Science.gov

Sample records for interactive video technology

  1. Interactive Video Technology: Enhancing Professional Learning in Initial Teacher Education

    ERIC Educational Resources Information Center

    Marsh, Brian; Mitchell, Nick; Adamczyk, Peter

    2010-01-01

    The University of Sussex In-School Teacher Education Project (InSTEP) uses interactive video technologies to enhance initial teacher education programmes for science trainee teachers. With four Internet Protocol cameras and mounted microphones in both school laboratories and the university teaching room, trainees and their tutors have access to…

  2. Interactive Video Technology: Enhancing Professional Learning in Initial Teacher Education

    ERIC Educational Resources Information Center

    Marsh, Brian; Mitchell, Nick; Adamczyk, Peter

    2010-01-01

    The University of Sussex In-School Teacher Education Project (InSTEP) uses interactive video technologies to enhance initial teacher education programmes for science trainee teachers. With four Internet Protocol cameras and mounted microphones in both school laboratories and the university teaching room, trainees and their tutors have access to…

  3. 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)

  4. Instructional Technology: The Information Superhighway, the Internet, Interactive Video Networks.

    ERIC Educational Resources Information Center

    Odell, Kerry S.; And Others

    1994-01-01

    Includes "It Boggles the Mind" (Odell); "Merging Your Classroom onto the Information Superhighway" (Murphy); "The World's Largest Computer Network" (Fleck); "The Information Highway in Iowa" (Miller); "Interactive Video Networks in Secondary Schools" (Swan et al.); and "Upgrade to Humancentric…

  5. How accurate are chronic wound assessments using interactive video technology?

    PubMed

    Gardner, S E; Frantz, R A; Specht, J K; Johnson-Mekota, J L; Buresh, K A; Wakefield, B; Flanagan, J

    2001-01-01

    This project examined the accuracy of chronic wound assessments made using an interactive, video telecommunications system (Teledoc 5000, NEC America, Inc., Irving, TX) by comparing a nurse expert's in-person wound assessments with wound assessments made from taped Teledoc sessions. Wound assessments determined the absence or presence of nine wound characteristics instrumental in guiding treatment (e.g., tunneling, undermining, granulation tissue, necrotic tissue, epithelial tissue, purulent exudate, erythema, edema, induration). A sample of 13 paired wound observations was analyzed. The accuracy of the Teledoc technology was examined by calculating the amount of agreement between the in-person assessments and the taped Teledoc assessments for each of the nine characteristics. Agreement for eight of the nine wound characteristic exceeded 75%, suggesting this telehealth medium does not alter wound assessment data, which are essential in guiding treatment decisions. In addition to connecting the remotely based nurse with nursing expertise to improve patient care, telehealth technology seemed to increase the remotely-based nurses' knowledge of wound assessment and treatment as well.

  6. 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…

  7. 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…

  8. Facing the Challenge of New Technologies: Interactive Video and the AUTOTUTOR Project.

    ERIC Educational Resources Information Center

    Little, David; Davis, Eugene

    Interactive video allows the learner controlled access to data stored on videodisc or videotape and in the computer, by means of the keyboard. The technology has excellent graphic display capabilities and allows immediate access to any video frame. However, it is not yet possible to record directly onto the videodisc, there is no generally…

  9. 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…

  10. 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…

  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. Interactive Video in Classes of German for Business and Technology.

    ERIC Educational Resources Information Center

    Cothran, Bettina F.

    This paper discusses the Georgia Institute of Technology's Business German summer language course, an intensive 6-week course that utilizes classroom instruction, language labs, and computer labs. The course stresses vocabulary and discourse as commonly used in the professional context, as well as intercultural information. A major component of…

  13. 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.

  14. How to Produce an Interactive Video Program.

    ERIC Educational Resources Information Center

    Troutner, Joanne

    1983-01-01

    Provides a step-by-step guide to creating an interactive video program, using technology that allows a computer program to control a video program, and discusses the concept, the equipment (microcomputer, videoplayer, and video interface card), and the process involved. A buyer's guide to video interface cards is included. (EJS)

  15. Use of Interactive Video Technology To Teach Middle School Mathematics in Chicago Schools, September-November, 2000. Final Evaluation Report.

    ERIC Educational Resources Information Center

    Northeastern Illinois Univ., Chicago. Dept. of Teacher Education.

    This paper presents the evaluation of a program on the use of interactive video technology to teach mathematics in middle schools. The implementation of the Adventures of Jasper Woodbury mathematics program involved 17 math teachers from eight schools in the Chicago area from September through November, 2000. The teachers were trained at…

  16. 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…

  17. 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.

  18. Situational simulations in interactive video

    SciTech Connect

    Smith, L.J.

    1991-07-01

    The Westinghouse Hanford Company Advanced Training Technologies section is using situational simulations in several Interactive Video training courses. Two applications of situational simulations will be discussed. In the first, used in the Hanford General Employee Training course, the student evaluates employee's actions in simulations of possible workplace situations. In the second, used in the Criticality Safety course, students must follow well-defined procedures to complete tasks. Design and incorporation of situational simulations will be discussed. 3 refs.

  19. Technology Assessment of Video Teleconferencing

    DTIC Science & Technology

    1989-02-01

    INFORMATION, COMMUNICATIONS, AND COMPUTER SCIENCES (AIRMICS) \\f .,, 00 TECHNOLOGY ASSESSMENT N1 OF VIDEO TELECONFERENCING (ASQBG-A-89-010) February 1989 DTIC...9 - I I Video Teleconferencing (VTC) 1. Historical Review "In 1927, a video teleconference took place between the...president of RCA in New York and Herbert Hoover in Washington. Despite predictions that such meetings were soon to be commonplace, that video conference was

  20. An Introduction to Interactive Video.

    ERIC Educational Resources Information Center

    Chung, Ulric

    Aspects of interactive video use in the second language classroom are examined. The major components and equipment considerations for an interactive videodisk and computer system are outlined, including factors in the choice of a system interface. The use and control of interactive video for accessing scenes to be played are described, and…

  1. Interactive Computerized Video Orientation.

    ERIC Educational Resources Information Center

    Briesacker, Jeanie

    In response to California State Assembly Bill (AB) 3, which requires the state's community colleges to implement orientations and other specified matriculation services, Fullerton College (FC) developed two orientation videos in 1989 for native speakers of English and English-as-a-Second Language (ESL) students. The videos were used by counselors…

  2. 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…

  3. Shell Scores with Interactive Video.

    ERIC Educational Resources Information Center

    Zemke, Ron

    1991-01-01

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

  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. 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…

  6. 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…

  7. Evaluation of a distance consulting service based on interactive video and integrated computerized technology.

    PubMed

    Jennett, P A; Hall, W G; Morin, J E; Watanabe, M

    1995-01-01

    Telemedicine equipment was installed at a rural site in Drumheller and at Calgary, 85 miles (136 km) away. It allowed consultation between health-care providers at Drumheller and specialists and subspecialists at the Faculty of Medicine in Calgary. The efficacy of the system in providing more equitable access to health care for persons living in geographically remote sites was evaluated during a 12-month pilot project. Seventy-five encounters were attempted during the study. A total of 55 encounters (42 clinical and 13 non-clinical) were completed. The completed clinical encounters were distributed across a wide spectrum of medical specialties. Users of the system reported favourably on the impact of the telemedicine system on access to health services for rural patients, on diagnostic, investigative and management decisions, on patient and physician travel times, on feelings of professional isolation and educational opportunities and on overall patient health status. The study provides new knowledge and demonstrates the success of the technology in this project. As expected, other problems were raised and addressed in a preliminary manner including: the potential for health-provider education; acquisition and retention of rural physicians; ethical, legal and patient confidentiality issues; minimum acceptable technology; and network management issues.

  8. Seven Statements on Interactive Video.

    ERIC Educational Resources Information Center

    Gastkemper, F.

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

  9. Tournament Management via Interactive Video Communication Systems: Models and Motives.

    ERIC Educational Resources Information Center

    Littlefield, Robert S.; Pawlowski, Donna R.

    In response to tighter school budgets and improved technology, a two-way interactive video was successfully used to provide an alternative "delivery system" for forensic competition. Two university sites were selected to organize and host an interactive video speech and debate tournament for area high school students. The program was…

  10. 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.

  11. Preferred Length of Video Segments in Interactive Video Programs.

    ERIC Educational Resources Information Center

    Verhagen, P. W.

    This study investigated questions related to the length of video segments in interactive video programs: (1) the preferred segment length if learners decide how much information they want presented before stopping to answer question; (2) the relationship between segment length and direct recall of factual information when segment length is…

  12. 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.

  13. 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…

  14. 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…

  15. Online Interactive Video Vignettes (IVVs)

    NASA Astrophysics Data System (ADS)

    Laws, Priscilla

    2016-03-01

    Interest in on-line learning is increasing rapidly. A few years ago members of the LivePhoto Physics Group1 received collaborative NSF Grants2 to create short, single-topic, on-line activities that invite introductory physics students to make individual predictions about a phenomenon and test them though video observations or analysis. Each Vignette is designed for web delivery as: (1) an ungraded homework assignment or (2) an exercise to prepare for a class or tutorial session. Sample IVVs are available at the ComPadre website http://www.compadre.org/ivv/. Portions of Vignettes on mechanics topics including Projectile Motion, Circular Motion, the Bullet-Block phenomenon, and Newton's Third Law will be presented. Those attending this talk will be asked to guess what predictions students are likely to make about phenomena in various IVVs. These predictions can be compared to those made by students who completed Vignettes. Finally, research on the impact of Vignettes on student learning and attitudes will be discussed. Co-PI Robert Teese, Rochester Institute of Technology.

  16. Technologies for multimedia and video surveillance convergence

    NASA Astrophysics Data System (ADS)

    Nicholson, Didier; Meessen, Jerome

    2005-03-01

    In this paper, we present an integrated system for video surveillance developed within the European IST WCAM project, using only standard multimedia and networking tools. The advantages of such a system, while allowing cost reduction and interoperability, is to benefit from the fast technological evolution of the video encoding and distribution tools.

  17. 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…

  18. Patient-empowerment interactive technologies.

    PubMed

    Bruggers, Carol S; Altizer, Roger A; Kessler, Robert R; Caldwell, Craig B; Coppersmith, Kurt; Warner, Laura; Davies, Brandon; Paterson, Wade; Wilcken, Jordan; D'Ambrosio, Troy A; German, Massiell L; Hanson, Glen R; Gershan, Lynn A; Korenberg, Julie R; Bulaj, Grzegorz

    2012-09-19

    Video games capture the rapt attention of an individual player's mind and body, providing new opportunities for personalized health care. An example of therapeutic interactive technologies is an incentive-based video game that translates physical exercise into mental empowerment via motivational metaphoric visualization in order to help patients psychologically overcome cancer. Such nonpharmacological interventions may enhance patients' resilience toward various chronic disorders via neuronal mechanisms that activate positive emotions and the reward system.

  19. Interactive Video: Why Trainers Are Tuning In.

    ERIC Educational Resources Information Center

    Broderick, Richard

    1982-01-01

    The uses of interactive video are explored through various case studies. They include cardiopulmonary resuscitation training for the Dallas American Heart Association, Ford Motor Company dealership training, employee training at the Los Angeles Plutonium Facility, and others. (CT)

  20. Interactive Video: Why Trainers Are Tuning In.

    ERIC Educational Resources Information Center

    Broderick, Richard

    1982-01-01

    The uses of interactive video are explored through various case studies. They include cardiopulmonary resuscitation training for the Dallas American Heart Association, Ford Motor Company dealership training, employee training at the Los Angeles Plutonium Facility, and others. (CT)

  1. 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…

  2. The Evolution of Video Magnification Technology.

    ERIC Educational Resources Information Center

    Uslan, M. M.; And Others

    1996-01-01

    This article traces the development of closed-circuit television (CCTV) systems, examines types of CCTVs available today, discusses the influence of digital and computer technology in improving CCTVs, and speculates on video magnification technology of the future. (Author/CR)

  3. 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…

  4. 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…

  5. Interactive Video for the Electronics Age.

    ERIC Educational Resources Information Center

    Ulmer, Dale

    1986-01-01

    Describes an interactive electronics training system, created by the College of San Mateo in cooperation with the Wisconsin Foundation for Vocational, Technical, and Adult Education which teaches the following courses: DC Electronics, Semiconductor Devices, and Digital Electronics. Other examples of interactive video are cited. (CT)

  6. 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…

  7. 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…

  8. Test-Takers' Interaction with an L2 Video Listening Test

    ERIC Educational Resources Information Center

    Wagner, Elvis

    2010-01-01

    Video technology is commonly used in L2 classrooms, but it is rarely used in assessing L2 listening, and there is little research investigating how L2 listeners process video texts (spoken texts that include the visual channel). The purpose of this study is to examine how L2 test-takers interact with a video listening test: the rate L2 listening…

  9. Test-Takers' Interaction with an L2 Video Listening Test

    ERIC Educational Resources Information Center

    Wagner, Elvis

    2010-01-01

    Video technology is commonly used in L2 classrooms, but it is rarely used in assessing L2 listening, and there is little research investigating how L2 listeners process video texts (spoken texts that include the visual channel). The purpose of this study is to examine how L2 test-takers interact with a video listening test: the rate L2 listening…

  10. Technology assessment of video teleconferencing

    NASA Astrophysics Data System (ADS)

    1989-02-01

    There are three major types of video teleconferencing (VTC) available today, they are: Ad hoc VTC, Slow-scan VTC, and Full-motion VTC. Ad hoc VTC refers to the transmission of a full-motion TV image from one site to many. This form of VTC has been mainly used for product announcements by companies and is usually done over a network of public VTC rooms on a one time basis. This approach is expensive, but effective in reaching a targeted group of people at one time. Slow-scan VTC transmits a picture over a low speed line (telephone lines), in a few seconds a retransmission occurs for only the parts of the picture that have changed. This low cost method is good for a few applications where very little motion is involved. Full-motion VTC most nearly recreates the face to face meeting. Depending on transmission rates, this method can approach the quality of a TV transmission. The major cost factors in this approach are transmission speed and the equipment to code and decode the signals. AT and T was awarded the contract for the Defense Commercial Telecommunications Network (DCTN) in March of 1984 for the period January 1986 to January 1996. DCTN is a leased communications service that provides voice, data, and video service for DOD and GSA. The major advance that DCTN provides over standard voice and data service is VTC. DCTN is the standard vehicle for VTC within the DOD. The use of any other network requires a waiver from the Defense Communications Agency.

  11. Interactive Video: Meeting the Ford Challenge.

    ERIC Educational Resources Information Center

    Copeland, Peter

    Many companies using Statistical Process Control (SPC) in their manufacturing processes have found that, despite the training difficulties presented by the technique, the rewards of successful SPC include increased productivity, quality, and market leadership. The Ford Motor Company has developed its SPC training with interactive video, which…

  12. Interactive Video Games in Physical Education

    ERIC Educational Resources Information Center

    Trout, Josh; Christie, Brett

    2007-01-01

    As the obesity epidemic in the United States spreads among children and teenagers, due in part to sedentary lifestyles, some physical education programs are using interactive video games to keep students engaged in physical activity. These innovative games make physical activity fun and challenging for both high- and low-skilled students. Although…

  13. ALSC 2011 Notable Videos, Recordings & Interactive Software

    ERIC Educational Resources Information Center

    School Library Journal, 2011

    2011-01-01

    This article presents the Notable Children's Videos, Recordings, and Interactive Software for Kids lists which are compiled annually by committees of the Association for Library Service to children (ALSC), a division of the American Library Association (ALA). These lists were released in January 2011 at the ALA Midwinter meeting in San Diego,…

  14. Talents and Tolerance: Writing Interactive Video.

    ERIC Educational Resources Information Center

    Woodward, Harry

    1983-01-01

    Discusses disciplines required in writing branching programs for interactive video, underscoring the need to work from a flowchart, function on a team, and develop skills to write nonlinearly. Problems encountered are compared with Faulkner's novel, "The Sound and the Fury," and the development of two programs is briefly described. (MBR)

  15. Teaching Corporate Culture Using Interactive Video Training.

    ERIC Educational Resources Information Center

    Gardner, P. R.

    The Westinghouse Hanford Company Total Quality Program includes the development of Hanford General Employee Training (HGET), an interactive video course. The commitment to total quality is developed in both new and requalifying employees by requiring them to make positive choices when confronted with real life scenarios showing violations of…

  16. Interactive Video Program. Final Report and Recommendations.

    ERIC Educational Resources Information Center

    Midwestern Higher Education Commission, Minneapolis, MN.

    This report presents recommendations on interactive video transmission standards, equipment, room designs, and service plans for member institutions of the Midwestern Higher Education Commission (MHEC) and reviews MHEC's efforts to find and contract for such services with vendors. The report describes the MHEC objective of establishing a dial-up,…

  17. Interactive Video Disc Orientation Documentation.

    ERIC Educational Resources Information Center

    Frost, William J.; And Others

    This report provides the documentation for a proposed interactive videodisk to be produced for use in orienting freshman students to the Harvey A. Andruss Library of Bloomsburg University (Pennsylvania). A rationale for the project and a plan of action are followed by a production time line and tentative program outline. An outline of the library…

  18. Gaze interaction in UAS video exploitation

    NASA Astrophysics Data System (ADS)

    Hild, Jutta; Brüstle, Stefan; Heinze, Norbert; Peinsipp-Byma, Elisabeth

    2013-05-01

    A frequently occurring interaction task in UAS video exploitation is the marking or selection of objects of interest in the video. If an object of interest is visually detected by the image analyst, its selection/marking for further exploitation, documentation and communication with the team is a necessary task. Today object selection is usually performed by mouse interaction. As due to sensor motion all objects in the video move, object selection can be rather challenging, especially if strong and fast and ego-motions are present, e.g., with small airborne sensor platforms. In addition to that, objects of interest are sometimes too shortly visible to be selected by the analyst using mouse interaction. To address this issue we propose an eye tracker as input device for object selection. As the eye tracker continuously provides the gaze position of the analyst on the monitor, it is intuitive to use the gaze position for pointing at an object. The selection is then actuated by pressing a button. We integrated this gaze-based "gaze + key press" object selection into Fraunhofer IOSB's exploitation station ABUL using a Tobii X60 eye tracker and a standard keyboard for the button press. Representing the object selections in a spatial relational database, ABUL enables the image analyst to efficiently query the video data in a post processing step for selected objects of interest with respect to their geographical and other properties. An experimental evaluation is presented, comparing gaze-based interaction with mouse interaction in the context of object selection in UAS videos.

  19. Interactive video compression for remote sensing

    NASA Astrophysics Data System (ADS)

    Maleh, Ray; Boyle, Frank A.; Deignan, Paul B.; Yancey, Jerry W.

    2011-05-01

    Modern day remote video cameras enjoy the ability of producing quality video streams at extremely high resolutions. Unfortunately, the benefit of such technology cannot be realized when the channel between the sensor and the operator restricts the bit-rate of incoming data. In order to cram more information into the available bandwidth, video technologies typically employ compression schemes (e.g. H.264/MPEG 4 standard) which exploit spatial and temporal redundancies. We present an alternative method utilizing region of interest (ROI) based compression. Each region in the incoming scene is assigned a score measuring importance to the operator. Scores may be determined based on the manual selection of one or more objects which are then automatically tracked by the system; or alternatively, listeners may be pre-assigned to various areas that trigger high scores upon the occurrence of customizable events. A multi-resolution wavelet expansion is then used to optimally transmit important regions at higher resolutions and frame rates than less interesting peripheral background objects subject to bandwidth constraints. We show that our methodology makes it possible to obtain high compression ratios while ensuring no loss in overall situational awareness. If combined with modules from traditional video codecs, compression ratios of 100:1 to 1000:1, depending on ROI size, can easily be achieved.

  20. Video on phone lines: technology and applications

    NASA Astrophysics Data System (ADS)

    Hsing, T. Russell

    1996-03-01

    Recent advances in communications signal processing and VLSI technology are fostering tremendous interest in transmitting high-speed digital data over ordinary telephone lines at bit rates substantially above the ISDN Basic Access rate (144 Kbit/s). Two new technologies, high-bit-rate digital subscriber lines and asymmetric digital subscriber lines promise transmission over most of the embedded loop plant at 1.544 Mbit/s and beyond. Stimulated by these research promises and rapid advances on video coding techniques and the standards activity, information networks around the globe are now exploring possible business opportunities of offering quality video services (such as distant learning, telemedicine, and telecommuting etc.) through this high-speed digital transport capability in the copper loop plant. Visual communications for residential customers have become more feasible than ever both technically and economically.

  1. 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…

  2. 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.

  3. Interactive video instruction - Establishing a positive alternative

    SciTech Connect

    Schillinger, F.J.; McCulloch, B.P. )

    1991-11-01

    This paper discusses The New York Power Authority's (NYPA's) efforts to establish and implement a viable interactive video instruction program to provide an alternative to traditional instructor-led classroom training. The NYPA training department was looking for alternative methods of providing adequate training for a new apprenticeship program being developed for its nonnuclear plant employees. They were also looking for another way to provide cost-effective basic computer training for an ever-increasing number of company computer users. Interactive video instruction was selected because it offered an interesting and fresh approach to self-paced learning. The paper describes problems associated with startup, implementation, and administration, benefits expected, and obtaining college accreditation.

  4. Technology survey on video face tracking

    NASA Astrophysics Data System (ADS)

    Zhang, Tong; Gomes, Herman Martins

    2014-03-01

    With the pervasiveness of monitoring cameras installed in public areas, schools, hospitals, work places and homes, video analytics technologies for interpreting these video contents are becoming increasingly relevant to people's lives. Among such technologies, human face detection and tracking (and face identification in many cases) are particularly useful in various application scenarios. While plenty of research has been conducted on face tracking and many promising approaches have been proposed, there are still significant challenges in recognizing and tracking people in videos with uncontrolled capturing conditions, largely due to pose and illumination variations, as well as occlusions and cluttered background. It is especially complex to track and identify multiple people simultaneously in real time due to the large amount of computation involved. In this paper, we present a survey on literature and software that are published or developed during recent years on the face tracking topic. The survey covers the following topics: 1) mainstream and state-of-the-art face tracking methods, including features used to model the targets and metrics used for tracking; 2) face identification and face clustering from face sequences; and 3) software packages or demonstrations that are available for algorithm development or trial. A number of publically available databases for face tracking are also introduced.

  5. High Resolution, High Frame Rate Video Technology

    NASA Technical Reports Server (NTRS)

    1990-01-01

    Papers and working group summaries presented at the High Resolution, High Frame Rate Video (HHV) Workshop are compiled. HHV system is intended for future use on the Space Shuttle and Space Station Freedom. The Workshop was held for the dual purpose of: (1) allowing potential scientific users to assess the utility of the proposed system for monitoring microgravity science experiments; and (2) letting technical experts from industry recommend improvements to the proposed near-term HHV system. The following topics are covered: (1) State of the art in the video system performance; (2) Development plan for the HHV system; (3) Advanced technology for image gathering, coding, and processing; (4) Data compression applied to HHV; (5) Data transmission networks; and (6) Results of the users' requirements survey conducted by NASA.

  6. A video approach to interactive patient education.

    PubMed

    Maller, C E; Twitty, V J; Sauve, A

    1997-04-01

    A quality improvement model presents the stages of designing and producing a preoperative videotape for improved patient satisfaction outcomes. PACU nurses formed an interdisciplinary team of providers and patients to update an existing preoperative sound/slide program into video. Improved patient outcomes were reflected in greater availability, accessibility, and consistency of preoperative instruction. A videotape program for home viewing was instituted to reach out to the surgical patient population served by the Albuquerque Veterans Affairs Medical Center in New Mexico. A quality improvement storyboard approach to videotape production met Joint Commission on Accreditation of Health Care Organization (JCAHO) standards for interactive patient education at a recent JCAHO survey. Preliminary evaluative data from patients supports a growing appeal of videos to patients and family members as an additional preoperative teaching strategy for adult surgical patients.

  7. 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…

  8. 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…

  9. Automated interactive video playback for studies of animal communication.

    PubMed

    Butkowski, Trisha; Yan, Wei; Gray, Aaron M; Cui, Rongfeng; Verzijden, Machteld N; Rosenthal, Gil G

    2011-02-09

    Video playback is a widely-used technique for the controlled manipulation and presentation of visual signals in animal communication. In particular, parameter-based computer animation offers the opportunity to independently manipulate any number of behavioral, morphological, or spectral characteristics in the context of realistic, moving images of animals on screen. A major limitation of conventional playback, however, is that the visual stimulus lacks the ability to interact with the live animal. Borrowing from video-game technology, we have created an automated, interactive system for video playback that controls animations in response to real-time signals from a video tracking system. We demonstrated this method by conducting mate-choice trials on female swordtail fish, Xiphophorus birchmanni. Females were given a simultaneous choice between a courting male conspecific and a courting male heterospecific (X. malinche) on opposite sides of an aquarium. The virtual male stimulus was programmed to track the horizontal position of the female, as courting males do in the wild. Mate-choice trials on wild-caught X. birchmanni females were used to validate the prototype's ability to effectively generate a realistic visual stimulus.

  10. Interactive Technology for Education.

    ERIC Educational Resources Information Center

    Brooks, Robert; Perl, Barry

    1991-01-01

    By using the kind of two-way television system envisioned by Buckminster Fuller, school children can learn at their own rates and select interesting topics, thereby continually reinforcing the desire to learn. Today's new interactive video systems, from multimedia encyclopedias to hypermedia combinations, allow students to explore subject matter…

  11. Interactive Technology for Education.

    ERIC Educational Resources Information Center

    Brooks, Robert; Perl, Barry

    1991-01-01

    By using the kind of two-way television system envisioned by Buckminster Fuller, school children can learn at their own rates and select interesting topics, thereby continually reinforcing the desire to learn. Today's new interactive video systems, from multimedia encyclopedias to hypermedia combinations, allow students to explore subject matter…

  12. Video Interaction Guidance: a practitioner's perspective.

    PubMed

    Brooks, Jenny

    2008-09-01

    School nurses are being encouraged to consider a more preventative agenda, and Video Interaction Guidance (VIG) is a tool to enhance communication between people that can be used effectively within community nursing. VIG involves a short piece of film taken by the professional--the guider--that is edited to highlight the participant's strengths and fed back in discussion between the guider and participant. This article describes the theoretical background and practical use of VIG by a school nurse seconded to a Children's Fund project, in a county where this method is being used across a number of agencies. The implications for ethical working are also considered.

  13. Creating Micro-Videos to Demonstrate Technology Learning

    ERIC Educational Resources Information Center

    Frydenberg, Mark; Andone, Diana

    2016-01-01

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

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

    ERIC Educational Resources Information Center

    Baharav, Eva

    2008-01-01

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

  15. 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…

  16. Creating interactive video broadcasting system for VBLHEP

    NASA Astrophysics Data System (ADS)

    Slepov, I. P.

    2016-09-01

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

  17. Volumetric Video Compression for Interactive Playback★

    PubMed Central

    Sohn, Bong-Soo; Bajaj, Chandrajit; Siddavanahalli, Vinay

    2009-01-01

    We develop a volumetric video system which supports interactive browsing of compressed time-varying volumetric features (significant isosurfaces and interval volumes). Since the size of even one volumetric frame in a time-varying 3D data set is very large, transmission and on-line reconstruction are the main bottlenecks for interactive remote visualization of time-varying volume and surface data. We describe a compression scheme for encoding time-varying volumetric features in a unified way, which allows for on-line reconstruction and rendering. To increase the run-time decompression speed and compression ratio, we decompose the volume into small blocks and encode only the significant blocks that contribute to the isosurfaces and interval volumes. The results show that our compression scheme achieves high compression ratio with fast reconstruction, which is effective for client-side rendering of time-varying volumetric features. PMID:20072724

  18. 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.

  19. Error resilient interactive video streaming over wireless networks

    NASA Astrophysics Data System (ADS)

    Hadjinicolaou, Marios G.; Psannis, Kostas E.; Ishibashi, Yutaka

    2007-09-01

    This paper presents an efficient approach for supporting wireless video full interactive services. One of the main goals of wireless video multicast services is to provide priority including dedicated bandwidth, controlled jitter (required by some real-time and interactive traffic), and improved loss characteristics. The proposed method is based on storing multiple differently encoded versions of the normal/interactive video streams at the server. The corresponding video streams are obtained by encoding the original uncompressed video file as a sequence of I-P(I) frames and I-P(M) frames using different GOP (Group Of Pictures) pattern. Mechanisms for controlling the normal/interactive request are also presented and their effectiveness is assessed through extensive simulations. Wireless normal/interactive video services are supported with considerably reduced additional delay and acceptable visual quality at the wireless client-end.

  20. 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

  1. 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.

  2. Technologies and Techniques for Supporting Facilitated Video

    ERIC Educational Resources Information Center

    Linnell, Natalie

    2011-01-01

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

  3. Technologies and Techniques for Supporting Facilitated Video

    ERIC Educational Resources Information Center

    Linnell, Natalie

    2011-01-01

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

  4. New Ways of Using Video Technology in English Language Teaching.

    ERIC Educational Resources Information Center

    Migliacci, Naomi

    2002-01-01

    Examines the different uses of video technologies in English language teaching, including content and instructional presentation, planning for instruction, designing tasks for students, assessment, and using new technologies. (Author/VWL)

  5. Digital video technology - today and tomorrow: 11th office information technology conference

    SciTech Connect

    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.

  6. 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.

  7. Prototype Development and Acquisition in an Interactive Video Concept Lesson.

    ERIC Educational Resources Information Center

    Jonassen, David H.

    This study compared instructional methods using interactive video in order to test the prototype model of concept acquisition and to assess the kinds of prototypes that learners develop. The subjects were 30 graduate students at two universities, who were randomly assigned to one of three treatment groups and completed an interactive video program…

  8. Implementing Two-Way Interactive Video in Rural, Small Schools.

    ERIC Educational Resources Information Center

    Sullivan, Michael; And Others

    Five case studies of instructional two-way interactive video in rural small schools provide a model for successful implementation in other communities. Site visits and extensive interviews were conducted in schools and communities served by the Oklahoma Panhandle Shar-Ed Video Network, the New Mexico Eastern Plains Interactive TV Cooperative, the…

  9. Effects of Video Interaction Guidance on Early Childhood Teachers

    ERIC Educational Resources Information Center

    Fukkink, Ruben G.; Tavecchio, Louis W. C.

    2010-01-01

    An experimental study showed that a video feedback intervention improved the interaction skills of early childhood education and care teachers. The teachers who had received the Video Interaction Guidance training appeared more stimulating in their behavior, were more sensitive and more verbally stimulating than teachers from the control group.…

  10. 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…

  11. 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…

  12. Effects of Video Interaction Guidance on Early Childhood Teachers

    ERIC Educational Resources Information Center

    Fukkink, Ruben G.; Tavecchio, Louis W. C.

    2010-01-01

    An experimental study showed that a video feedback intervention improved the interaction skills of early childhood education and care teachers. The teachers who had received the Video Interaction Guidance training appeared more stimulating in their behavior, were more sensitive and more verbally stimulating than teachers from the control group.…

  13. 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.

  14. From a Distance: Student Voices from the Interactive Video Classroom.

    ERIC Educational Resources Information Center

    McHenry, Lynnea; Bozik, Mary

    1997-01-01

    Observations and interviews of community college students taking a class via interactive video revealed six primary themes of students' concerns and perceptions. Results indicate that further exploration is needed in classroom climate, apprehension, interaction, feedback, and learning styles. (AEF)

  15. 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.

  16. Human Interactive Analysis Using Video: Mapping the Dynamics of Complex Work Environments.

    ERIC Educational Resources Information Center

    Terrell, William R.; And Others

    1992-01-01

    Explains human interactive analysis as an architecture for using computer interactive technologies in the analysis of complex work environments. A project at the Naval Training Systems Center that used video-audio data to develop a multimedia database is described; the analysis and management of data are discussed; and decision processes are…

  17. Human Interactive Analysis Using Video: Mapping the Dynamics of Complex Work Environments.

    ERIC Educational Resources Information Center

    Terrell, William R.; And Others

    1992-01-01

    Explains human interactive analysis as an architecture for using computer interactive technologies in the analysis of complex work environments. A project at the Naval Training Systems Center that used video-audio data to develop a multimedia database is described; the analysis and management of data are discussed; and decision processes are…

  18. 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…

  19. The Big Picture? Video and the Representation of Interaction

    ERIC Educational Resources Information Center

    Plowman, Lydia; Stephen, Christine

    2008-01-01

    Researchers who use video to record interactions usually need to translate the video data into another medium at some stage in order to facilitate its analysis and dissemination. This article considers some methodological issues that arise in this process by examining transcripts, diagrams and pictures as examples of different techniques for…

  20. 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…

  1. Privacy enabling technology for video surveillance

    NASA Astrophysics Data System (ADS)

    Dufaux, Frédéric; Ouaret, Mourad; Abdeljaoued, Yousri; Navarro, Alfonso; Vergnenègre, Fabrice; Ebrahimi, Touradj

    2006-05-01

    In this paper, we address the problem privacy in video surveillance. We propose an efficient solution based on transformdomain scrambling of regions of interest in a video sequence. More specifically, the sign of selected transform coefficients is flipped during encoding. We address more specifically the case of Motion JPEG 2000. Simulation results show that the technique can be successfully applied to conceal information in regions of interest in the scene while providing with a good level of security. Furthermore, the scrambling is flexible and allows adjusting the amount of distortion introduced. This is achieved with a small impact on coding performance and negligible computational complexity increase. In the proposed video surveillance system, heterogeneous clients can remotely access the system through the Internet or 2G/3G mobile phone network. Thanks to the inherently scalable Motion JPEG 2000 codestream, the server is able to adapt the resolution and bandwidth of the delivered video depending on the usage environment of the client.

  2. 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.

  3. Presence in Video-Mediated Interactions: Case Studies at CSIRO

    NASA Astrophysics Data System (ADS)

    Alem, Leila

    Although telepresence and a sense of connectedness with others are frequently mentioned in media space studies, as far as we know, none of these studies report attempts at assessing this critical aspect of user experience. While some attempts have been made to measure presence in virtual reality or augmented reality, (a comprehensive review of existing measures is available in Baren and Ijsselsteijn [2004]), very little work has been reported in measuring presence in video-mediated collaboration systems. Traditional studies of video-mediated collaboration have mostly focused their evaluation on measures of task performance and user satisfaction. Videoconferencing systems can be seen as a type of media space; they rely on technologies of audio, video, and computing put together to create an environment extending the embodied mind. This chapter reports on a set of video-mediated collaboration studies conducted at CSIRO in which different aspects of presence are being investigated. The first study reports the sense of physical presence a specialist doctor experiences when engaged in a remote consultation of a patient using the virtual critical care unit (Alem et al., 2006). The Viccu system is an “always-on” system connecting two hospitals (Li et al., 2006). The presence measure focuses on the extent to which users of videoconferencing systems feel physically present in the remote location. The second study reports the sense of social presence users experience when playing a game of charades with remote partners using a video conference link (Kougianous et al., 2006). In this study the presence measure focuses on the extent to which users feel connected with their remote partners. The third study reports the sense of copresence users experience when building collaboratively a piece of Lego toy (Melo and Alem, 2007). The sense of copresence is the extent to which users feel present with their remote partner. In this final study the sense of copresence is

  4. The evolution of wireless video transmission technology for surveillance missions

    NASA Astrophysics Data System (ADS)

    Durso, Christopher M.; McCulley, Eric

    2012-06-01

    Covert and overt video collection systems as well as tactical unmanned aerial vehicles (UAV's) and unmanned ground vehicles (UGV's) can deliver real-time video intelligence direct from sensor systems to command staff providing unprecedented situational awareness and tactical advantage. Today's tactical video communications system must be secure, compact, lightweight, and fieldable in quick reaction scenarios. Four main technology implementations can be identified with the evolutionary development of wireless video transmission systems. Analog FM led to single carrier digital modulation, which gave way to multi-carrier orthogonal modulation. Each of these systems is currently in use today. Depending on the operating environment and size, weight, and power limitations, a system designer may choose one over another to support tactical video collection missions.

  5. ECHO: a community video streaming system with interactive visual overlays

    NASA Astrophysics Data System (ADS)

    Cheung, Gene; Tan, Wai-tian; Shen, Bo; Ortega, Antonio

    2008-01-01

    We describe a networked video application where personalized avatars, controlled by a group of "hecklers", are overlaid on top of a real-time encoded video stream of an Internet game for multicast consumption. Rather than passively observing the streamed content individually, the interactivity of the controllable avatars, along with heckling voice exchange, engenders a sense of community during group viewing. We first describe how the system splits video into independent regions with and without avatars for processing in order to minimize complexity. Observing that the region with avatars is more delay-sensitive due to their interactivity, we then show that the regions can be logically packetized into separable sub-streams, and be transported and buffered with different delay requirements, so that the interactivity of the avatars can be maximized. The utility of our system extends beyond Internet game watching to general community streaming of live or pre-encoded video with visual overlays.

  6. Automated video and infrared tracking technology

    NASA Astrophysics Data System (ADS)

    Koligman, Michael; Dirbas, Joseph J.

    1999-10-01

    PAR Government Systems Corporation (PGSC) has recently developed a complete activity detection and tracking system using standard NTSC Video or Infrared (IR) camera inputs. The inputs are processed using state-of-the-art signal processing hardware and software developed specifically for real-time applications. The system automatically detects and tracks moving objects in video or infrared imagery. Algorithms to automatically detect and track moving objects were implemented and ported to a C80 based DSP board for real-time operation. The real-time embedded software performs: (1) Video/IR frame registration to compensate for sensor motion, jitter, and panning; (2) Moving target detection and track formation; (3) Symbology overlays. The hardware components are PC based COGS which include a high speed DSP board for real-time video/IR data collection and processing. The system can be used for a variety of detection and tracking purposes including border surveillance, perimeter surveillance including building, airport, correctional facilities, and other areas requiring detection and tracking of intruders. The system was designed, built and tested in 1998 by PAR Government Systems Corporation, La Jolla, CA. This paper addresses the algorithms (Registration, Tracking, Outputs) as well as hardware used to port the algorithms (C80 DSP board) for real-time processing.

  7. Nursing Students Benefit from Video Technology

    ERIC Educational Resources Information Center

    Barron, Rich

    2006-01-01

    At Renton Technical College in Renton, Washington, a video system that captures and records live images is enhancing the educational experience for students in the nursing program. Capturing and recording live images from the rooms has proven to be one of the most successful teaching methods instituted at Renton Tech. Instructors are able to…

  8. Research on defogging technology of video image based on FPGA

    NASA Astrophysics Data System (ADS)

    Liu, Shuo; Piao, Yan

    2015-03-01

    As the effect of atmospheric particles scattering, the video image captured by outdoor surveillance system has low contrast and brightness, which directly affects the application value of the system. The traditional defogging technology is mostly studied by software for the defogging algorithms of the single frame image. Moreover, the algorithms have large computation and high time complexity. Then, the defogging technology of video image based on Digital Signal Processing (DSP) has the problem of complex peripheral circuit. It can't be realized in real-time processing, and it's hard to debug and upgrade. In this paper, with the improved dark channel prior algorithm, we propose a kind of defogging technology of video image based on Field Programmable Gate Array (FPGA). Compared to the traditional defogging methods, the video image with high resolution can be processed in real-time. Furthermore, the function modules of the system have been designed by hardware description language. At last, the results show that the defogging system based on FPGA can process the video image with minimum resolution of 640×480 in real-time. After defogging, the brightness and contrast of video image are improved effectively. Therefore, the defogging technology proposed in the paper has a great variety of applications including aviation, forest fire prevention, national security and other important surveillance.

  9. Using Computer and Video Technologies to Develop Interpersonal Skills.

    ERIC Educational Resources Information Center

    Campbell, J. Olin; And Others

    1995-01-01

    Two studies investigated ways in which computer and video technology can support expert human coaches in order to reduce instructor time and increase learner-centered environments; the goal was to train undergraduate students to facilitate others' interpersonal problem solving. Results indicate that the technology-supported methods can decrease…

  10. 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,…

  11. 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…

  12. Digital video technologies and their network requirements

    SciTech Connect

    R. P. Tsang; H. Y. Chen; J. M. Brandt; J. A. Hutchins

    1999-11-01

    Coded digital video signals are considered to be one of the most difficult data types to transport due to their real-time requirements and high bit rate variability. In this study, the authors discuss the coding mechanisms incorporated by the major compression standards bodies, i.e., JPEG and MPEG, as well as more advanced coding mechanisms such as wavelet and fractal techniques. The relationship between the applications which use these coding schemes and their network requirements are the major focus of this study. Specifically, the authors relate network latency, channel transmission reliability, random access speed, buffering and network bandwidth with the various coding techniques as a function of the applications which use them. Such applications include High-Definition Television, Video Conferencing, Computer-Supported Collaborative Work (CSCW), and Medical Imaging.

  13. 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…

  14. 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…

  15. Facilitating Grounded Online Interactions in Video-Case-Based Teacher Professional Development

    ERIC Educational Resources Information Center

    Nemirovsky, Ricardo; Galvis, Alvaro

    2004-01-01

    The use of interactive video cases for teacher professional development is an emergent medium inspired by case study methods used extensively in law, management, and medicine, and by the advent of multimedia technology available to support online discussions. This paper focuses on Web-based "grounded" discussions--in which the participants base…

  16. 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…

  17. Elders' Usability, Dependability, and Flow Experiences on Embodied Interactive Video Games

    ERIC Educational Resources Information Center

    Hwang, Ming-Yueh; Hong, Jon-Chao; Hao, Yung-wei; Jong, Jyh-Tsorng

    2011-01-01

    Daily physical activities may slow down the deterioration of cognitive aging. This study intended to develop embodiment interactive video games with friendly human-machine interface to break through the elder's literacy, cognitive aging, and psychomotor hindrances toward technology. Another objective was to understand, through field experiments…

  18. The role of technology in video-mediated consensus meetings.

    PubMed

    Groth, Kristina; Olin, Kemal; Gran, Ola; Permert, Johan

    2008-01-01

    We have studied the use of video-mediated technology to facilitate multidisciplinary meetings where consensus is reached about the diagnosis and treatment of patients. The meetings involved 2-5 sites, with 1-20 participants from each site, and concerned patients with severe diseases in the upper abdomen. During a period of about one year we conducted observations and interviews at the Karolinska hospital and some of the local hospitals. Eight video-mediated consensus meetings were video-recorded and transcribed. The audio and the radiology images presented during the meetings were considered to be most important; video was not critical for the consensus meeting itself, but contributed to a feeling of awareness and social presence. We conclude that video-mediated consensus meetings are affected by the technology used, and certain changes in the technology or environment could improve the meetings. Without the technology, such meetings would lead to more travelling for the patient and for the medical staff involved.

  19. Interactive Video and Group Learning: Two Action Enquiry Based Evaluations.

    ERIC Educational Resources Information Center

    Cloke, Chris; And Others

    1996-01-01

    Two evaluations of video programs that involved groups of learners interacting with LaserVision software are presented. One concerns counselling skills for student teachers. The other is a geography simulation program. Program structure, group interaction, and the role of the instructor are discussed. Learners in both studies found the visual…

  20. 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…

  1. A six-minute video-clip to ponder the values fostered by health technology.

    PubMed

    Lehoux, Pascale; Williams-Jones, Bryn; Hivon, Myriam; Daudelin, Genevieve; Alice Miller, Fiona

    2012-01-01

    As part of our research team's knowledge transfer and exchange (KTE) initiatives, we developed a six-minute video-clip to enable productive deliberations among technology developers, clinicians and patient representatives. This video-clip summarises in plain language the valuable goals and features that are embedded in health technology and raises questions regarding the direction that should be taken by health care innovations. The use of such video-clips creates unique opportunities for face-to-face deliberations by enabling participants to interact and debate policy issues that are pivotal to the sustainability of health care systems. In our experience, we found that audiovisual-elicitation-based KTE initiatives can fill an important communication gap among key stakeholders: pondering, from a health care system perspective, why and how certain kinds of medical technologies bring a more valuable response to health care needs when compared to others.

  2. An Examination of Automatic Video Retrieval Technology on Access to the Contents of an Historical Video Archive

    ERIC Educational Resources Information Center

    Petrelli, Daniela; Auld, Daniel

    2008-01-01

    Purpose: This paper aims to provide an initial understanding of the constraints that historical video collections pose to video retrieval technology and the potential that online access offers to both archive and users. Design/methodology/approach: A small and unique collection of videos on customs and folklore was used as a case study. Multiple…

  3. Third-Party Social Interaction and Word Learning from Video

    PubMed Central

    O’Doherty, Katherine; Troseth, Georgene L.; Shimpi, Priya M.; Goldenberg, Elizabeth; Akhtar, Nameera; Saylor, Megan M.

    2011-01-01

    In previous studies, very young children have learned words while “overhearing” a conversation, yet they have had trouble learning words from a person on video. In Study 1, 64 toddlers (mean age = 29.8 months) viewed an object-labeling demonstration in one of four conditions. In two, the speaker (present or on video) directly addressed the child and in two, the speaker addressed another adult who was present or was with her on video. Study 2 involved two follow-up conditions with 32 toddlers (mean age = 30.4 months). Across the two studies, the results indicated that toddlers learned words best when participating in or observing a reciprocal social interaction with a speaker who was present or on video. PMID:21418054

  4. 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,…

  5. Multimedia in the Counselor Education Classroom: Transforming Learning with Video Technology.

    ERIC Educational Resources Information Center

    Baltimore, Michael L.

    This document addresses video production as it relates to counselor education. Groundwork for infusing video production technology is covered, including the video production process, equipment, computer technology that assists in production, video editing, and final production. In addition, three important formats will be discussed. First is the…

  6. Interactive Classification Technology

    NASA Technical Reports Server (NTRS)

    deBessonet, Cary

    2000-01-01

    The investigators upgraded a knowledge representation language called SL (Symbolic Language) and an automated reasoning system called SMS (Symbolic Manipulation System) to enable the more effective use of the technologies in automated reasoning and interactive classification systems. The overall goals of the project were: 1) the enhancement of the representation language SL to accommodate a wider range of meaning; 2) the development of a default inference scheme to operate over SL notation as it is encoded; and 3) the development of an interpreter for SL that would handle representations of some basic cognitive acts and perspectives.

  7. Composing with New Technology: Teacher Reflections on Learning Digital Video

    ERIC Educational Resources Information Center

    Bruce, David L.; Chiu, Ming Ming

    2015-01-01

    This study explores teachers' reflections on their learning to compose with new technologies in the context of teacher education and/or teacher professional development. English language arts (ELA) teachers (n = 240) in 15 courses learned to use digital video (DV), completed at least one DV group project, and responded to open-ended survey…

  8. Developments in Micrographics, Video Technology, and "Fair Use," 1983.

    ERIC Educational Resources Information Center

    Nadeski, Karen; Pontius, Jack

    1984-01-01

    Summary of 1983 activities and publications in the micrographic industry focuses on meetings and organizational activities, microforms in libraries and bibliographic control, business applications of microforms, micropublishing, standards, microform reading equipment, video/optical disk technology, and fair use and the copyright law. A 182-item…

  9. Current Events and Technology: Video and Audio on the Internet.

    ERIC Educational Resources Information Center

    Laposata, Matthew M.; Howick, Tom; Dias, Michael J.

    2002-01-01

    Explains the effectiveness of visual aids compared to written materials in teaching and recommends using television segments for teaching purposes. Introduces digitized clips provided by major television news organizations through the Internet and describes the technology requirements for successful viewing of streaming videos and audios. (YDS)

  10. Teaching Life Enhancement Skills with Interactive Video-Based Curricula.

    ERIC Educational Resources Information Center

    Browning, Philip; White, W. A. T.

    1986-01-01

    The article describes courseware developed by Project LIVE (Learning Through Interactive Video Education), designed to teach generic, cognitive independent living skills to mentally handicapped adolescents. The curriculum focuses on Life Enhancement Skills as content domain, uses multiple teaching strategies (e.g., verbal rehearsal), and…

  11. Using Interactive Video to Examine Cultural Issues in Art.

    ERIC Educational Resources Information Center

    Semrau, Penelope; Boyer, Barbara A.

    1992-01-01

    Discussion of the use of interactive video to address issues of culture and gender in multicultural art classrooms focuses on an adaptation of "The Vincent Van Gogh Laserguide" at California State University-Los Angeles to teach students how to talk about and analyze works of art. (LRW)

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

    ERIC Educational Resources Information Center

    Mirkin, Barry

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

  13. Violent Interaction Detection in Video Based on Deep Learning

    NASA Astrophysics Data System (ADS)

    Zhou, Peipei; Ding, Qinghai; Luo, Haibo; Hou, Xinglin

    2017-06-01

    Violent interaction detection is of vital importance in some video surveillance scenarios like railway stations, prisons or psychiatric centres. Existing vision-based methods are mainly based on hand-crafted features such as statistic features between motion regions, leading to a poor adaptability to another dataset. En lightened by the development of convolutional networks on common activity recognition, we construct a FightNet to represent the complicated visual violence interaction. In this paper, a new input modality, image acceleration field is proposed to better extract the motion attributes. Firstly, each video is framed as RGB images. Secondly, optical flow field is computed using the consecutive frames and acceleration field is obtained according to the optical flow field. Thirdly, the FightNet is trained with three kinds of input modalities, i.e., RGB images for spatial networks, optical flow images and acceleration images for temporal networks. By fusing results from different inputs, we conclude whether a video tells a violent event or not. To provide researchers a common ground for comparison, we have collected a violent interaction dataset (VID), containing 2314 videos with 1077 fight ones and 1237 no-fight ones. By comparison with other algorithms, experimental results demonstrate that the proposed model for violent interaction detection shows higher accuracy and better robustness.

  14. Teaching Employment Interview Skills through Interactive Video Instruction.

    ERIC Educational Resources Information Center

    Shulman, Gary M.; And Others

    An interactive video program, "The Screening Interview," has been developed at Miami University (Ohio) to help prepare college and university students for on-campus employment interviews with corporate recruiters. Within the context of the simulated interview situation provided by the program, students function as the alter ego of either…

  15. Developing Interactive Video Resource Materials for Community Dental Health.

    ERIC Educational Resources Information Center

    Bartoli, Claire; And Others

    1986-01-01

    Describes the creation of a series of interactive video modules on dental hygiene at Luzerne County Community College. These modules are intended to supplement instruction in a community dentistry and health education course and to guide students in an assignment to develop and implement dental health projects in their community. (MBR)

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

    ERIC Educational Resources Information Center

    Gramss, Denise; Struve, Doreen

    2009-01-01

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

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

    ERIC Educational Resources Information Center

    Gramss, Denise; Struve, Doreen

    2009-01-01

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

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

    ERIC Educational Resources Information Center

    Mirkin, Barry

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

  19. 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.

  20. Documentation of surgical specimens using digital video technology.

    PubMed

    Melín-Aldana, Héctor; Carter, Barbara; Sciortino, Debra

    2006-09-01

    Digital technology is commonly used for documentation of specimens in anatomic pathology and has been mainly limited to still photographs. Technologic innovations, such as digital video, provide additional, in some cases better, options for documentation. To demonstrate the applicability of digital video to the documentation of surgical specimens. A Canon Elura MC40 digital camcorder was used, and the unedited movies were transferred to a Macintosh PowerBook G4 computer. Both the camcorder and specimens were hand-held during filming. The movies were edited using the software iMovie. Annotations and histologic photographs may be easily incorporated into movies when editing, if desired. The finished movies are best viewed in computers which contain the free program QuickTime Player. Movies may also be incorporated onto DVDs, for viewing in standard DVD players or appropriately equipped computers. The final movies are on average 2 minutes in duration, with a file size between 2 and 400 megabytes, depending on the intended use. Because of file size, distribution is more practical via CD or DVD, but movies may be compressed for distribution through the Internet (e-mail, Web sites) or through internal hospital networks. Digital video is a practical, easy, and affordable methodology for specimen documentation, permitting a better 3-dimensional understanding of the specimens. Discussions with colleagues, student education, presentation at conferences, and other educational activities can be enhanced with the implementation of digital video technology.

  1. NASA Research Being Shared Through Live, Interactive Video Tours

    NASA Technical Reports Server (NTRS)

    Petersen, Ruth A.; Zona, Kathleen A.

    2001-01-01

    On June 2, 2000, the NASA Glenn Research Center Learning Technologies Project (LTP) coordinated the first live remote videoconferencing broadcast from a Glenn facility. The historic event from Glenn's Icing Research Tunnel featured wind tunnel technicians and researchers performing an icing experiment, obtaining results, and discussing the relevance to everyday flight operations and safety. After a brief overview of its history, students were able to "walk through" the tunnel, stand in the control room, and observe a live icing experiment that demonstrated how ice would grow on an airplane wing in flight through an icing cloud. The tour was interactive, with a spirited exchange of questions and explanations between the students and presenters. The virtual tour of the oldest and largest refrigerated icing research tunnel in the world was the second of a series of videoconferencing connections with the AP Physics students at Bay Village High School, Bay Village, Ohio. The first connection, called Aircraft Safety and Icing Research, introduced the Tailplane Icing Program. In an effort to improve aircraft safety by reducing the number of in-flight icing events, Glenn's Icing Branch uses its icing research aircraft to conduct flight tests. The presenter engaged the students in discussions of basic aircraft flight mechanics and the function of the horizontal tailplane, as well as the effect of ice on airfoil (wing or tail) surfaces. A brief video of actual flight footage provided a view of the pilot's actions and reactions and of the horizon during tailplane icing conditions.

  2. The health benefits of interactive video game exercise.

    PubMed

    Warburton, Darren E R; Bredin, Shannon S D; Horita, Leslie T L; Zbogar, Dominik; Scott, Jessica M; Esch, Ben T A; Rhodes, Ryan E

    2007-08-01

    The purpose of this study was to evaluate the effectiveness of interactive video games (combined with stationary cycling) on health-related physical fitness and exercise adherence in comparison with traditional aerobic training (stationary cycling alone). College-aged males were stratified (aerobic fitness and body mass) and then assigned randomly to experimental (n = 7) or control (n = 7) conditions. Program attendance, health-related physical fitness (including maximal aerobic power (VO2 max), body composition, muscular strength, muscular power, and flexibility), and resting blood pressure were measured before and after training (60%-75% heart rate reserve, 3 d/week for 30 min/d for 6 weeks). There was a significant difference in the attendance of the interactive video game and traditional training groups (78% +/- 18% vs. 48% +/- 29%, respectively). VO2 max was significantly increased after interactive video game (11% +/- 5%) but not traditional (3% +/- 6%) training. There was a significantly greater reduction in resting systolic blood pressure after interactive video game (132 +/- 6 vs. 123 +/- 6 mmHg) than traditional (131 +/- 7 vs. 128 +/- 8 mmHg) training. There were no significant changes in body composition after either training program. Attendance mediated the relationships between condition and changes in health outcomes (including VO2 max, vertical jump, and systolic blood pressure). The present investigation indicates that a training program that links interactive video games to cycle exercise results in greater improvements in health-related physical fitness than that seen after traditional cycle exercise training. It appears that greater attendance, and thus a higher volume of physical activity, is the mechanism for the differences in health-related physical fitness.

  3. From computer images to video presentation: Enhancing technology transfer

    NASA Technical Reports Server (NTRS)

    Beam, Sherilee F.

    1994-01-01

    With NASA placing increased emphasis on transferring technology to outside industry, NASA researchers need to evaluate many aspects of their efforts in this regard. Often it may seem like too much self-promotion to many researchers. However, industry's use of video presentations in sales, advertising, public relations and training should be considered. Today, the most typical presentation at NASA is through the use of vu-graphs (overhead transparencies) which can be effective for text or static presentations. For full blown color and sound presentations, however, the best method is videotape. In fact, it is frequently more convenient due to its portability and the availability of viewing equipment. This talk describes techniques for creating a video presentation through the use of a combined researcher and video professional team.

  4. Viking 1975 Mars lander interactive computerized video stereophotogrammetry

    NASA Technical Reports Server (NTRS)

    Liebes, S., Jr.; Schwartz, A. A.

    1977-01-01

    A novel computerized interactive video stereophotogrammetry system has been developed for analysis of Viking 1975 lander imaging data. Prompt, accurate, and versatile performance is achieved. Earth-returned digital imagery data are driven from a computer to a pair of video monitors. Powerful computer support enables a photogrammetrist, stereoscopically viewing the video displays, to create diverse topographic products. Profiles, representing the intersection of any definable surface with the Martian relief, are readily generated. Vertical profiles and elevation contour maps, including stereo versions, are produced. Computer overlays of map products on stereo images aid map interpretation and permit independent quality evaluation. Slaved monitors enable parallel viewing. Maps span from the immediate foreground to the remote limits of ranging capability. Surface sampler arm specific vertical profiles enable direct reading of arm commands required for sample acquisition, rock rolling, and trenching. The ranging accuracy of plus or minus 2 cm throughout the sample area degrades to plus or minus 20 m at 100-m range.

  5. Viking 1975 Mars lander interactive computerized video stereophotogrammetry

    NASA Technical Reports Server (NTRS)

    Liebes, S., Jr.; Schwartz, A. A.

    1977-01-01

    A novel computerized interactive video stereophotogrammetry system has been developed for analysis of Viking 1975 lander imaging data. Prompt, accurate, and versatile performance is achieved. Earth-returned digital imagery data are driven from a computer to a pair of video monitors. Powerful computer support enables a photogrammetrist, stereoscopically viewing the video displays, to create diverse topographic products. Profiles, representing the intersection of any definable surface with the Martian relief, are readily generated. Vertical profiles and elevation contour maps, including stereo versions, are produced. Computer overlays of map products on stereo images aid map interpretation and permit independent quality evaluation. Slaved monitors enable parallel viewing. Maps span from the immediate foreground to the remote limits of ranging capability. Surface sampler arm specific vertical profiles enable direct reading of arm commands required for sample acquisition, rock rolling, and trenching. The ranging accuracy of plus or minus 2 cm throughout the sample area degrades to plus or minus 20 m at 100-m range.

  6. The Video Telephone; Impact of a New Era in Telecommunications. A Preliminary Technology Assessment.

    ERIC Educational Resources Information Center

    Dickson, Edward M.; Bowers, Raymond

    This technological assessment of the video telephone discusses in some detail the basic principles of video telephony, the many forms of video telephones, as well as competing and complementing technologies. The development of related and supporting technologies and the institutional and regulatory setting of the medium are also reviewed. The…

  7. [Interactive processes in video-mediated referential communication].

    PubMed

    Nambu, Misako; Harada, Etsuko T

    2002-08-01

    This study examined interactive processes that occurred in video-mediated referential communication task. Pairs of participants were assigned to one of four conditions; in a room with partition, or in separate rooms linked by telephone with three levels of noise interference (none, low, and high). In all conditions, a video-monitor link allowed the participants to see the upper body of their partner. Analyses of gestural and visual interaction revealed that participants in partition and no-interference conditions did not rely on the visual channel, while those in the others frequently looked at the monitor. Furthermore, gestural references appeared especially in high-noise condition. Qualitative analyses of conversations showed that participants in high-noise condition relied more on demonstrative references, and used more metaphoric expressions of a whole referent, based on the common ground shared by the pair. These results are discussed in terms of how people collaboratively interact and construct a shared context for communication between them.

  8. Technology Adoption: an Interaction Perspective

    NASA Astrophysics Data System (ADS)

    Sitorus, Hotna M.; Govindaraju, Rajesri; Wiratmadja, I. I.; Sudirman, Iman

    2016-02-01

    The success of a new technology depends on how well it is accepted by its intended users. Many technologies face the problem of low adoption rate, despite the benefits. An understanding of what makes people accept or reject a new technology can help speed up the adoption rate. This paper presents a framework for technology adoption based on an interactive perspective, resulting from a literature study on technology adoption. In studying technology adoption, it is necessary to consider the interactions among elements involved in the system, for these interactions may generate new characteristics or new relationships. The interactions among elements in a system adoption have not received sufficient consideration in previous studies of technology adoption. Based on the proposed interaction perspective, technology adoption is elaborated by examining interactions among the individual (i.e. the user or prospective user), the technology, the task and the environment. The framework is formulated by adopting several theories, including Perceived Characteristics of Innovating, Diffusion of Innovation Theory, Technology Acceptance Model, Task-Technology Fit and usability theory. The proposed framework is illustrated in the context of mobile banking adoption. It is aimed to offer a better understanding of determinants of technology adoption in various contexts, including technology in manufacturing systems.

  9. "Interactive Classification Technology"

    NASA Technical Reports Server (NTRS)

    deBessonet, Cary

    1999-01-01

    The investigators are upgrading a knowledge representation language called SL (Symbolic Language) and an automated reasoning system called SMS (Symbolic Manipulation System) to enable the technologies to be used in automated reasoning and interactive classification systems. The overall goals of the project are: a) the enhancement of the representation language SL to accommodate multiple perspectives and a wider range of meaning; b) the development of a sufficient set of operators to enable the interpreter of SL to handle representations of basic cognitive acts; and c) the development of a default inference scheme to operate over SL notation as it is encoded. As to particular goals the first-year work plan focused on inferencing and.representation issues, including: 1) the development of higher level cognitive/ classification functions and conceptual models for use in inferencing and decision making; 2) the specification of a more detailed scheme of defaults and the enrichment of SL notation to accommodate the scheme; and 3) the adoption of additional perspectives for inferencing.

  10. Interactive video-on-demand services on cable TV networks

    NASA Astrophysics Data System (ADS)

    Sampath-Kumar, Srihari; Rangan, P. Venkat

    1995-03-01

    In this paper, we investigate the architectural suitability of Cable TV networks for supporting Interactive Video on Demand. We present the existing cable TV structure and comment on the expected future architecture towards which cable TV networks are rapidly evolving. Practical realization of Interactive Video on Demand is in jeopardy because of an unmanageable peak in the subscribers' viewship pattern. We propose that multimedia servers of suitable capacities be installed at strategic locations in the cable TV network and function as temporary caches for multimedia information delivered from metropolitan repositories. We develop techniques for information caching that take into account the network bandwidth and storage constraints, and transform unmanageable peaks in viewers' demand patter to manageable plateaus.

  11. Longitudinal evaluation of a live interactive video baccalaureate nursing program.

    PubMed

    Martin, Pam; Klotz, Linda; Alfred, Danita

    2007-01-01

    Beginning with a brief history of a community-inspired distance education initiative, the authors describe how one college of nursing offers an entire generic bachelor of science in nursing program over live interactive video for nursing students at 2 distance sites. The 10-year longitudinal evaluation of student and program outcomes is presented. Student and program success is evidenced by congruence of grades and National Council Licensure Exam (NCLEX) pass rates between sites.

  12. Attitudes of postmenopausal women toward interactive video dance for exercise.

    PubMed

    Inzitari, Marco; Greenlee, Adam; Hess, Rachel; Perera, Subashan; Studenski, Stephanie A

    2009-08-01

    Although physical activity (PA) is universally recommended, most adults are not regular exercisers. Interactive video dance is a novel form of PA in widespread use among young adults, but interest among adults is not known. Postmenopausal women are an appropriate target for interventions to promote PA because they have an increased risk of health problems related to sedentary behavior. We explored perceived advantages and disadvantages of video dance as a personal exercise option in postmenopausal women. Forty sedentary postmenopausal women (mean age +/- SD 57 +/- 5 years), were oriented in eight small groups to interactive video dance, which uses a force-sensing pad with directional panels: the player steps on the panels in response to arrows scrolling on a screen, synchronized to music. Perceived advantages and disadvantages were elicited through a nominal group technique (NGT) process. Participants generated 113 advantages and 71 disadvantages. The most frequently cited advantages were "it's fun" and "improves coordination" (seven of eight groups), the fact that challenge encourages progress (five of eight groups), the potential for weight loss (four of eight groups), and the flexibility of exercise conditions (three of eight groups). Concerns were the potentially long and frustrating learning process, cost (six of eight groups), and possible technical issues (two of eight groups). The recreational nature of interactive dance exercise was widely appealing to postmenopausal women and might help promote adherence to PA. Initial support to learn basic technical and movement skills may be needed.

  13. OHIO INTERNATIONAL TELEVISION AND VIDEO FESTIVAL AWARD WINNERS FROM THE IMAGING TECHNOLOGY CENTER IT

    NASA Technical Reports Server (NTRS)

    2000-01-01

    OHIO INTERNATIONAL TELEVISION AND VIDEO FESTIVAL AWARD WINNERS FROM THE IMAGING TECHNOLOGY CENTER ITC KEVIN BURKE - BILL FLETCHER - GARY NOLAN - EMERY ADANICH FOR THE VIDEO ENTITLED ICING FOR REGIONAL AND CORPORATE PILOTS

  14. 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

  15. 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

  16. Video Interactions for Teaching and Learning (VITAL): Analyzing Videos Online to Learn to Teach Early Childhood Mathematics

    ERIC Educational Resources Information Center

    Lee, Joon Sun; Ginsburg, Herbert P.; Preston, Michael D.

    2009-01-01

    The most pressing need in early childhood mathematics education in the United States is to improve early childhood teacher preparation. A Web-based video system, "Video Interactions for Teaching and Learning (VITAL)", is a novel and effective approach for teacher preparation integrated into early childhood mathematics education courses. With…

  17. INTERACTIVE VIDEO DANCE GAMES FOR HEALTHY OLDER ADULTS

    PubMed Central

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

    2016-01-01

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

  18. AniPaint: interactive painterly animation from video.

    PubMed

    O'Donovan, Peter; Hertzmann, Aaron

    2012-03-01

    This paper presents an interactive system for creating painterly animation from video sequences. Previous approaches to painterly animation typically emphasize either purely automatic stroke synthesis or purely manual stroke key framing. Our system supports a spectrum of interaction between these two approaches which allows the user more direct control over stroke synthesis. We introduce an approach for controlling the results of painterly animation: keyframed Control Strokes can affect automatic stroke's placement, orientation, movement, and color. Furthermore, we introduce a new automatic synthesis algorithm that traces strokes through a video sequence in a greedy manner, but, instead of a vector field, uses an objective function to guide placement. This allows the method to capture fine details, respect region boundaries, and achieve greater temporal coherence than previous methods. All editing is performed with a WYSIWYG interface where the user can directly refine the animation. We demonstrate a variety of examples using both automatic and user-guided results, with a variety of styles and source videos.

  19. Immersive video

    NASA Astrophysics Data System (ADS)

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

    1996-03-01

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

  20. 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…

  1. 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…

  2. 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…

  3. 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.

  4. 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…

  5. Virtual Field Trips: Bringing College Students and Policymakers Together through Interactive Technology.

    ERIC Educational Resources Information Center

    Box-Steffensmeier, Janet M.; Grant, J. Tobin; Meinke, Scott R.; Tomlinson, Andrew R.

    2000-01-01

    Examines the impact of adding interactive video technology in an experimental course, "Congress and the Policy Process", in which the students held conversations with participants in Washington politics who acted as video seminar speakers. Reports that interaction with politicians improved the student learning experiences and grasp of the course…

  6. Potential applications of video disc technology to missile guidance

    NASA Astrophysics Data System (ADS)

    Ormsby, C. C.; Long, H. S.

    1980-01-01

    An assessment of video disk data storage technology suggests the possibility of a missile-borne data storage system providing real-time access to a data base consisting of approximately 10 to the 11th bits, with readout rates of up to 200 Mbits/sec and average frame access time of 2-3 sec. The Direct Read After Write (DRAW) technology currently under development will also provide a data recording capability of 10 to the 7th - 10 to the 8th bits/sec. Five cruise missile applications of this technology are discussed: (1) Terrain Contour Matching (TERCOM) data base guidance; (2) target signature data base guidance; (3) terrain/obstacle files navigation; (4) preprogrammed route storage navigation; and (5) reconnaissance data recording.

  7. 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.

  8. Molecular dynamics simulations through GPU video games technologies

    PubMed Central

    Loukatou, Styliani; Papageorgiou, Louis; Fakourelis, Paraskevas; Filntisi, Arianna; Polychronidou, Eleftheria; Bassis, Ioannis; Megalooikonomou, Vasileios; Makałowski, Wojciech; Vlachakis, Dimitrios; Kossida, Sophia

    2016-01-01

    Bioinformatics is the scientific field that focuses on the application of computer technology to the management of biological information. Over the years, bioinformatics applications have been used to store, process and integrate biological and genetic information, using a wide range of methodologies. One of the most de novo techniques used to understand the physical movements of atoms and molecules is molecular dynamics (MD). MD is an in silico method to simulate the physical motions of atoms and molecules under certain conditions. This has become a state strategic technique and now plays a key role in many areas of exact sciences, such as chemistry, biology, physics and medicine. Due to their complexity, MD calculations could require enormous amounts of computer memory and time and therefore their execution has been a big problem. Despite the huge computational cost, molecular dynamics have been implemented using traditional computers with a central memory unit (CPU). A graphics processing unit (GPU) computing technology was first designed with the goal to improve video games, by rapidly creating and displaying images in a frame buffer such as screens. The hybrid GPU-CPU implementation, combined with parallel computing is a novel technology to perform a wide range of calculations. GPUs have been proposed and used to accelerate many scientific computations including MD simulations. Herein, we describe the new methodologies developed initially as video games and how they are now applied in MD simulations. PMID:27525251

  9. Molecular dynamics simulations through GPU video games technologies.

    PubMed

    Loukatou, Styliani; Papageorgiou, Louis; Fakourelis, Paraskevas; Filntisi, Arianna; Polychronidou, Eleftheria; Bassis, Ioannis; Megalooikonomou, Vasileios; Makałowski, Wojciech; Vlachakis, Dimitrios; Kossida, Sophia

    Bioinformatics is the scientific field that focuses on the application of computer technology to the management of biological information. Over the years, bioinformatics applications have been used to store, process and integrate biological and genetic information, using a wide range of methodologies. One of the most de novo techniques used to understand the physical movements of atoms and molecules is molecular dynamics (MD). MD is an in silico method to simulate the physical motions of atoms and molecules under certain conditions. This has become a state strategic technique and now plays a key role in many areas of exact sciences, such as chemistry, biology, physics and medicine. Due to their complexity, MD calculations could require enormous amounts of computer memory and time and therefore their execution has been a big problem. Despite the huge computational cost, molecular dynamics have been implemented using traditional computers with a central memory unit (CPU). A graphics processing unit (GPU) computing technology was first designed with the goal to improve video games, by rapidly creating and displaying images in a frame buffer such as screens. The hybrid GPU-CPU implementation, combined with parallel computing is a novel technology to perform a wide range of calculations. GPUs have been proposed and used to accelerate many scientific computations including MD simulations. Herein, we describe the new methodologies developed initially as video games and how they are now applied in MD simulations.

  10. 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…

  11. Interactive video audio system: communication server for INDECT portal

    NASA Astrophysics Data System (ADS)

    Mikulec, Martin; Voznak, Miroslav; Safarik, Jakub; Partila, Pavol; Rozhon, Jan; Mehic, Miralem

    2014-05-01

    The paper deals with presentation of the IVAS system within the 7FP EU INDECT project. The INDECT project aims at developing the tools for enhancing the security of citizens and protecting the confidentiality of recorded and stored information. It is a part of the Seventh Framework Programme of European Union. We participate in INDECT portal and the Interactive Video Audio System (IVAS). This IVAS system provides a communication gateway between police officers working in dispatching centre and police officers in terrain. The officers in dispatching centre have capabilities to obtain information about all online police officers in terrain, they can command officers in terrain via text messages, voice or video calls and they are able to manage multimedia files from CCTV cameras or other sources, which can be interesting for officers in terrain. The police officers in terrain are equipped by smartphones or tablets. Besides common communication, they can reach pictures or videos sent by commander in office and they can respond to the command via text or multimedia messages taken by their devices. Our IVAS system is unique because we are developing it according to the special requirements from the Police of the Czech Republic. The IVAS communication system is designed to use modern Voice over Internet Protocol (VoIP) services. The whole solution is based on open source software including linux and android operating systems. The technical details of our solution are presented in the paper.

  12. Attitudes of Postmenopausal Women toward Interactive Video Dance for Exercise

    PubMed Central

    Inzitari, Marco; Greenlee, Adam; Hess, Rachel; Perera, Subashan; Studenski, Stephanie A.

    2009-01-01

    Abstract Aims Although physical activity (PA) is universally recommended, most adults are not regular exercisers. Interactive video dance is a novel form of PA in widespread use among young adults, but interest among adults is not known. Postmenopausal women are an appropriate target for interventions to promote PA because they have an increased risk of health problems related to sedentary behavior. We explored perceived advantages and disadvantages of video dance as a personal exercise option in postmenopausal women. Methods Forty sedentary postmenopausal women (mean age ± SD 57 ± 5 years), were oriented in eight small groups to interactive video dance, which uses a force-sensing pad with directional panels: the player steps on the panels in response to arrows scrolling on a screen, synchronized to music. Perceived advantages and disadvantages were elicited through a nominal group technique (NGT) process. Results Participants generated 113 advantages and 71 disadvantages. The most frequently cited advantages were “it's fun” and “improves coordination” (seven of eight groups), the fact that challenge encourages progress (five of eight groups), the potential for weight loss (four of eight groups), and the flexibility of exercise conditions (three of eight groups). Concerns were the potentially long and frustrating learning process, cost (six of eight groups), and possible technical issues (two of eight groups). Conclusions The recreational nature of interactive dance exercise was widely appealing to postmenopausal women and might help promote adherence to PA. Initial support to learn basic technical and movement skills may be needed. PMID:19630550

  13. Technological Challenges: Designing Large Compressed Video and Multimedia Classrooms.

    ERIC Educational Resources Information Center

    Hart, Russ A.; Parker, Roger

    Designing a distance learning classroom requires integration of educational goals and philosophy with technology and ergonomics. The technological challenge and key to designing effective distance learning and multimedia classrooms is creating an environment in which the participants--students, and teacher--may easily interact with instructional…

  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. Technology in the Classroom: Creating Videos Can Lead Students to Many Academic Benefits

    ERIC Educational Resources Information Center

    Morgan, Hani

    2013-01-01

    Assigning students projects involving video production can lead to many positive academic outcomes, and today more opportunities exist for educators to incorporate such video-oriented projects into their classroom practice. Video-making technology is more affordable, more user-friendly, and more powerful than ever before. This article discusses…

  16. 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…

  17. Technology in the Classroom: Creating Videos Can Lead Students to Many Academic Benefits

    ERIC Educational Resources Information Center

    Morgan, Hani

    2013-01-01

    Assigning students projects involving video production can lead to many positive academic outcomes, and today more opportunities exist for educators to incorporate such video-oriented projects into their classroom practice. Video-making technology is more affordable, more user-friendly, and more powerful than ever before. This article discusses…

  18. Deciding among interactive multimedia technologies.

    PubMed

    Locatis, C

    1995-01-01

    The history of multimedia technology is reviewed briefly as are some current health science applications. Multimedia hardware and software are discussed. Cost and benefits of current interactive multimedia technologies are assessed and key factors affecting their successful application are identified and described.

  19. "Bringing Theory to Life": Findings from an Evaluation of the Use of Interactive Video within an Initial Teacher Preparation Programme

    ERIC Educational Resources Information Center

    Mitchell, Nick; Marsh, Brian; Hobson, Andrew J.; Sorensen, Peter

    2010-01-01

    The development of interactive video technology offers teacher educators new possibilities for working with student teachers. This article draws on an evaluation of a project in England that used the internet to link a university teacher education faculty with local partner schools in which remotely operated Internet Protocol cameras and…

  20. "Bringing Theory to Life": Findings from an Evaluation of the Use of Interactive Video within an Initial Teacher Preparation Programme

    ERIC Educational Resources Information Center

    Mitchell, Nick; Marsh, Brian; Hobson, Andrew J.; Sorensen, Peter

    2010-01-01

    The development of interactive video technology offers teacher educators new possibilities for working with student teachers. This article draws on an evaluation of a project in England that used the internet to link a university teacher education faculty with local partner schools in which remotely operated Internet Protocol cameras and…

  1. 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.

  2. A video event trigger for high frame rate, high resolution video technology

    NASA Technical Reports Server (NTRS)

    Williams, Glenn L.

    1991-01-01

    When video replaces film the digitized video data accumulates very rapidly, leading to a difficult and costly data storage problem. One solution exists for cases when the video images represent continuously repetitive 'static scenes' containing negligible activity, occasionally interrupted by short events of interest. Minutes or hours of redundant video frames can be ignored, and not stored, until activity begins. A new, highly parallel digital state machine generates a digital trigger signal at the onset of a video event. High capacity random access memory storage coupled with newly available fuzzy logic devices permits the monitoring of a video image stream for long term or short term changes caused by spatial translation, dilation, appearance, disappearance, or color change in a video object. Pretrigger and post-trigger storage techniques are then adaptable for archiving the digital stream from only the significant video images.

  3. 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…

  4. 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…

  5. Teaming with Technology: Utilizing Interactive Technology To Conduct Distance Assessments in a Frontier State.

    ERIC Educational Resources Information Center

    Thompson, Christy L.; Buchanan, Michelle L.; Heinlein, Kenneth B.; Westlake, Laura L.

    2001-01-01

    A Wyoming research project is investigating the efficacy of distance assessments of young children with special needs in rural areas. Interactive technology transmits video signals to, and audio signals to and from, off-site assessment team members. The arrangement affords rural families high-quality assessment services without traveling long…

  6. 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…

  7. 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.

  8. 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.

  9. 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…

  10. 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…

  11. Using Video to Support Teachers' Ability to Notice Classroom Interactions

    ERIC Educational Resources Information Center

    Sherin, Miriam; van Es, Elizabeth

    2005-01-01

    This paper examines how video can be used to help pre-service and in-service teachers learn to notice what is happening in their classrooms. Data from two related studies are presented. In the first study, middle-school mathematics teachers met monthly in a video club in which they shared and discussed excerpts of videos from their classrooms. In…

  12. 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.

  13. Control Structures Interaction (CSI) Technology

    NASA Technical Reports Server (NTRS)

    Layman, W. E.

    1989-01-01

    Control Structures Interaction (CSI) technology for control of space structures is being developed cooperatively by JPL, LaRC and MSFC for NASA OAST/RM. The mid-'90s goal of JPL's CSI program is to demonstrate with analysis, ground and flight tests, the super quiet structures needed for large diffraction-limited instruments such as optical stellar interferometers and large advanced successors to the Hubble Space Telescope. Microprecision CSI technology is intended as a new "building block" for use by the designers of large optical systems. The thrust of the microprecision CSI technology effort is to achieve nanometer-levels of space structure stability/accuracy with designs which employ otherwise conventional spacecraft technologies. JPL design experiences have indicated the following CSI technology development areas are especially applicable to large optical system projects: (1) Active structural members; (2) Control/structures design methods; (3) Microdynamic effects characterization; and (4) Ground and flight test validation of CSI methods.

  14. 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

  15. 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.

  16. 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…

  17. The Development of a Research Agenda and Generic Disc for Computer-Based Interactive Video.

    ERIC Educational Resources Information Center

    Grabowski, Barbara; Pearson, Robert

    This paper describes the development of a conceptual framework for conducting research using computer based interactive video and a generic disc as research tools. It is argued that computer based interactive video represents the beginnings of a truly computer based learning system. An altered version of the 1984 Grabowski and Whitney conceptual…

  18. 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…

  19. 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…

  20. 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…

  1. 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…

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

    PubMed

    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.

  3. Video as Character: The Use of Video Technology in Theatrical Productions.

    ERIC Educational Resources Information Center

    Trimble, Frank P.

    The use of video images, tempered with good judgment and some restraint, can serve a stage play as opposed to stealing its thunder. An experienced director of university theater productions decided to try to incorporate video images into his production of "Joseph and the Amazing Technicolor Dreamcoat." The production drew from the works…

  4. 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.

  5. 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].

  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. Technology for hi-vision video hard copy

    NASA Astrophysics Data System (ADS)

    Okuda, Haruo; Ohno, Shin; Tadenuma, Makoto

    1989-07-01

    The practical use of Hi-Vision (HDTV, High Definition Television), a new quality television system, is close at hand. It is advantageous to apply Hi-Vision technology not only for moving pictures but also for still pictures like hardcopies. As the input signal inproves in quality, hardcopy should also increase in quality. In order to reproduce beautiful pictures, the hardcopying system must have: 1) A recording method of direct density modulation to ensure good gradation and resolution. 2) A recording stylus and medium for the reproduction of the recording dots (pixels) with few reproduction errors and minimum resolution loss. 3) The ability of suitable signal processing to transform video signals to still pictures for printing and to match them with printer characters. A new system has been developed to fulfill the above requirements, having a signal processing circuit and a sublimation-dye type thermal transfer printer. After experimenting with the reproduction of pictures, we are now able to obtain hardcopies with quality close to conventional photographs.

  9. Terahertz Technology and Molecular Interactions

    DTIC Science & Technology

    2010-12-16

    fingerprint, as the concentration of the target gas is increased from zero at some concentration the identification statistics rapidly change from ran...REPORT THz Technology and Molecular Interactions 14. ABSTRACT 16. SECURITY CLASSIFICATION OF: The purpose of this project was to explore opportunities...development of compact solid state point sensors for chemical identification with ‘absolute’ specificity, (2) studies of the phenomenology that underlies

  10. Next generation video coding for mobile applications: industry requirements and technologies

    NASA Astrophysics Data System (ADS)

    Budagavi, Madhukar; Zhou, Minhua

    2007-01-01

    Handheld battery-operated consumer electronics devices such as camera phones, digital still cameras, digital camcorders, and personal media players have become very popular in recent years. Video codecs are extensively used in these devices for video capture and/or playback. The annual shipment of such devices already exceeds a hundred million units and is growing, which makes mobile battery-operated video device requirements very important to focus in video coding research and development. This paper highlights the following unique set of requirements for video coding for these applications: low power consumption, high video quality at low complexity, and low cost, and motivates the need for a new video coding standard that enables better trade-offs of power consumption, complexity, and coding efficiency to meet the challenging requirements of portable video devices. This paper also provides a brief overview of some of the video coding technologies being presented in the ITU-T Video Coding Experts Group (VCEG) standardization body for computational complexity reduction and for coding efficiency improvement in a future video coding standard.

  11. Video Technology Transforms the Teaching of Art History.

    ERIC Educational Resources Information Center

    Guernsey, Lisa

    1997-01-01

    An art history video created at the Columbia University (New York) Media Center for Art History takes the art student on a computer-animated video tour of Amiens Cathedral (France) designed to make architectural history come alive by illustrating the chronology of the building's construction. The Center was established to encourage faculty to…

  12. Constructing Self-Modeling Videos: Procedures and Technology

    ERIC Educational Resources Information Center

    Collier-Meek, Melissa A.; Fallon, Lindsay M.; Johnson, Austin H.; Sanetti, Lisa M. H.; Delcampo, Marisa A.

    2012-01-01

    Although widely recommended, evidence-based interventions are not regularly utilized by school practitioners. Video self-modeling is an effective and efficient evidence-based intervention for a variety of student problem behaviors. However, like many other evidence-based interventions, it is not frequently used in schools. As video creation…

  13. Constructing Self-Modeling Videos: Procedures and Technology

    ERIC Educational Resources Information Center

    Collier-Meek, Melissa A.; Fallon, Lindsay M.; Johnson, Austin H.; Sanetti, Lisa M. H.; Delcampo, Marisa A.

    2012-01-01

    Although widely recommended, evidence-based interventions are not regularly utilized by school practitioners. Video self-modeling is an effective and efficient evidence-based intervention for a variety of student problem behaviors. However, like many other evidence-based interventions, it is not frequently used in schools. As video creation…

  14. Factors that Influence Learning Satisfaction Delivered by Video Streaming Technology

    ERIC Educational Resources Information Center

    Keenan, Daniel Stephen

    2010-01-01

    In 2005, over 100,000 e-Learning courses were offered in over half of all U.S. postsecondary education institutions with nearly 90% of all community colleges and four year institutions offering online education. Streaming video is commonplace across the internet offering seamless video and sound anywhere connectivity is available effectively…

  15. Factors that Influence Learning Satisfaction Delivered by Video Streaming Technology

    ERIC Educational Resources Information Center

    Keenan, Daniel Stephen

    2010-01-01

    In 2005, over 100,000 e-Learning courses were offered in over half of all U.S. postsecondary education institutions with nearly 90% of all community colleges and four year institutions offering online education. Streaming video is commonplace across the internet offering seamless video and sound anywhere connectivity is available effectively…

  16. Instructional Design Issues for Current and Future Interactive Video Media.

    ERIC Educational Resources Information Center

    Hadley, James A.; Bentley, Joanne; Christiansen, Todd P.

    2003-01-01

    Addresses some of the issues that instructional designers will face in the near future and ways to deal with new instructional affordances and constraint, including: Menu and Audio, Video, Subpicture Interleaved, Streamlining Digital Media (MAVSI-SDM); three-dimensional flowcharting; designing multi-faceted storyboards and scripts; managing video,…

  17. Third-Party Social Interaction and Word Learning from Video

    ERIC Educational Resources Information Center

    O'Doherty, Katherine; Troseth, Georgene L.; Shimpi, Priya M.; Goldenberg, Elizabeth; Akhtar, Nameera; Saylor, Megan M.

    2011-01-01

    In previous studies, very young children have learned words while "overhearing" a conversation, yet they have had trouble learning words from a person on video. In Study 1, 64 toddlers (mean age = 29.8 months) viewed an object-labeling demonstration in 1 of 4 conditions. In 2, the speaker (present or on video) directly addressed the child, and in…

  18. 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…

  19. 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.

  20. 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.

  1. 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…

  2. It's All Part of the Game: Video Game Interaction Design and Business Performance.

    ERIC Educational Resources Information Center

    Shirinian, Ara

    2001-01-01

    Discusses the importance of positive video game experiences and designs that can create them, including immediacy of feedback, allowing graceful recovery from mistakes, high-quality feedback, and input device mappings. Examines interface complexity. Concludes game designers must treat the interaction between human and video game as a formal…

  3. 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…

  4. 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…

  5. 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…

  6. 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…

  7. 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

  8. 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/.

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

    PubMed

    Ahn, J C; Lee, O

    2013-01-01

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

  10. The Cognitive Benefits of Interactive Videos: Learning to Tie Nautical Knots

    ERIC Educational Resources Information Center

    Schwan, Stephan; Riempp, Roland

    2004-01-01

    In contrast to their traditional, non-interactive counterparts, interactive dynamic visualisations allow users to adapt their form and content to their individual cognitive skills and needs. Provided that the interactive features allow for intuitive use without increasing cognitive load, interactive videos should therefore lead to more efficient…

  11. 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.

  12. 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…

  13. 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…

  14. A Tape-based System of Interactive Video for Computerised Self-instruction.

    ERIC Educational Resources Information Center

    Watt, Marie E.; Watt, Alexander

    1987-01-01

    Described is an interactive video system in use in the Glasgow Dental Hospital and School to give students practice in tooth identification. The description includes the hardware, computer software, educational software, and use of the program. (RH)

  15. Recent Empirical Studies of the Pedagogical Effects of Interactive Video Instruction in "Soft Skill" Areas.

    ERIC Educational Resources Information Center

    Cronin, Michael W.; Cronin, Karen A.

    1992-01-01

    Recent empirical research has identified significant advantages for interactive video instruction over traditional teaching methods in "soft skill" (humanities and social sciences) areas, including cognitive achievement, transfer of learning to performance, learning motivation, student achievement across uncontrolled student characteristics, user…

  16. A wireless video monitoring system based on 3G communication technology

    NASA Astrophysics Data System (ADS)

    Xia, Zhen-Hua; Wang, Xiao-Shuang

    2011-11-01

    With the rapid development of the electronic technology, multimedia technology and mobile communication technology, video monitoring system is going to the embedded, digital and wireless direction. In this paper, a solution of wireless video monitoring system based on WCDMA is proposed. This solution makes full use of the advantages of 3G, which have Extensive coverage network and wide bandwidth. It can capture the video streaming from the chip's video port, real-time encode the image data by the high speed DSP, and have enough bandwidth to transmit the monitoring image through WCDMA wireless network. The experiments demonstrate that the system has the advantages of high stability, good image quality, good transmission performance, and in addition, the system has been widely used, not be restricted by geographical position since it adopts wireless transmission. So, it is suitable used in sparsely populated, harsh environment scenario.

  17. 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.

  18. Faculty Use of Interactive Media Technology.

    ERIC Educational Resources Information Center

    Stropes, Stephen L.; Neeley, Charlotte Ann

    In 1986, Columbia State Community College (CSCC) initiated the Center of Emphasis to develop interactive video and computer-assisted instruction programs for students. This charge included stimulating faculty interest in developing such programs and providing technical assistance in their production. Initially, center staff contacted faculty…

  19. Toward developing a unit of measure and scale of digital video quality: IEEE Broadcast Technology Society Subcomittee on Video Compression Measurements

    NASA Astrophysics Data System (ADS)

    Libert, John M.; Stanger, Leon; Watson, Andrew B.; Rohaly, Ann M.

    2000-06-01

    Development of video quality metrics has taken support from experimental vision data mainly at two levels of abstraction. On the one hand are the carefully controlled tests of human visual response to well-defined, controlled visual stimuli, such as the ModelFest study. On the other hand are experiments in which viewers rate the global quality of 'natural' video sequences exhibiting impairments of loosely-controlled composition and amplitude, as in the Video Quality Experts Group study. The IEEE Broadcast Technology Society Subcommittee on Video Compression Measurements has initiated an intermediate level approach to video quality assessment aimed toward developing a scale of video impairment and unit of measure by which to describe video distortion in both perceptual and engineering terms. The proposed IEEE study will attempt to define a scale of video impairment in terms of multiple measurements of the just-noticeable-difference (JND) of compression-induced video impairments. A paired comparison psychophysical method will be used to define a psychometric function of the visual sensitivity to compression-induced video impairments of various amplitudes. In this effort, quality assessment is related directly to visual perception of video impairments rather than to the more 'atomic' visual stimuli as used in many human vision experiments. Yet the experimenter's control over the stimuli is greater than that used in much of contemporary video quality testing.

  20. Evaluation of an interactive web-based nursing course with streaming videos for medication administration skills.

    PubMed

    Sowan, Azizeh K; Idhail, Jamila Abu

    2014-08-01

    Nursing students should exhibit competence in nursing skills in order to provide safe and quality patient care. This study describes the design and students' response to an interactive web-based course using streaming video technology tailored to students' needs and the course objectives of the fundamentals of nursing skills clinical course. A mixed-methodology design was used to describe the experience of 102 first-year undergraduate nursing students at a school of nursing in Jordan who were enrolled in the course. A virtual course with streaming videos was designed to demonstrate medication administration fundamental skills. The videos recorded the ideal lab demonstration of the skills, and real-world practice performed by registered nurses for patients in a hospital setting. After course completion, students completed a 30-item satisfaction questionnaire, 8 self-efficacy scales, and a 4-item scale solicited their preferences of using the virtual course as a substitute or a replacement of the lab demonstration. Students' grades in the skill examination of the procedures were measured. Relationships between the main variables and predictors of satisfaction and self-efficacy were examined. Students were satisfied with the virtual course (3.9 ± 0.56, out of a 5-point scale) with a high-perceived overall self-efficacy (4.38 ± 0.42, out of a 5-point scale). Data showed a significant correlation between student satisfaction, self-efficacy and achievement in the virtual course (r = 0.45-0.49, p < 0.01). The majority of students accessed the course from home and some faced technical difficulties. Significant predictors of satisfaction were ease of access the course and gender (B = 0.35, 0.25, CI = 0.12-0.57, 0.02-0.48 respectively). The mean achievement score of students in the virtual class (7.5 ± 0.34) was significantly higher than that of a previous comparable cohort who was taught in the traditional method (6.0 ± 0.23) (p < 0.05). Nearly 40% of the students

  1. Haptic Glove Technology: Skill Development through Video Game Play

    ERIC Educational Resources Information Center

    Bargerhuff, Mary Ellen; Cowan, Heidi; Oliveira, Francisco; Quek, Francis; Fang, Bing

    2010-01-01

    This article introduces a recently developed haptic glove system and describes how the participants used a video game that was purposely designed to train them in skills that are needed for the efficient use of the haptic glove. Assessed skills included speed, efficiency, embodied skill, and engagement. The findings and implications for future…

  2. 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.

  3. The roles of vocal and visual interactions in social learning zebra finches: A video playback experiment.

    PubMed

    Guillette, Lauren M; Healy, Susan D

    2016-12-30

    The transmission of information from an experienced demonstrator to a naïve observer often depends on characteristics of the demonstrator, such as familiarity, success or dominance status. Whether or not the demonstrator pays attention to and/or interacts with the observer may also affect social information acquisition or use by the observer. Here we used a video-demonstrator paradigm first to test whether video demonstrators have the same effect as using live demonstrators in zebra finches, and second, to test the importance of visual and vocal interactions between the demonstrator and observer on social information use by the observer. We found that female zebra finches copied novel food choices of male demonstrators they saw via live-streaming video while they did not consistently copy from the demonstrators when they were seen in playbacks of the same videos. Although naive observers copied in the absence of vocalizations by the demonstrator, as they copied from playback of videos with the sound off, females did not copy where there was a mis-match between the visual information provided by the video and vocal information from a live male that was out of sight. Taken together these results suggest that video demonstration is a useful methodology for testing social information transfer, at least in a foraging context, but more importantly, that social information use varies according to the vocal interactions, or lack thereof, between the observer and the demonstrator.

  4. 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…

  5. Integration of Old and New Technology: Computers, Photography, and Video Technology in an Even Start Family Literacy Project.

    ERIC Educational Resources Information Center

    Landerholm, Elizabeth

    1999-01-01

    McCosh Even Start, a federally funded family-literacy project located in a Chicago school, used older donated Apple computers, video technology, and photography to develop literacy and also to evaluate parents' and children's literacy progress. Older and newer technologies were successfully combined. (MLH)

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

    NASA Astrophysics Data System (ADS)

    Wu, Peng; Obrador, Pere

    2005-07-01

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

  7. Negotiating technology-mediated interaction in health care.

    PubMed

    Håland, Erna; Melby, Line

    2015-02-01

    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.

  8. 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

  9. Exploration and Remote Instrumentation by Students (ERIS): Video Documentation in Undergraduate Ocean Technology Education

    NASA Astrophysics Data System (ADS)

    Saul, M.

    2016-12-01

    Success in the future ability to conduct global ocean research relies on our strategies to teach and train the next generation of ocean scientists. The mission of the Exploration and Remote Instrumentation by Students (ERIS) program at the University of Washington is to enhance undergraduate learning in the design and build process of advanced technologies. The ERIS program introduces the science of applied technology in oceanography through a series of courses that link the design, build, and maintenance of a student implemented underwater cabled observatory. We present a suggested template for a production method of how-to videos focused on capturing and communicating the design and build experience in ocean technology makerspaces. The application of this production method of videos produced by students, for students, creates structured learning opportunities and becomes an archive of online resources for future ocean technologists. Furthermore, video documentation enables students to link their participation in active learning experiences with skills in ocean science, technology and communication.

  10. 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…

  11. 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…

  12. 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…

  13. 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…

  14. 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…

  15. The Impact of Digital Video Technology on Production: The Case of "American Gothic."

    ERIC Educational Resources Information Center

    Fink, Edward J.

    1997-01-01

    Opines that the study of video production is important in better understanding the aural/visual aspects of television, especially since television production is undergoing a digital revolution. Assesses the impact of new technologies by examining a "cutting-edge" program, "American Gothic." Finds that digital technology offers…

  16. Using an Instructional Package Including Video Technology To Teach Self-Help Skills to Elementary Students with Mental Disabilities.

    ERIC Educational Resources Information Center

    Norman, Jacqueline M.; Collins, Belva C.; Schuster, John W.

    2001-01-01

    A study investigated the effectiveness of a treatment package that included video technology (e.g., video modeling and video prompting) to teach 3 self-help skills (cleaning sunglasses, putting on a wrist watch, and zipping a jacket) to 3 elementary students with mental disabilities. Results indicate the treatment package was effective. (Contains…

  17. 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…

  18. 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

  19. 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.

  20. Lesson Plan Prototype for International Space Station's Interactive Video Education Events

    NASA Technical Reports Server (NTRS)

    Zigon, Thomas

    1999-01-01

    The outreach and education components of the International Space Station Program are creating a number of materials, programs, and activities that educate and inform various groups as to the implementation and purposes of the International Space Station. One of the strategies for disseminating this information to K-12 students involves an electronic class room using state of the art video conferencing technology. K-12 classrooms are able to visit the JSC, via an electronic field trip. Students interact with outreach personnel as they are taken on a tour of ISS mockups. Currently these events can be generally characterized as: Being limited to a one shot events, providing only one opportunity for students to view the ISS mockups; Using a "one to many" mode of communications; Using a transmissive, lecture based method of presenting information; Having student interactions limited to Q&A during the live event; Making limited use of media; and Lacking any formal, performance based, demonstration of learning on the part of students. My project involved developing interactive lessons for K-12 students (specifically 7th grade) that will reflect a 2nd generation design for electronic field trips. The goal of this design will be to create electronic field trips that will: Conform to national education standards; More fully utilize existing information resources; Integrate media into field trip presentations; Make support media accessible to both presenters and students; Challenge students to actively participate in field trip related activities; and Provide students with opportunities to demonstrate learning

  1. Lesson Plan Prototype for International Space Station's Interactive Video Education Events

    NASA Technical Reports Server (NTRS)

    Zigon, Thomas

    1999-01-01

    The outreach and education components of the International Space Station Program are creating a number of materials, programs, and activities that educate and inform various groups as to the implementation and purposes of the International Space Station. One of the strategies for disseminating this information to K-12 students involves an electronic class room using state of the art video conferencing technology. K-12 classrooms are able to visit the JSC, via an electronic field trip. Students interact with outreach personnel as they are taken on a tour of ISS mockups. Currently these events can be generally characterized as: Being limited to a one shot events, providing only one opportunity for students to view the ISS mockups; Using a "one to many" mode of communications; Using a transmissive, lecture based method of presenting information; Having student interactions limited to Q&A during the live event; Making limited use of media; and Lacking any formal, performance based, demonstration of learning on the part of students. My project involved developing interactive lessons for K-12 students (specifically 7th grade) that will reflect a 2nd generation design for electronic field trips. The goal of this design will be to create electronic field trips that will: Conform to national education standards; More fully utilize existing information resources; Integrate media into field trip presentations; Make support media accessible to both presenters and students; Challenge students to actively participate in field trip related activities; and Provide students with opportunities to demonstrate learning

  2. Socio-phenomenology and conversation analysis: interpreting video lifeworld healthcare interactions.

    PubMed

    Bickerton, Jane; Procter, Sue; Johnson, Barbara; Medina, Angel

    2011-10-01

    This article uses a socio-phenomenological methodology to develop knowledge and understanding of the healthcare consultation based on the concept of the lifeworld. It concentrates its attention on social action rather than strategic action and a systems approach. This article argues that patient-centred care is more effective when it is informed through a lifeworld conception of human mutual shared interaction. Videos offer an opportunity for a wide audience to experience the many kinds of conversations and dynamics that take place in consultations. Visual sociology used in this article provides a method to organize video emotional, knowledge and action conversations as well as dynamic typical consultation situations. These interactions are experienced through the video materials themselves unlike conversation analysis where video materials are first transcribed and then analysed. Both approaches have the potential to support intersubjective learning but this article argues that a video lifeworld schema is more accessible to health professionals and the general public. The typical interaction situations are constructed through the analysis of video materials of consultations in a London walk-in centre. Further studies are planned in the future to extend and replicate results in other healthcare services. This method of analysis focuses on the ways in which the everyday lifeworld informs face-to-face person-centred health care and supports social action as a significant factor underpinning strategic action and a systems approach to consultation practice. © 2011 Blackwell Publishing Ltd.

  3. The Effects of Interactive Video on Cognitive Achievement and Attitude toward Learning.

    ERIC Educational Resources Information Center

    Soled, Suzanne Wegener; And Others

    The purpose of this experimental study was to determine the effects of interactive video versus traditional lecture on cognitive learning and affective behaviors of undergraduate nursing students. It was hypothesized that there would be no significant differences in the cognitive achievement scores of students taught by an interactive videodisk…

  4. Meaningful Negotiation: A Study of the Pedagogical Value of Autotutor - An Interactive Video Learning Resource.

    ERIC Educational Resources Information Center

    Byrne, John Stephen

    1995-01-01

    A study investigated the instructional effectiveness of Autotutor, an interactive video program developed at Trinity College (Ireland), based on its ability to create an environment promoting learner interaction in a second language. Six students in three monolingual pairs (Japanese, Korean, Spanish) were filmed and recorded using the business…

  5. Using Video Modeling and Mobile Technology to Teach Social Skills

    ERIC Educational Resources Information Center

    Haydon, Todd; Musti-Rao, Shobana; McCune, Ashley; Clouse, Diane E.; McCoy, Dacia M.; Kalra, Hilary D.; Hawkins, Renee O.

    2017-01-01

    There has been growing interest in the field of education regarding the use of technology in classrooms to improve student outcomes. Specifically, researchers have demonstrated positive outcomes for using mobile technology with students with autism spectrum disorder (ASD). Fewer studies have used mobile technology with students with emotional and…

  6. Using Video Modeling and Mobile Technology to Teach Social Skills

    ERIC Educational Resources Information Center

    Haydon, Todd; Musti-Rao, Shobana; McCune, Ashley; Clouse, Diane E.; McCoy, Dacia M.; Kalra, Hilary D.; Hawkins, Renee O.

    2017-01-01

    There has been growing interest in the field of education regarding the use of technology in classrooms to improve student outcomes. Specifically, researchers have demonstrated positive outcomes for using mobile technology with students with autism spectrum disorder (ASD). Fewer studies have used mobile technology with students with emotional and…

  7. 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.

  8. The Development of Interactive Video for Children's Education.

    ERIC Educational Resources Information Center

    Dockterman, Gabrielle Savage

    1991-01-01

    Development of two interactive videodisks in space science for middle-school-age children is described, and suggestions for development of affordable and successful interactive products are offered. The first interactive program is a touchscreen exhibit designed for museum use, and the second is a classroom tool for teaching a planetary sciences…

  9. Using interactive videos in general practice to inform patients about treatment choices: a pilot study.

    PubMed

    Shepperd, S; Coulter, A; Farmer, A

    1995-12-01

    Our objective was to assess the acceptability of using an interactive video system in a general practice setting to inform patients about treatment choices. A descriptive cohort study was carried out in eight general practices in Oxfordshire. Fifty-four patients with mild hypertension and 29 with benign prostatic hypertrophy were studied. Patients' views of the video, treatment preference, level of involvement in treatment decision and satisfaction with decision-making process and GPs' views of the effect of the video on subsequent consultations were measured. Both patients and GPs reported favourable impressions of the interactive video system: 71% of patients said it definitely helped with their treatment decision; GPs said they found the video helpful in 82% of cases. The results of this pilot study were sufficiently encouraging to indicate the need for a randomized controlled trial to evaluate the impact of the video on the doctor-patient relationship, on subsequent treatment decisions and on health outcomes and patients' well-being.

  10. 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.

  11. An Initial Evaluation of Video-Based Fire Detection Technologies

    DTIC Science & Technology

    2004-01-09

    Detection in Telecommunication Facilities,” Fire Technology , 38, 2002, pp. 147-178. 3. Gottuk, D.T., Wright, M.T., Wong, J.T., Pham, H.V., Rose-Pehrsson...Fire Detection System Using a Probabilistic Neural Network,” Fire Technology , accepted 2002. 6. Hart, S.J., Hammond, M.H., Wong, J.T., Wright

  12. Video Tutorials: A Sustainable Method for Campus Technology Training

    ERIC Educational Resources Information Center

    Bowers, John; Dent, Julie; Barnes, Kathleen

    2009-01-01

    Technology training is a resource-intensive endeavor with inherent potential for waste. Such training is commonly offered in live, face-to-face workshops on campus, without charge, by colleges and universities who value technology skills in their faculty, staff, and students. The true cost to the institution begins with the space used for…

  13. Educators Using Information Technology. GIS Video Series. [Videotape].

    ERIC Educational Resources Information Center

    A M Productions Inc., Vancouver (British Columbia).

    This 57-minute videotape covers the "Florida Educators Using Information Technology" session of the "Eco-Informa '96" conference. Two speakers presented examples of environmental educators using information technology. The first speaker, Brenda Maxwell, is the Director and Developer of the Florida Science Institute based at…

  14. Interactive Language Simulation Systems: Technology for a National Language Base.

    ERIC Educational Resources Information Center

    Rowe, A. Allen

    1985-01-01

    Discusses the efforts of the Defense Language Institute Foreign Language Center to make interactive video an integral part of foreign language instruction. Interactive video is seen as a method which could profoundly alter the old classroom model of language instruction. (Author/SED)

  15. Interactive Communication Technologies in Business Organizations.

    ERIC Educational Resources Information Center

    Rogers, Everett M.; Allbritton, Marcel M.

    1995-01-01

    Explores the distinctive aspects of the new interactive communication technologies (electronic mail over the Internet) in business communication and their implications. Discusses the growth of interactive communication, the concept of interactivity, physical distance and social presence, getting to critical mass, and flexibility and control of…

  16. Using Text Mining to Uncover Students' Technology-Related Problems in Live Video Streaming

    ERIC Educational Resources Information Center

    Abdous, M'hammed; He, Wu

    2011-01-01

    Because of their capacity to sift through large amounts of data, text mining and data mining are enabling higher education institutions to reveal valuable patterns in students' learning behaviours without having to resort to traditional survey methods. In an effort to uncover live video streaming (LVS) students' technology related-problems and to…

  17. Forecasting Consumer Adoption of Information Technology and Services--Lessons from Home Video Forecasting.

    ERIC Educational Resources Information Center

    Klopfenstein, Bruce C.

    1989-01-01

    Describes research that examined the strengths and weaknesses of technological forecasting methods by analyzing forecasting studies made for home video players. The discussion covers assessments and explications of correct and incorrect forecasting assumptions, and their implications for forecasting the adoption of home information technologies…

  18. Using Text Mining to Uncover Students' Technology-Related Problems in Live Video Streaming

    ERIC Educational Resources Information Center

    Abdous, M'hammed; He, Wu

    2011-01-01

    Because of their capacity to sift through large amounts of data, text mining and data mining are enabling higher education institutions to reveal valuable patterns in students' learning behaviours without having to resort to traditional survey methods. In an effort to uncover live video streaming (LVS) students' technology related-problems and to…

  19. New Technology, New Pedagogy? Employing Video Podcasts in Learning and Teaching about Exotic Ecosystems

    ERIC Educational Resources Information Center

    Hill, Jennifer L.; Nelson, Amanda

    2011-01-01

    This paper examines the experiences of undergraduate university students in response to the employment of video podcasts to support learning and teaching about exotic ecosystems. Six, 15-20-minute podcasts were made accessible to students through a virtual learning environment, either online or to download to mobile technology. The students were…

  20. New Technology, New Pedagogy? Employing Video Podcasts in Learning and Teaching about Exotic Ecosystems

    ERIC Educational Resources Information Center

    Hill, Jennifer L.; Nelson, Amanda

    2011-01-01

    This paper examines the experiences of undergraduate university students in response to the employment of video podcasts to support learning and teaching about exotic ecosystems. Six, 15-20-minute podcasts were made accessible to students through a virtual learning environment, either online or to download to mobile technology. The students were…

  1. The Use of Multiple Monitor and KVM (Keyboard, Video, and Mouse) Technologies in an Educational Setting

    ERIC Educational Resources Information Center

    Snyder, Robin

    2004-01-01

    Having more than one screen of usable space can enhance productivity, both inside and outside of the classroom. So can using one keyboard, screen, and mouse with multiple computers. This paper (and session) will cover the author's use of multiple monitor and KVM (keyboard, video, and mouse) technologies both inside and outside the classroom, with…

  2. Classroom Close-Ups: A Guide to Using Video Technology in the Classroom.

    ERIC Educational Resources Information Center

    Berg, Bryan

    This book, designed for grades four through eight, offers a variety of lessons designed to provide teachers with plans for using video technology in the classroom. Many curricular areas are addressed in order to provide a range of educational alternatives from which to choose. Most of the lessons require students to work in cooperative groups of…

  3. Optimizing Instructional Video for Preservice Teachers in an Online Technology Integration Course

    ERIC Educational Resources Information Center

    Ibrahim, Mohamed; Callaway, Rebecca; Bell, David

    2014-01-01

    This study assessed the effect of design instructional video based on the Cognitive Theory of Multimedia Learning by applying segmentation and signaling on the learning outcome of students in an online technology integration course. The study assessed the correlation between students' personal preferences (preferred learning styles and area…

  4. Forecasting Consumer Adoption of Information Technology and Services--Lessons from Home Video Forecasting.

    ERIC Educational Resources Information Center

    Klopfenstein, Bruce C.

    1989-01-01

    Describes research that examined the strengths and weaknesses of technological forecasting methods by analyzing forecasting studies made for home video players. The discussion covers assessments and explications of correct and incorrect forecasting assumptions, and their implications for forecasting the adoption of home information technologies…

  5. Applications of Video-Conferencing Technology in Special Education Teacher Preparation

    ERIC Educational Resources Information Center

    Israel, Maya; Knowlton, Earle; Griswold, Deborah; Rowland, Amber

    2009-01-01

    Teacher educators must find ways to teach course content situated within realistic K-12 contexts so that their preservice teachers can better understand how to apply that content effectively in situations they will face as professionals. Video-conferencing (VC) technology has emerged as a useful tool in teacher education, evincing a wide range of…

  6. Computer and Video Games in Family Life: The Digital Divide as a Resource in Intergenerational Interactions

    ERIC Educational Resources Information Center

    Aarsand, Pal Andre

    2007-01-01

    In this ethnographic study of family life, intergenerational video and computer game activities were videotaped and analysed. Both children and adults invoked the notion of a digital divide, i.e. a generation gap between those who master and do not master digital technology. It is argued that the digital divide was exploited by the children to…

  7. 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.

  8. Video interaction guidance offered to mothers with postnatal depression: experiences from a pilot study.

    PubMed

    Vik, Kari; Hafting, Marit

    2006-01-01

    In the period January-August 2003, a pilot study took place connected to a research project where video interaction guidance with postnatal depressed mothers was a central part. We wanted to gain some experiences with video interaction guidance with focus on the baby. The data were collected through interviews and video recordings and analysed in a phenomenological perspective. In short, the experiences from the guidance's with the six mothers can be described as follows: the mothers experienced their own coping, the mothers engaged in mutual dialogue with their babies and the mothers suffering was recognized. Our hypothesis is that the pictures on the TV screen are especially powerful to bring forth a change in the mothers' self-image.

  9. Approaches to Interactive Video Anchors in Problem-based Science Learning

    NASA Astrophysics Data System (ADS)

    Kumar, David Devraj

    2010-02-01

    This paper is an invited adaptation of the IEEE Education Society Distinguished Lecture Approaches to Interactive Video Anchors in Problem-Based Science Learning. Interactive video anchors have a cognitive theory base, and they help to enlarge the context of learning with information-rich real-world situations. Carefully selected movie clips and custom-developed regular videos and virtual simulations have been successfully used as anchors in problem-based science learning. Examples discussed include a range of situations such as Indiana Jones tackling a trap, a teenager misrepresenting lead for gold, an agriculture inspection at the US border, counterintuitive events, analyzing a river ecosystem for pollution, and finding the cause of illness in a nineteenth century river city. Suggestions for teachers are provided.

  10. SMA actuators: a viable practical technology (Presentation Video)

    NASA Astrophysics Data System (ADS)

    Browne, Alan L.; Brown, Jeffrey; Hodgson, Darel E.

    2015-04-01

    Diverse products either based solely on or incorporating Shape Memory Alloys (SMA) have and are being made in a wide range of industries, and IP is being captured. Why then compared to SE (superelastic) Nitinol, and especially conventional technology, do so few ideas reach production? This presentation delves deeply into this topic in reaching the final assessment that SMA actuators are indeed now a viable practical technology. The presentation begins with an introduction to and description of the fundamental basis of SMA actuator technology. Examples of multiple commercially available geometric forms of SMA actuators are given and the functionalities that they provide are described. This is followed by examples of multiple commercial products incorporating such SMA actuators. Given that there are literally millions of commercial products incorporating conventional actuator technologies, indications are given as to why there are their less than 1000 that utilize SMA. Experience based challenges to the commercial use of SMA actuators are described. Besides having to compete with existing non-SMA technology which is quite mature additional challenges that are unique to SM actuators are indicated these including a wider than expected set of technical engineering problems and challenges and that a broader scope of dynamics is required.

  11. Technology consumption and cognitive control: Contrasting action video game experience with media multitasking

    PubMed Central

    Cardoso-Leite, Pedro; Kludt, Rachel; Vignola, Gianluca; Ma, Wei Ji; Green, C. Shawn; Bavelier, Daphne

    2015-01-01

    Technology has the potential to impact cognition in many ways. Here we contrast two forms of technology usage: 1) media multitasking (i.e., the simultaneous consumption of multiple streams of media, such a texting while watching TV) and 2) playing action video games (a particular sub-type of video game). Previous work has outlined an association between high levels of media multitasking and specific deficits in handling distracting information, while playing action video games has been associated with enhanced attentional control. As these two factors are linked with reasonably opposing effects, failing to take them jointly into account may result in inappropriate conclusions as to the impact of technology use on attention. Across four experiments (AX-CPT, N-back, Task-switching and Filter task), testing different aspects of attention and cognition, we show that heavy media multitaskers perform worse than light media multitaskers. Contrary to previous reports though, the performance deficit was not specifically tied to distractors, but was instead more global in nature. Interestingly, participants with intermediate levels of media multitasking occasionally performed better than both light and heavy media multitaskers suggesting that the effects of increasing media multitasking are not monotonic. Action video game players, as expected, outperformed non-video game players on all tasks. However, surprisingly this was true only for participants with intermediate levels of media multitasking, suggesting that playing action video games does not protect against the deleterious effect of heavy media multitasking. Taken together this study shows that media consumption can have complex and counter-intuitive effects on attentional control. PMID:26474982

  12. Technology consumption and cognitive control: Contrasting action video game experience with media multitasking.

    PubMed

    Cardoso-Leite, Pedro; Kludt, Rachel; Vignola, Gianluca; Ma, Wei Ji; Green, C Shawn; Bavelier, Daphne

    2016-01-01

    Technology has the potential to impact cognition in many ways. Here we contrast two forms of technology usage: (1) media multitasking (i.e., the simultaneous consumption of multiple streams of media, such a texting while watching TV) and (2) playing action video games (a particular subtype of video games). Previous work has outlined an association between high levels of media multitasking and specific deficits in handling distracting information, whereas playing action video games has been associated with enhanced attentional control. Because these two factors are linked with reasonably opposing effects, failing to take them jointly into account may result in inappropriate conclusions as to the impacts of technology use on attention. Across four tasks (AX-continuous performance, N-back, task-switching, and filter tasks), testing different aspects of attention and cognition, we showed that heavy media multitaskers perform worse than light media multitaskers. Contrary to previous reports, though, the performance deficit was not specifically tied to distractors, but was instead more global in nature. Interestingly, participants with intermediate levels of media multitasking sometimes performed better than both light and heavy media multitaskers, suggesting that the effects of increasing media multitasking are not monotonic. Action video game players, as expected, outperformed non-video-game players on all tasks. However, surprisingly, this was true only for participants with intermediate levels of media multitasking, suggesting that playing action video games does not protect against the deleterious effect of heavy media multitasking. Taken together, these findings show that media consumption can have complex and counterintuitive effects on attentional control.

  13. Spacecraft Environmental Interactions Technology, 1983

    NASA Technical Reports Server (NTRS)

    1985-01-01

    State of the art of environment interactions dealing with low-Earth-orbit plasmas; high-voltage systems; spacecraft charging; materials effects; and direction of future programs are contained in over 50 papers.

  14. Into the Unknown: The Professional Development Induction Experience of Secondary Mathematics Teachers Using Interactive Whiteboard Technology

    ERIC Educational Resources Information Center

    Miller, Dave; Glover, Derek

    2007-01-01

    This article examines the approaches to professional development for staff in mathematics departments in seven secondary schools when interactive whiteboards were provided under a government funded project. The analysis is based on observations of video-recorded lessons taught in the schools immediately after the technology was installed and again…

  15. A Framework for Incorporating Orienting Activities in Computer-Based Interactive Video.

    ERIC Educational Resources Information Center

    Hannafin, Michael J.; Hughes, Curtis W.

    1986-01-01

    Focuses on presumed functions of orienting activities, such as advance organizers, pre-questions, and statements of performance expectations, as well as the implications of such functions for the design of computer-based interactive video (CBIV). Application of empirically founded principles in design and production of CBIV is described.…

  16. Design Considerations for the Development of Interactive Video (IV) in Nurse Education.

    ERIC Educational Resources Information Center

    Chandra, Peter; And Others

    A computer assisted learning (CAL) program in the area of intravenous drug administration developed by the Nightingale Project is currently being used in a number of nursing schools and hospitals throughout the United Kingdom. The success of this program and the emergence of interactive video as a significant training medium persuaded the…

  17. Training the Use of Interactive Videos: Effects on Mastering Different Tasks

    ERIC Educational Resources Information Center

    Merkt, Martin; Schwan, Stephan

    2014-01-01

    This study was concerned with identifying prerequisites for the successful use of videos that offer different levels of interactivity. In a homework scenario, 64 ninth graders participated either in a search training demonstrating the efficient use of features facilitating the selection of relevant information or in a control training focusing on…

  18. Interactive Video Negotiator Training: A Preliminary Evaluation of the McGILL NEGOTIATION SIMULATOR.

    ERIC Educational Resources Information Center

    Ross, William H., Jr.; Pollman, William; Perry, Dana; Welty, John; Jones, Keith

    2001-01-01

    Describes a study that investigated undergraduate student reactions to an interactive video training program on CD-ROM called the MCGILL NEGOTIATION SIMULATOR designed to teach negotiation skills using a sales negotiation scenario. Also determined whether the program increased learning of negotiation concepts as measured by a pretest and posttest.…

  19. The Efficacy of Interactive Video for Teaching Basic Classroom Management Skills to Pre-Service Teachers.

    ERIC Educational Resources Information Center

    Overbaugh, Richard C.

    1995-01-01

    Describes a study that examined the effects of an interactive video computer-aided simulation program on instructing preservice education majors in classroom management issues. Topics include student achievement, class rank, stages of concern, computer anxiety, learning modality, the Classroom Management Achievement Test, and student reactions.…

  20. Development of Students' Conceptual Thinking by Means of Video Analysis and Interactive Simulations at Technical Universities

    ERIC Educational Resources Information Center

    Hockicko, Peter; Krišták, Luboš; Nemec, Miroslav

    2015-01-01

    Video analysis, using the program Tracker (Open Source Physics), in the educational process introduces a new creative method of teaching physics and makes natural sciences more interesting for students. This way of exploring the laws of nature can amaze students because this illustrative and interactive educational software inspires them to think…

  1. Mutually Beneficial Foreign Language Learning: Creating Meaningful Interactions through Video-Synchronous Computer-Mediated Communication

    ERIC Educational Resources Information Center

    Kato, Fumie; Spring, Ryan; Mori, Chikako

    2016-01-01

    Providing learners of a foreign language with meaningful opportunities for interactions, specifically with native speakers, is especially challenging for instructors. One way to overcome this obstacle is through video-synchronous computer-mediated communication tools such as Skype software. This study reports quantitative and qualitative data from…

  2. How Do Parents of Children with Communication Difficulties Experience Video Interaction Guidance? A Practitioner Research Project

    ERIC Educational Resources Information Center

    Taylor, Amelia Fay

    2016-01-01

    This practitioner research article sought to provide an interpretation of the parental experience of video interaction guidance (VIG). Two mothers and one grandmother participated in one cycle of VIG and one interview about their experiences. Transcripts were analysed using Interpretive Phenomenological Analysis (IPA). Findings indicated that…

  3. Vicious vs. Virtuous Cycles of Turn Negotiation in Video-Mediated Telecollaboration: Interactional Sociolinguistics Perspective

    ERIC Educational Resources Information Center

    Akiyama, Yuka

    2016-01-01

    To examine how participants' different eTandem experiences could be attributed to the way they co-constructed turns, this study analyzed turn negotiation practices of one dyad who engaged in video-mediated interaction between Japan and America. This dyad was chosen for analysis because they expressed the greatest frustration and required a…

  4. 2009 ALSC Notable Videos and Recordings for Children & Great Interactive Software for Kids

    ERIC Educational Resources Information Center

    School Library Journal, 2009

    2009-01-01

    The Notable Children's Videos, Recordings, and Great Interactive Software for Kids lists are compiled annually by committees of the Association for Library Service to Children (ALSC), a division of the American Library Association (ALA). This article presents the lists for 2009 that were released in January during the ALA Midwinter Meeting in…

  5. Innovative Second Language Speaking Practice with Interactive Videos in a Rich Internet Application Environment

    ERIC Educational Resources Information Center

    Pereira, Juan A.; Sanz-Santamaría, Silvia; Montero, Raúl; Gutiérrez, Julián

    2012-01-01

    Attaining a satisfactory level of oral communication in a second language is a laborious process. In this action research paper we describe a new method applied through the use of interactive videos and the Babelium Project Rich Internet Application (RIA), which allows students to practice speaking skills through a variety of exercises. We present…

  6. Investigating the Magnetic Interaction with Geomag and Tracker Video Analysis: Static Equilibrium and Anharmonic Dynamics

    ERIC Educational Resources Information Center

    Onorato, P.; Mascheretti, P.; DeAmbrosis, A.

    2012-01-01

    In this paper, we describe how simple experiments realizable by using easily found and low-cost materials allow students to explore quantitatively the magnetic interaction thanks to the help of an Open Source Physics tool, the Tracker Video Analysis software. The static equilibrium of a "column" of permanents magnets is carefully investigated by…

  7. Interactive Video Negotiator Training: A Preliminary Evaluation of the McGILL NEGOTIATION SIMULATOR.

    ERIC Educational Resources Information Center

    Ross, William H., Jr.; Pollman, William; Perry, Dana; Welty, John; Jones, Keith

    2001-01-01

    Describes a study that investigated undergraduate student reactions to an interactive video training program on CD-ROM called the MCGILL NEGOTIATION SIMULATOR designed to teach negotiation skills using a sales negotiation scenario. Also determined whether the program increased learning of negotiation concepts as measured by a pretest and posttest.…

  8. 2010 ALSC Notable Videos and Recordings for Children and Great Interactive Software for Kids

    ERIC Educational Resources Information Center

    School Library Journal, 2010

    2010-01-01

    The Notable Children's Videos, Recordings, and Great Interactive Software for Kids lists are compiled annually by committees of the Association for Library Service to Children (ALSC), a division of the American Library Association (ALA). This article presents the lists for 2010 that were released in January during the ALA Midwinter Meeting in…

  9. Development of Students' Conceptual Thinking by Means of Video Analysis and Interactive Simulations at Technical Universities

    ERIC Educational Resources Information Center

    Hockicko, Peter; Krišták, Luboš; Nemec, Miroslav

    2015-01-01

    Video analysis, using the program Tracker (Open Source Physics), in the educational process introduces a new creative method of teaching physics and makes natural sciences more interesting for students. This way of exploring the laws of nature can amaze students because this illustrative and interactive educational software inspires them to think…

  10. Energy Expenditure during Physically Interactive Video Game Playing in Male College Students with Different Playing Experience

    ERIC Educational Resources Information Center

    Sell, Katie; Lillie, Tia; Taylor, Julie

    2008-01-01

    Objective: Researchers have yet to explore the effect of physically interactive video game playing on energy expenditure, despite its potential for meeting current minimal daily activity and energy expenditure recommendations. Participants and Methods: Nineteen male college students-12 experienced "Dance Dance Revolution" (DDR) players and 7…

  11. Neurophysiologic Analysis of the Effects of Interactive Tailored Health Videos on Attention to Health Messages

    ERIC Educational Resources Information Center

    Lee, Jung A.

    2011-01-01

    Web-based tailored approaches hold much promise as effective means for delivering health education and improving public health. This study examines the effects of interactive tailored health videos on attention to health messages using neurophysiological changes measured by Electroencephalogram (EEG) and Electrocardiogram (EKG). Sixty-eight…

  12. Perspectives on Using Video Recordings in Conversation Analytical Studies on Learning in Interaction

    ERIC Educational Resources Information Center

    Rusk, Fredrik; Pörn, Michaela; Sahlström, Fritjof; Slotte-Lüttge, Anna

    2015-01-01

    Video is currently used in many studies to document the interaction in conversation analytical (CA) studies on learning. The discussion on the method used in these studies has primarily focused on the analysis or the data construction, whereas the relation between data construction and analysis is rarely brought to attention. The aim of this…

  13. Mutually Beneficial Foreign Language Learning: Creating Meaningful Interactions through Video-Synchronous Computer-Mediated Communication

    ERIC Educational Resources Information Center

    Kato, Fumie; Spring, Ryan; Mori, Chikako

    2016-01-01

    Providing learners of a foreign language with meaningful opportunities for interactions, specifically with native speakers, is especially challenging for instructors. One way to overcome this obstacle is through video-synchronous computer-mediated communication tools such as Skype software. This study reports quantitative and qualitative data from…

  14. Developing Interactional Competence through Video-Based Computer-Mediated Conversations: Beginning Learners of Spanish

    ERIC Educational Resources Information Center

    Tecedor Cabrero, Marta

    2013-01-01

    This dissertation examines the discourse produced by beginning learners of Spanish using social media. Specifically, it looks at the use and development of interactional resources during two video-mediated conversations. Through a combination of Conversation Analysis tools and quantitative data analysis, the use of turn-taking strategies, repair…

  15. How Do Parents of Children with Communication Difficulties Experience Video Interaction Guidance? A Practitioner Research Project

    ERIC Educational Resources Information Center

    Taylor, Amelia Fay

    2016-01-01

    This practitioner research article sought to provide an interpretation of the parental experience of video interaction guidance (VIG). Two mothers and one grandmother participated in one cycle of VIG and one interview about their experiences. Transcripts were analysed using Interpretive Phenomenological Analysis (IPA). Findings indicated that…

  16. Investigating the Magnetic Interaction with Geomag and Tracker Video Analysis: Static Equilibrium and Anharmonic Dynamics

    ERIC Educational Resources Information Center

    Onorato, P.; Mascheretti, P.; DeAmbrosis, A.

    2012-01-01

    In this paper, we describe how simple experiments realizable by using easily found and low-cost materials allow students to explore quantitatively the magnetic interaction thanks to the help of an Open Source Physics tool, the Tracker Video Analysis software. The static equilibrium of a "column" of permanents magnets is carefully investigated by…

  17. Video-Based Interaction, Negotiation for Comprehensibility, and Second Language Speech Learning: A Longitudinal Study

    ERIC Educational Resources Information Center

    Saito, Kazuya; Akiyama, Yuka

    2017-01-01

    This study examined the impact of video-based conversational interaction on the longitudinal development (one academic semester) of second language production by college-level Japanese English-as-a-foreign-language learners. Students in the experimental group engaged in weekly dyadic conversation exchanges with native speakers in the United States…

  18. 2009 ALSC Notable Videos and Recordings for Children & Great Interactive Software for Kids

    ERIC Educational Resources Information Center

    School Library Journal, 2009

    2009-01-01

    The Notable Children's Videos, Recordings, and Great Interactive Software for Kids lists are compiled annually by committees of the Association for Library Service to Children (ALSC), a division of the American Library Association (ALA). This article presents the lists for 2009 that were released in January during the ALA Midwinter Meeting in…

  19. The Generative Effects of Instructional Organizers with Computer-Based Interactive Video.

    ERIC Educational Resources Information Center

    Kenny, Richard F.

    This study compared the use of three instructional organizers--the advance organizer (AO), the participatory pictorial graphic organizer (PGO), and the final form pictorial graphic organizer (FGO)--in the design and use of computer-based interactive video (CBIV) programs. That is, it attempted to determine whether a less generative or more…

  20. Video-Based Interaction, Negotiation for Comprehensibility, and Second Language Speech Learning: A Longitudinal Study

    ERIC Educational Resources Information Center

    Saito, Kazuya; Akiyama, Yuka

    2017-01-01

    This study examined the impact of video-based conversational interaction on the longitudinal development (one academic semester) of second language production by college-level Japanese English-as-a-foreign-language learners. Students in the experimental group engaged in weekly dyadic conversation exchanges with native speakers in the United States…

  1. Energy Expenditure during Physically Interactive Video Game Playing in Male College Students with Different Playing Experience

    ERIC Educational Resources Information Center

    Sell, Katie; Lillie, Tia; Taylor, Julie

    2008-01-01

    Objective: Researchers have yet to explore the effect of physically interactive video game playing on energy expenditure, despite its potential for meeting current minimal daily activity and energy expenditure recommendations. Participants and Methods: Nineteen male college students-12 experienced "Dance Dance Revolution" (DDR) players and 7…

  2. Neurophysiologic Analysis of the Effects of Interactive Tailored Health Videos on Attention to Health Messages

    ERIC Educational Resources Information Center

    Lee, Jung A.

    2011-01-01

    Web-based tailored approaches hold much promise as effective means for delivering health education and improving public health. This study examines the effects of interactive tailored health videos on attention to health messages using neurophysiological changes measured by Electroencephalogram (EEG) and Electrocardiogram (EKG). Sixty-eight…

  3. Developing Interactional Competence through Video-Based Computer-Mediated Conversations: Beginning Learners of Spanish

    ERIC Educational Resources Information Center

    Tecedor Cabrero, Marta

    2013-01-01

    This dissertation examines the discourse produced by beginning learners of Spanish using social media. Specifically, it looks at the use and development of interactional resources during two video-mediated conversations. Through a combination of Conversation Analysis tools and quantitative data analysis, the use of turn-taking strategies, repair…

  4. Augmenting the Reading Curriculum: Alternative Video Technology Strategies

    ERIC Educational Resources Information Center

    Hewgley, Gary Dean

    2015-01-01

    Students often struggle throughout the reading process and are not aware of how they are reading. While reading instruction dialogue has been around for many years, it has mostly focused on traditional face-to-face methods of modeling and feedback. Technology can play a role in reading instruction by offering teachers and students the option of…

  5. Captions, Whiteboards, Animation, and Videos: Technology Improves Access

    ERIC Educational Resources Information Center

    Beal-Alvarez, Jennifer S.; Cannon, Joanna E.

    2015-01-01

    The field of deaf education lacks rigorous research that supports any singular instructional practice (Luckner, Sebold, Cooney, Young III, & Muir 2005/2006; Easterbrooks & Stephenson, 2012). However studies indicate that technology, frequently used during instruction with students who are deaf or hard of hearing (Easterbrooks, Stephenson,…

  6. The Application of Video Disc Technology in Preservice Teacher Training.

    ERIC Educational Resources Information Center

    Salzberg, Charles L.; And Others

    Rural school districts have problems providing specialized training to staff in remote areas, and rural teachers often need specialized knowledge because of the lack of programs for rural students with low incidence handicaps. Emerging videodisc technology may lessen some of these difficulties. Utah State University has developed a…

  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. 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;…

  9. Validation of the use of video teleconferencing technology in the assessment of PTSD.

    PubMed

    Litwack, Scott D; Jackson, Colleen E; Chen, May; Sloan, Denise M; Hatgis, Christina; Litz, Brett T; Marx, Brian P

    2014-08-01

    The Veterans Health Administration (VHA) has promoted the use of telehealth technologies to deliver mental health care to veterans with limited access to services on account of geographic and other barriers. The use of technology to deliver interventions to veterans with posttraumatic stress disorder (PTSD) has been a particular focus within VHA. Much less attention has been paid to the use of telehealth technologies to diagnose veterans with PTSD for both treatment and/or disability compensation purposes, in spite of the need for such services. The literature evaluating the use of video teleconferencing methods in the assessment of PTSD is limited; to our knowledge, only 1 previous study has been published. The current study evaluated the psychometric characteristics of the Clinician Administered PTSD Scale (CAPS) administered by video teleconferencing with a larger and more diverse sample of veterans. The CAPS raters had high interrater reliability and there were strong correlations between face-to-face CAPS assessments and video teleconferencing CAPS assessments for diagnosis and total severity. The results suggest that the CAPS can and should be used via video teleconferencing with veterans who have barriers to face-to-face evaluations.

  10. Predicting the effect of interactive video bikes on exercise adherence: An efficacy trial.

    PubMed

    Rhodes, Ryan E; Warburton, Darren E R; Bredin, Shannon S D

    2009-12-01

    Exercise games that employ video game technology are increasing in the marketplace but have received scant research attention despite their popularity. The purpose of this study was to evaluate the effect of videobike gaming on the constructs of the theory of planned behavior (TPB) and adherence in comparison to a cycling condition where participants listen to self-selected music. Participants were 29 inactive young men assigned randomly to experimental (n = 16) or comparison (n = 13) conditions. The recommended training regime consisted of moderate intensity activity (60-75% heart rate reserve), 3 days/week for 30 min/day for 6 weeks. At the end of the first session, participants were asked to complete TPB measures and these were subsequently measured 6 weeks later. Attendance was used as the measure of adherence. Results showed that affective attitude and adherence across the 6 weeks significantly favored the videobike condition over the comparison condition. Regression analyses suggested partial mediation of the effect of the videobike condition on adherence via affective attitude. This is the first study to provide evidence that interactive videobikes may improve adherence over traditional cycling because the activity produces higher affective attitudes. The results are promising for expanding to community-based evaluation.

  11. Slow Scan Video in the Preparation of Technology Educators.

    ERIC Educational Resources Information Center

    Baird, David A.

    The Wyoming Center for Teaching and Learning Network at the University of Wyoming (UW) investigated barriers to distance learning and implemented a system that circumvented or eliminated these barriers. One four-year college and seven community colleges chose to be interactively connected. Many UW faculty members, accustomed to delivering classes…

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

    ERIC Educational Resources Information Center

    Evans, Robert J.

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

  13. Instructional Format and Segment Length In Interactive Video Programs.

    ERIC Educational Resources Information Center

    Verhagen, Plon W.; Breman, Jeroen

    The purpose of this study was to gather further insight into a previous investigation of the relationship between self-chosen and program-controlled segment length of an interactive videodisk program, and performance on post- and retention tests. The initial study by Verhagen, which questioned what is the optimum length of well-designed…

  14. A hierarchical framework for understanding human-human interactions in video surveillance

    NASA Astrophysics Data System (ADS)

    Park, Sangho; Aggarwal, J. K.

    2005-01-01

    Understanding human behavior in video is essential in numerous applications including smart surveillance, video annotation/retrieval, and human-computer interaction. However, recognizing human interactions is a challenging task due to ambiguity in body articulation, variations in body size and appearance, loose clothing, mutual occlusion, and shadows. In this paper we present a framework for recognizing human actions and interactions in color video, and a hierarchical graphical model that unifies multiple-level processing in video computing: pixel level, blob level, object level, and event level. A mixture of Gaussian (MOG) model is used at the pixel level to train and classify individual pixel colors. A relaxation labeling with attribute relational graph (ARG) is used at the blob level to merge the pixels into coherent blobs and to register inter-blob relations. At the object level, the poses of individual body parts are recognized using Bayesian networks (BNs). At the event level, the actions of a single person are modeled using a dynamic Bayesian network (DBN). The results of the object-level descriptions for each person are juxtaposed along a common timeline to identify an interaction between two persons. The linguistic 'verb argument structure' is used to represent human action in terms of triplets. A meaningful semantic description in terms of is obtained. Our system achieves semantic descriptions of positive, neutral, and negative interactions between two persons including hand-shaking, standing hand-in-hand, and hugging as the positive interactions, approaching, departing, and pointing as the neutral interactions, and pushing, punching, and kicking as the negative interactions.

  15. A hierarchical framework for understanding human-human interactions in video surveillance

    NASA Astrophysics Data System (ADS)

    Park, Sangho; Aggarwal, J. K.

    2004-12-01

    Understanding human behavior in video is essential in numerous applications including smart surveillance, video annotation/retrieval, and human-computer interaction. However, recognizing human interactions is a challenging task due to ambiguity in body articulation, variations in body size and appearance, loose clothing, mutual occlusion, and shadows. In this paper we present a framework for recognizing human actions and interactions in color video, and a hierarchical graphical model that unifies multiple-level processing in video computing: pixel level, blob level, object level, and event level. A mixture of Gaussian (MOG) model is used at the pixel level to train and classify individual pixel colors. A relaxation labeling with attribute relational graph (ARG) is used at the blob level to merge the pixels into coherent blobs and to register inter-blob relations. At the object level, the poses of individual body parts are recognized using Bayesian networks (BNs). At the event level, the actions of a single person are modeled using a dynamic Bayesian network (DBN). The results of the object-level descriptions for each person are juxtaposed along a common timeline to identify an interaction between two persons. The linguistic 'verb argument structure' is used to represent human action in terms of triplets. A meaningful semantic description in terms of is obtained. Our system achieves semantic descriptions of positive, neutral, and negative interactions between two persons including hand-shaking, standing hand-in-hand, and hugging as the positive interactions, approaching, departing, and pointing as the neutral interactions, and pushing, punching, and kicking as the negative interactions.

  16. Spacecraft Environmental Interactions Technology 1983

    DTIC Science & Technology

    1985-01-01

    ARGON ION POLLUTION OF THE MAGNETOSPHERE Ramon E. Lopez, Rice University ...... ..................... b75 ix _ _ _ _ _ _- *,’. N852 2 4 7 1 SPACE...to use for a long time. Thus we want it to be able to grow in an evolutionary manner. New technology will come along or requirements will change from...channel grows to a point of dominance in the spectrum. This in fact is the VCAP SRPA signal. As the density drops so that the plasma frequency nears or

  17. Indigenous Learning Preferences and Interactive Technologies

    ERIC Educational Resources Information Center

    Kitchenham, Andrew

    2017-01-01

    This three-year research study examined the influence of interactive technologies on the math achievement of Indigenous students in Years 4, 5, 6 and 7 technology-equipped classrooms in a rural elementary school in British Columbia, Canada. Using a mixed-methods approach, the researcher conducted semistructured interviews and collected math…

  18. Identification and analysis of unsatisfactory psychosocial work situations: a participatory approach employing video-computer interaction.

    PubMed

    Hanse, J J; Forsman, M

    2001-02-01

    A method for psychosocial evaluation of potentially stressful or unsatisfactory situations in manual work was developed. It focuses on subjective responses regarding specific situations and is based on interactive worker assessment when viewing video recordings of oneself. The worker is first video-recorded during work. The video is then displayed on the computer terminal, and the filmed worker clicks on virtual controls on the screen whenever an unsatisfactory psychosocial situation appears; a window of questions regarding psychological demands, mental strain and job control is then opened. A library with pictorial information and comments on the selected situations is formed in the computer. The evaluation system, called PSIDAR, was applied in two case studies, one of manual materials handling in an automotive workshop and one of a group of workers producing and testing instrument panels. The findings indicate that PSIDAR can provide data that are useful in a participatory ergonomic process of change.

  19. Technology interactions on reticle delivery

    NASA Astrophysics Data System (ADS)

    Ackmann, Paul; Goad, Scott; West, Craig

    2008-10-01

    Reticle cost and cycle time to deliver new circuit designs to a wafer fab remain key focus areas for advanced semiconductor manufacturing and new product development. Resolution enhancement techniques like optical proximity correction as applied to critical layers have increased the burden on mask data preparation and reticle writing steps of the mask making flow. The growing data volume and complexity of designs must be reduced to a perfect image on a reticle in the shortest time possible against computer and machine constraints. Continued dependence on 193 nm wavelength exposure in extremely low k1 lithography exacerbates the underlying trends. Two important factors come together to drive the economics and performance of the reticle line: the complexity of the designs and the productivity of e-beam writing tools. The designs, OPC methods, and writing tool capabilities continue to evolve with each node of technology. The study builds on prior evaluations to look at fundamental pattern complexity across 90nm, 65nm, and 45nm logic designs using the gate and metal-1 critical layers. The writing tool throughput testing uses a range of standard patterns to establish shot limited performance as a calibration method for arbitrary designs. Node to node design and tool to tool generation comparisons highlight actual step changes in complexity and capability by introducing new quantitative methods, benchmarking metrics, and testing strategies. The findings are projected into the future using design complexity and writing tool trends to suggest implications about reticle cost, cycle time, or possible gaps in technology development.

  20. Using tablet technology and instructional videos to enhance preclinical dental laboratory learning.

    PubMed

    Gadbury-Amyot, Cynthia C; Purk, John H; Williams, Brian Joseph; Van Ness, Christopher J

    2014-02-01

    The purpose of this pilot study was to examine if tablet technology with accompanying instructional videos enhanced the teaching and learning outcomes in a preclinical dental laboratory setting. Two procedures deemed most challenging in Operative Dentistry II were chosen for the development of instructional videos. A random sample of thirty students was chosen to participate in the pilot. Comparison of faculty evaluations of the procedures between the experimental (tablet) and control (no tablet) groups resulted in no significant differences; however, there was a trend toward fewer failures in the experimental group. Examination of the ability to accurately self-assess was compared by exploring correlations between faculty and student evaluations. While correlations were stronger in the experimental group, the control group had significant correlations for all three procedures, while the experimental group had significant correlations on only two of the procedures. Students strongly perceived that the tablets and videos helped them perform better and more accurately self-assess their work products. Students did not support requiring that they purchase/obtain a specific brand of technology. As a result of this pilot study, further development of ideal and non-ideal videos are in progress, and the school will be implementing a "Bring Your Own Device" policy with incoming students.

  1. A novel rain removal technology based on video image

    NASA Astrophysics Data System (ADS)

    Liu, Shuo; Piao, Yan

    2016-11-01

    Due to the effect of bad weather conditions, it often conducts visual distortions on images for outdoor vision systems. Rain is one specific example of bad weather. Generally, rain streak is small and falls at high velocity. Traditional rain removal methods often cause blued visual effect. In addition, there is high time complexity. Moreover, some rain streaks are still in the de-rained image. Based on the characteristics of rain streak, a novel rain removal technology is proposed. The proposed method is not only removing the rain streak effectively, but also retaining much detail information. The experiments show that the proposed method outperform traditional rain removal methods. It can be widely used in intelligent traffic, civilian surveillance and national security so on.

  2. Using the Technology: Introducing Point of View Video Glasses Into the Simulated Clinical Learning Environment.

    PubMed

    Metcalfe, Helene; Jonas-Dwyer, Diana; Saunders, Rosemary; Dugmore, Helen

    2015-10-01

    The introduction of learning technologies into educational settings continues to grow alongside the emergence of innovative technologies into the healthcare arena. The challenge for health professionals such as medical, nursing, and allied health practitioners is to develop an improved understanding of these technologies and how they may influence practice and contribute to healthcare. For nurse educators to remain contemporary, there is a need to not only embrace current technologies in teaching and learning but to also ensure that students are able to adapt to this changing pedagogy. One recent technological innovation is the use of wearable computing technology, consisting of video recording with the capability of playback analysis. The authors of this article discuss the introduction of the use of wearable Point of View video glasses by a cohort of nursing students in a simulated clinical learning laboratory. Of particular interest was the ease of use of the glasses, also termed the usability of this technology, which is central to its success. Students' reflections were analyzed together with suggestions for future use.

  3. Microcomputer video image processing technology in working posture analysis: application to seated postures of keyboard operators.

    PubMed

    Wrigley, T V; Green, R A; Briggs, C A

    1991-02-01

    A new two-dimensional video-based technique for the recording and analysis of working posture has been developed and applied to seated work. After initial set-up of the portable equipment in the workplace, and attachment of small adhesive retroreflective joint markers on the subject, an operator is not required for the remainder of the recording session. Analysis of the video recording is conducted in the laboratory using custom-written software and a commercially available image-processing package running on an IBM AT-compatible computer. After interactive set-up of a reference frame, the system is able to analyse the full video tape automatically, extracting video frames for analysis at approximately 30-s intervals. Poor image quality may occasionally necessitate interactive analysis. The system is capable of determining postural angles to an accuracy of 1-2 degrees , and thus represents a substantial improvement on other postural analysis systems which are able to be used readily in the workplace.

  4. The Technology Trap--A Case Study on Video Use in Non-Formal Education in Botswana.

    ERIC Educational Resources Information Center

    Kidd, Ross

    1978-01-01

    Technological considerations may overwhelm the user's capacity to analyze problems and select the most appropriate medium for the task. This discussion paper describes video use in Botswana over a four-year period and then makes a comparative analysis of video and other communication media as tools for nonformal education. (Author/JEG)

  5. Documenting Hurricane Impacts on Coral Reefs Using Two-Dimensional Video-Mosaic Technology

    DTIC Science & Technology

    2006-11-01

    SHORT COMMUNICATION Documenting hurricane impacts on coral reefs using two- dimensional video-mosaic technology Arthur C. R. Gleason1, Diego Lirman1...sequence of four hurricanes impacted the reefs of the Florida Keys. Damage patterns to coral reefs are commonly influenced by the strength, path, and...physical disturbance on coral reefs and can be used to complement existing survey methodologies. Marine Ecology. ISSN 0173-9565 254 Marine Ecology 28

  6. Kaiser Permanente Northern California: current experiences with internet, mobile, and video technologies.

    PubMed

    Pearl, Robert

    2014-02-01

    The US health care system has been slow to adopt Internet, mobile, and video technologies, which have the capability to engage patients in their own care, increase patients' access to providers, and possibly improve the quality of care while reducing costs. Nevertheless, there are some pockets of progress, including Kaiser Permanente Northern California (KPNC). In 2008 KPNC implemented an inpatient and ambulatory care electronic health record system for its 3.4 million members and developed a suite of patient-friendly Internet, mobile, and video tools. KPNC has achieved many successes. For example, the number of virtual "visits" grew from 4.1 million in 2008 to an estimated 10.5 million in 2013. This article describes KPNC's experience with Internet, mobile, and video technologies and the obstacles faced by other health care providers interested in embracing them. The obstacles include the predominant fee-for-service payment model, which does not reimburse for virtual visits; the considerable investment needed to deploy these technologies; and physician buy-in.

  7. Towards Better Human Robot Interaction: Understand Human Computer Interaction in Social Gaming Using a Video-Enhanced Diary Method

    NASA Astrophysics Data System (ADS)

    See, Swee Lan; Tan, Mitchell; Looi, Qin En

    This paper presents findings from a descriptive research on social gaming. A video-enhanced diary method was used to understand the user experience in social gaming. From this experiment, we found that natural human behavior and gamer’s decision making process can be elicited and speculated during human computer interaction. These are new information that we should consider as they can help us build better human computer interfaces and human robotic interfaces in future.

  8. Development and evaluation of an interactive dental video game to teach dentin bonding.

    PubMed

    Amer, Rafat S; Denehy, Gerald E; Cobb, Deborah S; Dawson, Deborah V; Cunningham-Ford, Marsha A; Bergeron, Cathia

    2011-06-01

    Written and clinical tests compared the change in clinical knowledge and practical clinical skill of first-year dental students watching a clinical video recording of the three-step etch-and-rinse resin bonding system to those using an interactive dental video game teaching the same procedure. The research design was a randomized controlled trial with eighty first-year dental students enrolled in the preclinical operative dentistry course. Students' change in knowledge was measured through written examination using a pre-test and a post-test, as well as clinical tests in the form of a benchtop shear bond strength test. There was no statistically significant difference between teaching methods in regards to change in either knowledge or clinical skills, with one minor exception relating to the wetness of dentin following etching. Students expressed their preference for an interactive self-paced method of teaching.

  9. Video-based self-review: comparing Google Glass and GoPro technologies.

    PubMed

    Paro, John A M; Nazareli, Rahim; Gurjala, Anadev; Berger, Aaron; Lee, Gordon K

    2015-05-01

    Professionals in a variety of specialties use video-based review as a method of constant self-evaluation. We believe critical self-reflection will allow a surgical trainee to identify methods for improvement throughout residency and beyond. We have used 2 new popular technologies to evaluate their role in accomplishing the previously mentioned objectives. Our group investigated Google Glass and GoPro cameras. Medical students, residents, and faculty were invited to wear each of the devices during a scheduled operation. After the case, each participant was asked to comment on a number of features of the device including comfort, level of distraction/interference with operating, ease of video acquisition, and battery life. Software and hardware specifications were compiled and compared by the authors. A "proof-of-concept" was also performed using the video-conferencing abilities of Google Glass to perform a simulated flap check. The technical specifications of the 2 cameras favor GoPro over Google Glass. Glass records in 720p with 5-MP still shots, and the GoPro records in 1080p with 12-MP still shots. Our tests of battery life showed more than 2 hours of continuous video with GoPro, and less than 1 hour for Glass. Favorable features of Google Glass included comfort and relative ease of use; they could not comfortably wear loupes while operating, and would have preferred longer hands-free video recording. The GoPro was slightly more cumbersome and required a nonsterile team member to activate all pictures or video; however, loupes could be worn. Google Glass was successfully used in the hospital for a simulated flap check, with overall audio and video being transmitted--fine detail was lost, however. There are benefits and limitations to each of the devices tested. Google Glass is in its infancy and may gain a larger intraoperative role in the future. We plan to use Glass as a way for trainees to easily acquire intraoperative footage as a means to "review tape" and

  10. 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)

  11. 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)

  12. 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.

  13. Video conferencing technology in research on schizophrenia: a qualitative study of site research staff.

    PubMed

    Rowe, Michael; Rosenheck, Robert; Stern, Erica; Bellamy, Chyrell

    2014-01-01

    The objective of this study was to advance knowledge of the experience of multisite research staff with video conferencing mental health data collection among study participants with schizophrenia. An end-of-study focus group was conducted with all (N = 19) study coordinators of a multisite randomized trial of pharmacotherapy for schizophrenia to characterize the experiences of coordinators overseeing semistructured assessments via video conferencing technology (VCT). Researchers conducted an audiotaped voluntary focus group. Investigators independently coded a transcript of the focus group, followed by discussions to reach consensus on key themes. Three key themes emerged, involving issues associated with (a) the technology itself, (b) the technology in the context of clinical care and research, and (c) the feasibility of using VCT for study assessments, including coordinators' perceptions of participants' experience of VCT. Additional themes were that (a) interviewer skills appeared to moderate the impact of VCT, (b) research participants with serious psychiatric disorders who participated in VCT assessments appeared, overall, to be more amenable to the technology than research coordinators anticipated, and (c) because VCT will be adapted in a wide range of settings, staffing and resource needs should be considered in planning for and adopting VCT for psychiatric research or clinical assessment. This study adds contextual detail and emphasis to the existing literature on the use of VCT in research and factors regarding the effective deployment of the technology in research.

  14. Correcting Students' Misconceptions about Automobile Braking Distances and Video Analysis Using Interactive Program Tracker

    NASA Astrophysics Data System (ADS)

    Hockicko, Peter; Trpišová, Beáta; Ondruš, Ján

    2014-12-01

    The present paper informs about an analysis of students' conceptions about car braking distances and also presents one of the novel methods of learning: an interactive computer program Tracker that we used to analyse the process of braking of a car. The analysis of the students' conceptions about car braking distances consisted in obtaining their estimates of these quantities before and after watching a video recording of a car braking from various initial speeds to a complete stop and subsequent application of mathematical statistics to the obtained sets of students' answers. The results revealed that the difference between the value of the car braking distance estimated before watching the video and the real value of this distance was not caused by a random error but by a systematic error which was due to the incorrect students' conceptions about the car braking process. Watching the video significantly improved the students' estimates of the car braking distance, and we show that in this case, the difference between the estimated value and the real value of the car braking distance was due only to a random error, i.e. the students' conceptions about the car braking process were corrected. Some of the students subsequently performed video analysis of the braking processes of cars of various brands and under various conditions by means of Tracker that gave them exact knowledge of the physical quantities, which characterize a motor vehicle braking. Interviewing some of these students brought very positive reactions to this novel method of learning.

  15. USING VIDEO TECHNOLOGY TO DISSEMINATE BEHAVIORAL PROCEDURES: A REVIEW OF FUNCTIONAL ANALYSIS: A GUIDE FOR UNDERSTANDING CHALLENGING BEHAVIOR (DVD)

    PubMed Central

    Carr, James E; Fox, Eric J

    2009-01-01

    Although applied behavior analysis has generated many highly effective behavior-change procedures, the procedures have not always been effectively disseminated. One solution to this problem is the use of video technology, which has been facilitated by the ready availability of video production equipment and software and multiple distribution methods (e.g., DVD, online streaming). We review a recent DVD that was produced to disseminate the successful experimental functional analysis procedure. The review is followed by general recommendations for disseminating behavior-analytic procedures via video technology. PMID:20514204

  16. Positive technology: using interactive technologies to promote positive functioning.

    PubMed

    Riva, Giuseppe; Baños, Rosa M; Botella, Cristina; Wiederhold, Brenda K; Gaggioli, Andrea

    2012-02-01

    It is generally assumed that technology assists individuals in improving the quality of their lives. However, the impact of new technologies and media on well-being and positive functioning is still somewhat controversial. In this paper, we contend that the quality of experience should become the guiding principle in the design and development of new technologies, as well as a primary metric for the evaluation of their applications. The emerging discipline of Positive Psychology provides a useful framework to address this challenge. Positive Psychology is the scientific study of optimal human functioning and flourishing. Instead of drawing on a "disease model" of human behavior, it focuses on factors that enable individuals and communities to thrive and build the best in life. In this paper, we propose the "Positive Technology" approach--the scientific and applied approach to the use of technology for improving the quality of our personal experience through its structuring, augmentation, and/or replacement--as a way of framing a suitable object of study in the field of cyberpsychology and human-computer interaction. Specifically, we suggest that it is possible to use technology to influence three specific features of our experience--affective quality, engagement/actualization, and connectedness--that serve to promote adaptive behaviors and positive functioning. In this framework, positive technologies are classified according to their effects on a specific feature of personal experience. Moreover, for each level, we have identified critical variables that can be manipulated to guide the design and development of positive technologies.

  17. Effectiveness of a Video-based Aging Services Technology Education Program for Health Care Professionals.

    PubMed

    Weakley, Alyssa; Tam, Joyce W; Van Son, Catherine; Schmitter-Edgecombe, Maureen

    2017-01-19

    Health care professionals (HCPs) are a critical source of recommendations for older adults. Aging services technologies (ASTs), which include devices to support the health-care needs of older adults, are underutilized despite evidence for improving functional outcomes and safety and reducing caregiver burden and health costs. This study evaluated a video-based educational program aimed at improving HCP awareness of ASTs. Sixty-five HCPs viewed AST videos related to medication management, daily living, and memory. Following the program, participants' objective and perceived AST knowledge improved, as did self-efficacy and anticipated AST engagement. About 95% of participants stated they were more likely to recommend ASTs post-program. Participants benefitted equally regardless of years of experience or previous AST familiarity. Furthermore, change in self-efficacy and perceived knowledge were significant predictors of engagement change. Overall, the educational program was effective in improving HCPs' awareness of ASTs and appeared to benefit all participants regardless of experience and prior knowledge.

  18. Leveraging Healthcare to Promote Responsive Parenting: Impacts of the Video Interaction Project on Parenting Stress

    PubMed Central

    Cates, Carolyn Brockmeyer; Weisleder, Adriana; Dreyer, Benard P.; Johnson, Samantha Berkule; Vlahovicova, Kristina; Ledesma, Jennifer; Mendelsohn, Alan L.

    2015-01-01

    We sought to determine impacts of a pediatric primary care intervention, the Video Interaction Project, on 3-year trajectories of parenting stress related to parent-child interactions in low socioeconomic status (SES) families. A randomized controlled trial (RCT) was conducted, with random assignment to one of two interventions (Video Interaction Project [VIP]; Building Blocks [BB]) or control (C). As part of VIP, dyads attended one-on-one sessions with an interventionist who facilitated interactions in play and shared reading through review of videotaped parent-child interactions made on primary care visit days; learning materials and parenting pamphlets were also provided to facilitate parent-child interactions at home. Parenting stress related to parent-child interactions was assessed for VIP and Control groups at 6, 14, 24, and 36 months using the Parent-Child Dysfunctional Interaction subscale of the Parenting Stress Index- Short Form, with 378 dyads (84%) assessed at least once. Group differences emerged at 6 months with VIP associated with lower parenting stress at 3 of 4 ages considered cross-sectionally and an 17.7% reduction in parenting stress overall during the study period based on multi-level modeling. No age by group interaction was observed, indicating persistence of early VIP impacts. Results indicated that VIP, a preventive intervention targeting parent-child interactions, is associated with decreased parenting stress. Results therefore support the expansion of pediatric interventions such as VIP as part of a broad public health strategy to address poverty-related disparities in school-readiness. PMID:27134514

  19. Leveraging Healthcare to Promote Responsive Parenting: Impacts of the Video Interaction Project on Parenting Stress.

    PubMed

    Cates, Carolyn Brockmeyer; Weisleder, Adriana; Dreyer, Benard P; Johnson, Samantha Berkule; Vlahovicova, Kristina; Ledesma, Jennifer; Mendelsohn, Alan L

    2016-03-01

    We sought to determine impacts of a pediatric primary care intervention, the Video Interaction Project, on 3-year trajectories of parenting stress related to parent-child interactions in low socioeconomic status (SES) families. A randomized controlled trial (RCT) was conducted, with random assignment to one of two interventions (Video Interaction Project [VIP]; Building Blocks [BB]) or control (C). As part of VIP, dyads attended one-on-one sessions with an interventionist who facilitated interactions in play and shared reading through review of videotaped parent-child interactions made on primary care visit days; learning materials and parenting pamphlets were also provided to facilitate parent-child interactions at home. Parenting stress related to parent-child interactions was assessed for VIP and Control groups at 6, 14, 24, and 36 months using the Parent-Child Dysfunctional Interaction subscale of the Parenting Stress Index- Short Form, with 378 dyads (84%) assessed at least once. Group differences emerged at 6 months with VIP associated with lower parenting stress at 3 of 4 ages considered cross-sectionally and an 17.7% reduction in parenting stress overall during the study period based on multi-level modeling. No age by group interaction was observed, indicating persistence of early VIP impacts. Results indicated that VIP, a preventive intervention targeting parent-child interactions, is associated with decreased parenting stress. Results therefore support the expansion of pediatric interventions such as VIP as part of a broad public health strategy to address poverty-related disparities in school-readiness.

  20. Evaluating Interactive Instructional Technologies: A Cognitive Model.

    ERIC Educational Resources Information Center

    Tucker, Susan A.

    Strengths and weaknesses of prevailing evaluation models are analyzed, with attention to the role of feedback in each paradigm. A framework is then presented for analyzing issues faced by evaluators of interactive instructional technologies. The current practice of evaluation relies heavily on 3 models developed over 20 years ago: (1) the…

  1. News as Interaction: Technology, Content and Audience.

    ERIC Educational Resources Information Center

    McKnight, Lee; And Others

    This paper proposes an integrated approach to the study of world events, as they are filtered and interpreted in the news, by systematic experimental research on the interaction of the technological characteristics of the media, the content or message, and the characteristics of the audience. Specifically, it is hypothesized that these three…

  2. Interactive Media Technologies. State Competency Profile.

    ERIC Educational Resources Information Center

    Ohio State Univ., Columbus. Center on Education and Training for Employment.

    This document contains 143 competencies, grouped into 25 units, for tech prep programs in the interactive media technologies cluster. The competencies were developed through collaboration of Ohio business, industry, and labor representatives and secondary and associate degree educators. The competencies are rated either "essential"…

  3. Interactive CT-Video Registration for the Continuous Guidance of Bronchoscopy

    PubMed Central

    Merritt, Scott A.; Khare, Rahul; Bascom, Rebecca

    2014-01-01

    Bronchoscopy is a major step in lung cancer staging. To perform bronchoscopy, the physician uses a procedure plan, derived from a patient’s 3D computed-tomography (CT) chest scan, to navigate the bronchoscope through the lung airways. Unfortunately, physicians vary greatly in their ability to perform bronchoscopy. As a result, image-guided bronchoscopy systems, drawing upon the concept of CT-based virtual bronchoscopy (VB), have been proposed. These systems attempt to register the bronchoscope’s live position within the chest to a CT-based virtual chest space. Recent methods, which register the bronchoscopic video to CT-based endoluminal airway renderings, show promise but do not enable continuous real-time guidance. We present a CT-video registration method inspired by computer-vision innovations in the fields of image alignment and image-based rendering. In particular, motivated by the Lucas–Kanade algorithm, we propose an inverse-compositional framework built around a gradient-based optimization procedure. We next propose an implementation of the framework suitable for image-guided bronchoscopy. Laboratory tests, involving both single frames and continuous video sequences, demonstrate the robustness and accuracy of the method. Benchmark timing tests indicate that the method can run continuously at 300 frames/s, well beyond the real-time bronchoscopic video rate of 30 frames/s. This compares extremely favorably to the ≥1 s/frame speeds of other methods and indicates the method’s potential for real-time continuous registration. A human phantom study confirms the method’s efficacy for real-time guidance in a controlled setting, and, hence, points the way toward the first interactive CT-video registration approach for image-guided bronchoscopy. Along this line, we demonstrate the method’s efficacy in a complete guidance system by presenting a clinical study involving lung cancer patients. PMID:23508260

  4. Interactive CT-video registration for the continuous guidance of bronchoscopy.

    PubMed

    Merritt, Scott A; Khare, Rahul; Bascom, Rebecca; Higgins, William E

    2013-08-01

    Bronchoscopy is a major step in lung cancer staging. To perform bronchoscopy, the physician uses a procedure plan, derived from a patient's 3D computed-tomography (CT) chest scan, to navigate the bronchoscope through the lung airways. Unfortunately, physicians vary greatly in their ability to perform bronchoscopy. As a result, image-guided bronchoscopy systems, drawing upon the concept of CT-based virtual bronchoscopy (VB), have been proposed. These systems attempt to register the bronchoscope's live position within the chest to a CT-based virtual chest space. Recent methods, which register the bronchoscopic video to CT-based endoluminal airway renderings, show promise but do not enable continuous real-time guidance. We present a CT-video registration method inspired by computer-vision innovations in the fields of image alignment and image-based rendering. In particular, motivated by the Lucas-Kanade algorithm, we propose an inverse-compositional framework built around a gradient-based optimization procedure. We next propose an implementation of the framework suitable for image-guided bronchoscopy. Laboratory tests, involving both single frames and continuous video sequences, demonstrate the robustness and accuracy of the method. Benchmark timing tests indicate that the method can run continuously at 300 frames/s, well beyond the real-time bronchoscopic video rate of 30 frames/s. This compares extremely favorably to the ≥ 1 s/frame speeds of other methods and indicates the method's potential for real-time continuous registration. A human phantom study confirms the method's efficacy for real-time guidance in a controlled setting, and, hence, points the way toward the first interactive CT-video registration approach for image-guided bronchoscopy. Along this line, we demonstrate the method's efficacy in a complete guidance system by presenting a clinical study involving lung cancer patients.

  5. Through the Looking Glass: Real-Time Video Using 'Smart' Technology Provides Enhanced Intraoperative Logistics.

    PubMed

    Baldwin, Andrew C W; Mallidi, Hari R; Baldwin, John C; Sandoval, Elena; Cohn, William E; Frazier, O H; Singh, Steve K

    2016-01-01

    In the setting of increasingly complex medical therapies and limited physician resources, the recent emergence of 'smart' technology offers tremendous potential for improved logistics, efficiency, and communication between medical team members. In an effort to harness these capabilities, we sought to evaluate the utility of this technology in surgical practice through the employment of a wearable camera device during cardiothoracic organ recovery. A single procurement surgeon was trained for use of an Explorer Edition Google Glass (Google Inc., Mountain View, CA) during the recovery process. Live video feed of each procedure was securely broadcast to allow for members of the home transplant team to remotely participate in organ assessment. Primary outcomes involved demonstration of technological feasibility and validation of quality assurance through group assessment. The device was employed for the recovery of four organs: a right single lung, a left single lung, and two bilateral lung harvests. Live video of the visualization process was remotely accessed by the home transplant team, and supplemented final verification of organ quality. In each case, the organs were accepted for transplant without disruption of standard procurement protocols. Media files generated during the procedures were stored in a secure drive for future documentation, evaluation, and education purposes without preservation of patient identifiers. Live video streaming can improve quality assurance measures by allowing off-site members of the transplant team to participate in the final assessment of donor organ quality. While further studies are needed, this project suggests that the application of mobile 'smart' technology offers not just immediate value, but the potential to transform our approach to the practice of medicine.

  6. The effects of interactive video on cognitive achievement and attitude toward learning.

    PubMed

    Schare, B L; Dunn, S C; Clark, H M; Soled, S W; Gilman, B R

    1991-03-01

    The purpose of this experimentally designed study was to determine the effects of an interactive videodisc program, entitled "Diabetic Health Assessment," versus traditional lecture on cognitive learning and affective behaviors of baccalaureate nursing students. It was hypothesized that: 1) there would be no significant difference in the cognitive achievement scores between those students taught by an interactive videodisc program (experimental group) compared to those students taught by a traditional lecture method (control group), and 2) there would be a statistically significant difference in student attitude toward learning between those students taught by an interactive videodisc program compared to students taught by a traditional lecture method. Eighty-three third-year baccalaureate nursing students at a major urban university served as subjects and were randomly assigned to either a control (n = 41) or an experimental group (n = 42). The multivariate analysis of covariance with two criteria and the pretest as the covariate was significant (p = .000, df = 4, 140) indicating that the adjusted posttest scores on the two measures were significantly different for the experimental group compared to the control group. The univariate F for the cognitive measure was nonsignificant (p = .283, df = 2, 72) indicating that students' achievement under interactive video is not significantly different than under traditional lecture. The univariate F for the affective measure was significant (p = .000, df = 2, 72) indicating that the students learning by interactive video possessed a more positive attitude toward learning than those learning by traditional lecture method of instruction.

  7. An Attentional Goldilocks Effect: An Optimal Amount of Social Interactivity Promotes Word Learning from Video.

    PubMed

    Nussenbaum, Kate; Amso, Dima

    2016-01-01

    Television can be a powerful education tool; however, content-makers must understand the factors that engage attention and promote learning from screen media. Prior research suggests that social engagement is critical for learning and that interactivity may enhance the educational quality of children's media. The present study examined the effects of increasing the social interactivity of television on children's visual attention and word learning. Three- to 5-year-old (MAge = 4;5 years, SD = 9 months) children completed a task in which they viewed videos of an actress teaching them the Swahili label for an on-screen image. Each child viewed these video clips in four conditions that parametrically manipulated social engagement and interactivity. We then tested whether each child had successfully learned the Swahili labels. Though 5-year-old children were able to learn words in all conditions, we found that there was an optimal level of social engagement that best supported learning for all participants, defined by engaging the child but not distracting from word labeling. Our eye-tracking data indicated that children in this condition spent more time looking at the target image and less time looking at the actress's face as compared to the most interactive condition. These findings suggest that social interactivity is critical to engaging attention and promoting learning from screen media up until a certain point, after which social stimuli may draw attention away from target images and impair children's word learning.

  8. Feasibility of an Exoskeleton-Based Interactive Video Game System for Upper Extremity Burn Contractures.

    PubMed

    Schneider, Jeffrey C; Ozsecen, Muzaffer Y; Muraoka, Nicholas K; Mancinelli, Chiara; Della Croce, Ugo; Ryan, Colleen M; Bonato, Paolo

    2016-05-01

    Burn contractures are common and difficult to treat. Measuring continuous joint motion would inform the assessment of contracture interventions; however, it is not standard clinical practice. This study examines use of an interactive gaming system to measure continuous joint motion data. To assess the usability of an exoskeleton-based interactive gaming system in the rehabilitation of upper extremity burn contractures. Feasibility study. Eight subjects with a history of burn injury and upper extremity contractures were recruited from the outpatient clinic of a regional inpatient rehabilitation facility. Subjects used an exoskeleton-based interactive gaming system to play 4 different video games. Continuous joint motion data were collected at the shoulder and elbow during game play. Visual analog scale for engagement, difficulty and comfort. Angular range of motion by subject, joint, and game. The study population had an age of 43 ± 16 (mean ± standard deviation) years and total body surface area burned range of 10%-90%. Subjects reported satisfactory levels of enjoyment, comfort, and difficulty. Continuous joint motion data demonstrated variable characteristics by subject, plane of motion, and game. This study demonstrates the feasibility of use of an exoskeleton-based interactive gaming system in the burn population. Future studies are needed that examine the efficacy of tailoring interactive video games to the specific joint impairments of burn survivors. Copyright © 2016 American Academy of Physical Medicine and Rehabilitation. Published by Elsevier Inc. All rights reserved.

  9. Interactive video behavioral intervention to reduce adolescent females' STD risk: a randomized controlled trial.

    PubMed

    Downs, Julie S; Murray, Pamela J; Bruine de Bruin, Wändi; Penrose, Joyce; Palmgren, Claire; Fischhoff, Baruch

    2004-10-01

    A longitudinal randomized design was used to evaluate the impact of a theoretically based, stand-alone interactive video intervention on 300 urban adolescent girls' (a) knowledge about sexually transmitted diseases (STDs), (b) self-reported sexual risk behavior, and (c) STD acquisition. It was compared to two controls, representing high-quality informational interventions. One used the same content in book form; the other used commercially available brochures. Following randomization, the interventions were administered at baseline, with booster sessions at 1, 3, and 6 months. Self-reports revealed that those assigned to the interactive video were significantly more likely to be abstinent in the first 3 months following initial exposure to the intervention, and experienced fewer condom failures in the following 3 months, compared to controls. Six months after enrollment, participants in the video condition were significantly less likely to report having been diagnosed with an STD. A non-significant trend in data from a clinical PCR assay of Chlamydia trachomatis was consistent with that finding.

  10. Development and evaluation of a video discharge education program focusing on mother-infant interaction for mothers of premature infants.

    PubMed

    Ra, Jin Suk; Lim, Jiyoung

    2012-12-01

    This study was done to develop a video discharge education program focusing on mother-infant interaction to facilitate the development of maternal role confidence for mothers of premature infants. The process of the program was based on the Network-based Instructional System Design suggested by Jung (1999). For the content of the program, needs and concerns of mothers of premature infants found on web sites and existing literature were analyzed. Based on this content, the scenario and the video were developed. Nurses and mothers of premature infants participated in the process of testing the content validity, scenario development, and evaluation of final video production. The final video has two parts and lasts 21 minutes. The first part focuses on mother-premature infant interaction and the second part focuses on health management of infants. Eleven mothers of premature infants participated in the evaluation of the appropriateness of the video as a teaching method and for educational content. They reported that the content on mother-infant interaction, maternal sensitivity, and maternal role confidence was especially beneficial. The findings indicate that video program is effective for education on maternal-premature infant interaction and the use of video in practical settings is strongly recommended.

  11. Evaluating the Use of Computer-based Interactive Technology for Improving Outpatient Procedure Education

    PubMed Central

    Cowl, Clayton T.; Petersen, Bret T.; Smith, Glenn; Hauser, Stephen C.

    2002-01-01

    We randomly assigned 125 first-time elective colonoscopy or esophagoduodenoscopy patients to receive education about their procedure using the written format used currently or with computer-based interactive technology (CBT) with video animation. Using validated questionnaires, patient anxiety decreased (p<0.001) and satisfaction increased (p<0.05) in the CBT group. CBT patients were more willing to pay out-of-pocket for procedure education (p<0.05). Use of new interactive technologies to educate patients regarding procedures and providing informed consent might be applied successfully to other clinical endeavors.

  12. Nursing students' attitudes toward video games and related new media technologies.

    PubMed

    Lynch-Sauer, Judith; Vandenbosch, Terry M; Kron, Frederick; Gjerde, Craig Livingston; Arato, Nora; Sen, Ananda; Fetters, Michael D

    2011-09-01

    Little is known about Millennial nursing students' attitudes toward computer games and new media in nursing education and whether these attitudes differ between undergraduates and graduates. This study elicited nursing students' experience with computer games and new media, their attitudes toward various instructional styles and methods, and the role of computer games and new media technologies in nursing education. We e-mailed all nursing students enrolled in two universities to invite their participation in an anonymous cross-sectional online survey. The survey collected demographic data and participants' experience with and attitudes toward video gaming and multi-player online health care simulations. We used descriptive statistics and logistic regression to compare the differences between undergraduates and graduates. Two hundred eighteen nursing students participated. Many of the nursing students support using new media technologies in nursing education. Nurse educators should identify areas suitable for new media integration and further evaluate the effectiveness of these technologies.

  13. Investigating interactional competence using video recordings in ESL classrooms to enhance communication

    NASA Astrophysics Data System (ADS)

    Krishnasamy, Hariharan N.

    2016-08-01

    Interactional competence, or knowing and using the appropriate skills for interaction in various communication situations within a given speech community and culture is important in the field of business and professional communication [1], [2]. Similar to many developing countries in the world, Malaysia is a growing economy and undergraduates will have to acquire appropriate communication skills. In this study, two aspects of the interactional communicative competence were investigated, that is the linguistic and paralinguistic behaviors in small group communication as well as conflict management in small group communication. Two groups of student participants were given a problem-solving task based on a letter of complaint. The two groups of students were video recorded during class hours for 40 minutes. The videos and transcription of the group discussions were analyzed to examine the use of language and interaction in small groups. The analysis, findings and interpretations were verified with three lecturers in the field of communication. The results showed that students were able to accomplish the given task using verbal and nonverbal communication. However, participation was unevenly distributed with two students talking for less than a minute. Negotiation was based more on alternative views and consensus was easily achieved. In concluding, suggestions are given on ways to improve English language communication.

  14. A Proposal to Develop Interactive Classification Technology

    NASA Technical Reports Server (NTRS)

    deBessonet, Cary

    1998-01-01

    Research for the first year was oriented towards: 1) the design of an interactive classification tool (ICT); and 2) the development of an appropriate theory of inference for use in ICT technology. The general objective was to develop a theory of classification that could accommodate a diverse array of objects, including events and their constituent objects. Throughout this report, the term "object" is to be interpreted in a broad sense to cover any kind of object, including living beings, non-living physical things, events, even ideas and concepts. The idea was to produce a theory that could serve as the uniting fabric of a base technology capable of being implemented in a variety of automated systems. The decision was made to employ two technologies under development by the principal investigator, namely, SMS (Symbolic Manipulation System) and SL (Symbolic Language) [see debessonet, 1991, for detailed descriptions of SMS and SL]. The plan was to enhance and modify these technologies for use in an ICT environment. As a means of giving focus and direction to the proposed research, the investigators decided to design an interactive, classificatory tool for use in building accessible knowledge bases for selected domains. Accordingly, the proposed research was divisible into tasks that included: 1) the design of technology for classifying domain objects and for building knowledge bases from the results automatically; 2) the development of a scheme of inference capable of drawing upon previously processed classificatory schemes and knowledge bases; and 3) the design of a query/ search module for accessing the knowledge bases built by the inclusive system. The interactive tool for classifying domain objects was to be designed initially for textual corpora with a view to having the technology eventually be used in robots to build sentential knowledge bases that would be supported by inference engines specially designed for the natural or man-made environments in which the

  15. Which technology to investigate visual perception in sport: video vs. virtual reality.

    PubMed

    Vignais, Nicolas; Kulpa, Richard; Brault, Sébastien; Presse, Damien; Bideau, Benoit

    2015-02-01

    Visual information uptake is a fundamental element of sports involving interceptive tasks. Several methodologies, like video and methods based on virtual environments, are currently employed to analyze visual perception during sport situations. Both techniques have advantages and drawbacks. The goal of this study is to determine which of these technologies may be preferentially used to analyze visual information uptake during a sport situation. To this aim, we compared a handball goalkeeper's performance using two standardized methodologies: video clip and virtual environment. We examined this performance for two response tasks: an uncoupled task (goalkeepers show where the ball ends) and a coupled task (goalkeepers try to intercept the virtual ball). Variables investigated in this study were percentage of correct zones, percentage of correct responses, radial error and response time. The results showed that handball goalkeepers were more effective, more accurate and started to intercept earlier when facing a virtual handball thrower than when facing the video clip. These findings suggested that the analysis of visual information uptake for handball goalkeepers was better performed by using a 'virtual reality'-based methodology. Technical and methodological aspects of these findings are discussed further.

  16. CTS digital video college curriculum-sharing experiment. [Communications Technology Satellite

    NASA Technical Reports Server (NTRS)

    Lumb, D. R.; Sites, M. J.

    1974-01-01

    NASA-Ames Research Center, Stanford University, and Carleton University, Ottawa, Canada, are participating in a joint experiment to evaluate the feasibility and effectiveness of college curriculum sharing using compressed digital television and the Communications Technology Satellite (CTS). Each university will offer televised courses to the other during the 1976-1977 academic year via CTS, a joint program by NASA and the Canadian Department of Communications. The video compression techniques to be demonstrated will enable economical interconnection of educational institutions using existing and planned domestic satellites.

  17. CTS digital video college curriculum-sharing experiment. [Communications Technology Satellite

    NASA Technical Reports Server (NTRS)

    Lumb, D. R.; Sites, M. J.

    1974-01-01

    NASA-Ames Research Center, Stanford University, and Carleton University, Ottawa, Canada, are participating in a joint experiment to evaluate the feasibility and effectiveness of college curriculum sharing using compressed digital television and the Communications Technology Satellite (CTS). Each university will offer televised courses to the other during the 1976-1977 academic year via CTS, a joint program by NASA and the Canadian Department of Communications. The video compression techniques to be demonstrated will enable economical interconnection of educational institutions using existing and planned domestic satellites.

  18. Does Wearable Medical Technology With Video Recording Capability Add Value to On-Call Surgical Evaluations?

    PubMed

    Gupta, Sameer; Boehme, Jacqueline; Manser, Kelly; Dewar, Jannine; Miller, Amie; Siddiqui, Gina; Schwaitzberg, Steven D

    2016-10-01

    Background Google Glass has been used in a variety of medical settings with promising results. We explored the use and potential value of an asynchronous, near-real time protocol-which avoids transmission issues associated with real-time applications-for recording, uploading, and viewing of high-definition (HD) visual media in the emergency department (ED) to facilitate remote surgical consults. Study Design First-responder physician assistants captured pertinent aspects of the physical examination and diagnostic imaging using Google Glass' HD video or high-resolution photographs. This visual media were then securely uploaded to the study website. The surgical consultation then proceeded over the phone in the usual fashion and a clinical decision was made. The surgeon then accessed the study website to review the uploaded video. This was followed by a questionnaire regarding how the additional data impacted the consultation. Results The management plan changed in 24% (11) of cases after surgeons viewed the video. Five of these plans involved decision making regarding operative intervention. Although surgeons were generally confident in their initial management plan, confidence scores increased further in 44% (20) of cases. In addition, we surveyed 276 ED patients on their opinions regarding concerning the practice of health care providers wearing and using recording devices in the ED. The survey results revealed that the majority of patients are amenable to the addition of wearable technology with video functionality to their care. Conclusions This study demonstrates the potential value of a medically dedicated, hands-free, HD recording device with internet connectivity in facilitating remote surgical consultation. © The Author(s) 2016.

  19. An interactive video-computer tracking system for quantification of locomotor behavior.

    PubMed

    Royce-Malmgren, C H; Watson, W H

    1987-05-01

    We have developed a flexible, moderately priced, behavioral analysis system which has been used to determine the response of salmonids to certain olfactory stimulants. The system, which we call ITS for interactive computer-video tracking system, consists of a 128K Apple IIe computer with software, a video camera and videocassette recorder, and a special-effects generator. Experiments are video taped and then, during playback, the special effects generator is used to simultaneously display the video image and the graphics output of the computer on a monitor. The user tracks the animal of interest using an electronic pen, and the position of that animal in the test chamber, in the form ofx-y coordinates, is determined by the computer at user-defined time intervals. When tracking is complete, a plot of the track of the animal is printed within the outline of the test chamber. The following data can also be calculated: swimming velocity, distance from a predetermined point in the chamber (for example, olfactory stimulant source), and time spent in a given area. These variables can be calculated over any chosen time periods and/or for the entire experiment. ITS has numerous advantages over commercially available devices that perform similar tasks. First, it is relatively inexpensive, especially if one already owns video equipment and a computer. Second, it can analyze many types of experiments that can be stored on video tape, including field observations or manipulations. Third, because it is not automated, it is easy to track multiple objects, even if their tracks cross or are not easily located against a low-contrast background. Finally, because whole images do not have to be digitized, and data collection intervals can be adjusted by the user, it is possible to analyze very long experiments with a microcomputer. In this paper we describe ITS and then we demonstrate how we have used it to demonstrate that changes in ambient pH alter the behavioral response of

  20. A 3D-Video-Based Computerized Analysis of Social and Sexual Interactions in Rats

    PubMed Central

    Matsumoto, Jumpei; Urakawa, Susumu; Takamura, Yusaku; Malcher-Lopes, Renato; Hori, Etsuro; Tomaz, Carlos; Ono, Taketoshi; Nishijo, Hisao

    2013-01-01

    A large number of studies have analyzed social and sexual interactions between rodents in relation to neural activity. Computerized video analysis has been successfully used to detect numerous behaviors quickly and objectively; however, to date only 2D video recording has been used, which cannot determine the 3D locations of animals and encounters difficulties in tracking animals when they are overlapping, e.g., when mounting. To overcome these limitations, we developed a novel 3D video analysis system for examining social and sexual interactions in rats. A 3D image was reconstructed by integrating images captured by multiple depth cameras at different viewpoints. The 3D positions of body parts of the rats were then estimated by fitting skeleton models of the rats to the 3D images using a physics-based fitting algorithm, and various behaviors were recognized based on the spatio-temporal patterns of the 3D movements of the body parts. Comparisons between the data collected by the 3D system and those by visual inspection indicated that this system could precisely estimate the 3D positions of body parts for 2 rats during social and sexual interactions with few manual interventions, and could compute the traces of the 2 animals even during mounting. We then analyzed the effects of AM-251 (a cannabinoid CB1 receptor antagonist) on male rat sexual behavior, and found that AM-251 decreased movements and trunk height before sexual behavior, but increased the duration of head-head contact during sexual behavior. These results demonstrate that the use of this 3D system in behavioral studies could open the door to new approaches for investigating the neuroscience of social and sexual behavior. PMID:24205238

  1. A 3D-video-based computerized analysis of social and sexual interactions in rats.

    PubMed

    Matsumoto, Jumpei; Urakawa, Susumu; Takamura, Yusaku; Malcher-Lopes, Renato; Hori, Etsuro; Tomaz, Carlos; Ono, Taketoshi; Nishijo, Hisao

    2013-01-01

    A large number of studies have analyzed social and sexual interactions between rodents in relation to neural activity. Computerized video analysis has been successfully used to detect numerous behaviors quickly and objectively; however, to date only 2D video recording has been used, which cannot determine the 3D locations of animals and encounters difficulties in tracking animals when they are overlapping, e.g., when mounting. To overcome these limitations, we developed a novel 3D video analysis system for examining social and sexual interactions in rats. A 3D image was reconstructed by integrating images captured by multiple depth cameras at different viewpoints. The 3D positions of body parts of the rats were then estimated by fitting skeleton models of the rats to the 3D images using a physics-based fitting algorithm, and various behaviors were recognized based on the spatio-temporal patterns of the 3D movements of the body parts. Comparisons between the data collected by the 3D system and those by visual inspection indicated that this system could precisely estimate the 3D positions of body parts for 2 rats during social and sexual interactions with few manual interventions, and could compute the traces of the 2 animals even during mounting. We then analyzed the effects of AM-251 (a cannabinoid CB1 receptor antagonist) on male rat sexual behavior, and found that AM-251 decreased movements and trunk height before sexual behavior, but increased the duration of head-head contact during sexual behavior. These results demonstrate that the use of this 3D system in behavioral studies could open the door to new approaches for investigating the neuroscience of social and sexual behavior.

  2. Televised Interactive Education: Creative Technology for Alternative Learning.

    ERIC Educational Resources Information Center

    Wallin, Desna L.

    1990-01-01

    Describes the Televised Interactive Education System, linking three community colleges in the Eastern Iowa Community College District. Considers the ways in which this point-to-point microwave system facilitates the active involvement of students in the learning process through two-way audio and video interactivity. (PAA)

  3. 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

  4. Elderly people's interaction with advanced technology.

    PubMed

    Blažun, Helena; Vošner, Janez; Kokol, Peter; Saranto, Kaija; Rissanen, Sari

    2014-01-01

    Aging of population is an inevitable process by which the number of elderly people is increasing. Rapid development of information and communication technology (ICT) is changing basic needs of elderly people; therefore society should ensure opportunities for elderly to learn and use ICT in a way to manage their daily life activities and in this way enable them participation in the information and knowledge society. The purpose of the study was to find out whether elderly are acquainted with the advanced technology and to what extent they use it or they desire to use it. Within the single point study we interviewed 100 randomly selected elderly people from different geographical regions in Slovenia. Results showed the differences in the use of advanced technology by Slovenian regions; therefore in the future activities should be focused on organizing promotional and demonstrational activities including ICT courses to increase elderly's motivation for ICT interaction.

  5. Galatea ¬â€?An Interactive Computer Graphics System For Movie And Video Analysis

    NASA Astrophysics Data System (ADS)

    Potel, Michael J.; MacKay, Steven A.; Sayre, Richard E.

    1983-03-01

    Extracting quantitative information from movie film and video recordings has always been a difficult process. The Galatea motion analysis system represents an application of some powerful interactive computer graphics capabilities to this problem. A minicomputer is interfaced to a stop-motion projector, a data tablet, and real-time display equipment. An analyst views a film and uses the data tablet to track a moving position of interest. Simultaneously, a moving point is displayed in an animated computer graphics image that is synchronized with the film as it runs. Using a projection CRT and a series of mirrors, this image is superimposed on the film image on a large front screen. Thus, the graphics point lies on top of the point of interest in the film and moves with it at cine rates. All previously entered points can be displayed simultaneously in this way, which is extremely useful in checking the accuracy of the entries and in avoiding omission and duplication of points. Furthermore, the moving points can be connected into moving stick figures, so that such representations can be transcribed directly from film. There are many other tools in the system for entering outlines, measuring time intervals, and the like. The system is equivalent to "dynamic tracing paper" because it is used as though it were tracing paper that can keep up with running movie film. We have applied this system to a variety of problems in cell biology, cardiology, biomechanics, and anatomy. We have also extended the system using photogrammetric techniques to support entry of three-dimensional moving points from two (or more) films taken simultaneously from different perspective views. We are also presently constructing a second, lower-cost, microcomputer-based system for motion analysis in video, using digital graphics and video mixing to achieve the graphics overlay for any composite video source image.

  6. Effects of interactive video game cycling on overweight and obese adolescent health.

    PubMed

    Adamo, Kristi B; Rutherford, Jane A; Goldfield, Gary S

    2010-12-01

    The purpose of this study was to examine the efficacy of interactive video game stationary cycling (GameBike) in comparison with stationary cycling to music on adherence, energy expenditure measures, submaximal aerobic fitness, body composition, and cardiovascular disease risk markers in overweight and obese adolescents, using a randomized controlled trial design. Thirty overweight (with at least 1 metabolic complication) or obese adolescents aged 12-17 years were stratified by gender and randomized to video game or music condition, with 4 participants (2 per group) failing to complete the twice weekly 60 min sessions of the 10-week trial. The music group had a higher rate of attendance compared with the video game group (92% vs. 86%, p < 0.05). Time spent in minutes per session at vigorous intensity (80%-100% of predicted peak heart rate) (24.9 ± 20 min vs. 13.7 ± 12.8 min, p < 0.05) and average distance (km) pedaled per session (12.5 ± 2.8 km vs. 10.2 ± 2.2 km, p < 0.05) also favoured the music group. However, both interventions produced significant improvements in submaximal indicators of aerobic fitness as measured by a graded cycle ergometer protocol. Also, when collapsed, the exercise modalities reduced body fat percentage and total cholesterol. The present study indicates that cycling to music was just as effective as stationary cycling while playing video games at improving fitness, body composition, and cholesterol profiles in overweight and obese teens, and resulted in increased attendance, vigorous intensity of physical activity, and distance pedaled. Therefore, our data support the superiority of cycling to music and indicate investing in the more expensive GameBike may not be worth the cost.

  7. Talk about a YouTube Video in Preschool: The Mutual Production of Shared Understanding for Learning with Digital Technology

    ERIC Educational Resources Information Center

    Davidson, Christina; Given, Lisa M.; Danby, Susan; Thorpe, Karen

    2014-01-01

    Much of what is written about digital technologies in preschool contexts focuses on young children's acquisition of skills rather than their meaning-making during use of technologies. In this paper, we consider how the viewing of a YouTube video was used by a teacher and children to produce shared understandings about it. Conversation analysis of…

  8. Talk about a YouTube Video in Preschool: The Mutual Production of Shared Understanding for Learning with Digital Technology

    ERIC Educational Resources Information Center

    Davidson, Christina; Given, Lisa M.; Danby, Susan; Thorpe, Karen

    2014-01-01

    Much of what is written about digital technologies in preschool contexts focuses on young children's acquisition of skills rather than their meaning-making during use of technologies. In this paper, we consider how the viewing of a YouTube video was used by a teacher and children to produce shared understandings about it. Conversation analysis of…

  9. Video streaming technologies using ActiveX and LabVIEW

    NASA Astrophysics Data System (ADS)

    Panoiu, M.; Rat, C. L.; Panoiu, C.

    2015-06-01

    The goal of this paper is to present the possibilities of remote image processing through data exchange between two programming technologies: LabVIEW and ActiveX. ActiveX refers to the process of controlling one program from another via ActiveX component; where one program acts as the client and the other as the server. LabVIEW can be either client or server. Both programs (client and server) exist independent of each other but are able to share information. The client communicates with the ActiveX objects that the server opens to allow the sharing of information [7]. In the case of video streaming [1] [2], most ActiveX controls can only display the data, being incapable of transforming it into a data type that LabVIEW can process. This becomes problematic when the system is used for remote image processing. The LabVIEW environment itself provides little if any possibilities for video streaming, and the methods it does offer are usually not high performance, but it possesses high performance toolkits and modules specialized in image processing, making it ideal for processing the captured data. Therefore, we chose to use existing software, specialized in video streaming along with LabVIEW and to capture the data provided by them, for further use, within LabVIEW. The software we studied (the ActiveX controls of a series of media players that utilize streaming technology) provide high quality data and a very small transmission delay, ensuring the reliability of the results of the image processing.

  10. Experimental and simulation study results for video landmark acquisition and tracking technology

    NASA Technical Reports Server (NTRS)

    Schappell, R. T.; Tietz, J. C.; Thomas, H. M.; Lowrie, J. W.

    1979-01-01

    A synopsis of related Earth observation technology is provided and includes surface-feature tracking, generic feature classification and landmark identification, and navigation by multicolor correlation. With the advent of the Space Shuttle era, the NASA role takes on new significance in that one can now conceive of dedicated Earth resources missions. Space Shuttle also provides a unique test bed for evaluating advanced sensor technology like that described in this report. As a result of this type of rationale, the FILE OSTA-1 Shuttle experiment, which grew out of the Video Landmark Acquisition and Tracking (VILAT) activity, was developed and is described in this report along with the relevant tradeoffs. In addition, a synopsis of FILE computer simulation activity is included. This synopsis relates to future required capabilities such as landmark registration, reacquisition, and tracking.

  11. 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.…

  12. 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.…

  13. Why Students Learn More From Dialogue-Than Monologue-Videos: Analyses of Peer Interactions

    ERIC Educational Resources Information Center

    Chi, Michelene T. H.; Kang, Seokmin; Yaghmourian, David L.

    2017-01-01

    In 2 separate studies, we found that college-age students learned more when they collaboratively watched tutorial dialogue-videos than lecture-style monologue-videos. In fact, they can learn as well as the tutees in the dialogue-videos. These results replicate similar findings in the literature showing the advantage of dialogue-videos even when…

  14. Why Students Learn More From Dialogue-Than Monologue-Videos: Analyses of Peer Interactions

    ERIC Educational Resources Information Center

    Chi, Michelene T. H.; Kang, Seokmin; Yaghmourian, David L.

    2017-01-01

    In 2 separate studies, we found that college-age students learned more when they collaboratively watched tutorial dialogue-videos than lecture-style monologue-videos. In fact, they can learn as well as the tutees in the dialogue-videos. These results replicate similar findings in the literature showing the advantage of dialogue-videos even when…

  15. Interacting with target tracking algorithms in a gaze-enhanced motion video analysis system

    NASA Astrophysics Data System (ADS)

    Hild, Jutta; Krüger, Wolfgang; Heinze, Norbert; Peinsipp-Byma, Elisabeth; Beyerer, Jürgen

    2016-05-01

    Motion video analysis is a challenging task, particularly if real-time analysis is required. It is therefore an important issue how to provide suitable assistance for the human operator. Given that the use of customized video analysis systems is more and more established, one supporting measure is to provide system functions which perform subtasks of the analysis. Recent progress in the development of automated image exploitation algorithms allow, e.g., real-time moving target tracking. Another supporting measure is to provide a user interface which strives to reduce the perceptual, cognitive and motor load of the human operator for example by incorporating the operator's visual focus of attention. A gaze-enhanced user interface is able to help here. This work extends prior work on automated target recognition, segmentation, and tracking algorithms as well as about the benefits of a gaze-enhanced user interface for interaction with moving targets. We also propose a prototypical system design aiming to combine both the qualities of the human observer's perception and the automated algorithms in order to improve the overall performance of a real-time video analysis system. In this contribution, we address two novel issues analyzing gaze-based interaction with target tracking algorithms. The first issue extends the gaze-based triggering of a target tracking process, e.g., investigating how to best relaunch in the case of track loss. The second issue addresses the initialization of tracking algorithms without motion segmentation where the operator has to provide the system with the object's image region in order to start the tracking algorithm.

  16. Videos of conspecifics elicit interactive looking patterns and facial expressions in monkeys.

    PubMed

    Mosher, Clayton P; Zimmerman, Prisca E; Gothard, Katalin M

    2011-08-01

    A broader understanding of the neural basis of social behavior in primates requires the use of species-specific stimuli that elicit spontaneous, but reproducible and tractable behaviors. In this context of natural behaviors, individual variation can further inform about the factors that influence social interactions. To approximate natural social interactions similar to those documented by field studies, we used unedited video footage to induce in viewer monkeys spontaneous facial expressions and looking patterns in the laboratory setting. Three adult male monkeys (Macaca mulatta), previously behaviorally and genetically (5-HTTLPR) characterized, were monitored while they watched 10 s video segments depicting unfamiliar monkeys (movie monkeys) displaying affiliative, neutral, and aggressive behaviors. The gaze and head orientation of the movie monkeys alternated between "averted" and "directed" at the viewer. The viewers were not reinforced for watching the movies, thus their looking patterns indicated their interest and social engagement with the stimuli. The behavior of the movie monkey accounted for differences in the looking patterns and facial expressions displayed by the viewers. We also found multiple significant differences in the behavior of the viewers that correlated with their interest in these stimuli. These socially relevant dynamic stimuli elicited spontaneous social behaviors, such as eye-contact induced reciprocation of facial expression, gaze aversion, and gaze following, that were previously not observed in response to static images. This approach opens a unique opportunity to understanding the mechanisms that trigger spontaneous social behaviors in humans and nonhuman primates.

  17. Videos of conspecifics elicit interactive looking patterns and facial expressions in monkeys

    PubMed Central

    Mosher, Clayton P.; Zimmerman, Prisca E.; Gothard, Katalin M.

    2014-01-01

    A broader understanding of the neural basis of social behavior in primates requires the use of species-specific stimuli that elicit spontaneous, but reproducible and tractable behaviors. In this context of natural behaviors, individual variation can further inform about the factors that influence social interactions. To approximate natural social interactions similar to those documented by field studies, we used unedited video footage to induce in viewer monkeys spontaneous facial expressions and looking patterns in the laboratory setting. Three adult male monkeys, previously behaviorally and genetically (5-HTTLPR) characterized (Gibboni et al., 2009), were monitored while they watched 10 s video segments depicting unfamiliar monkeys (movie monkeys) displaying affiliative, neutral, and aggressive behaviors. The gaze and head orientation of the movie monkeys alternated between ‘averted’ and ‘directed’ at the viewer. The viewers were not reinforced for watching the movies, thus their looking patterns indicated their interest and social engagement with the stimuli. The behavior of the movie monkey accounted for differences in the looking patterns and facial expressions displayed by the viewers. We also found multiple significant differences in the behavior of the viewers that correlated with their interest in these stimuli. These socially relevant dynamic stimuli elicited spontaneous social behaviors, such as eye-contact induced reciprocation of facial expression, gaze aversion, and gaze following, that were previously not observed in response to static images. This approach opens a unique opportunity to understanding the mechanisms that trigger spontaneous social behaviors in humans and non-human primates. PMID:21688888

  18. 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.

  19. Social Interactions of Juvenile Brown Boobies at Sea as Observed with Animal-Borne Video Cameras

    PubMed Central

    Yoda, Ken; Murakoshi, Miku; Tsutsui, Kota; Kohno, Hiroyoshi

    2011-01-01

    While social interactions play a crucial role on the development of young individuals, those of highly mobile juvenile birds in inaccessible environments are difficult to observe. In this study, we deployed miniaturised video recorders on juvenile brown boobies Sula leucogaster, which had been hand-fed beginning a few days after hatching, to examine how social interactions between tagged juveniles and other birds affected their flight and foraging behaviour. Juveniles flew longer with congeners, especially with adult birds, than solitarily. In addition, approximately 40% of foraging occurred close to aggregations of congeners and other species. Young seabirds voluntarily followed other birds, which may directly enhance their foraging success and improve foraging and flying skills during their developmental stage, or both. PMID:21573196

  20. An Evaluation of Student Content Learning and Affective Perceptions of a Two-Way Interactive Video Learning Experience.

    ERIC Educational Resources Information Center

    Miller, John W.; And Others

    1993-01-01

    Discussion of distance learning focuses on a study of graduate education students that compared the content mastery and the attitudes of students in on- and off-campus courses that used interactive video. Theoretical perspectives are offered, including the conduit theory, the interactive theory, and the Salomon model. (14 references) (LRW)

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

    ERIC Educational Resources Information Center

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

    2011-01-01

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

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

    PubMed Central

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

    2015-01-01

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

  3. 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…

  4. Using Compressed Video for Distance Learning.

    ERIC Educational Resources Information Center

    Reed, Jodi; Woodruff, Merry

    1995-01-01

    Offers guidelines to help distance learning instructors develop and implement effective telelessons that employ two-way compressed video. Discusses advantages of interactive video teleconferencing and disadvantages of working with technological constraints and human factors. Describes instructional strategies and presents a telelearning checklist…

  5. 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…

  6. Using image processing technology combined with decision tree algorithm in laryngeal video stroboscope automatic identification of common vocal fold diseases.

    PubMed

    Jeffrey Kuo, Chung-Feng; Wang, Po-Chun; Chu, Yueng-Hsiang; Wang, Hsing-Won; Lai, Chun-Yu

    2013-10-01

    This study used the actual laryngeal video stroboscope videos taken by physicians in clinical practice as the samples for experimental analysis. The samples were dynamic vocal fold videos. Image processing technology was used to automatically capture the image of the largest glottal area from the video to obtain the physiological data of the vocal folds. In this study, an automatic vocal fold disease identification system was designed, which can obtain the physiological parameters for normal vocal folds, vocal paralysis and vocal nodules from image processing according to the pathological features. The decision tree algorithm was used as the classifier of the vocal fold diseases. The identification rate was 92.6%, and the identification rate with an image recognition improvement processing procedure after classification can be improved to 98.7%. Hence, the proposed system has value in clinical practices.

  7. Evanescent wave and video microscopy methods for directly measuring interactions between surface-immobilized biomolecules

    NASA Astrophysics Data System (ADS)

    Everett, William Neil

    Spatial and temporal tracking of passively diffusing functionalized colloids continues to be an improving and auspicious approach to measuring weak specific and non-specific biomolecular interactions. Evidence of this is given by the recent increase in published studies involving the development and implementation of these methods. The primary aim of the work presented in this dissertation was to modify and optimize video microscopy (VM) and total internal reflection microscopy (TIRM) methods to permit the collection of equilibrium binding and sampling data from interaction of surface-immobilized biomolecules. Supported lipid bilayers were utilized as model systems for functionalizing colloid and wall surfaces. Preliminary results measuring calcium-specific protein-protein interactions between surface immobilized cadherin fragments demonstrate the potential utility of this experimental system and these methods. Additionally, quantum dot-modified colloids were synthesized and evanescent wave-excited luminescence from these particles was used to construct potential energy profiles. Results from this work demonstrate that colloids can be used as ultra-sensitive probes of equilibrium interactions between biomolecules, and specialized probes, such as those modified with quantum dots, could be used in a spectral multiplexing mode to simultaneously monitor multiple interactions.

  8. A protocol for a randomized clinical trial of interactive video dance: potential for effects on cognitive function

    PubMed Central

    2012-01-01

    Background Physical exercise has the potential to affect cognitive function, but most evidence to date focuses on cognitive effects of fitness training. Cognitive exercise also may influence cognitive function, but many cognitive training paradigms have failed to provide carry-over to daily cognitive function. Video games provide a broader, more contextual approach to cognitive training that may induce cognitive gains and have carry over to daily function. Most video games do not involve physical exercise, but some novel forms of interactive video games combine physical activity and cognitive challenge. Methods/Design This paper describes a randomized clinical trial in 168 postmenopausal sedentary overweight women that compares an interactive video dance game with brisk walking and delayed entry controls. The primary endpoint is adherence to activity at six months. Additional endpoints include aspects of physical and mental health. We focus this report primarily on the rationale and plans for assessment of multiple cognitive functions. Discussion This randomized clinical trial may provide new information about the cognitive effects of interactive videodance. It is also the first trial to examine physical and cognitive effects in older women. Interactive video games may offer novel strategies to promote physical activity and health across the life span. The study is IRB approved and the number is: PRO08080012 ClinicalTrials.gov Identifier: NCT01443455 PMID:22672287

  9. 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.

  10. Feasibility and observed safety of interactive video games for physical rehabilitation in the intensive care unit: a case series.

    PubMed

    Kho, Michelle E; Damluji, Abdulla; Zanni, Jennifer M; Needham, Dale M

    2012-04-01

    Early rehabilitation in the intensive care unit (ICU) improves patients' physical function. Despite reports of using commercially available interactive video game systems for rehabilitation, there are few data evaluating feasibility and safety as part of routine in-patient rehabilitation, particularly in the ICU. We conducted an observational study from September 1, 2009, to August 31, 2010, of adults admitted to a 16-bed medical ICU receiving video games as part of routine physical therapy (PT), evaluating use and indications and occurrence of 14 prospectively monitored safety events. Of 410 patients receiving PT in the medical ICU, 22 (5% of all patients; male, 64%; median age, 52 years) had 42 PT treatments with video games (median [interquartile range] per patient, 1.0 [1.0-2.0]). Main indications for video game therapy included balance (52%) and endurance (45%), and the most common activities included boxing (38%), bowling (24%), and balance board (21%). Of 42 treatments, 69% occurred while standing and 45% while mechanically ventilated. During 35 hours of PT treatment, 0 safety events occurred (95% upper confidence limit for safety event rate, 8.4%). Novel use of interactive video games as part of routine PT in critically ill patients is feasible and appears safe in our case series. Video game therapy may complement existing rehabilitation techniques for ICU patients. Copyright © 2011 Elsevier Inc. All rights reserved.

  11. SET Careers Program: An interactive science, engineering, and technology career education exhibit. [A brief summary report

    SciTech Connect

    Cole, P.R.

    1993-03-31

    The New York Hall of Science, in response to the national crisis in education and employment in science and engineering, is developing and pilot testing a unique, interactive, video-based, hypermedia series on energy-related and other science and engineering careers for middle and junior high school students. Working in collaboration with the Consortium for Mathematics and its Applications (COMAP) and the Educational Film Center (EFC), this pilot-demonstration phase will last 14 months, during which time the basic design, production, and testing of eight science and engineering career modules (video and software) will be completed and installed as an interactive educational exhibit at the New York Hall of Science. This career education package will then be distributed to other science technology centers nationwide.

  12. Application of video recording technology to improve husbandry and reproduction in the carmine bee-eater (Merops n. nubicus).

    PubMed

    Ferrie, Gina M; Sky, Christy; Schutz, Paul J; Quinones, Glorieli; Breeding, Shawnlei; Plasse, Chelle; Leighty, Katherine A; Bettinger, Tammie L

    2016-01-01

    Incorporating technology with research is becoming increasingly important to enhance animal welfare in zoological settings. Video technology is used in the management of avian populations to facilitate efficient information collection on aspects of avian reproduction that are impractical or impossible to obtain through direct observation. Disney's Animal Kingdom(®) maintains a successful breeding colony of Northern carmine bee-eaters. This African species is a cavity nester, making their nesting behavior difficult to study and manage in an ex situ setting. After initial research focused on developing a suitable nesting environment, our goal was to continue developing methods to improve reproductive success and increase likelihood of chicks fledging. We installed infrared bullet cameras in five nest boxes and connected them to a digital video recording system, with data recorded continuously through the breeding season. We then scored and summarized nesting behaviors. Using remote video methods of observation provided much insight into the behavior of the birds in the colony's nest boxes. We observed aggression between birds during the egg-laying period, and therefore immediately removed all of the eggs for artificial incubation which completely eliminated egg breakage. We also used observations of adult feeding behavior to refine chick hand-rearing diet and practices. Although many video recording configurations have been summarized and evaluated in various reviews, we found success with the digital video recorder and infrared cameras described here. Applying emerging technologies to cavity nesting avian species is a necessary addition to improving management in and sustainability of zoo avian populations.

  13. Learning through social interaction in game technology.

    SciTech Connect

    Waern, Annika; Raybourn, Elaine Marie

    2005-05-01

    The present ITSE journal special issue on 'Learning About Social Interaction through Gaming' is the result of an invitation to the attendees of a one-day workshop on 'Social Learning Through Gaming' co-organized by the guest editors and held at the Human Factors in Computing Systems (CHI) conference on April 26, 2004 in Vienna, Austria. CHI is one of the premiere conferences on human-computer interaction. CHI 2004 attracted hundreds of delegates from all over the world. The CHI workshop program results from a competitive selection process. The Social Learning through Gaming workshop was filled to capacity and attended by approximately 25 participants from Europe and North America who submitted position papers that were refereed and selected for participation based on the relevancy and innovativeness of the research. The participants came together to share research on play, learning, games, interactive technologies, and what playing and designing games can teach us about social behaviors. The present special issue focuses on learning about social aspects through gaming: learning to socialize through games and learning games through social behavior.

  14. Technology-enhanced interactive surgical education.

    PubMed

    Whitson, Bryan A; Hoang, Chuong D; Jie, Tun; Maddaus, Michael A

    2006-11-01

    Our goal was to create surgical resident centered, interactive teaching modules rich in basic science and clinical content directly pertinent to patient care and surgical techniques that would facilitate education in the 80-h work week environment. A systematic evaluation of available instructional tools determined that a technology-enhanced approach can effectively and efficiently address the new requirements for resident learning. An extensive evaluation of available technology determined the technology best suited to teaching the adult surgical learner. An on-line, multimedia-based surgical education environment using WebCT Vista (WebCT, Inc., Lynnfield, MA) and Macromedia Breeze (Adobe Systems, Inc., San Jose, CA) software packages was implemented. The concept was constructed on tenets of adult learning theory and based on the APDS curriculum and ACGME core competencies. WebCT Vista serves as virtual scaffolding, and Macromedia Breeze functions to deliver content rich multimedia audio and visual presentations. Core subdiscipline teaching modules were created, comprised of individual lecture packets developed by faculty. Components for testing pre/post module knowledge, feedback and evaluations are built-in. The online nature allows for 24-h access at locations that are convenient to the resident. Teaching modules enable maximal trainee and instructor flexibility, which translates into optimal adult learning and teaching. Lecture packets can be conveyed to all residents with unlimited availability in the virtual domain. Further refinement and continued implementation will help fill the void in direct didactic teaching left by mandated work hour restrictions, allowing for more efficient learning and teaching. There is great potential for broad application of the concept and technology to other training programs.

  15. Mortal Kombat: The Effects of Violent Video Technology on Males' Hostility and Cardiovascular Responding.

    ERIC Educational Resources Information Center

    Ballard, Mary E.; Wiest, J. Rose

    A study examined differences in cardiovascular (CV) reactions and hostility following non-violent play and violent video game play. Subjects were 30 male college undergraduate students. Only male subjects were used because most video games are male oriented, males frequent videogame arcades more often than females, and the gender gap in video game…

  16. Mortal Kombat: The Effects of Violent Video Technology on Males' Hostility and Cardiovascular Responding.

    ERIC Educational Resources Information Center

    Ballard, Mary E.; Wiest, J. Rose

    A study examined differences in cardiovascular (CV) reactions and hostility following non-violent play and violent video game play. Subjects were 30 male college undergraduate students. Only male subjects were used because most video games are male oriented, males frequent videogame arcades more often than females, and the gender gap in video game…

  17. Videos Bridging Asia and Africa: Overcoming Cultural and Institutional Barriers in Technology-Mediated Rural Learning

    ERIC Educational Resources Information Center

    Van Mele, Paul; Wanvoeke, Jonas; Akakpo, Cyriaque; Dacko, Rosaline Maiga; Ceesay, Mustapha; Beavogui, Louis; Soumah, Malick; Anyang, Robert

    2010-01-01

    Will African farmers watch and learn from videos featuring farmers in Bangladesh? Learning videos on rice seed management were made with rural women in Bangladesh. By using a new approach, called zooming-in, zooming-out, the videos were of regional relevance and locally appropriate. When the Africa Rice Center (AfricaRice) introduced them to…

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

    ERIC Educational Resources Information Center

    Frydenberg, Mark; Andone, Diana

    2016-01-01

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

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

    ERIC Educational Resources Information Center

    Frydenberg, Mark; Andone, Diana

    2016-01-01

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

  20. Videos Bridging Asia and Africa: Overcoming Cultural and Institutional Barriers in Technology-Mediated Rural Learning

    ERIC Educational Resources Information Center

    Van Mele, Paul; Wanvoeke, Jonas; Akakpo, Cyriaque; Dacko, Rosaline Maiga; Ceesay, Mustapha; Beavogui, Louis; Soumah, Malick; Anyang, Robert

    2010-01-01

    Will African farmers watch and learn from videos featuring farmers in Bangladesh? Learning videos on rice seed management were made with rural women in Bangladesh. By using a new approach, called zooming-in, zooming-out, the videos were of regional relevance and locally appropriate. When the Africa Rice Center (AfricaRice) introduced them to…

  1. Use of video-feedback, reflection, and interactive analysis to improve nurse leadership practices.

    PubMed

    Crenshaw, Jeannette T

    2012-01-01

    The chronic shortage of registered nurses (RNs) affects patient safety and health care quality. Many factors affect the RN shortage in the workforce, including negative work environments, exacerbated by ineffective leadership approaches. Improvements in the use of relationship-based leadership approaches lead to healthier work environments that foster RN satisfaction and reduce RN turnover and vacancy rates in acute care settings. In this article, an innovative approach to reduce nurse turnover and decrease vacancy rates in acute care settings is described. Video feedback with reflection and interactive analysis is an untapped resource for nurse leaders and aspiring nurse leaders in their development of effective leadership skills. This unique method may be an effective leadership strategy for addressing recruitment and retention issues in a diverse workforce.

  2. Video-Stimulated Accounts: Young Children Accounting for Interactional Matters in Front of Peers

    ERIC Educational Resources Information Center

    Theobald, Maryanne

    2012-01-01

    Research in the early years places increasing importance on participatory methods to engage children. The playback of video-recording to stimulate conversation is a research method that enables children's accounts to be heard and attends to a participatory view. During video-stimulated sessions, participants watch an extract of video-recording of…

  3. An Interactive Assessment Framework for Visual Engagement: Statistical Analysis of a TEDx Video

    ERIC Educational Resources Information Center

    Farhan, Muhammad; Aslam, Muhammad

    2017-01-01

    This study aims to assess the visual engagement of the video lectures. This analysis can be useful for the presenter and student to find out the overall visual attention of the videos. For this purpose, a new algorithm and data collection module are developed. Videos can be transformed into a dataset with the help of data collection module. The…

  4. An Interactive Assessment Framework for Visual Engagement: Statistical Analysis of a TEDx Video

    ERIC Educational Resources Information Center

    Farhan, Muhammad; Aslam, Muhammad

    2017-01-01

    This study aims to assess the visual engagement of the video lectures. This analysis can be useful for the presenter and student to find out the overall visual attention of the videos. For this purpose, a new algorithm and data collection module are developed. Videos can be transformed into a dataset with the help of data collection module. The…

  5. The effectiveness of video interaction guidance in parents of premature infants: A multicenter randomised controlled trial

    PubMed Central

    2012-01-01

    Background Studies have consistently found a high incidence of neonatal medical problems, premature births and low birth weights in abused and neglected children. One of the explanations proposed for the relation between neonatal problems and adverse parenting is a possible delay or disturbance in the bonding process between the parent and infant. This hypothesis suggests that due to neonatal problems, the development of an affectionate bond between the parent and the infant is impeded. The disruption of an optimal parent-infant bond -on its turn- may predispose to distorted parent-infant interactions and thus facilitate abusive or neglectful behaviours. Video Interaction Guidance (VIG) is expected to promote the bond between parents and newborns and is expected to diminish non-optimal parenting behaviour. Methods/design This study is a multi-center randomised controlled trial to evaluate the effectiveness of Video Interaction Guidance in parents of premature infants. In this study 210 newborn infants with their parents will be included: n = 70 healthy term infants (>37 weeks GA), n = 70 moderate term infants (32–37 weeks GA) which are recruited from maternity wards of 6 general hospitals and n = 70 extremely preterm infants or very low birth weight infants (<32 weeks GA) recruited by the NICU of 2 specialized hospitals. The participating families will be divided into 3 groups: a reference group (i.e. full term infants and their parents, receiving care as usual), a control group (i.e. premature infants and their parents, receiving care as usual) and an intervention group (i.e. premature infants and their parents, receiving VIG). The data will be collected during the first six months after birth using observations of parent-infant interactions, questionnaires and semi-structured interviews. Primary outcomes are the quality of parental bonding and parent-infant interactive behaviour. Parental secondary outcomes are (posttraumatic) stress symptoms

  6. Exploring the Use of Video-Conferencing Technology in the Assessment of Spoken Language: A Mixed-Methods Study

    ERIC Educational Resources Information Center

    Nakatsuhara, Fumiyo; Inoue, Chihiro; Berry, Vivien; Galaczi, Evelina

    2017-01-01

    This research explores how Internet-based video-conferencing technology can be used to deliver and conduct a speaking test, and what similarities and differences can be discerned between the standard and computer-mediated face-to-face modes. The context of the study is a high-stakes speaking test, and the motivation for the research is the need…

  7. Exploring the Use of Video-Conferencing Technology in the Assessment of Spoken Language: A Mixed-Methods Study

    ERIC Educational Resources Information Center

    Nakatsuhara, Fumiyo; Inoue, Chihiro; Berry, Vivien; Galaczi, Evelina

    2017-01-01

    This research explores how Internet-based video-conferencing technology can be used to deliver and conduct a speaking test, and what similarities and differences can be discerned between the standard and computer-mediated face-to-face modes. The context of the study is a high-stakes speaking test, and the motivation for the research is the need…

  8. 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…

  9. Graphics to H.264 video encoding for 3D scene representation and interaction on mobile devices using region of interest

    NASA Astrophysics Data System (ADS)

    Le, Minh Tuan; Nguyen, Congdu; Yoon, Dae-Il; Jung, Eun Ku; Jia, Jie; Kim, Hae-Kwang

    2007-12-01

    In this paper, we propose a method of 3D graphics to video encoding and streaming that are embedded into a remote interactive 3D visualization system for rapidly representing a 3D scene on mobile devices without having to download it from the server. In particular, a 3D graphics to video framework is presented that increases the visual quality of regions of interest (ROI) of the video by performing more bit allocation to ROI during H.264 video encoding. The ROI are identified by projection 3D objects to a 2D plane during rasterization. The system offers users to navigate the 3D scene and interact with objects of interests for querying their descriptions. We developed an adaptive media streaming server that can provide an adaptive video stream in term of object-based quality to the client according to the user's preferences and the variation of network bandwidth. Results show that by doing ROI mode selection, PSNR of test sample slightly change while visual quality of objects increases evidently.

  10. Micro-video display with ocular tracking and interactive voice control

    NASA Technical Reports Server (NTRS)

    Miller, James E.

    1993-01-01

    In certain space-restricted environments, many of the benefits resulting from computer technology have been foregone because of the size, weight, inconvenience, and lack of mobility associated with existing computer interface devices. Accordingly, an effort to develop a highly miniaturized and 'wearable' computer display and control interface device, referred to as the Sensory Integrated Data Interface (SIDI), is underway. The system incorporates a micro-video display that provides data display and ocular tracking on a lightweight headset. Software commands are implemented by conjunctive eye movement and voice commands of the operator. In this initial prototyping effort, various 'off-the-shelf' components have been integrated into a desktop computer and with a customized menu-tree software application to demonstrate feasibility and conceptual capabilities. When fully developed as a customized system, the interface device will allow mobile, 'hand-free' operation of portable computer equipment. It will thus allow integration of information technology applications into those restrictive environments, both military and industrial, that have not yet taken advantage of the computer revolution. This effort is Phase 1 of Small Business Innovative Research (SBIR) Topic number N90-331 sponsored by the Naval Undersea Warfare Center Division, Newport. The prime contractor is Foster-Miller, Inc. of Waltham, MA.

  11. Collaborative Distance Learning Using Interactive Video: Lessons Learned from the University of Cincinnati/Ohio State University Experience.

    ERIC Educational Resources Information Center

    Rutz, Eugene; Hajek, Brian

    Ohio State University and the University of Cincinnati have collaborated on development and presentation of a team-taught course on nuclear power plant systems and operations; the course is offered to students at both universities through interactive video. This paper discusses the following lessons learned and recommendations: (1) successful…

  12. The Development and Evaluation of an Interactive Video Lesson for Use in a General College Physics Course.

    ERIC Educational Resources Information Center

    Cordes, Albert E.

    This report describes the development, use, and evaluation of an interactive video lesson for a community college level algebraic-based general physics class that could be used to demonstrate Newton's laws and the conservation of momentum. The lesson consisted of five mini-lessons including an introduction, a presentation of Newton's laws, a…

  13. Learning Happens: 30 Video Vignettes of Babies and Toddlers Learning School Readiness Skills through Everyday Interactions. [DVD and Guide

    ERIC Educational Resources Information Center

    Lerner, Claire; Parlakian, Rebecca

    2007-01-01

    This DVD (duration: 1 hour 53 seconds) features 30 video vignettes that show parents and children--aged birth to 3 years--interacting during everyday play and routines. These vignettes, some in English and some in Spanish, are designed to be tools for professionals to use both in direct work with families and for training other early child…

  14. Developing Teaching Assistants' Skills in Positive Behaviour Management: An Application of Video Interaction Guidance in a Secondary School

    ERIC Educational Resources Information Center

    Hayes, Ben; Richardson, Sally; Hindle, Sarah; Grayson, Katy

    2011-01-01

    This paper reports an action research project in a school in the UK designed to investigate the impact of a brief Video Interaction Guidance (VIG) intervention in promoting skills of non-teaching staff in positive behaviour management. A summary of the literature in relation to VIG is provided before describing the project and data collected. Ten…

  15. 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.

  16. "If I Were Nick": Men's Responses to an Interactive Video Drama Series to Support Smoking Cessation.

    PubMed

    Bottorff, Joan L; Sarbit, Gayl; Oliffe, John L; Kelly, Mary T; Lohan, Maria; Stolp, Sean; Sharp, Paul

    2015-08-10

    Men continue to smoke in greater numbers than women; however, few interventions have been developed and tested to support men's cessation. Men tend to rely on quitting strategies associated with stereotypical manliness, such as willpower, stoicism, and independence, but they may lack the self-efficacy skills required to sustain a quit. In this paper, we describe the development of and reception to an interactive video drama (IVD) series, composed of 7 brief scenarios, to support and strengthen men's smoking cessation efforts. The value of IVD in health promotion is predicated on the evidence that viewers engage with the material when they are presented characters with whom they can personally identify. The video dramatizes the challenges unfolding in the life of the main character, Nick, on the first day of his quit and models the skills necessary to embark upon a sustainable quit. The objective was to describe men's responses to the If I were Nick IVD series as part of a study of QuitNow Men, an innovative smoking cessation website designed for men. Specific objectives were to explore the resonance of the main character of the IVD series with end-users and explore men's perceptions of the effectiveness of the IVD series for supporting their quit self-management. Seven brief IVD scenarios were developed, filmed with a professional actor, and uploaded to a new online smoking cessation website, QuitNow Men. A sample of 117 men who smoked were recruited into the study and provided baseline data prior to access to the QuitNow Men website for a 6-month period. During this time, 47 men chose to view the IVDs. Their responses to questions about the IVDs were collected in online surveys at 3-month and 6-month time points and analyzed using descriptive statistics. The majority of participants indicated they related to the main character, Nick. Participants who "strongly agreed" they could relate to Nick perceived significantly higher levels of support from the IVDs than the

  17. Effects of Video Feedback on Early Coercive Parent–Child Interactions: The Intervening Role of Caregivers’ Relational Schemas

    PubMed Central

    Smith, Justin D.; Dishion, Thomas J.; Moore, Kevin J.; Shaw, Daniel S.; Wilson, Melvin N.

    2013-01-01

    Objective We examined the effect of adding a video feedback intervention component to the assessment feedback session of the Family Check-Up intervention (FCU; Dishion & Stormshak, 2007). We hypothesized that the addition of video feedback procedures during the FCU feedback at child age 2 would have a positive effect on caregivers’ negative relational schemas of their child, which in turn would mediate reductions in observed coercive caregiver-child interactions assessed at age 5. Method We observed the caregiver-child interaction videotapes of 79 high-risk families with toddlers exhibiting clinically significant problem behaviors. A quasi-random sample of families were provided with direct feedback on their interactions during the feedback session of the FCU protocol. Results Path analysis indicated that reviewing and engaging in feedback about videotaped age-2 assessment predicted reduced caregivers’ negative relational schemas of the child at age 3, which acted as an intervening variable on the reduction of observed parent–child coercive interactions recorded at age 5. Video feedback predicted improved family functioning over and above level of engagement in the FCU in subsequent years, indicating the important incremental contribution of using video feedback procedures in early family-based preventive interventions for problem behaviors. Conclusions Supportive video feedback on coercive family dynamics is an important strategy for promoting caregiver motivation to reduce negative attributions toward the child, which fuel coercive interactions. Our study also contributes to the clinical and research literature concerning coercion theory and effective intervention strategies by identifying a potential mechanism of change. PMID:23534831

  18. Impact of Interactive Video Communication Versus Text-Based Feedback on Teaching, Social, and Cognitive Presence in Online Learning Communities.

    PubMed

    Seckman, Charlotte

    2017-08-30

    A key element to online learning is the ability to create a sense of presence to improve learning outcomes. This quasi-experimental study evaluated the impact of interactive video communication versus text-based feedback and found a significant difference between the 2 groups related to teaching, social, and cognitive presence. Recommendations to enhance presence should focus on providing timely feedback, interactive learning experiences, and opportunities for students to establish relationships with peers and faculty.

  19. Architectural Heritage Visualization Using Interactive Technologies

    NASA Astrophysics Data System (ADS)

    Albourae, A. T.; Armenakis, C.; Kyan, M.

    2017-08-01

    With the increased exposure to tourists, historical monuments are at an ever-growing risk of disappearing. Building Information Modelling (BIM) offers a process of digitally documenting of all the features that are made or incorporated into the building over its life-span, thus affords unique opportunities for information preservation. BIM of historical buildings are called Historical Building Information Models (HBIM). This involves documenting a building in detail throughout its history. Geomatics professionals have the potential to play a major role in this area as they are often the first professionals involved on construction development sites for many Architectural, Engineering, and Construction (AEC) projects. In this work, we discuss how to establish an architectural database of a heritage site, digitally reconstruct, preserve and then interact with it through an immersive environment that leverages BIM for exploring historic buildings. The reconstructed heritage site under investigation was constructed in the early 15th century. In our proposed approach, the site selection was based on many factors such as architectural value, size, and accessibility. The 3D model is extracted from the original collected and integrated data (Image-based, range-based, CAD modelling, and land survey methods), after which the elements of the 3D objects are identified by creating a database using the BIM software platform (Autodesk Revit). The use of modern and widely accessible game engine technology (Unity3D) is explored, allowing the user to fully embed and interact with the scene using handheld devices. The details of implementing an integrated pipeline between HBIM, GIS and augmented and virtual reality (AVR) tools and the findings of the work are presented.

  20. An analysis of technology usage for streaming digital video in support of a preclinical curriculum.

    PubMed Central

    Dev, P.; Rindfleisch, T. C.; Kush, S. J.; Stringer, J. R.

    2000-01-01

    Usage of streaming digital video of lectures in preclinical courses was measured by analysis of the data in the log file maintained on the web server. We observed that students use the video when it is available. They do not use it to replace classroom attendance but rather for review before examinations or when a class has been missed. Usage of video has not increased significantly for any course within the 18 month duration of this project. PMID:11079869

  1. An analysis of technology usage for streaming digital video in support of a preclinical curriculum.

    PubMed

    Dev, P; Rindfleisch, T C; Kush, S J; Stringer, J R

    2000-01-01

    Usage of streaming digital video of lectures in preclinical courses was measured by analysis of the data in the log file maintained on the web server. We observed that students use the video when it is available. They do not use it to replace classroom attendance but rather for review before examinations or when a class has been missed. Usage of video has not increased significantly for any course within the 18 month duration of this project.

  2. Using Research-Based Interactive Video Vignettes to Enhance Out-of-Class Learning in Introductory Physics

    NASA Astrophysics Data System (ADS)

    Laws, Priscilla W.; Willis, Maxine C.; Jackson, David P.; Koenig, Kathleen; Teese, Robert

    2015-02-01

    Ever since the first generalized computer-assisted instruction system (PLATO1) was introduced over 50 years ago, educators have been adding computer-based materials to their classes. Today many textbooks have complete online versions that include video lectures and other supplements. In the past 25 years the web has fueled an explosion of online homework and course management systems, both as blended learning and online courses. Meanwhile, introductory physics instructors have been implementing new approaches to teaching based on the outcomes of Physics Education Research (PER). A common theme of PER-based instruction has been the use of active-learning strategies designed to help students overcome alternative conceptions that they often bring to the study of physics.2 Unfortunately, while classrooms have become more active, online learning typically relies on passive lecture videos or Kahn-style3 tablet drawings. To bring active learning online, the LivePhoto Physics Group has been developing Interactive Video Vignettes (IVVs) that add interactivity and PER-based elements to short presentations. These vignettes incorporate web-based video activities that contain interactive elements and typically require students to make predictions and analyze real-world phenomena.

  3. An introduction to video image compression and authentication technology for safeguards applications

    SciTech Connect

    Johnson, C.S.

    1995-07-01

    Verification of a video image has been a major problem for safeguards for several years. Various verification schemes have been tried on analog video signals ever since the mid-1970`s. These schemes have provided a measure of protection but have never been widely adopted. The development of reasonably priced complex video processing integrated circuits makes it possible to digitize a video image and then compress the resulting digital file into a smaller file without noticeable loss of resolution. Authentication and/or encryption algorithms can be more easily applied to digital video files that have been compressed. The compressed video files require less time for algorithm processing and image transmission. An important safeguards application for authenticated, compressed, digital video images is in unattended video surveillance systems and remote monitoring systems. The use of digital images in the surveillance system makes it possible to develop remote monitoring systems that send images over narrow bandwidth channels such as the common telephone line. This paper discusses the video compression process, authentication algorithm, and data format selected to transmit and store the authenticated images.

  4. Advanced Digital Video and the National Information Infrastructure. Report of the Information Infrastructure Task Force, Committee on Applications and Technology, Technology Policy Working Group. Draft for Public Comment.

    ERIC Educational Resources Information Center

    Office of Science and Technology Policy, Washington, DC.

    The National Information Infrastructure (NII) vision encompasses an infrastructure providing seamless, interactive, user driven access to the widest range of information. Video will play a key role in distribution of educational information, government data, manufacturing information, and access to health care data and services. The Technology…

  5. A wellness platform for stereoscopic 3D video systems using EEG-based visual discomfort evaluation technology.

    PubMed

    Kang, Min-Koo; Cho, Hohyun; Park, Han-Mu; Jun, Sung Chan; Yoon, Kuk-Jin

    2017-07-01

    Recent advances in three-dimensional (3D) video technology have extended the range of our experience while providing various 3D applications to our everyday life. Nevertheless, the so-called visual discomfort (VD) problem inevitably degrades the quality of experience in stereoscopic 3D (S3D) displays. Meanwhile, electroencephalography (EEG) has been regarded as one of the most promising brain imaging modalities in the field of cognitive neuroscience. In an effort to facilitate comfort with S3D displays, we propose a new wellness platform using EEG. We first reveal features in EEG signals that are applicable to practical S3D video systems as an index for VD perception. We then develop a framework that can automatically determine severe perception of VD based on the EEG features during S3D video viewing by capitalizing on machine-learning-based braincomputer interface technology. The proposed platform can cooperate with advanced S3D video systems whose stereo baseline is adjustable. Thus, the optimal S3D content can be reconstructed according to a viewer's sensation of VD. Applications of the proposed platform to various S3D industries are suggested, and further technical challenges are discussed for follow-up research.

  6. Using video-annotation software to identify interactions in group therapies for schizophrenia: assessing reliability and associations with outcomes.

    PubMed

    Orfanos, Stavros; Akther, Syeda Ferhana; Abdul-Basit, Muhammad; McCabe, Rosemarie; Priebe, Stefan

    2017-02-10

    Research has shown that interactions in group therapies for people with schizophrenia are associated with a reduction in negative symptoms. However, it is unclear which specific interactions in groups are linked with these improvements. The aims of this exploratory study were to i) develop and test the reliability of using video-annotation software to measure interactions in group therapies in schizophrenia and ii) explore the relationship between interactions in group therapies for schizophrenia with clinically relevant changes in negative symptoms. Video-annotation software was used to annotate interactions from participants selected across nine video-recorded out-patient therapy groups (N = 81). Using the Individual Group Member Interpersonal Process Scale, interactions were coded from participants who demonstrated either a clinically significant improvement (N = 9) or no change (N = 8) in negative symptoms at the end of therapy. Interactions were measured from the first and last sessions of attendance (>25 h of therapy). Inter-rater reliability between two independent raters was measured. Binary logistic regression analysis was used to explore the association between the frequency of interactive behaviors and changes in negative symptoms, assessed using the Positive and Negative Syndrome Scale. Of the 1275 statements that were annotated using ELAN, 1191 (93%) had sufficient audio and visual quality to be coded using the Individual Group Member Interpersonal Process Scale. Rater-agreement was high across all interaction categories (>95% average agreement). A higher frequency of self-initiated statements measured in the first session was associated with improvements in negative symptoms. The frequency of questions and giving advice measured in the first session of attendance was associated with improvements in negative symptoms; although this was only a trend. Video-annotation software can be used to reliably identify interactive behaviors in groups

  7. The Role of Theory and Technology in Learning Video Production: The Challenge of Change

    ERIC Educational Resources Information Center

    Shewbridge, William; Berge, Zane L.

    2004-01-01

    The video production field has evolved beyond being exclusively relevant to broadcast television. The convergence of low-cost consumer cameras and desktop computer editing has led to new applications of video in a wide range of areas, including the classroom. This presents educators with an opportunity to rethink how students learn video…

  8. Video Kills the Lecturing Star: New Technologies and the Teaching of Meterology.

    ERIC Educational Resources Information Center

    Sumner, Graham

    1984-01-01

    The educational potential of time-lapse video sequences and weather data obtained using a conventional microcomputer are considered in the light of recent advances in both fields. Illustrates how videos and microcomputers can be used to study clouds in meteorology classes. (RM)

  9. The Use of Video Technology for the Fast-Prototyping of Artificially Intelligent Software.

    ERIC Educational Resources Information Center

    Klein, Gary L.

    This paper describes the use of video to provide a screenplay depiction of a proposed artificial intelligence software system. Advantages of such use are identified: (1) the video can be used to provide a clear conceptualization of the proposed system; (2) it can illustrate abstract technical concepts; (3) it can simulate the functions of the…

  10. The Resistible Rise of Video: Some Thoughts on a Technology and Social Change.

    ERIC Educational Resources Information Center

    Heller, Caroline

    1978-01-01

    Discusses the pros and cons of video as an educational medium in European countries, as well as in developing nations, and discusses such problems as cost and planned obsolescence, which must be taken into account when video use is being considered. (JEG)

  11. Exploring Novice Teachers' Cognitive Processes Using Digital Video Technology: A Qualitative Case Study

    ERIC Educational Resources Information Center

    Sun-Ongerth, Yuelu

    2012-01-01

    This dissertation describes a qualitative case study that investigated novice teachers' video-aided reflection on their own teaching. To date, most studies that have investigated novice teachers' video-aided reflective practice have focused on examining novice teachers' levels of reflective writing rather than the cognitive…

  12. Exploring Novice Teachers' Cognitive Processes Using Digital Video Technology: A Qualitative Case Study

    ERIC Educational Resources Information Center

    Sun-Ongerth, Yuelu

    2012-01-01

    This dissertation describes a qualitative case study that investigated novice teachers' video-aided reflection on their own teaching. To date, most studies that have investigated novice teachers' video-aided reflective practice have focused on examining novice teachers' levels of reflective writing rather than the cognitive…

  13. Video Annotation Tools: Technologies to Scaffold, Structure, and Transform Teacher Reflection

    ERIC Educational Resources Information Center

    Rich, Peter J.; Hannafin, Michael

    2009-01-01

    While video has long been used to capture micro teaching episodes, illustrate classroom cases and practices, and to review teaching practices, recent developments in video annotation tools may help to extend and augment teacher self-reflection. Such tools make possible the documentation and support self-analysis using verifiable evidence as well…

  14. The Role of Theory and Technology in Learning Video Production: The Challenge of Change

    ERIC Educational Resources Information Center

    Shewbridge, William; Berge, Zane L.

    2004-01-01

    The video production field has evolved beyond being exclusively relevant to broadcast television. The convergence of low-cost consumer cameras and desktop computer editing has led to new applications of video in a wide range of areas, including the classroom. This presents educators with an opportunity to rethink how students learn video…

  15. Distance Education Technology for the New Millennium Compressed Video Teaching. ZIFF Papiere 101.

    ERIC Educational Resources Information Center

    Keegan, Desmond

    This monograph combines an examination of theoretical issues raised by the introduction of two-way video and similar systems into distance education (DE) with practical advice on using compressed video systems in DE programs. Presented in the first half of the monograph are the following: analysis of the intrinsic links between DE and technology…

  16. The Resistible Rise of Video: Some Thoughts on a Technology and Social Change.

    ERIC Educational Resources Information Center

    Heller, Caroline

    1978-01-01

    Discusses the pros and cons of video as an educational medium in European countries, as well as in developing nations, and discusses such problems as cost and planned obsolescence, which must be taken into account when video use is being considered. (JEG)

  17. Video Kills the Lecturing Star: New Technologies and the Teaching of Meterology.

    ERIC Educational Resources Information Center

    Sumner, Graham

    1984-01-01

    The educational potential of time-lapse video sequences and weather data obtained using a conventional microcomputer are considered in the light of recent advances in both fields. Illustrates how videos and microcomputers can be used to study clouds in meteorology classes. (RM)

  18. Video Podcasting in Perspective: The History, Technology, Aesthetics, and Instructional Uses of a New Medium

    ERIC Educational Resources Information Center

    Brown, Abbie; Green, Timothy D.

    2008-01-01

    An examination of the current state of the art of podcasting, with a focus on video podcasting. Included are a review of the history and technical aspects of podcasting and an overview of current educational applications of podcasting. A detailed description of an experiment conducted in creating and distributing video podcast episodes is…

  19. Conducting Video Research in the Learning Sciences: Guidance on Selection, Analysis, Technology, and Ethics

    ERIC Educational Resources Information Center

    Derry, Sharon J.; Pea, Roy D.; Barron, Brigid; Engle, Randi A.; Erickson, Frederick; Goldman, Ricki; Hall, Rogers; Koschmann, Timothy; Lemke, Jay L.; Sherin, Miriam Gamoran; Sherin, Bruce L.

    2010-01-01

    Focusing on expanding technical capabilities and new collaborative possibilities, we address 4 challenges for scientists who collect and use video records to conduct research in and on complex learning environments: (a) Selection: How can researchers be systematic in deciding which elements of a complex environment or extensive video corpus to…

  20. Bringing Evolution to a Technological Generation: A Case Study with the Video Game SPORE

    ERIC Educational Resources Information Center

    Poli, DorothyBelle; Berenotto, Christopher; Blankenship, Sara; Piatkowski, Bryan; Bader, Geoffrey A.; Poore, Mark

    2012-01-01

    The video game SPORE was found to hold characteristics that stimulate higher-order thinking even though it rated poorly for accurate science. Interested in evaluating whether a scientifically inaccurate video game could be used effectively, we exposed students to SPORE during an evolution course. Students that played the game reported that they…

  1. Video Annotation Tools: Technologies to Scaffold, Structure, and Transform Teacher Reflection

    ERIC Educational Resources Information Center

    Rich, Peter J.; Hannafin, Michael

    2009-01-01

    While video has long been used to capture micro teaching episodes, illustrate classroom cases and practices, and to review teaching practices, recent developments in video annotation tools may help to extend and augment teacher self-reflection. Such tools make possible the documentation and support self-analysis using verifiable evidence as well…

  2. Animations of Classroom Interaction: Expanding the Boundaries of Video Records of Practice

    ERIC Educational Resources Information Center

    Chazan, Daniel; Herbst, Patricio

    2012-01-01

    Background/Context: For decades, teacher educators and professional developers have been using video recordings of actual classroom practice to help teachers reflect on their teaching (e.g., van Es & Sherin, 2002, 2008) and to help preservice teachers come into contact with practice (Lampert & Ball, 1998). However, the use of video records of…

  3. Loving Machines: Theorizing Human and Sociable-Technology Interaction

    NASA Astrophysics Data System (ADS)

    Shaw-Garlock, Glenda

    Today, human and sociable-technology interaction is a contested site of inquiry. Some regard social robots as an innovative medium of communication that offer new avenues for expression, communication, and interaction. Other others question the moral veracity of human-robot relationships, suggesting that such associations risk psychological impoverishment. What seems clear is that the emergence of social robots in everyday life will alter the nature of social interaction, bringing with it a need for new theories to understand the shifting terrain between humans and machines. This work provides a historical context for human and sociable robot interaction. Current research related to human-sociable-technology interaction is considered in relation to arguments that confront a humanist view that confine 'technological things' to the nonhuman side of the human/nonhuman binary relation. Finally, it recommends a theoretical approach for the study of human and sociable-technology interaction that accommodates increasingly personal relations between human and nonhuman technologies.

  4. Digital video analysis of health professionals' interactions with an electronic whiteboard: a longitudinal, naturalistic study of changes to user interactions.

    PubMed

    Rasmussen, Rasmus; Kushniruk, Andre

    2013-12-01

    As hospital departments continue to introduce electronic whiteboards in real clinical settings a range of human factor issues have emerged and it has become clear that there is a need for improved methods for designing and testing these systems. In this study, we employed a longitudinal and naturalistic method in the usability evaluation of an electronic whiteboard system. The goal of the evaluation was to explore the extent to which usability issues experienced by users change as they gain more experience with the system. In addition, the paper explores the use of a new approach to collection and analysis of continuous digital video recordings of naturalistic "live" user interactions. The method developed and employed in the study included recording the users' interactions with system during actual use using screen-capturing software and analyzing these recordings for usability issues. In this paper we describe and discuss both the method and the results of the evaluation. We found that the electronic whiteboard system contains system-related usability issues that did not change over time as the clinicians collectively gained more experience with the system. Furthermore, we also found user-related issues that seemed to change as the users gained more experience and we discuss the underlying reasons for these changes. We also found that the method used in the study has certain advantages over traditional usability evaluation methods, including the ability to collect analyze live user data over time. However, challenges and drawbacks to using the method (including the time taken for analysis and logistical issues in doing live recordings) should be considered before utilizing a similar approach. In conclusion we summarize our findings and call for an increased focus on longitudinal and naturalistic evaluations of health information systems and encourage others to apply and refine the method utilized in this study.

  5. From video to computation of biological fluid-structure interaction problems

    NASA Astrophysics Data System (ADS)

    Dillard, Seth I.; Buchholz, James H. J.; Udaykumar, H. S.

    2016-04-01

    This work deals with the techniques necessary to obtain a purely Eulerian procedure to conduct CFD simulations of biological systems with moving boundary flow phenomena. Eulerian approaches obviate difficulties associated with mesh generation to describe or fit flow meshes to body surfaces. The challenges associated with constructing embedded boundary information, body motions and applying boundary conditions on the moving bodies for flow computation are addressed in the work. The overall approach is applied to the study of a fluid-structure interaction problem, i.e., the hydrodynamics of swimming of an American eel, where the motion of the eel is derived from video imaging. It is shown that some first-blush approaches do not work, and therefore, careful consideration of appropriate techniques to connect moving images to flow simulations is necessary and forms the main contribution of the paper. A combination of level set-based active contour segmentation with optical flow and image morphing is shown to enable the image-to-computation process.

  6. Effects of interactive video-game based system exercise on the balance of the elderly.

    PubMed

    Lai, Chien-Hung; Peng, Chih-Wei; Chen, Yu-Luen; Huang, Ching-Ping; Hsiao, Yu-Ling; Chen, Shih-Ching

    2013-04-01

    This study evaluated the effects of interactive video-game based (IVGB) training on the balance of older adults. The participants of the study included 30 community-living persons over the age of 65. The participants were divided into 2 groups. Group A underwent IVGB training for 6 weeks and received no intervention in the following 6 weeks. Group B received no intervention during the first 6 weeks and then participated in training in the following 6 weeks. After IVGB intervention, both groups showed improved balance based on the results from the following tests: the Berg Balance Scale (BBS), Modified Falls Efficacy Scale (MFES), Timed Up and Go (TUG) test, and the Sway Velocity (SV) test (assessing bipedal stance center pressure with eyes open and closed). Results from the Sway Area (SA) test (assessing bipedal stance center pressure with eyes open and closed) revealed a significant improvement in Group B after IVGB training. Group A retained some training effects after 6 weeks without IVGB intervention. Additionally, a moderate association emerged between the Xavix measured step system stepping tests and BBS, MFES, Unipedal Stance test, and TUG test measurements. In conclusion, IVGB training improves balance after 6 weeks of implementation, and the beneficial effects partially remain after training is complete. Further investigation is required to determine if this training is superior to traditional physical therapy.

  7. Cancer immune cycle: a video introduction to the interaction between cancer and the immune system.

    PubMed

    Preusser, Matthias; Berghoff, Anna S; Thallinger, Christiane; Zielinski, Christoph C

    2016-01-01

    This educational video discusses and visualises the key steps of the complex interaction between cancer and the immune system. Essential steps of the cancer immune cycle take place in the tumour itself and in regional lymph nodes, with immune cells travelling between these distinct sites. Antigen-presenting cells such as dendritic cells migrate into the tumour microenvironment and take up tumour antigens. Antigen-presenting cells travel to regional lymph nodes, where they present the tumour antigens to naïve T cells in order to initiate a tumour-specific T cell response. Activated tumour-specific T cells multiply by clonal expansion and enter the blood flow and travel from the regional lymph node to the tumour site. As soon as activated T cells arrive at the tumor site they start a tumour-specific immune response. Co-inhibitory receptors modulate the immune response and may be exploited by tumour cells to escape immunological destruction. In summary, the cancer immune cycle involves several pivotal steps that are essential for generation of a successful specific antitumour immune response. Importantly, dysfunction of a single step may interrupt the entire cycle, thus impairing the immune-mediated control of tumour growth. Immune modulatory therapies such as vaccines or immune checkpoint modulators target specific steps of the cancer immune cycle with the ultimate aim of facilitating an antitumour immune response.

  8. Interactive Online Modules and Videos for Learning Geological Concepts at the University of Toronto Department of Earth Sciences

    NASA Astrophysics Data System (ADS)

    Veglio, E.; Graves, L. W.; Bank, C. G.

    2014-12-01

    We designed various computer-based applications and videos as educational resources for undergraduate courses at the University of Toronto in the Earth Science Department. These resources were developed in effort to enhance students' self-learning of key concepts as identified by educators at the department. The interactive learning modules and videos were created using the programs MATLAB and Adobe Creative Suite 5 (Photoshop and Premiere) and range from optical mineralogy (extinction and Becke line), petrology (equilibrium melting in 2-phase systems), crystallography (crystal systems), geophysics (gravity anomaly), and geologic history (evolution of Canada). These resources will be made available for students on internal course websites as well as through the University of Toronto Earth Science's website (www.es.utoronto.ca) where appropriate; the video platform YouTube.com may be used to reach a wide audience and promote the material. Usage of the material will be monitored and feedback will be collected over the next academic year in order to gage the use of these interactive learning tools and to assess if these computer-based applications and videos foster student engagement and active learning, and thus offer an enriched learning experience.

  9. Technology-Enhanced Human Interaction in Psychotherapy.

    PubMed

    Imel, Zac E; Caperton, Derek D; Tanana, Michael; Atkins, David C

    2017-03-20

    Psychotherapy is on the verge of a technology-inspired revolution. The concurrent maturation of communication, signal processing, and machine learning technologies begs an earnest look at how these technologies may be used to improve the quality of psychotherapy. Here, we discuss 3 research domains where technology is likely to have a significant impact: (1) mechanism and process, (2) training and feedback, and (3) technology-mediated treatment modalities. For each domain, we describe current and forthcoming examples of how new technologies may change established applications. Moreover, for each domain we present research questions that touch on theoretical, systemic, and implementation issues. Ultimately, psychotherapy is a decidedly human endeavor, and thus the application of modern technology to therapy must capitalize on-and enhance-our human capacities as counselors, students, and supervisors. (PsycINFO Database Record

  10. Consequences of the Use of "Video" Technologies For Education and Culture. An International Seminar Organized With the Assistance of UNESCO (Vichy, France, May 2 through 6, 1972).

    ERIC Educational Resources Information Center

    Egly, Max

    An overview based upon papers presented and discussions held at the seminar is presented. The major focus is upon the theme "Auto-Video", emphasizing the assumption by the public of responsibility for its own training, education and culture. The aims are to study the pedagogical and socio-cultural aspects of video technologies and to…

  11. The role of video technology in on-line lectures for the deaf.

    PubMed

    Debevc, Matjaz; Peljhan, Ziva

    2004-09-02

    The purpose of this paper is to determine the effectiveness of web-based video lectures on demand for the deaf in comparison to the traditional method of teaching using a sign language interpreter. The web-based lectures presented are specifically designed for the deaf in education and in rehabilitation. Sixty-three deaf students and adults were divided into four groups. All of the groups were made up of users who shared similar knowledge in the field of computers, but with different abilities in using computers, from beginners to advanced users. All of the groups were of mixed gender. The first two groups (consisting of 23 test users) graded the usability of the user interface for web-based lecture on demand with the help of the standardized SUMI questionnaire. After that, two groups (20 students from high school and 20 adults) joined in a 45-min informational program on the history of the deaf. Both groups were then divided into two smaller subgroups of 10 participants. The first subgroup in the first part of the learning program followed a traditional teaching style with the help of a teacher and an interpreter for Slovenian sign language. Meanwhile, the second group observed a 12-min web-based video lecture on demand and still had available an additional 18 min for a more detailed observation of the video. At the end of the lecture, the teacher used the questionnaire to review the participants' understanding of the content of the lecture in both of the groups. During the entire testing period, the interpreter used Slovenian sign language. By using the SUMI questionnaire, we determined the usability of the user interface for comprehension and gathering of knowledge. We discovered that the system was usable according to the standards. The global Median results (Global Median=51) were in the range of 50. In the second part of testing, we determined the level of significance between the traditional and web-based lectures. The results were statistically evaluated

  12. Medical communication and technology: a video-based process study of the use of decision aids in primary care consultations

    PubMed Central

    Kaner, Eileen; Heaven, Ben; Rapley, Tim; Murtagh, Madeleine; Graham, Ruth; Thomson, Richard; May, Carl

    2007-01-01

    Background Much of the research on decision-making in health care has focused on consultation outcomes. Less is known about the process by which clinicians and patients come to a treatment decision. This study aimed to quantitatively describe the behaviour shown by doctors and patients during primary care consultations when three types of decision aids were used to promote treatment decision-making in a randomised controlled trial. Methods A video-based study set in an efficacy trial which compared the use of paper-based guidelines (control) with two forms of computer-based decision aids (implicit and explicit versions of DARTS II). Treatment decision concerned warfarin anti-coagulation to reduce the risk of stroke in older patients with atrial fibrillation. Twenty nine consultations were video-recorded. A ten-minute 'slice' of the consultation was sampled for detailed content analysis using existing interaction analysis protocols for verbal behaviour and ethological techniques for non-verbal behaviour. Results Median consultation times (quartiles) differed significantly depending on the technology used. Paper-based guidelines took 21 (19–26) minutes to work through compared to 31 (16–41) minutes for the implicit tool; and 44 (39–55) minutes for the explicit tool. In the ten minutes immediately preceding the decision point, GPs dominated the conversation, accounting for 64% (58–66%) of all utterances and this trend was similar across all three arms of the trial. Information-giving was the most frequent activity for both GPs and patients, although GPs did this at twice the rate compared to patients and at higher rates in consultations involving computerised decision aids. GPs' language was highly technically focused and just 7% of their conversation was socio-emotional in content; this was half the socio-emotional content shown by patients (15%). However, frequent head nodding and a close mirroring in the direction of eye-gaze suggested that both parties

  13. Medical communication and technology: a video-based process study of the use of decision aids in primary care consultations.

    PubMed

    Kaner, Eileen; Heaven, Ben; Rapley, Tim; Murtagh, Madeleine; Graham, Ruth; Thomson, Richard; May, Carl

    2007-01-10

    Much of the research on decision-making in health care has focused on consultation outcomes. Less is known about the process by which clinicians and patients come to a treatment decision. This study aimed to quantitatively describe the behaviour shown by doctors and patients during primary care consultations when three types of decision aids were used to promote treatment decision-making in a randomised controlled trial. A video-based study set in an efficacy trial which compared the use of paper-based guidelines (control) with two forms of computer-based decision aids (implicit and explicit versions of DARTS II). Treatment decision concerned warfarin anti-coagulation to reduce the risk of stroke in older patients with atrial fibrillation. Twenty nine consultations were video-recorded. A ten-minute 'slice' of the consultation was sampled for detailed content analysis using existing interaction analysis protocols for verbal behaviour and ethological techniques for non-verbal behaviour. Median consultation times (quartiles) differed significantly depending on the technology used. Paper-based guidelines took 21 (19-26) minutes to work through compared to 31 (16-41) minutes for the implicit tool; and 44 (39-55) minutes for the explicit tool. In the ten minutes immediately preceding the decision point, GPs dominated the conversation, accounting for 64% (58-66%) of all utterances and this trend was similar across all three arms of the trial. Information-giving was the most frequent activity for both GPs and patients, although GPs did this at twice the rate compared to patients and at higher rates in consultations involving computerised decision aids. GPs' language was highly technically focused and just 7% of their conversation was socio-emotional in content; this was half the socio-emotional content shown by patients (15%). However, frequent head nodding and a close mirroring in the direction of eye-gaze suggested that both parties were active participants in the

  14. Physical Science: Discovery through Interactive Technology. Status and Evaluation.

    ERIC Educational Resources Information Center

    Texas Learning Technology Group, Austin.

    This report profiles the development, implementation, and evaluation of an interactive videodisc-based (IVD) program, Physical Sciences: Discovery through Interactive Technology. Developed by the Texas Learning Technology Group (TLTG), the program is a comprehensive, 160-hour, two-semester curriculum for secondary school students that integrates…

  15. Real-Depth imaging: a new (no glasses) 3D imaging technology with video/data projection applications

    NASA Astrophysics Data System (ADS)

    Dolgoff, Eugene

    1997-05-01

    Floating Images, Inc. has developed the software and hardware for anew, patent pending, 'floating 3D, off-the- screen-experience' display technology. This technology has the potential to become the next standard for home and arcade video games, computers, corporate presentations, Internet/Intranet viewing, and television. Current '3D Graphics' technologies are actually flat on screen. Floating Images technology actually produce images at different depths from any display, such as CRT and LCD, for television, computer, projection, and other formats. In addition, unlike stereoscopic 3D imaging, no glasses, headgear, or other viewing aids are used. And, unlike current autostereoscopic imaging technologies, there is virtually no restriction on where viewers can sit to view the images, with no 'bad' or 'dead' zones, flipping, or pseudoscopy. In addition to providing traditional depth cues such as perspective and background image occlusion, the new technology also provides both horizontal and vertical binocular parallax and accommodation which coincides with convergence. Since accommodation coincides with convergence, viewing these images doesn't produce headaches, fatigue, or eye-strain, regardless of how long they are viewed. The imagery must either be formatted for the Floating Images platform when written, or existing software can be reformatted without much difficult. The optical hardware system can be made to accommodate virtually any projection system to produce Floating Images for the Boardroom, video arcade, stage shows, or the classroom.

  16. Quantification of saleable meat yield using objective measurements captured by video image analysis technology.

    PubMed

    McEvers, T J; Hutcheson, J P; Lawrence, T E

    2012-09-01

    Video image analysis (VIA) images from grain-finished beef carcasses [n = 211; of which 63 did not receive zilpaterol hydrochloride (ZIL) and 148 received ZIL before harvest] were analyzed for indicators of muscle and fat to illustrate the ability to improve methodology to predict saleable meat yield of cattle fed and not fed ZIL. Carcasses were processed in large commercial beef processing facilities and were fabricated into standard subprimals, fat, and bone. Images taken by VIA technology were evaluated using computer image analysis software to quantify fat and lean parameters which were subsequently used in multiple-linear regression models to predict percentage of saleable meat yield for each carcass. Prediction models included variables currently quantified by VIA technology such as LM area (LMA), subcutaneous (SC) fat thickness at 75% the length of the LM (SFT75), and intramuscular fat score (IMF). Additional distance and area measures included LM width (LW), LM depth (LD), iliocostalis muscle area (IA), SC fat thickness at 25, 50, and 100% the length of the LM (SFT25, SFT50, SFT100), SC fat area from 25 to 100% the length of the LM (SCFA), and SC fat area adjacent to the 75% length of the LM from the spinous processes (SCFA75). Multiple ratio and product variables were also created from distance and area measures. For carcasses in this investigation, a 6 variable equation (Adj. R(2) = 0.62, MSE = 0.022) was calculated which included coefficients for ZIL treatment, SCFA75, LW, SCFA, SCFA/HCW, and SFT100/HCW. Use of parameters in the U.S. (Adj. R(2) = 0.39, MSE = 0.028) and Canadian [Adj. R(2) = 0.10, root mean square error (MSE) = 0.034] yield grade equations lack the predictability of the newly adapted equations developed for ZIL-fed and non-ZIL-fed cattle. Prediction equations developed in this study indicate that the use of VIA technology to quantify measurements taken at the 12th/13th rib separation could be used to predict saleable meat yield more

  17. 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.

  18. Video compression transmission via FM radio

    NASA Astrophysics Data System (ADS)

    Do, Chat C.; Szu, Harold H.

    2001-03-01

    At this moment of technology, video still represents the most effective communication in the world. In recent study from Dr. Charles Hsu and Dr. Harold Szu, the video can be compressed highly using feature-preserving but lossy discrete wavelet transform (DWT) technology. The processes of DWT technology are to improve the video compression level, storage capacity, filtering, and restoration techniques. This technology would allow running real time video through radio with fairly quality performance due to their compression and computational complexity techniques. After the compression, the video can be stored and transmitted at 16kbps through any reliable media and still retain a reasonable video quality. Hsu and Szu have done serious simulations and successfully implemented in the brassboards. The main objective of this paper is to present how to transmit this highly compressed video to the users via FM radio link interactively by using special technique. This application can enable many radio users receive video through their radio receiver box. This application has more interested in developing countries where television transmission is hardly afforded for education, distance learning, telemedicine, low cost sports, one-way videoconference and entertainment broadcasting.

  19. MicroDisplay technology: from eyeglass-mounted displays to portable projectors to the Dick Tracy video phone

    NASA Astrophysics Data System (ADS)

    Alvelda, Phillip

    1997-06-01

    MicroDisplay devices are based on a combination of technologies ranging from the extreme integration capability of conventionally fabricated CMOS active-matrix liquid crystal display substrates to proprietary tunable color- filter technology, to optical distortion correction technology for lens-system compensation. All of these technologies were devised to create a line of application- specific integrated circuit single-chip display devices with integrated computing, memory, and communication circuitry. Next-generation portable communication, computer, and consumer electronic devices such as truly portable monitor and TV projectors, eyeglass-clip-on virtual displays, pagers and personal communication services hand-sets, and wristwatch-mounted video phones are all target markets for MicroDisplay technology.

  20. A Novel Intervention Using Interactive Technology and Personal Narratives to Reduce Cancer Disparities: African American Breast Cancer Survivor Stories

    PubMed Central

    Pérez, Maria; Sefko, Julianne A.; Ksiazek, Deb; Golla, Balaji; Casey, Chris; Margenthaler, Julie A.; Colditz, Graham; Kreuter, Matthew W.; Jeffe, Donna B.

    2013-01-01

    Purpose There has been a paucity of interventions developed for African American women to address persistent health disparities between African American and Caucasian breast cancer patients. We developed and piloted a technologically innovative, culturally targeted, cancer-communication intervention for African American breast cancer patients using African American breast cancer survivor stories. Methods We rated 917 clips from a video library of survivors’ stories for likability, clarity and length, and emotional impact (scaled responses) and categorized each clip by theme (Coping, Support and Relationships, Healthcare Experiences, Follow-up Care, Quality of Life, and Treatment Side Effects). We selected 207 clips told by 35 survivors (32–68 years old; 4–30 years after diagnosis), fitting one of 12 story topics, for inclusion in the interactive video program loaded onto a touch-screen computer. Videos can be searched by storyteller or story topics; stories with the strongest emotional impact were displayed first in the video program. Results We pilot tested the video program with 10 African American breast cancer survivors (mean age, 54; range 39–68), who, after training, watched videos and then evaluated the stories and video-program usability. Survivor stories were found to be “interesting and informative,” and usability was rated highly. Participants identified with storytellers (e.g., they “think a lot like me,” “have values like mine”) and agreed that the stories convinced them to receive recommended surveillance mammograms. Conclusions This novel, cancer-communication technology using survivor stories was very favorably evaluated by breast cancer survivors and is now being tested in a randomized controlled clinical trial. PMID:24030573

  1. From Presentation to Interaction: New Goals for Online Learning Technologies

    ERIC Educational Resources Information Center

    Tu, Chih-Hsiung

    2005-01-01

    Educators have used online technology in the past as information presentation tools and information storage tools to support learning. Researchers identify online technologies with large capacities and capabilities to enhance human learning in an interactive fashion. Online learning technology should move away from the use of computer technology…

  2. From Presentation to Interaction: New Goals for Online Learning Technologies

    ERIC Educational Resources Information Center

    Tu, Chih-Hsiung

    2005-01-01

    Educators have used online technology in the past as information presentation tools and information storage tools to support learning. Researchers identify online technologies with large capacities and capabilities to enhance human learning in an interactive fashion. Online learning technology should move away from the use of computer technology…

  3. Interactive Digital Technologies' Use in Southwest Nigerian Universities

    ERIC Educational Resources Information Center

    Agbatogun, Alaba Olaoluwakotansibe

    2013-01-01

    The interactive digital technologies in education is an effective means used to widen educational opportunities. However, many faculty members do not use or adopt digital technologies as instructional tools. The purpose of this study was to predict faculty members' use of digital technologies in Nigerian Universities. 492 university lecturers from…

  4. NASA/DOD Control/Structures Interaction Technology, 1986

    NASA Technical Reports Server (NTRS)

    Wright, Robert L. (Compiler)

    1987-01-01

    Papers presented at the CSI Technology Conference are given. The conference was jointly sponsored by the NASA Office of Aeronautics and Space Technology and the Department of Defense. The conference is the beginning of a series of annual conferences whose purpose is to report to industry, academia, and government agencies the current status of Control/Structures Interaction technology. The conference program was divided into five sessions: (1) Future spacecraft requirements; Technology issues and impact; (2) DOD special topics; (3) Large space systems technology; (4) Control of flexible structures, and (5) Selected NASA research in control structures interaction.

  5. Optical Technology: Interacting with Traditional Systems.

    ERIC Educational Resources Information Center

    McConnell, Karen

    1987-01-01

    Reviews optical technology products currently on the market, including their storage capacities, formats and uses, and outlines the benefits of integrating optical storage devices with online databases. A description of the HAYSTACK system is offered as a model of optical technology for library applications. A suggested reading list is provided.…

  6. The Video Guide. Second Edition.

    ERIC Educational Resources Information Center

    Bensinger, Charles

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

  7. Real-time interactive speech technology at Threshold Technology, Incorporated

    NASA Technical Reports Server (NTRS)

    Herscher, Marvin B.

    1977-01-01

    Basic real-time isolated-word recognition techniques are reviewed. Industrial applications of voice technology are described in chronological order of their development. Future research efforts are also discussed.

  8. Interaction and behaviour imaging: a novel method to measure mother–infant interaction using video 3D reconstruction

    PubMed Central

    Leclère, C; Avril, M; Viaux-Savelon, S; Bodeau, N; Achard, C; Missonnier, S; Keren, M; Feldman, R; Chetouani, M; Cohen, D

    2016-01-01

    Studying early interaction is essential for understanding development and psychopathology. Automatic computational methods offer the possibility to analyse social signals and behaviours of several partners simultaneously and dynamically. Here, 20 dyads of mothers and their 13–36-month-old infants were videotaped during mother–infant interaction including 10 extremely high-risk and 10 low-risk dyads using two-dimensional (2D) and three-dimensional (3D) sensors. From 2D+3D data and 3D space reconstruction, we extracted individual parameters (quantity of movement and motion activity ratio for each partner) and dyadic parameters related to the dynamics of partners heads distance (contribution to heads distance), to the focus of mutual engagement (percentage of time spent face to face or oriented to the task) and to the dynamics of motion activity (synchrony ratio, overlap ratio, pause ratio). Features are compared with blind global rating of the interaction using the coding interactive behavior (CIB). We found that individual and dyadic parameters of 2D+3D motion features perfectly correlates with rated CIB maternal and dyadic composite scores. Support Vector Machine classification using all 2D–3D motion features classified 100% of the dyads in their group meaning that motion behaviours are sufficient to distinguish high-risk from low-risk dyads. The proposed method may present a promising, low-cost methodology that can uniquely use artificial technology to detect meaningful features of human interactions and may have several implications for studying dyadic behaviours in psychiatry. Combining both global rating scales and computerized methods may enable a continuum of time scale from a summary of entire interactions to second-by-second dynamics. PMID:27219342

  9. Interaction and behaviour imaging: a novel method to measure mother-infant interaction using video 3D reconstruction.

    PubMed

    Leclère, C; Avril, M; Viaux-Savelon, S; Bodeau, N; Achard, C; Missonnier, S; Keren, M; Feldman, R; Chetouani, M; Cohen, D

    2016-05-24

    Studying early interaction is essential for understanding development and psychopathology. Automatic computational methods offer the possibility to analyse social signals and behaviours of several partners simultaneously and dynamically. Here, 20 dyads of mothers and their 13-36-month-old infants were videotaped during mother-infant interaction including 10 extremely high-risk and 10 low-risk dyads using two-dimensional (2D) and three-dimensional (3D) sensors. From 2D+3D data and 3D space reconstruction, we extracted individual parameters (quantity of movement and motion activity ratio for each partner) and dyadic parameters related to the dynamics of partners heads distance (contribution to heads distance), to the focus of mutual engagement (percentage of time spent face to face or oriented to the task) and to the dynamics of motion activity (synchrony ratio, overlap ratio, pause ratio). Features are compared with blind global rating of the interaction using the coding interactive behavior (CIB). We found that individual and dyadic parameters of 2D+3D motion features perfectly correlates with rated CIB maternal and dyadic composite scores. Support Vector Machine classification using all 2D-3D motion features classified 100% of the dyads in their group meaning that motion behaviours are sufficient to distinguish high-risk from low-risk dyads. The proposed method may present a promising, low-cost methodology that can uniquely use artificial technology to detect meaningful features of human interactions and may have several implications for studying dyadic behaviours in psychiatry. Combining both global rating scales and computerized methods may enable a continuum of time scale from a summary of entire interactions to second-by-second dynamics.

  10. 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…

  11. 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…

  12. The Development of a Bilingual Interactive Video to Improve Physical Activity and Healthful Eating in a Head Start Population

    PubMed Central

    Piziak, Veronica

    2014-01-01

    The prevalence of obesity in the Hispanic preschool population remains elevated, particularly among children in low income families below the poverty level. Obesity leads to the early onset of metabolic syndrome and Type 2 diabetes. The Head Start population of Texas is largely comprised of this high risk group. Their physical activity level is suboptimal in part due to lack of available outside play areas and time spent watching television and playing sedentary video games. Dietary intake is frequently high in sugar sweetened beverages and low in vegetables. The group is frequently bilingual with limited vocabulary and has not learned to read. Preserving their Mexican American culture is a concern. This article describes the development and assessment of a group of bilingual interactive video interventions to improve age appropriate physical activity while providing basic nutrition education focusing on increasing vegetable and water intake and decreasing sugar sweetened beverages. Suggestions for development and assessment of content were provided by focus groups of Head Start teachers, managers and dietitians in the Texas counties of Bastrop, Hidalgo and McLennon. A demonstration of the videos was conducted in Bastrop County. Teachers, students and managers felt that the videos provided excellent information, improved exercise participation and engaged the children. PMID:25517978

  13. Video Tutorials and Interactive Online Resources for Multibeam Sonar Software Training

    NASA Astrophysics Data System (ADS)

    Sautter, L. R.; Mode, J.; Duguid, P.

    2010-12-01

    For the past 5 years, undergraduate students at the College of Charleston (CofC) have had the opportunity to sail aboard the NOAA Ship Nancy Foster to collect multibeam sonar data for use in the Seafloor Mapping (SeaMap) Program. SeaMap is offered as an Academic Partnership with the CARIS software company, to train students to process and render multibeam bathymetric data using CARIS' HIPS and SIPS 7.0 software. During the semester-long program, students embellish their training by conducting independent research using sonar data provided by many NOAA and USGS collaborating scientists. Students create research posters to present at the annual CofC School of Science and Mathematics poster session and at professional meetings. To promote development of the SeaMap Program at CofC and other Academic Partner institutions, new approaches to training are being developed using online resources. This endeavor is part of the new CARIS Education Program and will incorporate bathymetric post processing using HIPS and SIPS 7.0. The HIPS Bathymetry Module consists of thirteen thematic units, each of which contains a suite of short online video tutorials focused on specific HIPS operations, with complementing interactive exercises and assessments. Students will convene for a weekend workshop for hands-on training with both a CARIS Instructor and the institution's professor. The workshop is followed by several laboratory sessions during which students practice their new skills using sample datasets. HIPS Bathymetry Module's online resources will be used throughout the program, and will be available afterwards, allowing students to revisit and supplement their learning. The Module will also be tested as a self-paced online course that will not necessitate a classroom presence. A demonstration of a thematic unit will be included in the presentation.

  14. Implementing Interactive Television. Integrating Technology Series.

    ERIC Educational Resources Information Center

    Minnesota State Dept. of Education, St. Paul.

    This guide for implementing interactive television in elementary and secondary schools begins by arguing that the introduction of interactive television requires school districts to cooperatively solve the challenges of multidistrict consortia and to develop policies and procedures to help implement the new delivery system. It is also noted that…

  15. Technology Tips: Building Interactive Demonstrations with Sage

    ERIC Educational Resources Information Center

    Murray, Maura

    2013-01-01

    Sage is an open-source software package that can be used in many different areas of mathematics, ranging from algebra to calculus and beyond. One of the most exciting pedagogical features of Sage (http://www.sagemath.org) is its ability to create interacts--interactive examples that can be used in a classroom demonstration or by students in a…

  16. Technology Tips: Building Interactive Demonstrations with Sage

    ERIC Educational Resources Information Center

    Murray, Maura

    2013-01-01

    Sage is an open-source software package that can be used in many different areas of mathematics, ranging from algebra to calculus and beyond. One of the most exciting pedagogical features of Sage (http://www.sagemath.org) is its ability to create interacts--interactive examples that can be used in a classroom demonstration or by students in a…

  17. 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.

  18. Measuring coral size-frequency distribution using stereo video technology, a comparison with in situ measurements.

    PubMed

    Turner, Joseph A; Polunin, Nicholas V C; Field, Stuart N; Wilson, Shaun K

    2015-05-01

    Coral colony size-frequency distribution data offer valuable information about the ecological status of coral reefs. Such data are usually collected by divers in situ, but stereo video is being increasingly used for monitoring benthic marine communities and may be used to collect size information for coral colonies. This study compared the size-frequency distributions of coral colonies obtained by divers measuring colonies 'in situ' with digital video imagery collected using stereo video and later processed using computer software. The size-frequency distributions of the two methods were similar for corymbose colonies, although distributions were different for massive, branching and all colonies combined. The differences are mainly driven by greater abundance of colonies >50 cm and fewer colonies <10 cm recorded when using the in situ method. The stereo video method detected 93% of marked colonies >5 cm and was able to record measurements on 87% of the colonies detected. However, stereo video only detected 57% of marked colonies <5 cm, suggesting that this method may be unsuitable for assessing abundance of coral recruits. Estimates of colony size made with the stereo video were smaller than the in situ technique for all growth forms, particularly for massive morphologies. Despite differences in size distributions, community assessments, which incorporated genera, growth forms and size, were similar between the two techniques. Stereo video is suitable for monitoring coral community demographics and provided data similar to in situ measure for corymbose corals, but the ability to accurately measure massive and branching coral morphologies appeared to decline with increasing colony size.

  19. A novel intervention using interactive technology and personal narratives to reduce cancer disparities: African American breast cancer survivor stories.

    PubMed

    Pérez, Maria; Sefko, Julianne A; Ksiazek, Deb; Golla, Balaji; Casey, Chris; Margenthaler, Julie A; Colditz, Graham; Kreuter, Matthew W; Jeffe, Donna B

    2014-03-01

    There has been a paucity of interventions developed for African American women to address persistent health disparities between African American and Caucasian breast cancer patients. We developed and piloted a technologically innovative, culturally targeted, cancer-communication intervention for African American breast cancer patients using African American breast cancer survivor stories. We rated 917 clips from a video library of survivors' stories for likability, clarity and length, and emotional impact (scaled responses) and categorized each clip by theme (Coping, Support and Relationships, Healthcare Experiences, Follow-up Care, Quality of Life, and Treatment Side Effects). We selected 207 clips told by 35 survivors (32-68 years old; 4-30 years after diagnosis), fitting one of 12 story topics, for inclusion in the interactive video program loaded onto a touch-screen computer. Videos can be searched by storyteller or story topics; stories with the strongest emotional impact were displayed first in the video program. We pilot tested the video program with ten African American breast cancer survivors (mean age, 54; range 39-68 years), who, after training, watched videos and then evaluated the stories and video-program usability. Survivor stories were found to be "interesting and informative," and usability was rated highly. Participants identified with storytellers (e.g., they "think a lot like me," "have values like mine") and agreed that the stories convinced them to receive recommended surveillance mammograms. This novel, cancer-communication technology using survivor stories was very favorably evaluated by breast cancer survivors and is now being tested in a randomized controlled clinical trial. Breast cancer survivors can draw support and information from a variety of sources, including from other breast cancer survivors. We developed the survivor stories video program specifically for African American survivors to help improve their quality of life and

  20. Physically interactive robotic technology for neuromotor rehabilitation.

    PubMed

    Hogan, Neville; Krebs, Hermano I

    2011-01-01

    Robotic technology can provide innovative responses to the severe challenges of providing cost-effective care to restore sensory-motor function following neurological and biomechanical injury. It may be deployed at several points on a continuum of care, to provide precisely controlled sensory-motor therapy to ameliorate disability and promote recovery of function, or to provide assistance to compensate for functions that cannot be recovered, or to replace limbs lost irretrievably. This chapter reviews recent progress using robotic technology to capitalize on neural plasticity and promote recovery after neurological injury such as stroke (cerebral vascular accident), research on brain-computer interfaces as a source of control signals for assistive technologies, and research on high-performance multiple-degree-of-freedom upper-extremity prosthetic limbs. Copyright © 2011 Elsevier B.V. All rights reserved.