and create videos to increase their conceptual understanding. Although the…

  20. Technology Adoption Applied to Educational Settings: Predicting Interventionists' Use of Video-Self Modeling

    ERIC Educational Resources Information Center

    Heckman, Andrew R.

    2010-01-01

    Technology provides educators with a significant advantage in working with today's students. One particular application of technology for the purposes of academic and behavioral interventions is the use of video self-modeling (VSM). Although VSM is an evidence-based intervention, it is rarely used in educational settings. The present research…

  1. A Novel Approach to High Definition, High-Contrast Video Capture in Abdominal Surgery

    PubMed Central

    Cosman, Peter H.; Shearer, Christopher J.; Hugh, Thomas J.; Biankin, Andrew V.; Merrett, Neil D.

    2007-01-01

    Objective: The aim of this study was to define the best available option for video capture of surgical procedures for educational and archival purposes, with a view to identifying methods of capturing high-quality footage and identifying common pitfalls. Summary Background Data: Several options exist for those who wish to record operative surgical techniques on video. While high-end equipment is an unnecessary expense for most surgical units, several techniques are readily available that do not require industrial-grade audiovisual recording facilities, but not all are suited to every surgical application. Methods: We surveyed and evaluated the available technology for video capture in surgery. Our evaluation included analyses of video resolution, depth of field, contrast, exposure, image stability, and frame composition, as well as considerations of cost, accessibility, utility, feasibility, and economies of scale. Results: Several video capture options were identified, and the strengths and shortcomings of each were catalogued. None of the commercially available options was deemed suitable for high-quality video capture of abdominal surgical procedures. A novel application of off-the-shelf technology was devised to address these issues. Conclusions: Excellent quality video capture of surgical procedures within deep body cavities is feasible using commonly available equipment and technology, with minimal technical difficulty. PMID:17414600

  2. Communication technologies to improve HPV vaccination initiation and completion: A systematic review.

    PubMed

    Francis, Diane B; Cates, Joan R; Wagner, Kyla P Garrett; Zola, Tracey; Fitter, Jenny E; Coyne-Beasley, Tamera

    2017-07-01

    This systematic review examines the effectiveness of communication technology interventions on HPV vaccination initiation and completion. A comprehensive search strategy was used to identify existing randomized controlled trials testing the impact of computer-, mobile- or internet-based interventions on receipt of any dose of the HPV vaccine. Twelve relevant studies were identified with a total of 38,945 participants. The interventions were delivered using several different methods, including electronic health record (i.e. recall/reminder) prompts, text messaging, automated phone calls, interactive computer videos, and email. Vaccine initiation and completion was greater for technology-based studies relative to their control conditions. There is evidence that interventions utilizing communication technologies as their sole or primary mode for HPV vaccination intervention delivery may increase vaccination coverage. Communication technologies hold much promise for the future of HPV vaccination efforts, especially initiatives in practice-based settings. Copyright © 2017 Elsevier B.V. All rights reserved.

  3. Watch-and-Comment as an Approach to Collaboratively Annotate Points of Interest in Video and Interactive-TV Programs

    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.

  4. 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.

  5. 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…

  6. 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…

  7. 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.

  8. Implementation and Analysis of Real-Time Streaming Protocols

    PubMed Central

    Santos-González, Iván; Rivero-García, Alexandra; Molina-Gil, Jezabel; Caballero-Gil, Pino

    2017-01-01

    Communication media have become the primary way of interaction thanks to the discovery and innovation of many new technologies. One of the most widely used communication systems today is video streaming, which is constantly evolving. Such communications are a good alternative to face-to-face meetings, and are therefore very useful for coping with many problems caused by distance. However, they suffer from different issues such as bandwidth limitation, network congestion, energy efficiency, cost, reliability and connectivity. Hence, the quality of service and the quality of experience are considered the two most important issues for this type of communication. This work presents a complete comparative study of two of the most used protocols of video streaming, Real Time Streaming Protocol (RTSP) and the Web Real-Time Communication (WebRTC). In addition, this paper proposes two new mobile applications that implement those protocols in Android whose objective is to know how they are influenced by the aspects that most affect the streaming quality of service, which are the connection establishment time and the stream reception time. The new video streaming applications are also compared with the most popular video streaming applications for Android, and the experimental results of the analysis show that the developed WebRTC implementation improves the performance of the most popular video streaming applications with respect to the stream packet delay. PMID:28417949

  9. Video document

    NASA Astrophysics Data System (ADS)

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

    1999-08-01

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

  10. A Proposed Information Architecture for Telehealth System Interoperability

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

    Warren, S.; Craft, R.L.; Parks, R.C.

    1999-04-07

    Telemedicine technology is rapidly evolving. Whereas early telemedicine consultations relied primarily on video conferencing, consultations today may utilize video conferencing, medical peripherals, store-and-forward capabilities, electronic patient record management software, and/or a host of other emerging technologies. These remote care systems rely increasingly on distributed, collaborative information technology during the care delivery process, in its many forms. While these leading-edge systems are bellwethers for highly advanced telemedicine, the remote care market today is still immature. Most telemedicine systems are custom-designed and do not interoperate with other commercial offerings. Users are limited to a set of functionality that a single vendor providesmore » and must often pay high prices to obtain this functionality, since vendors in this marketplace must deliver entire systems in order to compete. Besides increasing corporate research and development costs, this inhibits the ability of the user to make intelligent purchasing decisions regarding best-of-breed technologies. We propose a secure, object-oriented information architecture for telemedicine systems that promotes plug-and-play interaction between system components through standardized interfaces, communication protocols, messaging formats, and data definitions. In this architecture, each component functions as a black box, and components plug together in a lego-like fashion to achieve the desired device or system functionality. The architecture will support various ongoing standards work in the medical device arena.« less

  11. USSR Report: Political and Sociological Affairs.

    DTIC Science & Technology

    1986-07-18

    something at which to look closely, besides porno - graphy. For example, to notice and report in good time that video takes root more rapidly far away from...of Video Technology (Vsevolod Vilchek; ZHURNALIST, No 5, May 86) . 42 Ukrainian Obkom Chief on Congress Propaganda Drive (B. Goncharenko...POLITICAL, SOCIAL ASPECTS OF VIDEO TECHNOLOGY Moscow ZHURNALIST in Russian No 5, May 86 pp 44-46 [Article by Vsevolod Vilchek, candidate of art

  12. European Union RACE program contributions to digital audiovisual communications and services

    NASA Astrophysics Data System (ADS)

    de Albuquerque, Augusto; van Noorden, Leon; Badique', Eric

    1995-02-01

    The European Union RACE (R&D in advanced communications technologies in Europe) and the future ACTS (advanced communications technologies and services) programs have been contributing and continue to contribute to world-wide developments in audio-visual services. The paper focuses on research progress in: (1) Image data compression. Several methods of image analysis leading to the use of encoders based on improved hybrid DCT-DPCM (MPEG or not), object oriented, hybrid region/waveform or knowledge-based coding methods are discussed. (2) Program production in the aspects of 3D imaging, data acquisition, virtual scene construction, pre-processing and sequence generation. (3) Interoperability and multimedia access systems. The diversity of material available and the introduction of interactive or near- interactive audio-visual services led to the development of prestandards for video-on-demand (VoD) and interworking of multimedia services storage systems and customer premises equipment.

  13. Choice of Interactive Dance and Bicycle Games in Overweight and Nonoverweight Youth

    PubMed Central

    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

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

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... description per calendar quarter, either during prime time or on children's programming; (2) Television... technical capability necessary to pass through the video description, unless using the technology for... video description per calendar quarter during prime time or on children's programming, on each channel...

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

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... description per calendar quarter, either during prime time or on children's programming; (2) Television... technical capability necessary to pass through the video description, unless using the technology for... video description per calendar quarter during prime time or on children's programming, on each channel...

  16. A Cost Comparison of Alternative Approaches to Distance Education in Developing Countries

    NASA Technical Reports Server (NTRS)

    Ventre, Gerard G.; Kalu, Alex

    1996-01-01

    This paper presents a cost comparison of three approaches to two-way interactive distance learning systems for developing countries. Included are costs for distance learning hardware, terrestrial and satellite communication links, and designing instruction for two-way interactive courses. As part of this project, FSEC is developing a 30-hour course in photovoltaic system design that will be used in a variety of experiments using the Advanced Communications Technology Satellite (ACTS). A primary goal of the project is to develop an instructional design and delivery model that can be used for other education and training programs. Over two-thirds of the world photovoltaics market is in developing countries. One of the objectives of this NASA-sponsored project was to develop new and better energy education programs that take advantage of advances in telecommunications and computer technology. The combination of desktop video systems and the sharing of computer applications software is of special interest. Research is being performed to evaluate the effectiveness of some of these technologies as part of this project. The design of the distance learning origination and receive sites discussed in this paper were influenced by the educational community's growing interest in distance education. The following approach was used to develop comparative costs for delivering interactive distance education to developing countries: (1) Representative target locations for receive sites were chosen. The originating site was assumed to be Cocoa, Florida, where FSEC is located; (2) A range of course development costs were determined; (3) The cost of equipment for three alternative two-way interactive distance learning system configurations was determined or estimated. The types of system configurations ranged from a PC-based system that allows instructors to originate instruction from their office using desktop video and shared application software, to a high cost system that uses a electronic classroom; (4) A range of costs for both satellite and terrestrial communications was investigated; (5) The costs of equipment and operation of the alternative configurations for the origination and receive sites were determined; (6) A range of costs for several alternative delivery scenarios (i.e., a mix of live-interactive; asynchronous interactive;use of videotapes) was determined; and (7) A preferred delivery scenario, including cost estimate, was developed.

  17. Three-Dimensional Animation Technology: a New Interactive Model Designed for the Teaching of Cryospheric Science

    NASA Astrophysics Data System (ADS)

    Porter, P. R.; Marunchak, A.

    2011-12-01

    One of the key challenges facing educators in the cryospheric sciences is to explain to students the processes that operate and the landforms that exist in relatively unfamiliar glacial environments. In many cases these environments are also largely inaccessible which can hinder field-based teaching. This is particularly the case for en-glacial and sub-glacial hydrology and the closely related topic of sub-glacial glacier dynamics, yet a full understanding of these subject areas is pivotal to overall student understanding of glaciology. An ability to visualise these unfamiliar and inaccessible environments offers a potentially powerful tool to assist student conceptualisation and comprehension. To address this we have developed a three-dimensional interactive 'virtual glacier' simulation model. Based on standards and technology established by the rapidly evolving video gaming industry, the user is presented with an interactive real-time three-dimensional environment designed to accurately portray multiple aspects of glacial environments. The user can move in all directions in the fore-field area, on the glacier surface and within en-glacial and sub-glacial drainage networks. Descent into the glacier hydrological system is via a moulin, from which the user can explore en-glacial channels linking to this moulin and ultimately descend into the sub-glacial drainage system. Various sub-glacial drainage network morphologies can then be 'explored' to aid conceptualisation and understanding and the user can navigate through drainage networks both up- and down-glacier and ultimately emerge at the portal into the fore-field environment. Interactive icons relating to features of interest are presented to the user throughout the model, prompting multimedia dialogue boxes to open. Dialogue box content (e.g. text, links to online resources, videos, journal papers, etc.) is fully customisable by the educator. This facilitates the use of the model at different academic levels. Although our model is predominantly based on the teaching of glacier hydrology, sufficient functionality has been designed into the model package to allow educators to uniquely populate other areas of the scene with interactive multimedia dialogue boxes. For example, users could explore fore-field geomorphology in a similar manner to the glacier hydrological system. We will also be developing this technology to build further suites of virtual interactive environments relevant to teaching in the earth and environmental sciences.

  18. Hypervideo.

    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…

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

    ERIC Educational Resources Information Center

    Brown, Laura

    2004-01-01

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

  20. The Transfer of North American Instructional Technology to Developing Nations. A Focus on Instructional Video.

    ERIC Educational Resources Information Center

    Nelson, John E.

    Evolving from a television library begun in 1962, the Agency for Instructional Technology (AIT) was established by American and Canadian educators in 1973 to strengthen education through technology, and in cooperation with state and provincial agencies, it develops and distributes instructional video and computer materials. It has been active in…

  1. Learning Trajectory for Transforming Teachers' Knowledge for Teaching Mathematics and Science with Digital Image and Video Technologies in an Online Learning Experience

    ERIC Educational Resources Information Center

    Niess, Margaret L.; Gillow-Wiles, Henry

    2014-01-01

    This qualitative cross-case study explores the influence of a designed learning trajectory on transforming teachers' technological pedagogical content knowledge (TPACK) for teaching with digital image and video technologies. The TPACK Learning Trajectory embeds tasks with specific instructional strategies within a social metacognitive…

  2. 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.

  3. Home Telehealth Video Conferencing: Perceptions and Performance

    PubMed Central

    Morris, Greg; Pech, Joanne; Rechter, Stuart; Carati, Colin; Kidd, Michael R

    2015-01-01

    Background The Flinders Telehealth in the Home trial (FTH trial), conducted in South Australia, was an action research initiative to test and evaluate the inclusion of telehealth services and broadband access technologies for palliative care patients living in the community and home-based rehabilitation services for the elderly at home. Telehealth services at home were supported by video conferencing between a therapist, nurse or doctor, and a patient using the iPad tablet. Objective The aims of this study are to identify which technical factors influence the quality of video conferencing in the home setting and to assess the impact of these factors on the clinical perceptions and acceptance of video conferencing for health care delivery into the home. Finally, we aim to identify any relationships between technical factors and clinical acceptance of this technology. Methods An action research process developed several quantitative and qualitative procedures during the FTH trial to investigate technology performance and users perceptions of the technology including measurements of signal power, data transmission throughput, objective assessment of user perceptions of videoconference quality, and questionnaires administered to clinical users. Results The effectiveness of telehealth was judged by clinicians as equivalent to or better than a home visit on 192 (71.6%, 192/268) occasions, and clinicians rated the experience of conducting a telehealth session compared with a home visit as equivalent or better in 90.3% (489/540) of the sessions. It was found that the quality of video conferencing when using a third generation mobile data service (3G) in comparison to broadband fiber-based services was concerning as 23.5% (220/936) of the calls failed during the telehealth sessions. The experimental field tests indicated that video conferencing audio and video quality was worse when using mobile data services compared with fiber to the home services. As well, statistically significant associations were found between audio/video quality and patient comfort with the technology as well as the clinician ratings for effectiveness of telehealth. Conclusions These results showed that the quality of video conferencing when using 3G-based mobile data services instead of broadband fiber-based services was less due to failed calls, audio/ video jitter, and video pixilation during the telehealth sessions. Nevertheless, clinicians felt able to deliver effective services to patients at home using 3G-based mobile data services. PMID:26381104

  4. North Dakota Interactive Video Network: A Practical Guide to Teleconferencing and Distance Education.

    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…

  5. 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…

  6. 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;…

  7. Application of M-JPEG compression hardware to dynamic stimulus production.

    PubMed

    Mulligan, J B

    1997-01-01

    Inexpensive circuit boards have appeared on the market which transform a normal micro-computer's disk drive into a video disk capable of playing extended video sequences in real time. This technology enables the performance of experiments which were previously impossible, or at least prohibitively expensive. The new technology achieves this capability using special-purpose hardware to compress and decompress individual video frames, enabling a video stream to be transferred over relatively low-bandwidth disk interfaces. This paper will describe the use of such devices for visual psychophysics and present the technical issues that must be considered when evaluating individual products.

  8. Real-time interactive 3D computer stereography for recreational applications

    NASA Astrophysics Data System (ADS)

    Miyazawa, Atsushi; Ishii, Motonaga; Okuzawa, Kazunori; Sakamoto, Ryuuichi

    2008-02-01

    With the increasing calculation costs of 3D computer stereography, low-cost, high-speed implementation of the latter requires effective distribution of computing resources. In this paper, we attempt to re-classify 3D display technologies on the basis of humans' 3D perception, in order to determine what level of presence or reality is required in recreational video game systems. We then discuss the design and implementation of stereography systems in two categories of the new classification.

  9. Satellite Interconnection of Military Hospitals of the SEDM Countries (SIMIHO): A Novel Technological Forum as Model for Military Medical Surveillance and Response in SE Europe

    DTIC Science & Technology

    2004-06-01

    and in case of civilian events, such as a major catastrophe with mass destruction. 1.0 INTRODUCTION 1.1 South East Defence Ministerial (SEDM...1.2.1 Customised advanced telemedicine software: Medical applications (e.g. teleconsultation) require a high- end, interactive video conference...deployment, or provide a forum for international co-operation in cases of mass casualty/destruction (e.g. earthquakes, forest fires, etc). The

  10. Mii School: New 3D Technologies Applied in Education to Detect Drug Abuses and Bullying in Adolescents

    NASA Astrophysics Data System (ADS)

    Carmona, José Alberto; Espínola, Moisés; Cangas, Adolfo J.; Iribarne, Luis

    Mii School is a 3D school simulator developed with Blender and used by psychology researchers for the detection of drugs abuses, bullying and mental disorders in adolescents. The school simulator created is an interactive video game where the players, in this case the students, have to choose, along 17 scenes simulated, the options that better define their personalities. In this paper we present a technical characteristics description and the first results obtained in a real school.

  11. A Lightweight Intelligent Virtual Cinematography System for Machinima Production

    DTIC Science & Technology

    2007-01-01

    portmanteau of machine and cinema , machinima refers to the innovation of leveraging video game technology to greatly ease the creation of computer...selecting camera angles to capture the action of an a priori unknown script as aesthetically appropriate cinema . There are a number of challenges therein...Proc. of the 4th International Conf. on Autonomous Agents. Young, R.M. and Riedl, M.O. 2003. Towards an Architecture for Intelligent Control of Narrative in Interactive Virtual Worlds. In Proc. of IUI 2003.

  12. Using Digital Videos to Enhance Teacher Preparation

    ERIC Educational Resources Information Center

    Dymond, Stacy K.; Bentz, Johnell L.

    2006-01-01

    The technology to produce high quality, digital videos is widely available, yet its use in teacher preparation remains largely overlooked. A digital video library was created to augment instruction in a special education methods course for preservice elementary education teachers. The videos illustrated effective strategies for working with…

  13. Healthy Habits for TV, Video Games, and the Internet

    MedlinePlus

    ... 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 ...

  14. The problematic use of Information and Communication Technologies (ICT) in adolescents by the cross sectional JOITIC study.

    PubMed

    Muñoz-Miralles, Raquel; Ortega-González, Raquel; López-Morón, M Rosa; Batalla-Martínez, Carme; Manresa, Josep María; Montellà-Jordana, Núria; Chamarro, Andrés; Carbonell, Xavier; Torán-Monserrat, Pere

    2016-08-22

    The emerging field of Information and Communications Technology (ICT) has brought about new interaction styles. Its excessive use may lead to addictive behaviours. The objective is to determine the prevalence of the problematic use of ICT such as Internet, mobile phones and video games, among adolescents enrolled in mandatory Secondary Education (ESO in Spanish) and to examine associated factors. Cross sectional, multi-centric descriptive study. 5538 students enrolled in years one to four of ESO at 28 schools in the Vallès Occidental region (Barcelona, Spain). self-administered socio-demographic and ICT access questionnaire, and validated questionnaires on experiences related to the use of the Internet, mobile phones and video games (CERI, CERM, CERV). Questionnaires were collected from 5,538 adolescents between the ages of 12 and 20 (77.3 % of the total response), 48.6 % were females. Problematic use of the Internet was observed in 13.6 % of the surveyed individuals; problematic use of mobile phones in 2.4 % and problematic use in video games in 6.2 %. Problematic Internet use was associated with female students, tobacco consumption, a background of binge drinking, the use of cannabis or other drugs, poor academic performance, poor family relationships and an intensive use of the computer. Factors associated with the problematic use of mobile phones were the consumption of other drugs and an intensive use of these devices. Frequent problems with video game use have been associated with male students, the consumption of other drugs, poor academic performance, poor family relationships and an intensive use of these games. This study offers information on the prevalence of addictive behaviours of the Internet, mobile phones and video game use. The problematic use of these ICT devices has been related to the consumption of drugs, poor academic performance and poor family relationships. This intensive use may constitute a risk marker for ICT addiction.

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

    NASA Astrophysics Data System (ADS)

    Talovich, Thomas L.

    2002-09-01

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

  16. Assessing twenty-first century skills through a teacher created video game for high school biology students

    NASA Astrophysics Data System (ADS)

    Annetta, Leonard A.; Cheng, Meng-Tzu; Holmes, Shawn

    2010-07-01

    As twenty-first century skills become a greater focus in K-12 education, an infusion of technology that meets the needs of today's students is paramount. This study looks at the design and creation of a Multiplayer Educational Gaming Application (MEGA) for high school biology students. The quasi-experimental, qualitative design assessed the twenty-first century skills of digital age literacy, inventive thinking, high productivity, and effective communication techniques of the students exposed to a MEGA. Three factors, as they pertained to these skills, emerged from classroom observations. Interaction with the teacher, discussion with peers, and engagement/time-on-task while playing the MEGA suggested that students playing an educational video game exhibited all of the projected twenty-first century skills while being engrossed in the embedded science content.

  17. 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.

  18. The Promise of Interactive Video: An Affective Search.

    ERIC Educational Resources Information Center

    Hon, David

    1983-01-01

    Argues that factors that create a feeling of interactivity in the human situation--response time, spontaneity, lack of distractors--should be included as prime elements in the design of human/machine systems, e.g., computer assisted instruction and interactive video. A computer/videodisc learning system for cardio-pulmonary resuscitation and its…

  19. A case study evaluation of the use of video technology in concrete pavement evaluation.

    DOT National Transportation Integrated Search

    2000-01-01

    This report presents the results of an evaluation of video technology as a possible solution to the problem of safely collecting objective condition data for prioritizing concrete pavement rehabilitation needs in Virginia. The study involved the eval...

  20. High-quality and small-capacity e-learning video featuring lecturer-superimposing PC screen images

    NASA Astrophysics Data System (ADS)

    Nomura, Yoshihiko; Murakami, Michinobu; Sakamoto, Ryota; Sugiura, Tokuhiro; Matsui, Hirokazu; Kato, Norihiko

    2006-10-01

    Information processing and communication technology are progressing quickly, and are prevailing throughout various technological fields. Therefore, the development of such technology should respond to the needs for improvement of quality in the e-learning education system. The authors propose a new video-image compression processing system that ingeniously employs the features of the lecturing scene. While dynamic lecturing scene is shot by a digital video camera, screen images are electronically stored by a PC screen image capturing software in relatively long period at a practical class. Then, a lecturer and a lecture stick are extracted from the digital video images by pattern recognition techniques, and the extracted images are superimposed on the appropriate PC screen images by off-line processing. Thus, we have succeeded to create a high-quality and small-capacity (HQ/SC) video-on-demand educational content featuring the advantages: the high quality of image sharpness, the small electronic file capacity, and the realistic lecturer motion.

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