Science.gov

Sample records for interactive video technology

  1. Cognitive neurorehabilitation based on interactive video technology.

    PubMed

    Martínez-Moreno, J M; Solana, J; Sánchez, R; González, S; Sánchez-González, P; Gómez, C; Morell, M; Cáceres, C; Roig, T; Tormos, J M; Gómez, E J

    2013-01-01

    Cognitive impairment is the main cause of disability in developed societies. New interactive technologies help therapists in neurorehabilitation in order to increase patients' autonomy and quality of life. This work proposes Interactive Video (IV) as a technology to develop cognitive rehabilitation tasks based on Activities of Daily Living (ADL). ADL cognitive task has been developed and integrated with eye-tracking technology for task interaction and patients' performance monitoring.

  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. 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 Technology" (Berry). (JOW)

  4. 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)

  5. A Technological Teaching Tool: Interactive Video Systems.

    ERIC Educational Resources Information Center

    Rittenhouse, Robert K.; And Others

    1993-01-01

    This discussion of interactive videodisc systems for students who are deaf or hard of hearing considers the advantages and disadvantages of such systems, system use, videodisc capabilities, interactive alternatives, and selecting a system for a school. A list of equipment manufacturers, laser disc producers, and specialty sources is provided. (DB)

  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. Digital Video and Interactivity

    NASA Astrophysics Data System (ADS)

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

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

  8. 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…

  9. Making the Most of Satellites and Interactive Video. Technology in Language Learning Series.

    ERIC Educational Resources Information Center

    Hill, Brian; And Others

    Possible applications of satellite television and interactive video in language teaching are described. Advice is given on how to set up, expand, and effectively exploit these technologies in the classroom. A variety of activities are suggested for developing listening, speaking, and writing skills at different levels. The guide concludes with a…

  10. Digital Video Interaction (DVI) Technology: The World's New Frontier in Education, Training and Development?

    ERIC Educational Resources Information Center

    Bassoppo-Moyo, Temba C.

    1997-01-01

    Explores the power of Digital Video Interaction (DVI) technology, specifically its ability to combine multimedia tools to form a single communication engine. Looks at what DVI is, its historical origins, its importance, how it works, and where its impact might be felt in the next century. Examines the potential of DVI in developing countries for…

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

    ERIC Educational Resources Information Center

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

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

  12. 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…

  13. Interactive Video, The Next Step

    NASA Astrophysics Data System (ADS)

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

    2012-12-01

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

  14. Interactive Video Systems in the Classroom.

    ERIC Educational Resources Information Center

    Martorella, Peter H.

    1983-01-01

    Social studies educators who are seeking to combine the power and utility of microcomputers with the new generation of video technologies have a sophisticated instructional tool at their disposal in the form of interactive video systems. Three current social studies projects employing such systems are described. (RM)

  15. 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.

  16. 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…

  17. 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 completed…

  18. Digital video technology, today and tomorrow

    NASA Astrophysics Data System (ADS)

    Liberman, J.

    1994-10-01

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

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

    PubMed

    Cox, James R

    2011-01-01

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

  20. 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.

  1. 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…

  2. 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.

  3. 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…

  4. Integrating Digital Video Technology in the Classroom

    ERIC Educational Resources Information Center

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

    2009-01-01

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

  5. 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 the Birds of…

  6. 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)

  7. Why Video? How Technology Advances Method

    ERIC Educational Resources Information Center

    Downing, Martin J., Jr.

    2008-01-01

    This paper reports on the use of video to enhance qualitative research. Advances in technology have improved our ability to capture lived experiences through visual means. I reflect on my previous work with individuals living with HIV/AIDS, the results of which are described in another paper, to evaluate the effectiveness of video as a medium that…

  8. 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.

  9. 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…

  10. 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…

  11. 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…

  12. 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…

  13. 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…

  14. 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.

  15. 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.

  16. 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.

  17. Teaching corporate culture using interactive video training

    SciTech Connect

    Gardner, P.R.

    1989-02-01

    The Westinghouse Hanford Company (Westinghouse Hanford) Total Qualtiy Program includes development of an Interactive Video (IV) course, Hanford General Employee Training (HGET). 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 safety, security, and quality standards. This courseware is different from most HGET courses because it puts the trainee in a role-playing mode and requires the trainee to recognize and respond ''in the Westinghouse Hanford way.'' 7 refs.

  18. 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.

  19. 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.

  20. 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.

  1. 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.

  2. 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.

  3. 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…

  4. Video disc technology - A new approach to the design of training devices

    NASA Astrophysics Data System (ADS)

    Levin, S.; Fletcher, J. D.

    It appears that the productivity limits of current training technology have been reached, and that revolutionary new techniques are needed to break through existing constraints. It is pointed out that video disk technology is one of the most promising sources of these new techniques. At the heart of this technology is the capability to access tens of thousands of color images, including stereo sound, in very short time. Attention is given to four new ideas for training applications which use video disk technology. Optical video disk antecedents are considered along with aspects of optical video disk technology, interactive movies, surrogate travel, electronic libraries, and simulation. A number of issues concerning the use of video disks by the training community are also investigated.

  5. 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.

  6. Developing an Interactive Video Disc Application.

    ERIC Educational Resources Information Center

    Kelly, Luke E.; And Others

    1988-01-01

    To develop student teachers' competency in assessment of motor skills ability, researchers developed a microcomputer-managed interactive videodisc. The design of the program and the equipment requirements are discussed. Physical educators are urged to keep abreast of technological innovations and to use them in teaching student teachers. (JL)

  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. 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…

  9. 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…

  10. 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.

  11. 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.

  12. 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…

  13. 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…

  14. A Paradigm for Enhancing Course Offerings Using CD-ROM, Interactive Video and E-mail.

    ERIC Educational Resources Information Center

    Summers, Jerry; Reck, Larry

    This study explored asynchronous delivery modalities in a distance education program and investigated a paradigm for enhancing interactivity in distance education using CD-ROM, interactive video, and e-mail. The purposes of the investigation were to: (1) create an asynchronous distance learning environment based in these technologies; (2) build…

  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. PMID:21639661

  16. 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

  17. 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.

  18. Preservice Special Education: Interactive Video Simulation.

    ERIC Educational Resources Information Center

    Evans, Robert J.

    The paper describes a microcomputer simulation program developed to train preservice special education teachers in the use of basic behavior modification skills. The program was written in SuperPILOT on an Apple IIe using a BCD interface card and a Panasonic NV 8200 video tape recorder. Production suggestions are offered. The incorporation of…

  19. 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.

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

    PubMed Central

    Finkelstein, Stanley M.

    2014-01-01

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

  1. Mask-based interactive watermarking protocol for video

    NASA Astrophysics Data System (ADS)

    Emmanuel, Sabu; Kankanhalli, Mohan S.

    2001-11-01

    Digital video broadcasting is increasingly being adopted all over the world. The video broadcasters would require that the viewable contents of the pay channels be protected from unauthorized copying and distribution by subscribers, which is copyright protection. The subscribers would require that they be not wrongfully implicated by the broadcasters and thus ensure customer's rights protection. In this paper we present an integrated solution to address the copyright protection and customers rights protection for a video broadcasting environment. The copyright protection is addressed using a mask based watermarking technique and customer's rights protection is obtained through the use of an interactive watermarking protocol.

  2. An Interactive Video System for Education and Training.

    ERIC Educational Resources Information Center

    Copeland, Peter

    1983-01-01

    Describes interactive video teaching system (CAVIS) which mixes videocassette pictures, text, and videotex diagrams and presents via single television screen with sound. The development of CAVIS, related research, teacher-learner interaction, how CAVIS works, creating courseware, equipment compatibility, and evaluating trainee and courseware…

  3. "Tooling Up To Go the Distance" Video Interaction Analysis.

    ERIC Educational Resources Information Center

    Fulford, Catherine P.; Zhang, Shuqiang

    A new video evaluation instrument is demonstrated. It is designed specifically for distance education, to be used for instructional design consultation, distance education teacher training, or research. Categories include students interacting with teachers, with other students, and content. Analyzing interaction in two-way television requires an…

  4. 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…

  5. 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.

  6. 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…

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

    ERIC Educational Resources Information Center

    Shipe, Ron; And Others

    A study examined the development and implementation of an interactive video instruction system for teaching electronics and industrial maintenance at the University of Tennessee. The specific purposes of the study were to document unusual problems that may be encountered when this new technology is implemented, suggest corrective actions, and…

  8. 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…

  9. 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.

  10. 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,…

  11. 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.

  12. Technology for Critical Pedagogy: Beyond Self-Reflection with Video.

    ERIC Educational Resources Information Center

    McCurry, David S.

    This paper opens with a story of what was once cutting-edge, state-of-the-art technology and its integration into preservice teacher preparation. It is a story of the technology, in this case video recording, the theories applied to its educational use, and a specific teacher training method--microteaching. The historical context of microteaching…

  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. Risk management tips for video technology.

    PubMed

    Pickering, A M

    1995-01-01

    Proper management of the videotaping of medical procedures begins with identifying the purpose of the video; determining whether it is educational, diagnostic-related, or for "public relations" purposes; and obtaining a clearly defined consent that addresses an understanding of all risks and expectations involved. Although an exception to the policy may become necessary in some instances, addressing the key issues in policies and procedures before taping is the key to minimizing risks. Videotapes are useful as a teaching tool, but they also can easily become a part of the discovery process in a malpractice suit. Given the current nature of discovery in most states, many courts would require disclosure of the videotape. Although this may be disturbing to many health care providers, it should also be considered that the videotape could contain a valid record that the procedure was performed correctly, clearing the physician or facility involved of charges of negligence. With video cameras in such common use today, a positive, proactive position on the benefits involved in videotaping should be taken to minimize the potential negative ramifications that could occur.

  15. 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…

  16. 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)

  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 Systems: Their Promise and Educational Potential.

    ERIC Educational Resources Information Center

    Seal-Wanner, Carla

    1988-01-01

    Hypotheses about the potential educational benefits of interactive video systems (IVS) are described. IVS, if properly designed and applied, has the potential to increase learning, encourage student-initiated learning, and provide a context for what has been learned. A call for research is made. (JL)

  19. 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,…

  20. 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)

  1. 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.

  2. 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.

  3. Interactive tools for morphometry in video microscopy

    NASA Astrophysics Data System (ADS)

    DeMenthon, Daniel; Arya, Sunia; Davis, Larry S.; Glaser, Jacob; Glaser, Edmund

    1992-06-01

    We describe algorithms for measuring the thickness of neuron dendritic processes and the shape of neuron cell bodies. The design of these tools follows a `semi-automatic' approach. Image processing tools that would fail when applied to the whole image can produce very useful results if the user confines them by hand to small parts of the image, and if the user is given the opportunity to undo or correct the results interactively.

  4. 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…

  5. 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…

  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. Development of the cardiovascular system: an interactive video computer program.

    PubMed

    Smolen, A J; Zeiset, G E; Beaston-Wimmer, P

    1992-01-01

    The major aim of this project is to provide interactive video computer based courseware that can be used by the medical student and others to supplement his or her learning of this very important aspect of basic biomedical education. Embryology is a science that depends on the ability of the student to visualize dynamic changes in structure which occur in four dimensions--X, Y, Z, and time. Traditional didactic methods, including lectures employing photographic slides and laboratories employing histological sections, are limited to two dimensions--X and Y. The third spatial dimension and the dimension of time cannot be readily illustrated using these methods. Computer based learning, particularly when used in conjunction with interactive video, can be used effectively to illustrate developmental processes in all four dimensions. This methodology can also be used to foster the critical skills of independent learning and problem solving. PMID:1483013

  8. 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.

  9. 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.

  10. 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. PMID:21383408

  11. 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…

  12. 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…

  13. 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.

  14. 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.

  15. 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.

  16. 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.

  17. 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

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

    PubMed Central

    2010-01-01

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

  19. 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…

  20. 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…

  1. 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

  2. A Report on the Effectiveness and Potential of an Interactive Video Teaching Trial.

    ERIC Educational Resources Information Center

    Baker, Robert, Comp.; And Others

    An interactive video trial involved teaching two Year-7 lessons to elementary school students in Queensland (Australia). French was taught to one class through two-way video and audio so that students and teachers could see and hear each other, and Japanese was taught simultaneously to three classes through one-way video and two-way audio.…

  3. 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…

  4. 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…

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

    NASA Astrophysics Data System (ADS)

    Williams, Glenn L.

    1991-12-01

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

  6. 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.

  7. 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.

  8. 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…

  9. Interactive Video and Artificial Intelligence: A Convenient Marriage.

    ERIC Educational Resources Information Center

    Midoro, V.; And Others

    1988-01-01

    Describes the theoretical framework of a research project aimed at exploring the new potentials for instructional systems offered by videodisc technology and artificial intelligence. A prototype of an intelligent tutoring system, "Earth," is described, and types of interactions in instructional systems are discussed as they relate to the learning…

  10. VIPES: Video Interacting "Personably" with Exceptional Student Education.

    ERIC Educational Resources Information Center

    Clinton, Janeen S., Comp.; And Others

    This packet of materials was distributed in connection with a presentation on the Florida Diagnostic and Learning Resources System (FDLRS) Instructional Technology Network's production of an interactive videocassette tape for use for self-directed inservice study for teachers and administrators working with handicapped students. The handout…

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

    ERIC Educational Resources Information Center

    Grabowski, Barbara L.

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

  12. The 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…

  13. 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…

  14. 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…

  15. 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.

  16. Video Education: Taking a New Look at an Old Technology.

    ERIC Educational Resources Information Center

    Reed, Sally; Sautter, R. Craig

    1986-01-01

    Reviews statistics on school purchase and use of video equipment and products, factors motivating renewed school interest, and school programs with new video applications. Recommended videos for science, mathematics, social studies, language arts, and teacher training are listed. Renewed interest in instructional television sparked by wider video…

  17. 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.

  18. 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…

  19. 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,…

  20. 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…

  1. 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 of Josef…

  2. Commercially available interactive video games in burn rehabilitation: therapeutic potential.

    PubMed

    Parry, Ingrid S; Bagley, Anita; Kawada, Jason; Sen, Soman; Greenhalgh, David G; Palmieri, Tina L

    2012-06-01

    Commercially available interactive video games (IVG) like the Nintendo Wii™ (NW) and PlayStation™II Eye Toy (PE) are increasingly used in the rehabilitation of patients with burn. Such games have gained popularity in burn rehabilitation because they encourage range of motion (ROM) while distracting from pain. However, IVGs were not originally designed for rehabilitation purposes but rather for entertainment and may lack specificity for achieving rehabilitative goals. Objectively evaluating the specific demands of IVGs in relation to common burn therapy goals will determine their true therapeutic benefit and guide their use in burn rehabilitation. Upper extremity (UE) motion of 24 normal children was measured using 3D motion analysis during play with the two types of IVGs most commonly described for use after burn: NW and PE. Data was analyzed using t-tests and One-way Analysis of Variance. Active range of motion for shoulder flexion and abduction during play with both PE and NW was within functional range, thus supporting the idea that IVGs offer activities with therapeutic potential to improve ROM. PE resulted in higher demands and longer duration of UE motion than NW, and therefore may be the preferred tool when UE ROM or muscular endurance are the goals of rehabilitation. When choosing a suitable IVG for application in rehabilitation, the user's impairment together with the therapeutic attributes of the IVG should be considered to optimize outcome.

  3. 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.

  4. 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

  5. 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…

  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. 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].

  8. Interactive video conferencing: a means of providing interim care to Parkinson's disease patients.

    PubMed

    Hubble, J P; Pahwa, R; Michalek, D K; Thomas, C; Koller, W C

    1993-07-01

    Inequity in health care delivery is attributable to a variety of factors including geographic isolation. Patients living far from major urban centers have limited access to medical specialists. In the instance of Parkinson's disease (PD), optimal assessment and care may depend upon availability of specialty health care providers. In order to broaden health care access, interactive video conference (IVC) units are being developed for medical use. IVC allows a patient at a distant site to be "seen and heard" by a hospital-based physician; simultaneously, the patient can "see and hear" the doctor. To establish the validity of this technology in the evaluation of PD, nine patients were independently examined and scored (UPDRS) by two movement disorder specialists. One examination was performed in-person by the usual physician. The other examination was performed on the same day via IVC over a distance of 350 miles by an examiner previously unfamiliar with the patients. Individual patient scores did not differ based on examiner (Spearman Rho Correlation Coefficients: UPDRS total scores r = 0.933, p < 0.0002; Hoehn and Yahr Scale r = 0.883, p < 0.001). A standardized exit interview was conducted to assess patients' perceptions of this application of video technology. Responses were favorable and virtually all patients viewed this as a means of accessing better health care. We conclude that valid motor assessments of PD patients can be made via IVC.

  9. 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.

  10. 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…

  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. 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…

  13. 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)

  14. 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.

  15. 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

  16. 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

  17. 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/.

  18. 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).

  19. Video Capture and Analysis: Seizing on Computer Technology To Teach the Physical Sciences.

    ERIC Educational Resources Information Center

    Lessie, Douglas

    2001-01-01

    Describes a course for nonscience majors in which material is presented using video capture and analysis technology. Students study real-life physical phenomena and learn significant computer, quantitative analysis, and modeling skills. (SAH)

  20. 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…

  1. 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…

  2. 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…

  3. 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.

  4. A new VideoGIS: integration of WebGIS with streaming media technology based on Internet

    NASA Astrophysics Data System (ADS)

    Wang, Jun

    2007-06-01

    A VideoGIS system aims at integrating WebGIS with streaming media technologies to provide a more comprehensive understanding about a spatial location. Video data is delay-sensitive. Streaming media technology is able to satisfy high quality of the multimedia video transmission demands. An Internet-based VideoGIS system can provide not only traditional map service, but also location-based streaming media service. This paper describes a novel Internet-based VideoGIS model constituted with map and streaming servers. Map Server provides map and data services such as map display and query. Streaming media server can provide location-based video living services and video on demand services such as video information capture, coding, transmission, publication and rendering. They are integrated into Web server which handles requests, responses from the user end and sends back data results including geographic information and real-time video streaming on the spatial location of interest.

  5. 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…

  6. 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

  7. 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.

  8. 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.

  9. Educational Opportunities of an Interactive Video-Based Information System.

    ERIC Educational Resources Information Center

    Miller, Mary

    1987-01-01

    Two technologies that promise to provide aid for educational endeavors are the optical laser disc and the compact disc. These two technologies incorporate the highest information storage density available today. When these audiovisual technologies are coupled with a microcomputer, a very effective instructional tool emerges. (MLW)

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

    ERIC Educational Resources Information Center

    Hyltin, John P.; And Others

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

  11. 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…

  12. Image/data storage, manipulation and recall using video/computer technology for emergency applications

    SciTech Connect

    Thorpe, J.M.

    1986-01-01

    Employing a blend of broadcast video and state-of-the-art computer technology the Management Emergency Response Information System (MERIS) is designed to control, manipulate, and distribute the graphic and visual information necessary for decision-making in an emergency response situation or exercise. Instant storage and recall of an extensive library of frames of video imagery allow emergency planners the time and freedom to examine necessary information quickly and efficiently.

  13. 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. PMID:27378969

  14. 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…

  15. Meeting International Society for Technology in Education Competencies with a Problem-Based Learning Video Framework

    ERIC Educational Resources Information Center

    Skoretz, Yvonne M.; Cottle, Amy E.

    2011-01-01

    Meeting International Society for Technology in Education competencies creates a challenge for teachers. The authors provide a problem-based video framework that guides teachers in enhancing 21st century skills to meet those competencies. To keep the focus on the content, the authors suggest teaching the technology skills only at the point the…

  16. 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…

  17. 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

  18. 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.

  19. Model-based video segmentation for vision-augmented interactive games

    NASA Astrophysics Data System (ADS)

    Liu, Lurng-Kuo

    2000-04-01

    This paper presents an architecture and algorithms for model based video object segmentation and its applications to vision augmented interactive game. We are especially interested in real time low cost vision based applications that can be implemented in software in a PC. We use different models for background and a player object. The object segmentation algorithm is performed in two different levels: pixel level and object level. At pixel level, the segmentation algorithm is formulated as a maximizing a posteriori probability (MAP) problem. The statistical likelihood of each pixel is calculated and used in the MAP problem. Object level segmentation is used to improve segmentation quality by utilizing the information about the spatial and temporal extent of the object. The concept of an active region, which is defined based on motion histogram and trajectory prediction, is introduced to indicate the possibility of a video object region for both background and foreground modeling. It also reduces the overall computation complexity. In contrast with other applications, the proposed video object segmentation system is able to create background and foreground models on the fly even without introductory background frames. Furthermore, we apply different rate of self-tuning on the scene model so that the system can adapt to the environment when there is a scene change. We applied the proposed video object segmentation algorithms to several prototype virtual interactive games. In our prototype vision augmented interactive games, a player can immerse himself/herself inside a game and can virtually interact with other animated characters in a real time manner without being constrained by helmets, gloves, special sensing devices, or background environment. The potential applications of the proposed algorithms including human computer gesture interface and object based video coding such as MPEG-4 video coding.

  20. 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…

  1. 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…

  2. Using Hypercard and Interactive Video in Education: An Application in Cell Biology.

    ERIC Educational Resources Information Center

    Hall, Wendy; And Others

    1989-01-01

    Describes the design and implementation of an interactive video system using existing videodiscs and Apple's Hypercard for use in the teaching of cell biology to undergraduate biology students. Hypertext and hypermedia are discussed, the hardware configuration is described, and a preliminary evaluation of the completed system is reported. (five…

  3. Interactive Video in Teaching. Theory into Practice. Publication Series B 62.

    ERIC Educational Resources Information Center

    Kari, Jouko; Nojd, Olavi

    This report describes research on the use of interactive video in elementary schools which was carried out in the comprehensive school at the Institute for Education Research and the Department of Teacher Education in the University of Jyvaskyla, Finland. The research is based on students' attitude ratings of different working modes in the…

  4. 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…

  5. 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…

  6. Perceived Attitudinal Effects of Various Types of Learner Control in an Interactive Video Lesson.

    ERIC Educational Resources Information Center

    Milheim, William D.

    Student attitudes were investigated in an attempt to determine systematic attitudinal differences among various types of instructional control. Ninety-nine undergraduate students from a basic educational media course volunteered for this study. Six interactive video lessons--covering basic technical aspects of 35 millimeter photography--were…

  7. 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…

  8. Ready Set. . .Authoring Systems to Get You Started on Interactive Video Design.

    ERIC Educational Resources Information Center

    Rhodes, Dent M.; Azbell, Janet White

    1986-01-01

    Evaluates four authoring systems used to develop computer aided interactive video: The Instructor, InfoWriter, IDeAS, and ProCAL2. The information provided includes hardware requirements, compatibility with videotape and/or videodisc, instructional options available, user data-management capabilities, procedures for logging tapes, and access for…

  9. 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…

  10. 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…

  11. 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…

  12. 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…

  13. The Effects of Variations in Lesson Control and Practice on Learning from Interactive Video.

    ERIC Educational Resources Information Center

    Hannafin, Michael J.; Colamaio, MaryAnne E.

    1987-01-01

    Discussion of the effects of variations in lesson control and practice on the learning of facts, procedures, and problem-solving skills during interactive video instruction focuses on a study of graduates and advanced level undergraduates learning cardiopulmonary resuscitation (CPR). Embedded questioning methods and posttests used are described.…

  14. 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…

  15. 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…

  16. 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.

  17. 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…

  18. 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.

  19. 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. PMID:20183536

  20. 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.

  1. 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…

  2. 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…

  3. 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…

  4. 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.

  5. Improving dietetics education with interactive communication technology.

    PubMed

    Litchfield, R E; Oakland, M J; Anderson, J A

    2000-10-01

    Changes occurring in health care, education, and technology are altering dietetics education. A model of learnercentered, cooperative, distance education based on interactive online technology is described for use in a dietetic internship. Evaluation of this model includes review of key-feature exams, results of computer attitudes surveys, use of the technology by interns, exit interviews, and performance on the examination for registered dietitians. In a pilot study of the model with 8 subjects, comfort using the Internet improved significantly. Use of interactive communication technology in dietetics education has the potential to improve competency, technological aptitude, professional partnering skills, and lifelong learning skills.

  6. 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…

  7. 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…

  8. 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. PMID:26474982

  9. 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.

  10. 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.

  11. Maternal mood, video-mediated cognitions, and daily stress during home-based, family interactions.

    PubMed

    Ohr, Phyllis S; Vidair, Hilary B; Gunlicks-Stoessel, Meredith; Grove, Allen B; La Lima, Candice

    2010-10-01

    This article presents an in vivo investigation of maternal negative mood, maternal video-mediated cognitions, and daily stressors in families with young children. Specifically, it was hypothesized that greater levels of maternal depressed, anxious, and hostile mood states immediately prior to a daily, reportedly routine, stressful parent-child interaction would be significantly associated with higher percentages of dysfunctional and lower percentages of functional cognitions. Forty-five mothers of 2- to 5-year-old children participated in this study by rating their mood before being videotaped in a daily routine with their child they reported as recurrent and stressful (e.g., mealtime). Using video-mediated recall (VMR) methodology, mothers were instructed to recall their cognitions upon immediate video review. Results indicated that greater levels of negative mood were associated with a greater percentage of dysfunctional cognitions and a smaller percentage of functional cognitions. Levels of maternal depressed mood were significantly and independently associated with greater rates of dysfunctional and lower rates of functional cognitions. Negative mood states were not consistently associated with the amount of maternal self-reported general irrationality, pointing to the utility of the VMR to elicit maternal cognitions specific to the observed interaction, which may have more implications for clinical intervention than more general irrationality measures. Evaluating maternal mood and using video-mediated maternal cognitions regarding daily family stressors can precipitate clinical interventions meant to reduce family-related stress and potentially improve maternal and child mental health outcomes.

  12. 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,…

  13. Automation of the social interaction test by a video-tracking system: behavioural effects of repeated phencyclidine treatment.

    PubMed

    Sams-Dodd, F

    1995-07-01

    The social interaction test is a valuable behavioural model for testing anxiolytic and neuroleptic drugs. The test quantifies the level of social behaviour between pairs of rats and it is usually based on manual analysis of behaviour. Advances in computer technology have made it possible to track the movements of pairs of rats in an arena, and the present paper describes the automation of the social interaction test by the commercial video-tracking programme, the EthoVision system. The ability of the automated system to correctly measure the social behaviour of rats is demonstrated by determining a dose-response relationship in the social interaction test for phencyclidine, a psychotomimetic drug that reduces social behaviour between pairs of rats. These data are subsequently analysed by the manual and automated data-acquisition methods and the results are compared. The study shows that the automated data-acquisition method best describes the behavioural effects of phencyclidine in the social interaction test by the locomotor activity of the rats, how much time the rats spend in different sections of the testing arena, and the level of social behaviour. Correlation analysis of the results from the manual and automated data-acquisition methods shows that the social behaviour measured by the automated system corresponds correctly to the social behaviour measured by the manual analysis. The present study has shown that the automated data-acquisition method can quantify locomotor activity, how rats use a testing arena and the level of social behaviour between rats in the social interaction test. The system cannot distinguish between social and aggressive behaviours, and therefore the rats should be tested in an unfamiliar arena to reduce territorial behaviour. Taking this limitation into consideration, the social interaction test can be automated by this computer-based video-tracking system and can be used as a routine test for quantifying the effects of drugs on the

  14. 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.

  15. 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.

  16. Indoctrination: Using interactive video to teach attitudes and knowledge in general employee training

    SciTech Connect

    Smigelski, L.B.

    1989-03-01

    The Westinghouse Hanford Company has developed a prototype Interactive Video course, Hanford General Employee Training. Interactive video combines sound, motion, and still photography from a videodisc with the graphics, text, and instructional capability of computer-based instruction. The course includes indoctrination on over 40 topics identified by the Institute of Nuclear Power Operations, the United States Department of Energy, and the Westinghouse Hanford Company that are to be included in the indoctrination of new and requalifying employees. In addition, the course requires trainees to make positive choices when confronted with real life scenarios showing violations of safety, security, and quality standards. This courseware is different from most general employee training courses because it puts the trainee in a role-playing mode and requires the trainee to recognize and respond ''in the Westinghouse Hanford way.'' Initial data project a reduction of 40--60% in training time for Hanford General Employee Training as compared to stand-up instruction.

  17. 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)

  18. 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. PMID:24489032

  19. 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.

  20. Video document

    NASA Astrophysics Data System (ADS)

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

    1999-08-01

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

  1. 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.

  2. 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

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

    PubMed Central

    Nussenbaum, Kate; Amso, Dima

    2015-01-01

    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. PMID:27030791

  4. 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.

  5. 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.

  6. 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

  7. 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

  8. 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. PMID:24205238

  9. 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.

  10. 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.

  11. 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" (necessary to…

  12. Culture Computing: Interactive Technology to Explore Culture

    NASA Astrophysics Data System (ADS)

    Cheok, Adrian David

    The present day rapid development of media science and digital technology is offering the modern generation more opportunities as well as challenges as the new fundamental literacy. Therefore, to reach the modern generation on issues such as an appreciation of cultures, we have to find common grounds based on digital media technology. In an increasingly hybrid cultural environment, interaction and fusion of cultural factors with the computer technology will be an investigation into the possibilities of providing an experience into the cultures of the world, operating in the environments the modern generation inhabits. Research has created novel merging of traditional cultures and literature with recent media literacy. Three cultural computing systems, Media Me, BlogWall and Confucius Computer, are presented in this chapter. Studies showed that users gave positive feedback to their experience of interacting with cultural computing systems.

  13. 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.

  14. 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.

  15. 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.

  16. 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.

  17. 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

  18. 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.

  19. The Generative Effects of Graphic Organizers with Computer-Based Interactive Video by Global and Analytic Thinkers.

    ERIC Educational Resources Information Center

    Kenny, Richard F.; And Others

    Computer-based interactive video (CBIV), a hypermedia system that uses the power of the computer to support student interaction with various audio and visual media, can pose such problems for students as the potential for learner disorientation and cognitive overload. Intended to explore the applicability of Wittrock's generative learning…

  20. 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…

  1. 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.

  2. 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. PMID:27335083

  3. 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

  4. 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

  5. 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.

  6. 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…

  7. 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.

  8. 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.

  9. 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. PMID:22149077

  10. Take-Home Video for Adult Literacy

    ERIC Educational Resources Information Center

    Yule, Valerie

    1996-01-01

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

  11. 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…

  12. 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…

  13. 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

  14. 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.

  15. 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. PMID:26661620

  16. 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…

  17. Effects of Video Interaction Analysis Training on Nurse-Patient Communication in the Care of the Elderly.

    ERIC Educational Resources Information Center

    Caris-Verhallen, Wilma M. C. M.; Kerkstra, Ada; Bensing, Jozien M.; Grypdonck, Mieke H. F.

    2000-01-01

    Describes an empirical evaluation of training based on Video Interaction Analysis. The training aimed to improve nurses' (N=40) communication skills such that they pay attention to patients' physical, social, and emotional needs and support self care in elderly people. Limitations of this study and topics for further research are discussed.…

  18. 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…

  19. 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…

  20. 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…

  1. What Students Said about Interactive Video Instruction: Results of Two Surveys Conducted by the West Suburban Post-Secondary Consortium.

    ERIC Educational Resources Information Center

    Lester, Marilyn A.

    The West Suburban Post-Secondary Consortium (WSPSC) of Oak Brook, Illinois is a not-for-profit organization of collaborating educational institutions that offer courses, programs and degrees in the western suburbs of Chicago. Interactive video is a successful instructional delivery method in the WSPSC, according to the students who took video…

  2. 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.

  3. 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.

  4. 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…

  5. 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…

  6. 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.

  7. 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.

  8. Integration of Live Video and WWW Delivery Systems To Teach University Level Science, Technology, and Society in High Schools.

    ERIC Educational Resources Information Center

    Urven, Lance E.; Yin, L. Roger; Bak, John D.

    In fall 1997, the University of Wisconsin-Whitewater (UWW) provided Science and Technology in Society, a university general studies science literacy course, to advanced placement high school students at three local high schools, using a combination of live video presentations and World Wide Web (WWW) courseware. A total of 26 high school students…

  9. Computerized home video detection for motherese may help to study impaired interaction between infants who become autistic and their parents.

    PubMed

    Mahdhaoui, Ammar; Chetouani, Mohamed; Cassel, Raquel S; Saint-Georges, Catherine; Parlato, Erika; Laznik, Marie Christine; Apicella, Fabio; Muratori, Filippo; Maestro, Sandra; Cohen, David

    2011-03-01

    Autism is a well-defined clinical syndrome after the second year of life, but information on autism in the first two years of life is still lacking. The study of home videos has described children with autism during the first year of life as not displaying the rigid pattern typical of later symptoms. Therefore, developmental/environmental factors are claimed in addition to genetic/biological ones to explain the onset of autism during maturation. Here we describe (1) a developmental hypothesis focusing on the possible implication of motherese impoverishment during the course of parent-infant interactions as a possible co-factor; (2) the methodological approach we used to develop a computerized algorithm to detect motherese in home videos; (3) the best configuration performance of the detector in extracting motherese from home video sequences (accuracy = 82% on speaker-independent versus 87.5% on speaker-dependent) that we should use to test this hypothesis. PMID:21574205

  10. Computerized home video detection for motherese may help to study impaired interaction between infants who become autistic and their parents.

    PubMed

    Mahdhaoui, Ammar; Chetouani, Mohamed; Cassel, Raquel S; Saint-Georges, Catherine; Parlato, Erika; Laznik, Marie Christine; Apicella, Fabio; Muratori, Filippo; Maestro, Sandra; Cohen, David

    2011-03-01

    Autism is a well-defined clinical syndrome after the second year of life, but information on autism in the first two years of life is still lacking. The study of home videos has described children with autism during the first year of life as not displaying the rigid pattern typical of later symptoms. Therefore, developmental/environmental factors are claimed in addition to genetic/biological ones to explain the onset of autism during maturation. Here we describe (1) a developmental hypothesis focusing on the possible implication of motherese impoverishment during the course of parent-infant interactions as a possible co-factor; (2) the methodological approach we used to develop a computerized algorithm to detect motherese in home videos; (3) the best configuration performance of the detector in extracting motherese from home video sequences (accuracy = 82% on speaker-independent versus 87.5% on speaker-dependent) that we should use to test this hypothesis.

  11. 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…

  12. 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.

  13. 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.

  14. 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.

  15. 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…

  16. 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…

  17. 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)

  18. 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)

  19. 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…

  20. 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.

  1. 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

  2. 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

  3. The development of a bilingual interactive video to improve physical activity and healthful eating in a Head Start population.

    PubMed

    Piziak, Veronica

    2014-12-01

    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:25590094

  4. The development of a bilingual interactive video to improve physical activity and healthful eating in a head start population.

    PubMed

    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

  5. The development of a bilingual interactive video to improve physical activity and healthful eating in a head start population.

    PubMed

    Piziak, Veronica

    2014-12-15

    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.

  6. The development of a bilingual interactive video to improve physical activity and healthful eating in a Head Start population.

    PubMed

    Piziak, Veronica

    2014-12-01

    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.

  7. 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…

  8. 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.

  9. 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.

  10. Video Golf

    NASA Technical Reports Server (NTRS)

    1995-01-01

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

  11. Pre-Instructional Strategies and Segment Length in Interactive Video Programs.

    ERIC Educational Resources Information Center

    Rusman, Ellen; And Others

    This study investigates the influence of pre-instructional strategies on the relationship between learner-controlled or program-controlled length of video segments and on related test performance on post-tests and retention tests. The study looks at the effect of presenting learning objectives in advance on the learning of factual information from…

  12. Investigating the Social Interactions of Beginning Teachers Using a Video Annotation Tool

    ERIC Educational Resources Information Center

    Ellis, Joshua; McFadden, Justin; Anwar, Tasneem; Roehrig, Gillian

    2015-01-01

    This study examines the use of a digital video annotation tool used by beginning in-service secondary science and mathematics teachers in the Teacher Induction Network (TIN). TIN is an online induction program in its ninth year of existence and has served over 180 teachers. The need to provide spaces for beginning teachers to reflect on their…

  13. How Patient Interactions with a Computer-Based Video Intervention Affect Decisions to Test for HIV

    ERIC Educational Resources Information Center

    Aronson, Ian David; Rajan, Sonali; Marsch, Lisa A.; Bania, Theodore C.

    2014-01-01

    The current study examines predictors of HIV test acceptance among emergency department patients who received an educational video intervention designed to increase HIV testing. A total of 202 patients in the main treatment areas of a high-volume, urban hospital emergency department used inexpensive netbook computers to watch brief educational…

  14. Video Games and Education: Designing Learning Systems for an Interactive Age

    ERIC Educational Resources Information Center

    Squire, Kurt D.

    2008-01-01

    Recently, attention has been paid to computer and video games as a medium for learning. This article provides a way of conceptualizing them as possibility spaces for learning. It provides an overview of two research programs: (1) an after-school program using commercial games to develop deep expertise in game play and game creation, and (2) an…

  15. Developing Teachers' Classroom Interactions: A Description of a Video Review Process for Early Childhood Education Students

    ERIC Educational Resources Information Center

    Laparo, Karen M.; Maynard, Christine; Thomason, Amy; Scott-Little, Catherine

    2012-01-01

    This article describes a video review process for providing feedback to students and documents students' teaching practices using the CLASS in a practicum course and student teaching. Students videotaped themselves in their field-based settings and then met with the course instructors and classmates in small groups to review strengths and…

  16. 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.

  17. 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…

  18. 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…

  19. Systematic analysis of video data from different human–robot interaction studies: a categorization of social signals during error situations

    PubMed Central

    Giuliani, Manuel; Mirnig, Nicole; Stollnberger, Gerald; Stadler, Susanne; Buchner, Roland; Tscheligi, Manfred

    2015-01-01

    Human–robot interactions are often affected by error situations that are caused by either the robot or the human. Therefore, robots would profit from the ability to recognize when error situations occur. We investigated the verbal and non-verbal social signals that humans show when error situations occur in human–robot interaction experiments. For that, we analyzed 201 videos of five human–robot interaction user studies with varying tasks from four independent projects. The analysis shows that there are two types of error situations: social norm violations and technical failures. Social norm violations are situations in which the robot does not adhere to the underlying social script of the interaction. Technical failures are caused by technical shortcomings of the robot. The results of the video analysis show that the study participants use many head movements and very few gestures, but they often smile, when in an error situation with the robot. Another result is that the participants sometimes stop moving at the beginning of error situations. We also found that the participants talked more in the case of social norm violations and less during technical failures. Finally, the participants use fewer non-verbal social signals (for example smiling, nodding, and head shaking), when they are interacting with the robot alone and no experimenter or other human is present. The results suggest that participants do not see the robot as a social interaction partner with comparable communication skills. Our findings have implications for builders and evaluators of human–robot interaction systems. The builders need to consider including modules for recognition and classification of head movements to the robot input channels. The evaluators need to make sure that the presence of an experimenter does not skew the results of their user studies. PMID:26217266

  20. Systematic analysis of video data from different human-robot interaction studies: a categorization of social signals during error situations.

    PubMed

    Giuliani, Manuel; Mirnig, Nicole; Stollnberger, Gerald; Stadler, Susanne; Buchner, Roland; Tscheligi, Manfred

    2015-01-01

    Human-robot interactions are often affected by error situations that are caused by either the robot or the human. Therefore, robots would profit from the ability to recognize when error situations occur. We investigated the verbal and non-verbal social signals that humans show when error situations occur in human-robot interaction experiments. For that, we analyzed 201 videos of five human-robot interaction user studies with varying tasks from four independent projects. The analysis shows that there are two types of error situations: social norm violations and technical failures. Social norm violations are situations in which the robot does not adhere to the underlying social script of the interaction. Technical failures are caused by technical shortcomings of the robot. The results of the video analysis show that the study participants use many head movements and very few gestures, but they often smile, when in an error situation with the robot. Another result is that the participants sometimes stop moving at the beginning of error situations. We also found that the participants talked more in the case of social norm violations and less during technical failures. Finally, the participants use fewer non-verbal social signals (for example smiling, nodding, and head shaking), when they are interacting with the robot alone and no experimenter or other human is present. The results suggest that participants do not see the robot as a social interaction partner with comparable communication skills. Our findings have implications for builders and evaluators of human-robot interaction systems. The builders need to consider including modules for recognition and classification of head movements to the robot input channels. The evaluators need to make sure that the presence of an experimenter does not skew the results of their user studies.

  1. 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.

  2. New Technology and Educational Television.

    ERIC Educational Resources Information Center

    Murray, J. F.

    1988-01-01

    Reviews development of educational television in the United Kingdom and discusses problems of effective integration into the educational system. Highlights include the growth of video, communications channels, and production technologies; the future interactive potential of video, satellite, and cable technologies; information technology systems;…

  3. Use of Video Technology for Lecture and Lab Material in Introductory Earth Science

    NASA Astrophysics Data System (ADS)

    Shorey, C. V.

    2008-12-01

    Still images are essential to teaching introductory geology courses, but video has traditionally been relegated a minor role. When creatively integrated with lecture material, video can provide a better perspective on spatial scales and relationships between static geologic locations, or to demonstrate evolving processes with much greater economy. With the use of appropriate editing software, events can be temporally compressed and dilated to give a more visceral experience to processes described in labs and lectures. Video can also be used as a form of virtual field trip for students to see a more wide ranging sample of locations, and such virtual field trips can deliver comparable experiences for students with physical disabilities that may limit their ability to visit the locations their fellow students attend.

  4. Video-Based Analyses of Motivation and Interaction in Science Classrooms

    NASA Astrophysics Data System (ADS)

    Moeller Andersen, Hanne; Nielsen, Birgitte Lund

    2013-04-01

    An analytical framework for examining students' motivation was developed and used for analyses of video excerpts from science classrooms. The framework was developed in an iterative process involving theories on motivation and video excerpts from a 'motivational event' where students worked in groups. Subsequently, the framework was used for an analysis of students' motivation in the whole class situation. A cross-case analysis was carried out illustrating characteristics of students' motivation dependent on the context. This research showed that students' motivation to learn science is stimulated by a range of different factors, with autonomy, relatedness and belonging apparently being the main sources of motivation. The teacher's combined use of questions, uptake and high level evaluation was very important for students' learning processes and motivation, especially students' self-efficacy. By coding and analysing video excerpts from science classrooms, we were able to demonstrate that the analytical framework helped us gain new insights into the effect of teachers' communication and other elements on students' motivation.

  5. Marking spatial parts within stereoscopic video images

    NASA Astrophysics Data System (ADS)

    Belz, Constance; Boehm, Klaus; Duong, Thanh; Kuehn, Volker; Weber, Martin

    1996-04-01

    The technology of stereoscopic imaging enables reliable online telediagnoses. Applications of telediagnosis include the fields of medicine and in general telerobotics. For allowing the participants in a telediagnosis to mark spatial parts within the stereoscopic video image, graphic tools and automatism have to be provided. The process of marking spatial parts and objects inside a stereoscopic video image is a non trivial interaction technique. The markings themselves have to be 3D elements instead of 2D markings which would lead to an alienated effect `in' the stereoscopic video image. Furthermore, one problem to be tackled here, is that the content of the stereoscopic video image is unknown. This is in contrast to 3D Virtual Reality scenes, which enable an easy 3D interaction because all the objects and their position within the 3D scene are known. The goals of our research comprised the development of new interaction paradigms and marking techniques in stereoscopic video images, as well as an investigation of input devices appropriate for this interaction task. We have implemented these interaction techniques in a test environment and integrated therefore computer graphics into stereoscopic video images. In order to evaluate the new interaction techniques a user test was carried out. The results of our research will be presented here.

  6. Interactive Technology Brings Algebra to All.

    ERIC Educational Resources Information Center

    Kennedy, Paul A.; Chavkin, Nancy Feyl

    1993-01-01

    Partnership for Access to Higher Mathematics uses fiber-optic technology in a partnership program among Southwest Texas State University, the San Marcos School District, the telephone company, and the community to significantly improve the mathematical skills of at-risk students. (MLF)

  7. Housing conditions influence cortical and behavioural reactions of sheep in response to videos showing social interactions of different valence.

    PubMed

    Vögeli, Sabine; Wolf, Martin; Wechsler, Beat; Gygax, Lorenz

    2015-05-01

    Mood, as a long-term affective state, is thought to modulate short-term emotional reactions in animals, but the details of this interplay have hardly been investigated experimentally. Apart from a basic interest in this affective system, mood is likely to have an important impact on animal welfare, as bad mood may taint all emotional experience. In the present study about mood - emotion interaction, 29 sheep were kept under predictable, stimulus-rich or unpredictable, stimulus-poor housing conditions, to induce different mood states. In an experiment, the animals were confronted with video sequences of social interactions of conspecifics showing agonistic interactions, ruminating or tolerantly co-feeding as stimuli of different valences. Emotional reactions were assessed by measuring frontal brain activity using functional near-infrared spectroscopy and by recording behavioral reactions. Attentiveness of the sheep decreased from videos showing agonistic interactions to ruminating sheep to those displaying co-feeding sheep. Seeing agonistic interactions was also associated with a deactivation of the frontal cortex, specifically in animals living under predictable, stimulus-rich housing conditions. These sheep generally showed less attentiveness and locomotor activity and they had their ears in a forward position less often and in a backward position more often than the sheep from the unpredictable, stimulus-poor conditions. Housing conditions influenced how the sheep behaved, which can either be thought to be mediated by mood or by the animals' previous experience with stimulus-richness in their housing conditions. Frontal cortical activity may not depend on valence only, but also on the perceptual channel through which the stimuli were perceived. PMID:25680678

  8. Housing conditions influence cortical and behavioural reactions of sheep in response to videos showing social interactions of different valence.

    PubMed

    Vögeli, Sabine; Wolf, Martin; Wechsler, Beat; Gygax, Lorenz

    2015-05-01

    Mood, as a long-term affective state, is thought to modulate short-term emotional reactions in animals, but the details of this interplay have hardly been investigated experimentally. Apart from a basic interest in this affective system, mood is likely to have an important impact on animal welfare, as bad mood may taint all emotional experience. In the present study about mood - emotion interaction, 29 sheep were kept under predictable, stimulus-rich or unpredictable, stimulus-poor housing conditions, to induce different mood states. In an experiment, the animals were confronted with video sequences of social interactions of conspecifics showing agonistic interactions, ruminating or tolerantly co-feeding as stimuli of different valences. Emotional reactions were assessed by measuring frontal brain activity using functional near-infrared spectroscopy and by recording behavioral reactions. Attentiveness of the sheep decreased from videos showing agonistic interactions to ruminating sheep to those displaying co-feeding sheep. Seeing agonistic interactions was also associated with a deactivation of the frontal cortex, specifically in animals living under predictable, stimulus-rich housing conditions. These sheep generally showed less attentiveness and locomotor activity and they had their ears in a forward position less often and in a backward position more often than the sheep from the unpredictable, stimulus-poor conditions. Housing conditions influenced how the sheep behaved, which can either be thought to be mediated by mood or by the animals' previous experience with stimulus-richness in their housing conditions. Frontal cortical activity may not depend on valence only, but also on the perceptual channel through which the stimuli were perceived.

  9. Video Technology: A Vehicle for Educators to Enhance Relationships with Families

    ERIC Educational Resources Information Center

    Calabrese, Nicki McCullough

    2006-01-01

    A pilot study was conducted in an urban Buffalo Public School to improve communication and relationships with families. Based on the research of Ruby Payne (2001), Canisius College and Early Childhood Center #17 (ECC#17) collaborated to create a school video. A copy was distributed to every student in the school. All students, faculty, and staff…

  10. Implementing an Educational Digital Video Library Using MPEG-4, SMIL and Web Technologies

    ERIC Educational Resources Information Center

    Milrad, Marcelo; Rossmanith, Philipp; Scholz, Mario

    2005-01-01

    This paper describes the results of our efforts with regard to the design and implementation of an educational digital video library using MPEG-4 and the Synchronized Multimedia Integration Language (SMIL). The aim of our work is to integrate MPEG-4 encoding, full text indexing, high-resolution streaming, and SMIL, not only for delivering on-line…

  11. Global Internet Video Classroom: A Technology Supported Learner-Centered Classroom

    ERIC Educational Resources Information Center

    Lawrence, Oliver

    2010-01-01

    The Global Internet Video Classroom (GIVC) Project connected Chicago Civil Rights activists of the 1960s with Cape Town Anti-Apartheid activists of the 1960s in a classroom setting where learners from Cape Town and Chicago engaged activists in conversations about their motivation, principles, and strategies. The project was launched in order to…

  12. A Stream Runs through IT: Using Streaming Video to Teach Information Technology

    ERIC Educational Resources Information Center

    Nicholson, Jennifer; Nicholson, Darren B.

    2010-01-01

    Purpose: The purpose of this paper is to report student and faculty perceptions from an introductory management information systems course that uses multimedia, specifically streaming video, as a vehicle for teaching students skills in Microsoft Excel and Access. Design/methodology/approach: Student perceptions are captured via a qualitative…

  13. Shared Video Media and Blogging Online: Educational Technologies for Enhancing Formative E-Assessment?

    ERIC Educational Resources Information Center

    Olofsson, Anders D.; Lindberg, J. Ola; Stodberg, Ulf

    2011-01-01

    Purpose: The purpose of this paper is to provide an understanding of students' meaning-making processes, as they are part of an e-assessment practice via written blog posting upon their own, and their co-students' performances, presented online through shared video media. Design/methodology/approach: The research relies on qualitative data to…

  14. Forecasting the Market for New Communication Technology: The Home Video Player Experience.

    ERIC Educational Resources Information Center

    Klopfenstein, Bruce C.

    This paper describes a critical study of the available forecasts and forecasting studies for the home video player market over a 15-year period which was undertaken to discover why so many forecasts were wrong about consumer adoption of home videocassette players and videodisk players, the reasons for these errors, and ways in which this knowledge…

  15. The Impact of Video Technology on Student Performance in Physical Education

    ERIC Educational Resources Information Center

    Palao, Jose Manuel; Hastie, Peter Andrew; Guerrero Cruz, Prudencia; Ortega, Enrique

    2015-01-01

    The purpose of this study was to assess the effectiveness of the use of video feedback on student learning in physical education, while also examining the teacher's responses to the innovation. Three classes from one Spanish high school participated in different conditions for learning hurdles in a track and field unit. These conditions…

  16. Research Priorities for YouTube and Video-Sharing Technologies: A Delphi Study

    ERIC Educational Resources Information Center

    Snelson, Chareen; Rice, Kerry; Wyzard, Constance

    2012-01-01

    Online video-sharing services, particularly YouTube, have gained an audience of billions of users including educators and scholars. While the academic literature provides some evidence that YouTube has been studied and written about, little is known about priorities for YouTube research. The study employed the Delphi method to obtain a consensus…

  17. Interactive Technologies in Electronic Educational Resources

    ERIC Educational Resources Information Center

    Anisimova, Tatyana Ivanovna; Krasnova, Lyubov Alekseevna

    2015-01-01

    Modern professional education in the transition to a tiered system of specialists training is focused not on the transfer of ready knowledge but on teaching to find this knowledge and to apply them in situations close to the professional conditions. The educational process, relying on use of interactive methods of teaching, which is organized with…

  18. Student Interactions in Technology-Rich Classrooms

    ERIC Educational Resources Information Center

    Fonkert, Karen L.

    2010-01-01

    Students are more likely to develop a deep conceptual understanding of mathematics when they interact with and discuss their thoughts with others. The National Council of Teachers of Mathematics (NCTM) (1989, 2000) has recommended that students be active learners--communicating with one another, conjecturing, exploring, and justifying claims by…

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

    SciTech Connect

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

    1993-03-01

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

  20. NASA/DOD Controls-Structures Interaction Technology 1989

    NASA Technical Reports Server (NTRS)

    Newsom, Jerry R. (Compiler)

    1989-01-01

    The purpose of this conference was to report to industry, academia, and government agencies on the current status of controls-structures interaction technology. The agenda covered ground testing, integrated design, analysis, flight experiments, and concepts.

  1. The NASA controls-structures interaction technology program

    NASA Technical Reports Server (NTRS)

    Newsom, Jerry R.; Layman, W. E.; Waites, H. B.; Hayduk, R. J.

    1990-01-01

    The interaction between a flexible spacecraft structure and its control system is commonly referred to as controls-structures interaction (CSI). The CSI technology program is developing the capability and confidence to integrate the structure and control system, so as to avoid interactions that cause problems and to exploit interactions to increase spacecraft capability. A NASA program has been initiated to advance CSI technology to a point where it can be used in spacecraft design for future missions. The CSI technology program is a multicenter program utilizing the resources of the NASA Langley Research Center (LaRC), the NASA Marshall Space Flight Center (MSFC), and the NASA Jet Propulsion Laboratory (JPL). The purpose is to describe the current activities, results to date, and future activities of the NASA CSI technology program.

  2. Glycoarray Technologies: Deciphering Interactions from Proteins to Live Cell Responses.

    PubMed

    Puvirajesinghe, Tania M; Turnbull, Jeremy E

    2016-01-01

    Microarray technologies inspired the development of carbohydrate arrays. Initially, carbohydrate array technology was hindered by the complex structures of glycans and their structural variability. The first designs of glycoarrays focused on the HTP (high throughput) study of protein-glycan binding events, and subsequently more in-depth kinetic analysis of carbohydrate-protein interactions. However, the applications have rapidly expanded and now achieve successful discrimination of selective interactions between carbohydrates and, not only proteins, but also viruses, bacteria and eukaryotic cells, and most recently even live cell responses to immobilized glycans. Combining array technology with other HTP technologies such as mass spectrometry is expected to allow even more accurate and sensitive analysis. This review provides a broad overview of established glycoarray technologies (with a special focus on glycosaminoglycan applications) and their emerging applications to the study of complex interactions between glycans and whole living cells. PMID:27600069

  3. Glycoarray Technologies: Deciphering Interactions from Proteins to Live Cell Responses

    PubMed Central

    Puvirajesinghe, Tania M.; Turnbull, Jeremy. E.

    2016-01-01

    Microarray technologies inspired the development of carbohydrate arrays. Initially, carbohydrate array technology was hindered by the complex structures of glycans and their structural variability. The first designs of glycoarrays focused on the HTP (high throughput) study of protein–glycan binding events, and subsequently more in-depth kinetic analysis of carbohydrate–protein interactions. However, the applications have rapidly expanded and now achieve successful discrimination of selective interactions between carbohydrates and, not only proteins, but also viruses, bacteria and eukaryotic cells, and most recently even live cell responses to immobilized glycans. Combining array technology with other HTP technologies such as mass spectrometry is expected to allow even more accurate and sensitive analysis. This review provides a broad overview of established glycoarray technologies (with a special focus on glycosaminoglycan applications) and their emerging applications to the study of complex interactions between glycans and whole living cells. PMID:27600069

  4. Glycoarray Technologies: Deciphering Interactions from Proteins to Live Cell Responses

    PubMed Central

    Puvirajesinghe, Tania M.; Turnbull, Jeremy. E.

    2016-01-01

    Microarray technologies inspired the development of carbohydrate arrays. Initially, carbohydrate array technology was hindered by the complex structures of glycans and their structural variability. The first designs of glycoarrays focused on the HTP (high throughput) study of protein–glycan binding events, and subsequently more in-depth kinetic analysis of carbohydrate–protein interactions. However, the applications have rapidly expanded and now achieve successful discrimination of selective interactions between carbohydrates and, not only proteins, but also viruses, bacteria and eukaryotic cells, and most recently even live cell responses to immobilized glycans. Combining array technology with other HTP technologies such as mass spectrometry is expected to allow even more accurate and sensitive analysis. This review provides a broad overview of established glycoarray technologies (with a special focus on glycosaminoglycan applications) and their emerging applications to the study of complex interactions between glycans and whole living cells.

  5. Final Report: Interactive Technology Literacy Curriculum Online (ITLC Online)

    ERIC Educational Resources Information Center

    Robinson, Linda; Johanson, Joyce; Schneider, Carol; Hutinger, Patricia

    2006-01-01

    Interactive Technology Literacy Curriculum Online (ITLC Online) was a Steppingstones of Technology Innovation for Students with Disabilities Phase 1 (Development) project awarded to the Center for Best Practices in Early Childhood (the Center) at Western Illinois University (WIU). ITLC Online's goal was to improve services for young children with…

  6. Informal Language Learning Setting: Technology or Social Interaction?

    ERIC Educational Resources Information Center

    Bahrani, Taher; Sim, Tam Shu

    2012-01-01

    Based on the informal language learning theory, language learning can occur outside the classroom setting unconsciously and incidentally through interaction with the native speakers or exposure to authentic language input through technology. However, an EFL context lacks the social interaction which naturally occurs in an ESL context. To explore…

  7. The Factors Influencing Young Children's Social Interaction in Technology Integration

    ERIC Educational Resources Information Center

    Lim, Eun Mee

    2015-01-01

    When technology integration is accomplished successfully in early childhood education settings, children tend to interact more with one another and exchange information related to computer tasks as well as the overall classroom on-going curriculum themes. Therefore, to explore how young children are interacting in computer areas when using…

  8. Young Pianists Exploring Improvisation Using Interactive Music Technology

    ERIC Educational Resources Information Center

    Rowe, Victoria; Triantafyllaki, Angeliki; Anagnostopoulou, Xristina

    2015-01-01

    The use of music technology in the enhancement of young pianists' musical improvisations has been scarcely explored in instrumental music teaching and learning research. In the present study, 19 piano pupils aged 6-10 from the UK and Greece used an interactive improvisation system called Musical Interaction Relying On Reflexion (MIROR)-Impro…

  9. Use of automated video analysis for the evaluation of bicycle movement and interaction

    NASA Astrophysics Data System (ADS)

    Twaddle, Heather; Schendzielorz, Tobias; Fakler, Oliver; Amini, Sasan

    2014-03-01

    With the purpose of developing valid models of microscopic bicycle behavior, a large quantity of video data is collected at three busy urban intersections in Munich, Germany. Due to the volume of data, the manual processing of this data is infeasible and an automated or semi-automated analysis method must be implemented. An open source software, "Traffic Intelligence", is used and extended to analyze the collected video data with regard to research questions concerning the tactical behavior of bicyclists. In a first step, the feature detection parameters, the tracking parameters and the object grouping parameters are calibrated, making it possible to accurately track and group the objects at intersections used by large volumes of motor vehicles, bicycles and pedestrians. The resulting parameters for the three intersections are presented. A methodology for the classification of road users as cars, bicycles or pedestrians is presented and evaluated. This is achieved by making hypotheses about which features belong to cars, or bicycles and pedestrians, and using grouping parameters specified for that road user group to cluster the features into objects. These objects are then classified based on their dynamic characteristics. A classification structure for the maneuvers of different road users is presented and future applications are discussed.

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

    PubMed

    Talbot, Thomas Brett

    2011-03-01

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

  11. The Vision Digital Video Library.

    ERIC Educational Resources Information Center

    Gauch, Susan; Li, Wei; Gauch, John

    1997-01-01

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

  12. Industrial-Strength Streaming Video.

    ERIC Educational Resources Information Center

    Avgerakis, George; Waring, Becky

    1997-01-01

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

  13. Take-home video for adult literacy

    NASA Astrophysics Data System (ADS)

    Yule, Valerie

    1996-01-01

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

  14. Development and Alpha Testing of QuitIT: An Interactive Video Game to Enhance Skills for Coping With Smoking Urges

    PubMed Central

    Fiske, Jeff

    2013-01-01

    Background Despite many efforts at developing relapse prevention interventions, most smokers relapse to tobacco use within a few months after quitting. Interactive games offer a novel strategy for helping people develop the skills required for successful tobacco cessation. Objective The objective of our study was to develop a video game that enables smokers to practice strategies for coping with smoking urges and maintaining smoking abstinence. Our team of game designers and clinical psychologists are creating a video game that integrates the principles of smoking behavior change and relapse prevention. We have reported the results of expert and end-user feedback on an alpha version of the game. Methods The alpha version of the game consisted of a smoking cue scenario often encountered by smokers. We recruited 5 experts in tobacco cessation research and 20 current and former smokers, who each played through the scenario. Mixed methods were used to gather feedback on the relevance of cessation content and usability of the game modality. Results End-users rated the interface from 3.0 to 4.6/5 in terms of ease of use and from 2.9 to 4.1/5 in terms of helpfulness of cessation content. Qualitative themes showed several user suggestions for improving the user interface, pacing, and diversity of the game characters. In addition, the users confirmed a high degree of game immersion, identification with the characters and situations, and appreciation for the multiple opportunities to practice coping strategies. Conclusions This study highlights the procedures for translating behavioral principles into a game dynamic and shows that our prototype has a strong potential for engaging smokers. A video game modality exemplifies problem-based learning strategies for tobacco cessation and is an innovative step in behavioral management of tobacco use. PMID:24025236

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

    ERIC Educational Resources Information Center

    Niess, Margaret L.; Gillow-Wiles, Henry

    2014-01-01

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

  16. Coral Reef Surveillance: Infrared-Sensitive Video Surveillance Technology as a New Tool for Diurnal and Nocturnal Long-Term Field Observations

    PubMed Central

    Dirnwoeber, Markus; Machan, Rudolf; Herler, Juergen

    2014-01-01

    Direct field observations of fine-scaled biological processes and interactions of the benthic community of corals and associated reef organisms (e.g., feeding, reproduction, mutualistic or agonistic behavior, behavioral responses to changing abiotic factors) usually involve a disturbing intervention. Modern digital camcorders (without inflexible land-or ship-based cable connection) such as the GoPro camera enable undisturbed and unmanned, stationary close-up observations. Such observations, however, are also very time-limited (~3 h) and full 24 h-recordings throughout day and night, including nocturnal observations without artificial daylight illumination, are not possible. Herein we introduce the application of modern standard video surveillance technology with the main objective of providing a tool for monitoring coral reef or other sessile and mobile organisms for periods of 24 h and longer. This system includes nocturnal close-up observations with miniature infrared (IR)-sensitive cameras and separate high-power IR-LEDs. Integrating this easy-to-set up and portable remote-sensing equipment into coral reef research is expected to significantly advance our understanding of fine-scaled biotic processes on coral reefs. Rare events and long-lasting processes can easily be recorded, in situ-experiments can be monitored live on land, and nocturnal IR-observations reveal undisturbed behavior. The options and equipment choices in IR-sensitive surveillance technology are numerous and subject to a steadily increasing technical supply and quality at decreasing prices. Accompanied by short video examples, this report introduces a radio-transmission system for simultaneous recordings and real-time monitoring of multiple cameras with synchronized timestamps, and a surface-independent underwater-recording system. PMID:24829763

  17. The Study on Neuro-IE Management Software in Manufacturing Enterprises. -The Application of Video Analysis Technology

    NASA Astrophysics Data System (ADS)

    Bian, Jun; Fu, Huijian; Shang, Qian; Zhou, Xiangyang; Ma, Qingguo

    This paper analyzes the outstanding problems in current industrial production by reviewing the three stages of the Industrial Engineering Development. Based on investigations and interviews in enterprises, we propose the new idea of applying "computer video analysis technology" to new industrial engineering management software, and add "loose-coefficient" of the working station to this software in order to arrange scientific and humanistic production. Meanwhile, we suggest utilizing Biofeedback Technology to promote further research on "the rules of workers' physiological, psychological and emotional changes in production". This new kind of combination will push forward industrial engineering theories and benefit enterprises in progressing towards flexible social production, thus it will be of great theory innovation value, social significance and application value.

  18. Interaction between auditory and visual processing in car audio: simulation experiment using video reproduction.

    PubMed

    Iwamiya, S

    1997-05-01

    To clarify the effect of listening to music on the impression obtained from the landscape viewed from the car, a simulation experiment using video reproductions was conducted. The impression left by the landscapes and that of the music excerpts were measured by a semantic differential method. The impression of the landscapes is more pleasant when music excerpts are reproduced than when no music is presented. The pleasantness of the landscapes is the highest when relaxing music is being played. The impression of the landscapes is more powerful when music is present. In particular, agitated music has a strong effect to make the impression of the landscape more powerful. Music generally has an effect to 'lighten' the landscape impression. However, very heavy music makes the landscape much heavier. Musical tempo is an important factor to determine the impression of music and affects the impression of landscape.

  19. The research on and application of detecting technology in car intelligent video-aided driving system

    NASA Astrophysics Data System (ADS)

    Chen, Yuelin; Sun, Liangbo; Lu, Chong

    2011-08-01

    Analyze the advantages and disadvantages and applying condition of the existing object detecting algorithm, aims to body's variation and real-time and dynamic, combing with Histogram of Gradient statistic method, classify organ of level-connect mechanism and leaning algorithm based on Adaboost of face-detecting Boosted Cascad algorithm, to realize the object detect in car aided driving system. References the sift algorithm rationale and algorithm tracing steability to match and trace the object by characteristic in local area, eliminate the unuse information, simple the search area and speed the tracing. By practical video testing, this method does well in passengers and cars real-time detecting and tracing.

  20. Training course on optical telecommunication and multimedia technologies for specialists in endoscopic video surgery

    NASA Astrophysics Data System (ADS)

    Agliullin, Arthur F.; Gusev, Valery F.; Morozov, Oleg G.; Samigullin, Rustem R.; Akul'Shin, Alexander, IV.; Bagapov, Nail N.

    2010-12-01

    The program of courses is recommended for the experts working in endoscopy area, surgery, diagnostics, to developers of optical, optoelectronic and electronic equipment, and also for students and the post-graduate students of telecommunication high schools in addition trained on specializations of biomedical engineering. It urged to help the future researcher, engineer and doctor to understand mechanisms of images formation and display, to understand more deeply procedures of their processing and transfer on telecommunication channels of the various natures, to master modern reports of record and video and audio information reproduction. The separate section is devoted to questions of designing of surgical toolkit compatible with fiber-optical endoscopes.

  1. Training course on optical telecommunication and multimedia technologies for specialists in endoscopic video surgery

    NASA Astrophysics Data System (ADS)

    Agliullin, Arthur F.; Gusev, Valery F.; Morozov, Oleg G.; Samigullin, Rustem R.; Akul'shin, Alexander, Iv.; Bagapov, Nail N.

    2011-04-01

    The program of courses is recommended for the experts working in endoscopy area, surgery, diagnostics, to developers of optical, optoelectronic and electronic equipment, and also for students and the post-graduate students of telecommunication high schools in addition trained on specializations of biomedical engineering. It urged to help the future researcher, engineer and doctor to understand mechanisms of images formation and display, to understand more deeply procedures of their processing and transfer on telecommunication channels of the various natures, to master modern reports of record and video and audio information reproduction. The separate section is devoted to questions of designing of surgical toolkit compatible with fiber-optical endoscopes.

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

    ERIC Educational Resources Information Center

    Caws, Catherine G.

    2013-01-01

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

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

    SciTech Connect

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

    1994-07-01

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

  4. Methodology for Evaluating a Novel Education Technology: A Case Study of Handheld Video Games in Chile

    ERIC Educational Resources Information Center

    Margolis, Jesse L.; Nussbaum, Miguel; Rodriguez, Patricio; Rosas, Ricardo

    2006-01-01

    Many school systems, in both the developed and developing world, are implementing educational technology to assist in student learning. However, there is no clear consensus on how to evaluate these new technologies. This paper proposes a comprehensive methodology for estimating the value of a new educational technology in three steps: benefit…

  5. Transitioning towards the Digital Native: Examining Digital Technologies, Video Games, and Learning

    ERIC Educational Resources Information Center

    Salomon, John

    2010-01-01

    Although digital technologies have become commonplace among people who grew up around them, little is known about the effect that such technology will have on learners or its impact on traditional methods of educational delivery. This dissertation examines how certain technologies affect digital natives and seeks to understand specific…

  6. Childhood Violence Prevention Education Using Video Games

    ERIC Educational Resources Information Center

    Fontana, Leonard; Beckerman, Adela

    2004-01-01

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

  7. DVD Video: A Primer for Educators.

    ERIC Educational Resources Information Center

    Benedetto, Sandra

    2000-01-01

    Describes DVD (Digital Videodisc, or Digital Versatile Disk) technology which offers the ability to combine laser disc and CD-ROM programs to create a multimedia platform that can deliver high quality, full-motion video and an on-screen user interface for interactive navigation and branching for providing group or individual instruction. (LRW)

  8. Wolfram technologies as an integrated scalable platform for interactive learning

    NASA Astrophysics Data System (ADS)

    Kaurov, Vitaliy

    2012-02-01

    We rely on technology profoundly with the prospect of even greater integration in the future. Well known challenges in education are a technology-inadequate curriculum and many software platforms that are difficult to scale or interconnect. We'll review an integrated technology, much of it free, that addresses these issues for individuals and small schools as well as for universities. Topics include: Mathematica, a programming environment that offers a diverse range of functionality; natural language programming for getting started quickly and accessing data from Wolfram|Alpha; quick and easy construction of interactive courseware and scientific applications; partnering with publishers to create interactive e-textbooks; course assistant apps for mobile platforms; the computable document format (CDF); teacher-student and student-student collaboration on interactive projects and web publishing at the Wolfram Demonstrations site.

  9. EFFECTIVENESS OF VIDEO FEEDBACK AND INTERACTIVE QUESTIONING IN IMPROVING TACTICAL KNOWLEDGE IN VOLLEYBALL.

    PubMed

    Gil-Arias, Alexander; Del Villar, Fernando; García-González, Luís; Moreno, Alberto; Perla Moreno, M

    2015-12-01

    The objective of the study was to develop and apply a tactical-cognitive training program based on the use of video feedback and questioning in real game time, in order to improve tactical knowledge in volleyball. A two-group quasi-experimental design was used with a sample of eight female players (M=14.8 yr., SD=0.7), who were divided into an Experimental group (n=4) and a Control group (n=4). The independent variable was the tactical-cognitive training program, which was applied for 11 wk. in a 6×6 game situation training context. The dependent variable was tactical knowledge, which was measured by problem representation and strategy planning with a verbal protocol. The results showed that after applying the intervention program the players in the Experimental group showed more complex, sophisticated, and structured tactical knowledge, compared with the players from the Control group. These results suggest that complementing the training process with cognitive tools may enable athletes to increases their tactical behavior and presumably improve their performance. PMID:26595204

  10. Semantic-preload video model based on VOP coding

    NASA Astrophysics Data System (ADS)

    Yang, Jianping; Zhang, Jie; Chen, Xiangjun

    2013-03-01

    In recent years, in order to reduce semantic gap which exists between high-level semantics and low-level features of video when the human understanding image or video, people mostly try the method of video annotation where in signal's downstream, namely further (again) attach labels to the content in video-database. Few people focus on the idea that: Use limited interaction and the means of comprehensive segmentation (including optical technologies) from the front-end of collection of video information (i.e. video camera), with video semantics analysis technology and corresponding concepts sets (i.e. ontology) which belong in a certain domain, as well as story shooting script and the task description of scene shooting etc; Apply different-level semantic descriptions to enrich the attributes of video object and the attributes of image region, then forms a new video model which is based on Video Object Plan (VOP) Coding. This model has potential intellectualized features, and carries a large amount of metadata, and embedded intermediate-level semantic concept into every object. This paper focuses on the latter, and presents a framework of a new video model. At present, this new video model is temporarily named "Video Model of Semantic-Preloaded or Semantic-Preload Video Model (simplified into VMoSP or SPVM)". This model mainly researches how to add labeling to video objects and image regions in real time, here video object and image region are usually used intermediate semantic labeling, and this work is placed on signal's upstream (i.e. video capture production stage). Because of the research needs, this paper also tries to analyses the hierarchic structure of video, and divides the hierarchic structure into nine hierarchy semantic levels, of course, this nine hierarchy only involved in video production process. In addition, the paper also point out that here semantic level tagging work (i.e. semantic preloading) only refers to the four middle-level semantic. All in

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

    ERIC Educational Resources Information Center

    Muhirwa, Jean-Marie

    2009-01-01

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

  12. BEHAVIORAL INTERACTIONS OF THE BLACK IMPORTED FIRE ANT (SOLENOPSIS RICHTERI FOREL) AND ITS PARASITOID FLY (PSEUDACTEON CURVATUS BORGMEIER) AS REVEALED BY HIGH-SPEED VIDEO.

    Technology Transfer Automated Retrieval System (TEKTRAN)

    High-speed video recordings were used to study the interactions between the phorid fly (Pseudacteon curvatus), and the black imported fire ant (Solenopsis richteri) in the field. Phorid flies are extremely fast agile fliers that can hover and fly in all directions. Wingbeat frequency recorded with...

  13. Assessing the Use of YouTube Videos and Interactive Activities as a Critical Thinking Stimulator for Tertiary Students: An Action Research

    ERIC Educational Resources Information Center

    June, Sethela; Yaacob, Aizan; Kheng, Yeoh Khar

    2014-01-01

    The purpose of this action research was to investigate the use of YouTube videos and interactive activities in stimulating critical thinking among students from a public university in Malaysia. There were 50 students of mixed background, comprised of local and foreign students who participated in this study which lasted for one semester. Data was…

  14. Technology Educational Affordance: Bridging the Gap between Patterns of Interaction and Technology Usage

    ERIC Educational Resources Information Center

    Badia, A.; Barbera, E.; Guasch, T.; Espasa, A.

    2011-01-01

    This paper reports on an empirical and descriptive investigation into how teachers and learners use technology in three prototypical learning activities in a higher educational online learning environment. Additionally, the relationship between the educational uses of technology and the overall educational patterns of interaction between teachers…

  15. The Effectiveness of Video Tutorials for Teaching Preservice Educators to Use Assistive Technologies

    ERIC Educational Resources Information Center

    Van Laarhoven, Toni; Munk, Dennis D.; Zurita, Leslie M.; Lynch, Kathleen; Zurita, Brian; Smith, Thomas; Chandler, Lynette

    2009-01-01

    Students with disabilities are guaranteed access to assistive technologies (AT) by provisions of the Individuals with Disabilities Education Improvement Act (IDEIA) (2004) and its predecessor, the Technology Related Assistance Act (Tech Act) (1988). Design and development of AT, including devices and software programs, has burgeoned to a point…

  16. A new multimodal interactive way of subjective scoring of 3D video quality of experience

    NASA Astrophysics Data System (ADS)

    Kim, Taewan; Lee, Kwanghyun; Lee, Sanghoon; Bovik, Alan C.

    2014-03-01

    People that watch today's 3D visual programs, such as 3D cinema, 3D TV and 3D games, experience wide and dynamically varying ranges of 3D visual immersion and 3D quality of experience (QoE). It is necessary to be able to deploy reliable methodologies that measure each viewers subjective experience. We propose a new methodology that we call Multimodal Interactive Continuous Scoring of Quality (MICSQ). MICSQ is composed of a device interaction process between the 3D display and a separate device (PC, tablet, etc.) used as an assessment tool, and a human interaction process between the subject(s) and the device. The scoring process is multimodal, using aural and tactile cues to help engage and focus the subject(s) on their tasks. Moreover, the wireless device interaction process makes it possible for multiple subjects to assess 3D QoE simultaneously in a large space such as a movie theater, and at di®erent visual angles and distances.

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

    ERIC Educational Resources Information Center

    Hockicko, Peter; Trpišová, Beáta; Ondruš, Ján

    2014-01-01

    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…

  18. The Reliability and Validity of the Thin Slice Technique: Observational Research on Video Recorded Medical Interactions

    ERIC Educational Resources Information Center

    Foster, Tanina S.

    2014-01-01

    Introduction: Observational research using the thin slice technique has been routinely incorporated in observational research methods, however there is limited evidence supporting use of this technique compared to full interaction coding. The purpose of this study was to determine if this technique could be reliability coded, if ratings are…

  19. Native/Non-Native Speaker Interactions through Video-Web Communication: A Clue for Enhancing Motivation?

    ERIC Educational Resources Information Center

    Jauregi, Kristi; de Graaff, Rick; van den Bergh, Huub; Kriz, Milan

    2012-01-01

    One of the main objectives of the European Networked Interaction in Foreign Language Acquisition and Research (NIFLAR) project is to make foreign language learning and teaching processes more relevant and rewarding for reaching intercultural communicative competence. This is realized by offering foreign language learners and pre-service teachers…

  20. Learner-Interface Interaction for Technology-Enhanced Active Learning

    ERIC Educational Resources Information Center

    Sinha, Neelu; Khreisat, Laila; Sharma, Kiron

    2009-01-01

    Neelu Sinha, Laila Khreisat, and Kiron Sharma describe how learner-interface interaction promotes active learning in computer science education. In a pilot study using technology that combines DyKnow software with a hardware platform of pen-enabled HP Tablet notebook computers, Sinha, Khreisat, and Sharma created dynamic learning environments by…

  1. The Relationship between Technological Innovation and Collegial Interaction.

    ERIC Educational Resources Information Center

    Sandholtz, Judith Haymore; And Others

    This paper examines the process by which an immediate access-to-technology environment influences the frequency, form, and substance of collegial interaction among classroom teachers. The longitudinal study, part of the Apple Classrooms of Tomorrow project, covers a 5-year period and utilizes data from 32 elementary and secondary teachers in five…

  2. Agent Technologies Designed to Facilitate Interactive Knowledge Construction

    ERIC Educational Resources Information Center

    Graesser, Arthur C.; Jeon, Moongee; Dufty, David

    2008-01-01

    During the last decade, interdisciplinary researchers have developed technologies with animated pedagogical agents that interact with the student in language and other communication channels (such as facial expressions and gestures). These pedagogical agents model good learning strategies and coach the students in actively constructing knowledge…

  3. Interactive Technology and Engaging Learners in the Mathematics Classroom

    ERIC Educational Resources Information Center

    Camara, Phyllis

    2013-01-01

    The Program for International Assessment tested students in mathematics from 41 countries and found that students in the United States ranked in the lowest percentile. This struggle with math among youth in the United States prompted this quasi-experimental quantitative study about using interactive technology to engage and motivate 9th grade…

  4. Shared Cognition Facilitated by Teacher Use of Interactive Whiteboard Technologies

    ERIC Educational Resources Information Center

    Redman, Christine; Vincent, John

    2014-01-01

    This paper reports on a study designed to examine the dialogic processes teachers used to sustain focused discussions, using questioning techniques and Interactive Whiteboards (IWBs). IWBs and their related technologies such as plasma touch screens and projected tablets have passed through several phases of implementation as classroom objects,…

  5. Student/Teacher Satisfaction with Interactive Instructional Technologies.

    ERIC Educational Resources Information Center

    O'Neill, Patrick H., Jr.

    Southeastern Regional Vocational-Technical High School located in South Easton, Massachusetts, and which serves approximately 1,300 students from multicultural backgrounds and various socioeconomic communities, is currently using several types of interactive instructional technologies. The school's graphic communication program is a laboratory…

  6. Enhancing Student Success through the Use of Interactive Videodisc Technology.

    ERIC Educational Resources Information Center

    Pokrass, Richard J.; And Others

    Burlington County College in New Jersey has integrated Interactive Videodisc Technology (IVT) into several of its programs, beginning with the college's nursing program. IVT, at its highest level, is a merging of a laser disc player, a personal computer, computer software, and a qualified instructor, designed to bring to students a new dimension…

  7. Using videoed simulated clinical interaction to promote communication skills and reflective practice for overseas-born medical students.

    PubMed

    Hill, Kathryn; Hamilton, Jan

    2013-01-01

    This paper describes a teaching intervention designed to promote the clinical communications skills of overseas-born medical students through critical reflection on the practice of others. Using a staged process and a video recording of a simulated medical interaction it investigated the extent to which the participants were able to anticipate, identify and resolve the targeted communication issues, and demonstrate selected skills in a simulated interaction. Data comprised worksheet notes, transcriptions (group discussions) and completed questionnaires (ratings and comments). Analysis was thematic (worksheet notes, transcription, questionnaire feedback) and quantitative (questionnaire ratings). The results suggest the notion of reflective practice could be productively extended to take account of current developments in pedagogy and learning. This includes providing opportunities for students to share ideas, resolve differences and ambiguities, and address gaps in their communication skills as well as to apply learned concepts and receive targeted feedback. While the intervention specifically targeted overseas-born medical students, the approach described in the paper has potential for developing the communication skills of 'local' medical students and healthcare professionals more generally.

  8. Efficient and robust pupil size and blink estimation from near-field video sequences for human-machine interaction.

    PubMed

    Chen, Siyuan; Epps, Julien

    2014-12-01

    Monitoring pupil and blink dynamics has applications in cognitive load measurement during human-machine interaction. However, accurate, efficient, and robust pupil size and blink estimation pose significant challenges to the efficacy of real-time applications due to the variability of eye images, hence to date, require manual intervention for fine tuning of parameters. In this paper, a novel self-tuning threshold method, which is applicable to any infrared-illuminated eye images without a tuning parameter, is proposed for segmenting the pupil from the background images recorded by a low cost webcam placed near the eye. A convex hull and a dual-ellipse fitting method are also proposed to select pupil boundary points and to detect the eyelid occlusion state. Experimental results on a realistic video dataset show that the measurement accuracy using the proposed methods is higher than that of widely used manually tuned parameter methods or fixed parameter methods. Importantly, it demonstrates convenience and robustness for an accurate and fast estimate of eye activity in the presence of variations due to different users, task types, load, and environments. Cognitive load measurement in human-machine interaction can benefit from this computationally efficient implementation without requiring a threshold calibration beforehand. Thus, one can envisage a mini IR camera embedded in a lightweight glasses frame, like Google Glass, for convenient applications of real-time adaptive aiding and task management in the future. PMID:24691198

  9. Efficient and robust pupil size and blink estimation from near-field video sequences for human-machine interaction.

    PubMed

    Chen, Siyuan; Epps, Julien

    2014-12-01

    Monitoring pupil and blink dynamics has applications in cognitive load measurement during human-machine interaction. However, accurate, efficient, and robust pupil size and blink estimation pose significant challenges to the efficacy of real-time applications due to the variability of eye images, hence to date, require manual intervention for fine tuning of parameters. In this paper, a novel self-tuning threshold method, which is applicable to any infrared-illuminated eye images without a tuning parameter, is proposed for segmenting the pupil from the background images recorded by a low cost webcam placed near the eye. A convex hull and a dual-ellipse fitting method are also proposed to select pupil boundary points and to detect the eyelid occlusion state. Experimental results on a realistic video dataset show that the measurement accuracy using the proposed methods is higher than that of widely used manually tuned parameter methods or fixed parameter methods. Importantly, it demonstrates convenience and robustness for an accurate and fast estimate of eye activity in the presence of variations due to different users, task types, load, and environments. Cognitive load measurement in human-machine interaction can benefit from this computationally efficient implementation without requiring a threshold calibration beforehand. Thus, one can envisage a mini IR camera embedded in a lightweight glasses frame, like Google Glass, for convenient applications of real-time adaptive aiding and task management in the future.

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

    NASA Astrophysics Data System (ADS)

    Porter, P. R.; Marunchak, A.

    2011-12-01

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

  11. Social Properties of Mobile Video

    NASA Astrophysics Data System (ADS)

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

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

  12. Interactive segmentation of tongue contours in ultrasound video sequences using quality maps

    NASA Astrophysics Data System (ADS)

    Ghrenassia, Sarah; Ménard, Lucie; Laporte, Catherine

    2014-03-01

    Ultrasound (US) imaging is an effective and non invasive way of studying the tongue motions involved in normal and pathological speech, and the results of US studies are of interest for the development of new strategies in speech therapy. State-of-the-art tongue shape analysis techniques based on US images depend on semi-automated tongue segmentation and tracking techniques. Recent work has mostly focused on improving the accuracy of the tracking techniques themselves. However, occasional errors remain inevitable, regardless of the technique used, and the tongue tracking process must thus be supervised by a speech scientist who will correct these errors manually or semi-automatically. This paper proposes an interactive framework to facilitate this process. In this framework, the user is guided towards potentially problematic portions of the US image sequence by a segmentation quality map that is based on the normalized energy of an active contour model and automatically produced during tracking. When a problematic segmentation is identified, corrections to the segmented contour can be made on one image and propagated both forward and backward in the problematic subsequence, thereby improving the user experience. The interactive tools were tested in combination with two different tracking algorithms. Preliminary results illustrate the potential of the proposed framework, suggesting that the proposed framework generally improves user interaction time, with little change in segmentation repeatability.

  13. The Use of Video Technology to Enhance Researcher Capacity to Meet Scientific and Moral Criteria for Evaluation of Discursive Psychological Studies in Education

    ERIC Educational Resources Information Center

    Arnold, Jenny; Clarke, David

    2012-01-01

    The purpose of this paper is to justify and reflect upon the way in which video technologies were employed in data generation for a study of student agency in a science classroom using discursive psychology. The research was designed with the purpose of providing new understanding of how students develop a sense of themselves as responsible agents…

  14. Prescription play: A primer on innovative use of video games technology in healthcare.

    PubMed

    Kearns, Ciléin

    2015-01-01

    As technology evolves it becomes increasingly accessible to the masses to own, develop for, and distribute global healthcare solutions with. In this paper the author presents a series of project case examples exemplifying current medical applications of new media and technology, with suggestions for potential areas of further research and development. The author encourages a multi-disciplinary approach for designing effective and engaging games to optimise delivery of medically useful content and therapeutic strategies. PMID:26828542

  15. Prescription play: A primer on innovative use of video games technology in healthcare.

    PubMed

    Kearns, Ciléin

    2015-01-01

    As technology evolves it becomes increasingly accessible to the masses to own, develop for, and distribute global healthcare solutions with. In this paper the author presents a series of project case examples exemplifying current medical applications of new media and technology, with suggestions for potential areas of further research and development. The author encourages a multi-disciplinary approach for designing effective and engaging games to optimise delivery of medically useful content and therapeutic strategies.

  16. Visualization of Host-Polerovirus Interaction Topologies Using Protein Interaction Reporter Technology

    PubMed Central

    DeBlasio, Stacy L.; Chavez, Juan D.; Alexander, Mariko M.; Ramsey, John; Eng, Jimmy K.; Mahoney, Jaclyn; Gray, Stewart M.; Bruce, James E.

    2015-01-01

    ABSTRACT Demonstrating direct interactions between host and virus proteins during infection is a major goal and challenge for the field of virology. Most protein interactions are not binary or easily amenable to structural determination. Using infectious preparations of a polerovirus (Potato leafroll virus [PLRV]) and protein interaction reporter (PIR), a revolutionary technology that couples a mass spectrometric-cleavable chemical cross-linker with high-resolution mass spectrometry, we provide the first report of a host-pathogen protein interaction network that includes data-derived, topological features for every cross-linked site that was identified. We show that PLRV virions have hot spots of protein interaction and multifunctional surface topologies, revealing how these plant viruses maximize their use of binding interfaces. Modeling data, guided by cross-linking constraints, suggest asymmetric packing of the major capsid protein in the virion, which supports previous epitope mapping studies. Protein interaction topologies are conserved with other species in the Luteoviridae and with unrelated viruses in the Herpesviridae and Adenoviridae. Functional analysis of three PLRV-interacting host proteins in planta using a reverse-genetics approach revealed a complex, molecular tug-of-war between host and virus. Structural mimicry and diversifying selection—hallmarks of host-pathogen interactions—were identified within host and viral binding interfaces predicted by our models. These results illuminate the functional diversity of the PLRV-host protein interaction network and demonstrate the usefulness of PIR technology for precision mapping of functional host-pathogen protein interaction topologies. IMPORTANCE The exterior shape of a plant virus and its interacting host and insect vector proteins determine whether a virus will be transmitted by an insect or infect a specific host. Gaining this information is difficult and requires years of experimentation. We used

  17. Identifying technology interaction opportunities within a gastroenterology exam room.

    PubMed

    Abrantes, Diogo; Pimentel-Nunes, Pedro; Dinis-Ribeiro, Mário; Coimbra, Miguel

    2015-01-01

    Gastric cancer is a serious disease that most people usually do not know they have until they start to get symptoms. Gastroenterology imaging is an essential tool for this battle, since an early diagnosis typically leads to a good prognosis. However, this is a rapidly evolving technological area with novel imaging devices such as capsule, narrow-band imaging or high-definition endoscopy. Adapting to these technologies has a high time-price cost, even for experienced clinicians, motivating the appearance of interactive environments that can accelerate these training processes. The GEMINI (Gastroenterology Made Interactive) project aims to create an interactive clinical decision support system (CDSS) that can be used to help with the diagnosis within a gastroenterology room during real endoscopic examinations. We used human computer interaction (HCI) support methodologies in order to identify interaction opportunities. As a final conclusion, the most promising avenue for interactions with CDSS is probably using mobile devices such as tablets, controlled by a nurse at the physician's request. As future work, we will prototype and evaluate such a system in a real hospital environment. PMID:25991229

  18. The social comfort of wearable technology and gestural interaction.

    PubMed

    Dunne, Lucy E; Profita, Halley; Zeagler, Clint; Clawson, James; Gilliland, Scott; Do, Ellen Yi-Luen; Budd, Jim

    2014-01-01

    The "wearability" of wearable technology addresses the factors that affect the degree of comfort the wearer experiences while wearing a device, including physical, psychological, and social aspects. While the physical and psychological aspects of wearing technology have been investigated since early in the development of the field of wearable computing, the social aspects of wearability have been less fully-explored. As wearable technology becomes increasingly common on the commercial market, social wearability is becoming an ever-more-important variable contributing to the success or failure of new products. Here we present an analysis of social aspects of wearability within the context of the greater understanding of wearability in wearable technology, and focus on selected theoretical frameworks for understanding how wearable products are perceived and evaluated in a social context. Qualitative results from a study of social acceptability of on-body interactions are presented as a case study of social wearability.

  19. 76 FR 72215 - Certain Products Containing Interactive Program Guide and Parental Controls Technology; Receipt...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-11-22

    ... COMMISSION Certain Products Containing Interactive Program Guide and Parental Controls Technology; Receipt of... received a complaint entitled In Re Certain Products Containing Interactive Program Guide and Parental... certain products containing interactive program guide and parental controls technology. The...

  20. Not So Fast: Swimming Behavior of Sailfish during Predator-Prey Interactions using High-Speed Video and Accelerometry.

    PubMed

    Marras, Stefano; Noda, Takuji; Steffensen, John F; Svendsen, Morten B S; Krause, Jens; Wilson, Alexander D M; Kurvers, Ralf H J M; Herbert-Read, James; Boswell, Kevin M; Domenici, Paolo

    2015-10-01

    Billfishes are considered among the fastest swimmers in the oceans. Despite early estimates of extremely high speeds, more recent work showed that these predators (e.g., blue marlin) spend most of their time swimming slowly, rarely exceeding 2 m s(-1). Predator-prey interactions provide a context within which one may expect maximal speeds both by predators and prey. Beyond speed, however, an important component determining the outcome of predator-prey encounters is unsteady swimming (i.e., turning and accelerating). Although large predators are faster than their small prey, the latter show higher performance in unsteady swimming. To contrast the evading behaviors of their highly maneuverable prey, sailfish and other large aquatic predators possess morphological adaptations, such as elongated bills, which can be moved more rapidly than the whole body itself, facilitating capture of the prey. Therefore, it is an open question whether such supposedly very fast swimmers do use high-speed bursts when feeding on evasive prey, in addition to using their bill for slashing prey. Here, we measured the swimming behavior of sailfish by using high-frequency accelerometry and high-speed video observations during predator-prey interactions. These measurements allowed analyses of tail beat frequencies to estimate swimming speeds. Our results suggest that sailfish burst at speeds of about 7 m s(-1) and do not exceed swimming speeds of 10 m s(-1) during predator-prey interactions. These speeds are much lower than previous estimates. In addition, the oscillations of the bill during swimming with, and without, extension of the dorsal fin (i.e., the sail) were measured. We suggest that extension of the dorsal fin may allow sailfish to improve the control of the bill and minimize its yaw, hence preventing disturbance of the prey. Therefore, sailfish, like other large predators, may rely mainly on accuracy of movement and the use of the extensions of their bodies, rather than resorting

  1. Is that really my movement? - Students' experiences of a video-supported interactive learning model for movement awareness.

    PubMed

    Backåberg, Sofia; Gummesson, Christina; Brunt, David; Rask, Mikael

    2015-01-01

    Healthcare staff and students have a great risk of developing musculoskeletal symptoms. One cause of this is heavy load related work activities such as manual handling, in which the quality of individual work technique may play a major role. Preventive interventions and well-defined educational strategies to support movement awareness and long-lasting movement changes need to be developed. The aim of the present study was to explore nursing students' experiences of a newly developed interactive learning model for movement awareness. The learning model, which is based on a life-world perspective with focus on interpersonal interaction, has been used with 11 undergraduate students from the second and final year. Each student participated in three individual video sessions with a facilitator. Two individual interviews were carried out with each student during the learning process and one interview 12-18 months after the last session. The interviews were audio-recorded and transcribed verbatim, and a phenomenological hermeneutic method inspired by Paul Ricoeur and described by Lindseth and Norberg was used to interpret the interviews and diary notes. The interpretation resulted in three key themes and nine subthemes. The key themes were; "Obtaining better preconditions for bodily awareness," "Experiencing changes in one's own movement," and "Experiencing challenges in the learning process." The interactive learning model entails a powerful and challenging experience that develops movement awareness. The experience of meaningfulness and usefulness emerges increasingly and alternates with a feeling of discomfort. The learning model may contribute to the body of knowledge of well-defined educational strategies in movement awareness and learning in, for example, preventive interventions and ergonomic education. It may also be valuable in other practical learning situations where movement awareness is required. PMID:26274385

  2. Is that really my movement?—Students' experiences of a video-supported interactive learning model for movement awareness

    PubMed Central

    Backåberg, Sofia; Gummesson, Christina; Brunt, David; Rask, Mikael

    2015-01-01

    Healthcare staff and students have a great risk of developing musculoskeletal symptoms. One cause of this is heavy load related work activities such as manual handling, in which the quality of individual work technique may play a major role. Preventive interventions and well-defined educational strategies to support movement awareness and long-lasting movement changes need to be developed. The aim of the present study was to explore nursing students’ experiences of a newly developed interactive learning model for movement awareness. The learning model, which is based on a life-world perspective with focus on interpersonal interaction, has been used with 11 undergraduate students from the second and final year. Each student participated in three individual video sessions with a facilitator. Two individual interviews were carried out with each student during the learning process and one interview 12–18 months after the last session. The interviews were audio-recorded and transcribed verbatim, and a phenomenological hermeneutic method inspired by Paul Ricoeur and described by Lindseth and Norberg was used to interpret the interviews and diary notes. The interpretation resulted in three key themes and nine subthemes. The key themes were; “Obtaining better preconditions for bodily awareness,” “Experiencing changes in one's own movement,” and “Experiencing challenges in the learning process.” The interactive learning model entails a powerful and challenging experience that develops movement awareness. The experience of meaningfulness and usefulness emerges increasingly and alternates with a feeling of discomfort. The learning model may contribute to the body of knowledge of well-defined educational strategies in movement awareness and learning in, for example, preventive interventions and ergonomic education. It may also be valuable in other practical learning situations where movement awareness is required. PMID:26274385

  3. The Value of Video

    ERIC Educational Resources Information Center

    Thompson, Douglas E.

    2011-01-01

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

  4. Creating Photomontage Videos

    ERIC Educational Resources Information Center

    Nitzberg, Kevan

    2008-01-01

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

  5. Interactive Videodisc in Extension: Strategies for Assessing the Technology's Application. NCES Videodisc Report No. 11.

    ERIC Educational Resources Information Center

    Rockwell, S. Kay; Tate, Thomas G.

    This guide is intended to assist cooperative extension personnel in developing, using, and evaluating interactive videodisk programs designed for adult learning situations. The first part of the guide discusses the benefits of interactive video as an instructional medium and describes a pilot project funded by the Extension Service and U.S.…

  6. Lights, Camera, Action! Learning about Management with Student-Produced Video Assignments

    ERIC Educational Resources Information Center

    Schultz, Patrick L.; Quinn, Andrew S.

    2014-01-01

    In this article, we present a proposal for fostering learning in the management classroom through the use of student-produced video assignments. We describe the potential for video technology to create active learning environments focused on problem solving, authentic and direct experiences, and interaction and collaboration to promote student…

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

    ERIC Educational Resources Information Center

    Vanderplank, Robert

    2010-01-01

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

  8. Establishing a Distance Learning Plan for International Space Station (ISS) Interactive Video Education Events (IVEE)

    NASA Technical Reports Server (NTRS)

    Wallington, Clint

    1999-01-01

    Educational outreach is an integral part of the International Space Station (ISS) mandate. In a few scant years, the International Space Station has already established a tradition of successful, general outreach activities. However, as the number of outreach events increased and began to reach school classrooms, those events came under greater scrutiny by the education community. Some of the ISS electronic field trips, while informative and helpful, did not meet the generally accepted criteria for education events, especially within the context of the classroom. To make classroom outreach events more acceptable to educators, the ISS outreach program must differentiate between communication events (meant to disseminate information to the general public) and education events (designed to facilitate student learning). In contrast to communication events, education events: are directed toward a relatively homogeneous audience who are gathered together for the purpose of learning, have specific performance objectives which the students are expected to master, include a method of assessing student performance, and include a series of structured activities that will help the students to master the desired skill(s). The core of the ISS education events is an interactive videoconference between students and ISS representatives. This interactive videoconference is to be preceded by and followed by classroom activities which help the students aftain the specified learning objectives. Using the interactive videoconference as the centerpiece of the education event lends a special excitement and allows students to ask questions about what they are learning and about the International Space Station and NASA. Whenever possible, the ISS outreach education events should be congruent with national guidelines for student achievement. ISS outreach staff should recognize that there are a number of different groups that will review the events, and that each group has different criteria

  9. Enhancing Learning in At-Risk Students: Applications of Video Technology. ERIC Digest.

    ERIC Educational Resources Information Center

    Barron, Linda; And Others

    The use of contextualized learning environments with learners who are at risk of school failure arises from the recognition that students who are introduced to concepts and strategies out of a meaningful context will view them as irrelevant to daily life. Contexts created by teachers using videotape and random access videodisc technologies have…

  10. Teens, Video Games, and Civics: Teens' Gaming Experiences Are Diverse and Include Significant Social Interaction and Civic Engagement

    ERIC Educational Resources Information Center

    Lenhart, Amanda; Kahne, Joseph; Middaugh, Ellen; Macgill, Alexandra Rankin; Evans, Chris; Vitak, Jessica

    2008-01-01

    Video games provide a diverse set of experiences and related activities and are part of the lives of almost all teens in America. To date, most video game research has focused on how games impact academic and social outcomes (particularly aggression). There has also been some exploration of the relationship between games and civic outcomes, but as…

  11. Effects of Video Feedback on Early Coercive Parent-Child Interactions: The Intervening Role of Caregivers' Relational Schemas

    ERIC Educational Resources Information Center

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

    2013-01-01

    We examined the effect of adding a video feedback intervention component to the assessment feedback session of the Family Check-Up (FCU) intervention (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…

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

    ERIC Educational Resources Information Center

    Brown, Laura

    2004-01-01

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

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

    ERIC Educational Resources Information Center

    Bourgeois, Raoul; And Others

    1983-01-01

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

  14. Stereoscopic Video Microscope

    NASA Astrophysics Data System (ADS)

    Butterfield, James F.

    1980-11-01

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

  15. Phone, Email and Video Interactions with Characters in an Epidemiology Game: Towards Authenticity

    NASA Astrophysics Data System (ADS)

    Ney, Muriel; Gonçalves, Celso; Blacheff, Nicolas; Schwartz, Claudine; Bosson, Jean-Luc

    A key concern in game-based learning is the level of authenticity that the game requires in order to have an accurate match of what the learners can expect in the real world with what they need to learn. In this paper, we show how four challenges to the designer of authentic games have been addressed in a game for an undergraduate course in a medical school. We focus in particular on the system of interaction with different characters of the game, namely, the patients and a number of professionals. Students use their personal phone and email application, as well as various web sites. First, we analyze the authenticity of the game through four attributes, authenticity of the character, of the content of the feedback, of the mode and channel of communication and of the constraints. Second, the perceived authenticity (by students) is analyzed. The later is threefold and defined by an external authenticity (perceived likeness with a real life reference), an internal authenticity (perceived internal coherence of the proposed situations) and a didactical authenticity (perceived relevance with respect to learning goals).

  16. Innovative Solution to Video Enhancement

    NASA Technical Reports Server (NTRS)

    2001-01-01

    Through a licensing agreement, Intergraph Government Solutions adapted a technology originally developed at NASA's Marshall Space Flight Center for enhanced video imaging by developing its Video Analyst(TM) System. Marshall's scientists developed the Video Image Stabilization and Registration (VISAR) technology to help FBI agents analyze video footage of the deadly 1996 Olympic Summer Games bombing in Atlanta, Georgia. VISAR technology enhanced nighttime videotapes made with hand-held camcorders, revealing important details about the explosion. Intergraph's Video Analyst System is a simple, effective, and affordable tool for video enhancement and analysis. The benefits associated with the Video Analyst System include support of full-resolution digital video, frame-by-frame analysis, and the ability to store analog video in digital format. Up to 12 hours of digital video can be stored and maintained for reliable footage analysis. The system also includes state-of-the-art features such as stabilization, image enhancement, and convolution to help improve the visibility of subjects in the video without altering underlying footage. Adaptable to many uses, Intergraph#s Video Analyst System meets the stringent demands of the law enforcement industry in the areas of surveillance, crime scene footage, sting operations, and dash-mounted video cameras.

  17. A Study on Software-based Sensing Technology for Multiple Object Control in AR Video

    PubMed Central

    Jung, Sungmo; Song, Jae-gu; Hwang, Dae-Joon; Ahn, Jae Young; Kim, Seoksoo

    2010-01-01

    Researches on Augmented Reality (AR) have recently received attention. With these, the Machine-to-Machine (M2M) market has started to be active and there are numerous efforts to apply this to real life in all sectors of society. To date, the M2M market has applied the existing marker-based AR technology in entertainment, business and other industries. With the existing marker-based AR technology, a designated object can only be loaded on the screen from one marker and a marker has to be added to load on the screen the same object again. This situation creates a problem where the relevant marker’should be extracted and printed in screen so that loading of the multiple objects is enabled. However, since the distance between markers will not be measured in the process of detecting and copying markers, the markers can be overlapped and thus the objects would not be augmented. To solve this problem, a circle having the longest radius needs to be created from a focal point of a marker to be copied, so that no object is copied within the confines of the circle. In this paper, software-based sensing technology for multiple object detection and loading using PPHT has been developed and overlapping marker control according to multiple object control has been studied using the Bresenham and Mean Shift algorithms. PMID:22163444

  18. A study on software-based sensing technology for multiple object control in AR video.

    PubMed

    Jung, Sungmo; Song, Jae-Gu; Hwang, Dae-Joon; Ahn, Jae Young; Kim, Seoksoo

    2010-01-01

    Researches on Augmented Reality (AR) have recently received attention. With these, the Machine-to-Machine (M2M) market has started to be active and there are numerous efforts to apply this to real life in all sectors of society. To date, the M2M market has applied the existing marker-based AR technology in entertainment, business and other industries. With the existing marker-based AR technology, a designated object can only be loaded on the screen from one marker and a marker has to be added to load on the screen the same object again. This situation creates a problem where the relevant marker'should be extracted and printed in screen so that loading of the multiple objects is enabled. However, since the distance between markers will not be measured in the process of detecting and copying markers, the markers can be overlapped and thus the objects would not be augmented. To solve this problem, a circle having the longest radius needs to be created from a focal point of a marker to be copied, so that no object is copied within the confines of the circle. In this paper, software-based sensing technology for multiple object detection and loading using PPHT has been developed and overlapping marker control according to multiple object control has been studied using the Bresenham and Mean Shift algorithms.

  19. Future of uniportal video-assisted thoracoscopic surgery—emerging technology

    PubMed Central

    Li, Zheng

    2016-01-01

    Uniportal VATS poses unique difficulties to the surgeon, mainly as a consequence of operating through a small single incision. The instruments in uniportal VATS have limited movement through the small incision. In addition, the approach to the surgical operating site is unidirectional, which may restrict vision and retraction, and unavoidably suffers from instrument fencing. Recent thoracoscopic technology in the form of a wide variable angled lens has to some extent improved these shortcomings. The development of an extendable flexible thoracoscope and wireless steerable endoscope (WSE) systems can further improve the visualization for surgery and reduce or even remove fencing between endoscope and instruments. New single incision access platforms both derived from Natural orifice transluminal endoscopic surgery (NOTES) and robotic surgery approaches are on the horizon. These may allow uniportal VATS to be performed through an even smaller ultra-minimally invasive incision, with improved vision, more freedom of movement of the instruments and greater precision. However, a number of problems remain to be resolved, including provision of a stable platform and payload, applied force limitations and equipment sterilization. Advances in uniportal VATS major lung resection techniques have not only challenged the surgeon to acquire new skills and knowledge, but at the same time have rekindled the collaborative spirit between industry and clinician in developing novel equipment and technology to push the boundaries of minimally invasive surgery. These technological improvements and innovations may improve operating efficiency and safety during uniportal VATS surgery. PMID:27134840

  20. Future of uniportal video-assisted thoracoscopic surgery-emerging technology.

    PubMed

    Li, Zheng; Ng, Calvin S H

    2016-03-01

    Uniportal VATS poses unique difficulties to the surgeon, mainly as a consequence of operating through a small single incision. The instruments in uniportal VATS have limited movement through the small incision. In addition, the approach to the surgical operating site is unidirectional, which may restrict vision and retraction, and unavoidably suffers from instrument fencing. Recent thoracoscopic technology in the form of a wide variable angled lens has to some extent improved these shortcomings. The development of an extendable flexible thoracoscope and wireless steerable endoscope (WSE) systems can further improve the visualization for surgery and reduce or even remove fencing between endoscope and instruments. New single incision access platforms both derived from Natural orifice transluminal endoscopic surgery (NOTES) and robotic surgery approaches are on the horizon. These may allow uniportal VATS to be performed through an even smaller ultra-minimally invasive incision, with improved vision, more freedom of movement of the instruments and greater precision. However, a number of problems remain to be resolved, including provision of a stable platform and payload, applied force limitations and equipment sterilization. Advances in uniportal VATS major lung resection techniques have not only challenged the surgeon to acquire new skills and knowledge, but at the same time have rekindled the collaborative spirit between industry and clinician in developing novel equipment and technology to push the boundaries of minimally invasive surgery. These technological improvements and innovations may improve operating efficiency and safety during uniportal VATS surgery. PMID:27134840

  1. Using Video to Enhance Instruction.

    ERIC Educational Resources Information Center

    Quigley, Brooke

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

  2. Video Games and Digital Literacies

    ERIC Educational Resources Information Center

    Steinkuehler, Constance

    2010-01-01

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

  3. Analyzing crime scene videos

    NASA Astrophysics Data System (ADS)

    Cunningham, Cindy C.; Peloquin, Tracy D.

    1999-02-01

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

  4. “If I Were Nick”: Men’s Responses to an Interactive Video Drama Series to Support Smoking Cessation

    PubMed Central

    2015-01-01

    Background 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. Objective 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. Methods 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. Results The majority of participants indicated they related to the main character, Nick. Participants who “strongly agreed” they could relate to Nick perceived

  5. Scintillation proximity assay (SPA) technology to study biomolecular interactions.

    PubMed

    Cook, Neil; Harris, Alison; Hopkins, Alison; Hughes, Kelvin

    2002-05-01

    Scintillation proximity assay (SPA) is a versatile homogeneous technique for radioactive assays which eliminates the need for separation steps. In SPA, scintillant is incorporated into small fluomicrospheres. These microspheres or "beads" are constructed in such a way as to bind specific molecules. If a radioactive molecule is bound to the bead, it is brought into close enough proximity that it can stimulate the scintillant contained within to emit light. Otherwise, the unbound radioactivity is too distant, the energy released is dissipated before reaching the bead, and these disintegrations are not detected. In this unit, the application of SPA technology to measuring protein-protein interactions, Src Homology 2 (SH2) and 3 (SH3) domain binding to specific peptide sequences, and receptor-ligand interactions are described. Three other protocols discuss the application of SPA technology to cell-adhesion-molecule interactions, protein-DNA interactions, and radioimmunoassays. In addition, protocols are given for preparation of SK-N-MC cells and cell membranes. PMID:18429228

  6. Dashboard Videos

    ERIC Educational Resources Information Center

    Gleue, Alan D.; Depcik, Chris; Peltier, Ted

    2012-01-01

    Last school year, I had a web link emailed to me entitled "A Dashboard Physics Lesson." The link, created and posted by Dale Basier on his "Lab Out Loud" blog, illustrates video of a car's speedometer synchronized with video of the road. These two separate video streams are compiled into one video that students can watch and analyze. After seeing…

  7. Interactive Whiteboards and All That Jazz: Analysing Classroom Activity with Interactive Technologies

    ERIC Educational Resources Information Center

    Tanner, Howard; Beauchamp, Gary; Jones, Sonia; Kennewell, Steve

    2010-01-01

    The term "orchestration", has been used to describe the teacher's role in activity settings incorporating interactive technologies. This musical analogy suggests pre-planned manipulation of events to generate "performance" leading to learning. However, in two recent projects we have observed how effective teaching and learning is often based on…

  8. Video Cases. [SITE 2002 Section].

    ERIC Educational Resources Information Center

    Talley, Sue, Ed.

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

  9. An algorithmic interactive planning framework in support of sustainable technologies

    NASA Astrophysics Data System (ADS)

    Prica, Marija D.

    This thesis addresses the difficult problem of generation expansion planning that employs the most effective technologies in today's changing electric energy industry. The electrical energy industry, in both the industrialized world and in developing countries, is experiencing transformation in a number of different ways. This transformation is driven by major technological breakthroughs (such as the influx of unconventional smaller-scale resources), by industry restructuring, changing environmental objectives, and the ultimate threat of resource scarcity. This thesis proposes a possible planning framework in support of sustainable technologies where sustainability is viewed as a mix of multiple attributes ranging from reliability and environmental impact to short- and long-term efficiency. The idea of centralized peak-load pricing, which accounts for the tradeoffs between cumulative operational effects and the cost of new investments, is the key concept in support of long-term planning in the changing industry. To start with, an interactive planning framework for generation expansion is posed as a distributed decision-making model. In order to reconcile the distributed sub-objectives of different decision makers with system-wide sustainability objectives, a new concept of distributed interactive peak load pricing is proposed. To be able to make the right decisions, the decision makers must have sufficient information about the estimated long-term electricity prices. The sub-objectives of power plant owners and load-serving entities are profit maximization. Optimized long-term expansion plans based on predicted electricity prices are communicated to the system-wide planning authority as long-run bids. The long-term expansion bids are cleared by the coordinating planner so that the system-wide long-term performance criteria are satisfied. The interactions between generation owners and the coordinating planning authority are repeated annually. We view the proposed

  10. Using Video and CD-ROM Technology in a Job Preference Inventory for Youth with Severe Disabilities.

    ERIC Educational Resources Information Center

    Morgan, Robert L.; Gerity, Brent P.; Ellerd, David A.

    2000-01-01

    This article describes a motion video CD-ROM program designed to assist youth with severe disabilities in the selection of job preferences. Traditional vocational interest inventories for individuals with disabilities and video and CD-ROM career exploration programs for typical youth are presented, then the specialized CD-ROM program is described.…

  11. Study and simulation results for video landmark acquisition and tracking technology (Vilat-2)

    NASA Technical Reports Server (NTRS)

    Lowrie, J. W.; Tietz, J. C.; Thomas, H. M.; Gremban, K. D.; Hughes, C.; Chang, C. Y.

    1983-01-01

    The results of several investigations and hardware developments which supported new technology for Earth feature recognition and classification are described. Data analysis techniques and procedures were developed for processing the Feature Identification and Location Experiment (FILE) data. This experiment was flown in November 1981, on the second Shuttle flight and a second instrument, designed for aircraft flights, was flown over the United States in 1981. Ground tests were performed to provide the basis for designing a more advanced version (four spectral bands) of the FILE which would be capable of classifying clouds and snow (and possibly ice) as distinct features, in addition to the features classified in the Shuttle experiment (two spectral bands). The Shuttle instrument classifies water, bare land, vegetation, and clouds/snow/ice (grouped).

  12. Preserving the legacy. An eight-course video and print materials development project in environmental technology education

    SciTech Connect

    Guyer, H.H.

    1994-12-31

    The need for workers with unique skills in environmental remediation and monitoring, hazardous materials handling, environmentally conscious manufacturing, and pollution prevention is growing rapidly in virtually all aspects of society. In fact, the success or failure of many environmental policies will not be determined by the excellence of their research base, but by the proficiency of field workers responsible for implementing these tasks. Even the environmental and economic health of this country and other nations will be influenced in large measure by the quality of these skilled individuals. In response to the critical shortage of skilled technicians, the insufficient number of qualified teachers in the field, and the lack of appropriate, high-quality educational materials, the Partnership for environmental Technology Education (PETE) and INTELECOM Intelligent Telecommunications are co-venturing a multi-year development project that will result in the creation of an integrated set of video and print modules for training and educating environmental technicians. The primary goal of the collaboration is to accelerate the development and implementation, and enhance the technical foundation of the environmental-hazardous materials and related technician curricula to meet the near- and long-term human resource needs of both government and industry.

  13. Web-based Video Annotation and its Applications

    NASA Astrophysics Data System (ADS)

    Yamamoto, Daisuke; Nagao, Katashi

    In this paper, we developed a Web-based video annotation system, named iVAS (intelligent Video Annotation Server). Audiences can associate any video content on the Internet with annotations. The system analyzes video content in order to acquire cut/shot information and color histograms. And it also automatically generates a Web page for editing annotations. Then, audiences can create annotation data by two methods. The first one helps the users to create text data such as person/object names, scene descriptions, and comments interactively. The second method facilitates the users associating any video fragments with their subjective impression by just clicking a mouse button. The generated annotation data are accumulated and managed by an XML database connected with iVAS. We also developed some application systems based on annotations such as video retrieval, video simplification, and video-content-based community support. One of the major advantages of our approach is easy integration of hand-coded and automatically-generated (such as color histograms and cut/shot information) annotations. Additionally, since our annotation system is open for public, we must consider some reliability or correctness of annotation data. We also developed an automatic evaluation method of annotation reliability using the users' feedback. In the future, these fundamental technologies will contribute to the formation of new communities centered around video content.

  14. A pilot project in distance education: nurse practitioner students' experience of personal video capture technology as an assessment method of clinical skills.

    PubMed

    Strand, Haakan; Fox-Young, Stephanie; Long, Phil; Bogossian, Fiona

    2013-03-01

    This paper reports on a pilot project aimed at exploring postgraduate distance students' experiences using personal video capture technology to complete competency assessments in physical examination. A pre-intervention survey gathered demographic data from nurse practitioner students (n=31) and measured their information communication technology fluency. Subsequently, thirteen (13) students were allocated a hand held video camera to use in their clinical setting. Those participating in the trial completed a post-intervention survey and further data were gathered using semi-structured interviews. Data were analysed by descriptive statistics and deductive content analysis, and the Unified Theory of Acceptance and Use of Technology (Venkatesh et al., 2003) were used to guide the project. Uptake of the intervention was high (93%) as students recognised the potential benefit. Students were video recorded while performing physical examinations. They described high level of stress and some anxiety, which decreased rapidly while assessment was underway. Barriers experienced were in the areas of facilitating conditions (technical character e.g. upload of files) and social influence (e.g. local ethical approval). Students valued the opportunity to reflect on their recorded performance with their clinical mentors and by themselves. This project highlights the demands and difficulties of introducing technology to support work-based learning.

  15. Next-Gen Video

    ERIC Educational Resources Information Center

    Arnn, Barbara

    2007-01-01

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

  16. Interactive voice response technology to measure HIV-related behavior.

    PubMed

    Schroder, Kerstin E E; Johnson, Christopher J

    2009-11-01

    Computerized telephone technology has garnered increasing interest as an assessment tool specifically for the collection of daily, near-contemporaneous self-reports of HIV risk behaviors. In this review, we discuss advantages and recent applications of interactive voice response technology (IVR) to HIV risk behavior research, including feasibility studies, assessment mode comparisons between IVR and alternative self-reporting methods, and unique findings derived from event-level data analyses illuminating risk factors for unprotected intercourse on within-person level. We also review reactivity effects of daily IVR self-reports and applications of IVR systems in risk behavior intervention research. We conclude that IVR is a feasible and highly promising tool for various research and health care applications that should be considered more frequently for use in HIV-risk populations.

  17. The interactive learning toolkit: technology and the classroom

    NASA Astrophysics Data System (ADS)

    Lukoff, Brian; Tucker, Laura

    2011-04-01

    Peer Instruction (PI) and Just-in-Time-Teaching (JiTT) have been shown to increase both students' conceptual understanding and problem-solving skills. However, the time investment for the instructor to prepare appropriate conceptual questions and manage student JiTT responses is one of the main implementation hurdles. To overcome this we have developed the Interactive Learning Toolkit (ILT), a course management system specifically designed to support PI and JiTT. We are working to integrate the ILT with a fully interactive classroom system where students can use their laptops and smartphones to respond to ConcepTests in class. The goal is to use technology to engage students in conceptual thinking both in and out of the classroom.

  18. Government and industry interactions in the development of clock technology

    NASA Technical Reports Server (NTRS)

    Hellwig, H.

    1981-01-01

    It appears likely that everyone in the time and frequency community can agree on goals to be realized through the expenditure of resources. These goals are the same as found in most fields of technology: lower cost, better performance, increased reliability, small size and lower power. Related aspects are examined in the process of clock and frequency standard development. Government and industry are reviewed in a highly interactive role. These interactions include judgements on clock performance, what kind of clock, expenditure of resources, transfer of ideas or hardware concepts from government to industry, and control of production. Successful clock development and production requires a government/industry relationship which is characterized by long-term continuity, multidisciplinary team work, focused funding and a separation of reliability and production oriented tasks from performance improvement/research type efforts.

  19. Perceptual Technologies: Analyzing the Who, What, Where of Human Interaction

    NASA Astrophysics Data System (ADS)

    Stiefelhagen, Rainer

    To enable the vision of user-centered context-aware and proactive smart environments, such environments need to be able to automatically acquire information about the room, the people in it, and their interactions. Thus, a wide range of audiovisual perceptual technologies is needed that can deliver the relevant information about what is going on in the scene based on the analysis of acoustic and visual sensors. This includes information about the number of people, their identities, locations, postures, gestures, body and head orientations, and the words they utter, among other things.

  20. Status of utility-interactive photovoltaic power conditioning technology

    NASA Technical Reports Server (NTRS)

    Key, T. S.; Krauthamer, S.

    1985-01-01

    Design options for utility-interactive photovoltaic power conditioning technology for unit ratings from 2kW to 5 MW are compared. Line- and self-commutated inverter designs for both single and three-phase applications are described. Efficiency, weight, and cost projections are provided for comparing the design options. New circuit designs that take advantage of advances in power semiconductor devices are found to be the most promising. Hardware efficiencies from 95 percent for single phase to 98 percent for three-phase applications are found.

  1. Video modeling for children with dual diagnosis of deafness or hard of hearing and autism spectrum disorder to promote peer interaction.

    PubMed

    Thrasher, Amy

    2014-11-01

    This article describes an intervention program offered at the University of Colorado Boulder that supports peer interaction among young children with autism spectrum disorders and their typical peers using a multicomponent approach, including video modeling. Characteristics of autism that may interfere with the development of peer interaction in young children will be discussed. Components of the approach will be described and the evidence base for the application of these components examined in regards to children with autism and for the potential application to children with the dual diagnosis of autism and deafness or hard of hearing. PMID:25321857

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

    ERIC Educational Resources Information Center

    O'Conaill, Brid; And Others

    1993-01-01

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

  3. SET Careers Program: An interactive science, engineering, and technology career education exhibit. Annual progress report, September 1, 1992--October 31, 1993

    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.

  4. The application of stereo-video technology for the assessment on population change of black rockfish Sebastes schlegeli in a vessel reef area in Haizhou Bay, China

    NASA Astrophysics Data System (ADS)

    Liu, Hui; Xu, Qiang; Xu, Qinzeng; Zhang, Yingqiu; Yang, Hongsheng

    2015-01-01

    The assessment of population structure and abundance of fish assemblages associated with artificial reefs (ARs) is an important aspect of AR management. In the present study, we used a Dive-Operated Stereo Video (stereo-DOV) technique to assess the population structure and abundance of Sebastes schlegeli associated with two metallic, and three wooden, vessel reefs in Haizhou Bay during 2012 and 2013. The study used video systems to obtain length measurements and estimates of abundance. The size composition of S. schlegeli differed among reefs and individuals around vessel reefs were all adults, with total lengths (TL) of >20 cm. Juvenile fish were encountered by divers in a rocky area near the island away from the vessel reefs. The largest individual S. schlegeli (with the highest TL) among five reefs were found around a metallic vessel reef in both 2012 and 2013. TL of S. s chlegeli from all reefs increased by an average of 3.2 cm ( P<0.05) from 2012 to 2013, with an estimated mean weight increase of 250.4 g ( P<0.05). The video survey also indicated a decrease in the biomass of schools near two metallic vessels between the years. Stereo-video technology was found to be suitable for rockfish surveys around the reefs.

  5. Interactive Technology in the Classroom: An Exploratory Look at Its Use and Effectiveness

    ERIC Educational Resources Information Center

    Eastman, Jacqueline K.; Iyer, Rajesh; Eastman, Kevin L.

    2009-01-01

    This paper proposes that Interactive Technology can help professors enhance communication, attitudes, and interest in the classroom. This paper describes Interactive Technology, how professors can use it, and preliminary findings of its effectiveness. These findings suggest that the use of Interactive Technology can enhance students' attitudes.…

  6. 77 FR 33487 - Certain Products Containing Interactive Program Guide and Parental Control Technology...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-06-06

    ... COMMISSION Certain Products Containing Interactive Program Guide and Parental Control Technology; Institution... interactive program guide and parental control technology by reason of infringement of certain claims of U.S... products containing interactive program guide and parental control technology that infringe one or more...

  7. Using Portable Video Modeling Technology to Increase the Compliment Behaviors of Children with Autism During Athletic Group Play.

    PubMed

    Macpherson, Kevin; Charlop, Marjorie H; Miltenberger, Catherine A

    2015-12-01

    A multiple baseline design across participants was used to examine the effects of a portable video modeling intervention delivered in the natural environment on the verbal compliments and compliment gestures demonstrated by five children with autism. Participants were observed playing kickball with peers and adults. In baseline, participants demonstrated few compliment behaviors. During intervention, an iPad(®) was used to implement the video modeling treatment during the course of the athletic game. Viewing the video rapidly increased the verbal compliments participants gave to peers. Participants also demonstrated more response variation after watching the videos. Some generalization to an untrained activity occurred and compliment gestures also occurred. Results are discussed in terms of contributions to the literature. PMID:24573335

  8. High-Tech Tools for Exercise Motivation: Use and Role of Technologies Such as the Internet, Mobile Applications, Social Media, and Video Games

    PubMed Central

    Lyons, Elizabeth J.; Valle, Carmina G.

    2015-01-01

    IN BRIEF The majority of patients with type 2 diabetes are not active at recommended levels, and many do not have access to behavior change programs to support lifestyle change. Thus, tools and programs designed to promote the adoption and maintenance of physical activity using technology may be helpful. This article reviews the evidence regarding the use of technology tools such as the Internet, mobile applications, social media, and video games and provides suggestions for evaluating the potential benefit of such tools for behavior change. PMID:25717278

  9. High-tech tools for exercise motivation: use and role of technologies such as the internet, mobile applications, social media, and video games.

    PubMed

    Tate, Deborah F; Lyons, Elizabeth J; Valle, Carmina G

    2015-01-01

    IN BRIEF The majority of patients with type 2 diabetes are not active at recommended levels, and many do not have access to behavior change programs to support lifestyle change. Thus, tools and programs designed to promote the adoption and maintenance of physical activity using technology may be helpful. This article reviews the evidence regarding the use of technology tools such as the Internet, mobile applications, social media, and video games and provides suggestions for evaluating the potential benefit of such tools for behavior change.

  10. High-tech tools for exercise motivation: use and role of technologies such as the internet, mobile applications, social media, and video games.

    PubMed

    Tate, Deborah F; Lyons, Elizabeth J; Valle, Carmina G

    2015-01-01

    IN BRIEF The majority of patients with type 2 diabetes are not active at recommended levels, and many do not have access to behavior change programs to support lifestyle change. Thus, tools and programs designed to promote the adoption and maintenance of physical activity using technology may be helpful. This article reviews the evidence regarding the use of technology tools such as the Internet, mobile applications, social media, and video games and provides suggestions for evaluating the potential benefit of such tools for behavior change. PMID:25717278

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

    PubMed

    Roseberry, Sarah; Hirsh-Pasek, Kathy; Golinkoff, Roberta M

    2014-01-01

    Language learning takes place in the context of social interactions, yet the mechanisms that render social interactions useful for learning language remain unclear. This study focuses on whether social contingency might support word learning. Toddlers aged 24-30 months (N = 36) were exposed to novel verbs in one of three conditions: live interaction training, socially contingent video training over video chat, and noncontingent video training (yoked video). Results suggest that children only learned novel verbs in socially contingent interactions (live interactions and video chat). This study highlights the importance of social contingency in interactions for language learning and informs the literature on learning through screen media as the first study to examine word learning through video chat technology. PMID:24112079

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

    ERIC Educational Resources Information Center

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

    2015-01-01

    Ever since the first generalized computer-assisted instruction system (PLATO) was introduced over 50 years ago, educators have been adding computer-based materials to their classes. Today many textbooks have complete online versions that include video lectures and other supplements. In the past 25 years the web has fueled an explosion of online…

  13. Content, Interaction, or Both? Synthesizing Two German Traditions in a Video Study on Learning to Explain in Mathematics Classroom Microcultures

    ERIC Educational Resources Information Center

    Prediger, Susanne; Erath, Kirstin

    2014-01-01

    How do students learn to explain? We take this exemplary research question for presenting two antagonist traditions in German mathematics education research and their synthesis in an ongoing video study. These two traditions are (1) the German Didaktik approach that can be characterized by its epistemologically sensitive analyses and…

  14. Video transmission for telemedicine.

    PubMed

    Squibb, N J

    1999-01-01

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

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

    PubMed

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

    2013-02-01

    Multimedia training methods have traditionally relied heavily on video-based technologies, and significant research has shown these to be very effective training tools. However, production of video is time and resource intensive. Machinima technologies are based on videogaming technology. Machinima technology allows videogame technology to be manipulated into unique scenarios based on entertainment or training and practice applications. Machinima is the converting of these unique scenarios into video vignettes that tell a story. These vignettes can be interconnected with branching points in much the same way that education videos are interconnected as vignettes between decision points. This study addressed the effectiveness of machinima-based soft-skills education using avatar actors versus the traditional video teaching application using human actors in the training of frontline healthcare workers. This research also investigated the difference between presence reactions when using avatar actor-produced video vignettes as compared with human actor-produced video vignettes. Results indicated that the difference in training and/or practice effectiveness is statistically insignificant for presence, interactivity, quality, and the skill of assertiveness. The skill of active listening presented a mixed result indicating the need for careful attention to detail in situations where body language and facial expressions are critical to communication. This study demonstrates that a significant opportunity exists for the exploitation of avatar actors in video-based instruction. PMID:26196553

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

    PubMed

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

    2013-02-01

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

  17. Design of video interface conversion system based on FPGA

    NASA Astrophysics Data System (ADS)

    Zhao, Heng; Wang, Xiang-jun

    2014-11-01

    This paper presents a FPGA based video interface conversion system that enables the inter-conversion between digital and analog video. Cyclone IV series EP4CE22F17C chip from Altera Corporation is used as the main video processing chip, and single-chip is used as the information interaction control unit between FPGA and PC. The system is able to encode/decode messages from the PC. Technologies including video decoding/encoding circuits, bus communication protocol, data stream de-interleaving and de-interlacing, color space conversion and the Camera Link timing generator module of FPGA are introduced. The system converts Composite Video Broadcast Signal (CVBS) from the CCD camera into Low Voltage Differential Signaling (LVDS), which will be collected by the video processing unit with Camera Link interface. The processed video signals will then be inputted to system output board and displayed on the monitor.The current experiment shows that it can achieve high-quality video conversion with minimum board size.

  18. High speed video shooting with continuous-wave laser illumination in laboratory modeling of wind - wave interaction

    NASA Astrophysics Data System (ADS)

    Kandaurov, Alexander; Troitskaya, Yuliya; Caulliez, Guillemette; Sergeev, Daniil; Vdovin, Maxim

    2014-05-01

    Three examples of usage of high-speed video filming in investigation of wind-wave interaction in laboratory conditions is described. Experiments were carried out at the Wind - wave stratified flume of IAP RAS (length 10 m, cross section of air channel 0.4 x 0.4 m, wind velocity up to 24 m/s) and at the Large Air-Sea Interaction Facility (LASIF) - MIO/Luminy (length 40 m, cross section of air channel 3.2 x 1.6 m, wind velocity up to 10 m/s). A combination of PIV-measurements, optical measurements of water surface form and wave gages were used for detailed investigation of the characteristics of the wind flow over the water surface. The modified PIV-method is based on the use of continuous-wave (CW) laser illumination of the airflow seeded by particles and high-speed video. During the experiments on the Wind - wave stratified flume of IAP RAS Green (532 nm) CW laser with 1.5 Wt output power was used as a source for light sheet. High speed digital camera Videosprint (VS-Fast) was used for taking visualized air flow images with the frame rate 2000 Hz. Velocity air flow field was retrieved by PIV images processing with adaptive cross-correlation method on the curvilinear grid following surface wave profile. The mean wind velocity profiles were retrieved using conditional in phase averaging like in [1]. In the experiments on the LASIF more powerful Argon laser (4 Wt, CW) was used as well as high-speed camera with higher sensitivity and resolution: Optronics Camrecord CR3000x2, frame rate 3571 Hz, frame size 259×1696 px. In both series of experiments spherical 0.02 mm polyamide particles with inertial time 7 ms were used for seeding airflow. New particle seeding system based on utilization of air pressure is capable of injecting 2 g of particles per second for 1.3 - 2.4 s without flow disturbance. Used in LASIF this system provided high particle density on PIV-images. In combination with high-resolution camera it allowed us to obtain momentum fluxes directly from

  19. Artificial Video for Video Analysis

    ERIC Educational Resources Information Center

    Gallis, Michael R.

    2010-01-01

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

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

    NASA Astrophysics Data System (ADS)

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

    2016-04-01

    Scientific audiovisual media such as videos of research, interactive displays or computer animations has become an important part of scientific communication and education. Dynamic phenomena can be described better by audiovisual media than by words and pictures. For this reason, scientific videos help us to understand and discuss environmental phenomena more efficiently. Moreover, the creation of scientific videos is easier than ever, thanks to mobile devices and open source editing software. Video-clips, webinars or even the interactive part of a PICO are formats of scientific audiovisual media used in the Geosciences. This type of media translates the location-referenced Science Communication such as environmental interpretation into computed-based Science Communication. A new way of Science Communication is video abstracting. A video abstract is a three- to five-minute video statement that provides background information about a research paper. It also gives authors the opportunity to present their research activities to a wider audience. Since this kind of media have become an important part of scientific communication there is a need for reliable infrastructures which are capable of managing the digital assets researchers generate. Using the reference of the usecase of video abstracts this paper gives an overview over the activities by the German National Library of Science and Technology (TIB) regarding publishing and linking audiovisual media in a scientifically sound way. The German National Library of Science and Technology (TIB) in cooperation with the Hasso Plattner Institute (HPI) developed a web-based portal (av.tib.eu) that optimises access to scientific videos in the fields of science and technology. Videos from the realms of science and technology can easily be uploaded onto the TIB|AV Portal. Within a short period of time the videos are assigned a digital object identifier (DOI). This enables them to be referenced, cited, and linked (e.g. to the

  1. Video teleconferencing review for support of high energy physics activities

    SciTech Connect

    Chartrand, G.

    1991-03-13

    Although video teleconferencing systems have been available for many years, their cost has been considered prohibitive for both the actual teleconferencing equipment and for the communications circuits associated with their use. New technology has significantly reduced these costs making video teleconferencing a practical means of communication for the first time, and creating a new way in which HEP personnel can work and interact electronically. The recent rapid evolution in video teleconferencing technology has been driven primarily by advances in microprocessor and DSP components. Advanced systems available today provide significant performance improvements in the frames delivered per-unit-per-time'' over systems designed just a few years ago. This improved performance and reduced costs for communications bandwidth are the most important factors creating the potential for widespread use of video teleconferencing within the HEP community. The HEP community has made extensive use of electronic communication in the form of computer networking for over a decade. Within the last year, a limited video teleconferencing capability was established in the form of a pilot project linking LNL, FNAL, and SSCL. The pilot project demonstrated that video teleconferencing can, in certain circumstances, be a viable alternative to travel. Due to the growing size and dispersion of experimental collaborations, video teleconferencing will almost certainly become a necessity in the conduct and management of large projects and programs in HEP.

  2. Electronic Media, Videodisc Technology, and the Visual Arts.

    ERIC Educational Resources Information Center

    Anderson, Frances E.

    1985-01-01

    The potential of electronic media for art education is examined. Discussed are computers, video recorders, interactive video discs, and two-way cable television. Emphasis is on laser videodisc technology. What changes must occur in the educational system to accommodate technology and discipline-based art education are also discussed. (Author/RM)

  3. The Lab of the Future: Using Technology to Teach Foreign Language.

    ERIC Educational Resources Information Center

    Underwood, John H.

    1993-01-01

    Describes the role of technology in teaching foreign languages. Offers a brief history of language lab technologies, including computer use for drill-and-practice, text reconstruction, and simulations and games. Discusses tool programs, intelligent systems, video technology, satellite television, videodisc and interactive video, hypertext and…

  4. Innovations in Educational Technology.

    ERIC Educational Resources Information Center

    Senese, Donald J.

    1983-01-01

    Describes how the federal government has recognized the need for education to increase the number of courses available in computer science and interactive video, together with details on how to secure program funding. Among areas addressed are federal role and technology, new opportunities in industrial technology, and business/industry…

  5. Interventional video tomography

    NASA Astrophysics Data System (ADS)

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

    1995-05-01

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

  6. Helping Video Games Rewire "Our Minds"

    NASA Technical Reports Server (NTRS)

    Pope, Alan T.; Palsson, Olafur S.

    2001-01-01

    Biofeedback-modulated video games are games that respond to physiological signals as well as mouse, joystick or game controller input; they embody the concept of improving physiological functioning by rewarding specific healthy body signals with success at playing a video game. The NASA patented biofeedback-modulated game method blends biofeedback into popular off-the- shelf video games in such a way that the games do not lose their entertainment value. This method uses physiological signals (e.g., electroencephalogram frequency band ratio) not simply to drive a biofeedback display directly, or periodically modify a task as in other systems, but to continuously modulate parameters (e.g., game character speed and mobility) of a game task in real time while the game task is being performed by other means (e.g., a game controller). Biofeedback-modulated video games represent a new generation of computer and video game environments that train valuable mental skills beyond eye-hand coordination. These psychophysiological training technologies are poised to exploit the revolution in interactive multimedia home entertainment for the personal improvement, not just the diversion, of the user.

  7. Using Portable Video Modeling Technology to Increase the Compliment Behaviors of Children with Autism during Athletic Group Play

    ERIC Educational Resources Information Center

    Macpherson, Kevin; Charlop, Marjorie H.; Miltenberger, Catherine A.

    2015-01-01

    A multiple baseline design across participants was used to examine the effects of a portable video modeling intervention delivered in the natural environment on the verbal compliments and compliment gestures demonstrated by five children with autism. Participants were observed playing kickball with peers and adults. In baseline, participants…

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

    ERIC Educational Resources Information Center

    Squire, Kurt

    2011-01-01

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

  9. Learning with Technology: Video Modeling with Concrete-Representational-Abstract Sequencing for Students with Autism Spectrum Disorder

    ERIC Educational Resources Information Center

    Yakubova, Gulnoza; Hughes, Elizabeth M.; Shinaberry, Megan

    2016-01-01

    The purpose of this study was to determine the effectiveness of a video modeling intervention with concrete-representational-abstract instructional sequence in teaching mathematics concepts to students with autism spectrum disorder (ASD). A multiple baseline across skills design of single-case experimental methodology was used to determine the…

  10. Evaluation of Generalized Performance across Materials When Using Video Technology by Students with Autism Spectrum Disorder and Moderate Intellectual Disability

    ERIC Educational Resources Information Center

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

    2015-01-01

    The purpose of this study was to evaluate the ability of four high school-aged students with a diagnosis of autism spectrum disorder and moderate intellectual disability to generalize performance of skills when using materials different from those presented through video models. An adapted alternating treatments design was used to evaluate student…

  11. Practical applications of interactive voice technologies: Some accomplishments and prospects

    NASA Technical Reports Server (NTRS)

    Grady, Michael W.; Hicklin, M. B.; Porter, J. E.

    1977-01-01

    A technology assessment of the application of computers and electronics to complex systems is presented. Three existing systems which utilize voice technology (speech recognition and speech generation) are described. Future directions in voice technology are also described.

  12. Faculty Choice and Student Perception of Web-Based Technologies for Interaction in Online Economics Courses

    ERIC Educational Resources Information Center

    Morris, Olivia

    2012-01-01

    This research investigated faculty choice of web-based technologies for interaction in online economics courses and students' perception of those technologies. The literature review of online interaction has established the importance of learner-learner, learner-instructor and learner-content interaction in distance learning. However, some…

  13. Dashboard Videos

    NASA Astrophysics Data System (ADS)

    Gleue, Alan D.; Depcik, Chris; Peltier, Ted

    2012-11-01

    Last school year, I had a web link emailed to me entitled "A Dashboard Physics Lesson." The link, created and posted by Dale Basier on his Lab Out Loud blog, illustrates video of a car's speedometer synchronized with video of the road. These two separate video streams are compiled into one video that students can watch and analyze. After seeing this website and video, I decided to create my own dashboard videos to show to my high school physics students. I have produced and synchronized 12 separate dashboard videos, each about 10 minutes in length, driving around the city of Lawrence, KS, and Douglas County, and posted them to a website.2 Each video reflects different types of driving: both positive and negative accelerations and constant speeds. As shown in Fig. 1, I was able to capture speed, distance, and miles per gallon from my dashboard instrumentation. By linking this with a stopwatch, each of these quantities can be graphed with respect to time. I anticipate and hope that teachers will find these useful in their own classrooms, i.e., having physics students watch the videos and create their own motion maps (distance-time, speed-time) for study.

  14. Picturing Video

    NASA Technical Reports Server (NTRS)

    2000-01-01

    Video Pics is a software program that generates high-quality photos from video. The software was developed under an SBIR contract with Marshall Space Flight Center by Redhawk Vision, Inc.--a subsidiary of Irvine Sensors Corporation. Video Pics takes information content from multiple frames of video and enhances the resolution of a selected frame. The resulting image has enhanced sharpness and clarity like that of a 35 mm photo. The images are generated as digital files and are compatible with image editing software.

  15. NREL Buildings Research Video

    ScienceCinema

    None

    2016-07-12

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

  16. Accessibility Videos.

    PubMed

    Kurppa, Ari; Nordlund, Marika

    2016-01-01

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

  17. A beginners guide for video production. [Prepared by the Energy Task Force of the Urban Consortium for Technology Initiatives

    SciTech Connect

    Not Available

    1991-11-01

    The Seattle-King County Hazardous Waste Management Plan provides the framework for an intensive effort to keep Household Hazardous Waste (HHW) and Small Quantity Generator (SQG) wastes from entering the municipal solid and liquid waste streams. Many innovative programs for managing small sources of hazardous waste have been developed in response to the Plan. With the assistance of Urban Consortium grants, the City of Seattle has researched and developed a series of reports describing the planning, operation and evaluation of the plan's HHW collection programs. Three of the Plan's programs of particular interest to other jurisdictions are the fixed site and mobile HHW Collection Facilities, and the Business Waste Consultations provided to SQG's. In 1991, Seattle received an Urban Consortium grant to produce two videos showing how the HHW Collection Facilities and Business Consultations programs work. This report provides an overviews of the video development and production process and a discussion of the lessons learned by the staff directing the production.

  18. Psychometric properties of a computerized adaptive test for assessing mobility in older adults using novel video-animation technology

    PubMed Central

    Rejeski, W. Jack; Marsh, Anthony P.; Barnard, Ryan; Chen, Shyh-Huei

    2015-01-01

    Purpose This paper reports on the psychometric properties of a computerized adaptive test (CAT) version of the Mobility Assessment Tool (MAT) for older adults (MAT-CAT). Methods An item pool of 78 video-animation-based items for mobility was developed, and response data were collected from a sample of 234 participants aged 65–90 years. The video-animation-based instrument was designed to minimize ambiguity in the presentation of task demands. In addition to evaluating traditional psychometric properties including dimensionality, differential item functioning (DIF), and local dependence, we extensively tested the performance of several MAT-CAT measures and compared their performances with a fixed format. Results Operationally, the MAT-CAT was sufficiently unidimensional and had acceptable levels of local independence. One DIF item was removed. Most importantly, the CAT measures showed that even starting with a single fixed item at the mean ability, the adaptive version delivered better performance than the fixed format in terms of several criteria including the standard error of estimate. Conclusion The MAT-CAT demonstrated satisfactory psychometric properties and superior performance to a fixed format. The video-animation-based adaptive instrument can be used for assessing mobility with specificity and precision. PMID:23334945

  19. Video Podcasting in Physical Education

    ERIC Educational Resources Information Center

    Shumack, Kellie A.; Reilly, Erin

    2011-01-01

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

  20. Video Streaming in Online Learning

    ERIC Educational Resources Information Center

    Hartsell, Taralynn; Yuen, Steve Chi-Yin

    2006-01-01

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

  1. Using Video-Stimulated Recall to Investigate Teacher Awareness of Explicit and Implicit Gendered Thoughts on Classroom Interactions

    ERIC Educational Resources Information Center

    Consuegra, Els; Engels, Nadine; Willegems, Vicky

    2016-01-01

    Teachers believe they don't interact any differently with boys than with girls. However, an examination of the evidence base on gendered student-teacher interactions shows--at times contradicting--unequal interaction patterns for boys and girls. In this study, the videotaped lessons of 13 secondary school teachers in three schools are analysed by…

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

    ERIC Educational Resources Information Center

    Barrett, Andrew J.; And Others

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

  3. Deep Web video

    ScienceCinema

    None Available

    2016-07-12

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

  4. Caught on Video

    ERIC Educational Resources Information Center

    Sprankle, Bob

    2008-01-01

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

  5. Deep Web video

    SciTech Connect

    None Available

    2009-06-01

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

  6. Video games.

    PubMed

    Funk, Jeanne B

    2005-06-01

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

  7. Learning with Technology: Video Modeling with Concrete-Representational-Abstract Sequencing for Students with Autism Spectrum Disorder.

    PubMed

    Yakubova, Gulnoza; Hughes, Elizabeth M; Shinaberry, Megan

    2016-07-01

    The purpose of this study was to determine the effectiveness of a video modeling intervention with concrete-representational-abstract instructional sequence in teaching mathematics concepts to students with autism spectrum disorder (ASD). A multiple baseline across skills design of single-case experimental methodology was used to determine the effectiveness of the intervention on the acquisition and maintenance of addition, subtraction, and number comparison skills for four elementary school students with ASD. Findings supported the effectiveness of the intervention in improving skill acquisition and maintenance at a 3-week follow-up. Implications for practice and future research are discussed. PMID:26983919

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

    ERIC Educational Resources Information Center

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

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

  9. Investigating Design and Technology Students' Peer Interactions in a Technology-Mediated Learning Environment: A Case study

    ERIC Educational Resources Information Center

    Yeo, Tiong Meng; Quek, Choon Lang

    2011-01-01

    This research investigates students' peer interactions in the Design and Technology (D&T) environment supported by "Knowledge Forum". The sample comprised of 15 students who had no prior experience in using "Knowledge Forum" to mediate their D&T learning. Their interaction with peers occurred in three stages: design situation, ideation and…

  10. Are We Allowed to Blink? Young Children's Leadership and Ownership while Mediating Interactions around Technologies

    ERIC Educational Resources Information Center

    Arnott, Lorna

    2013-01-01

    This article describes the formation of children's social interactions around technologies in preschools. This paper presents evidence from a study that explores how 3- to 5-year-old children construct their social interactions through the mediation of their peers while using technological resources. Utilising a systematic and iterative data…

  11. Improving Undergraduate Student Satisfaction with the Consumer Behavior Course: Will Interactive Technology Help?

    ERIC Educational Resources Information Center

    Eastman, Jacqueline K.; Iyer, Rajesh; Eastman, Kevin L.

    2011-01-01

    In this paper, we measure the impact of interactive technology on student satisfaction and find support for the hypothesis that students who find a class is more interesting because of the use of interactive technology will be more satisfied with the course. The results also support the hypothesis that if students like the course, they will be…

  12. 78 FR 16532 - Certain Products Containing Interactive Program Guide and Parental Controls Technology...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-03-15

    ... (collectively, ``Rovi''). 76 FR 79214-5 (Dec. 21, 2011). The complaint alleged violations of Section 337 of the... COMMISSION Certain Products Containing Interactive Program Guide and Parental Controls Technology; Commission... interactive program guide and parental controls technology by reason of infringement of certain claims of...

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

    PubMed

    Sharma, Manoj Kumar; Mahindru, Poornima

    2015-01-01

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

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

    PubMed

    Sharma, Manoj Kumar; Mahindru, Poornima

    2015-01-01

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

  15. Understanding Computer-Based Digital Video.

    ERIC Educational Resources Information Center

    Martindale, Trey

    2002-01-01

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

  16. Video flowmeter

    DOEpatents

    Lord, David E.; Carter, Gary W.; Petrini, Richard R.

    1983-01-01

    A video flowmeter is described that is capable of specifying flow nature and pattern and, at the same time, the quantitative value of the rate of volumetric flow. An image of a determinable volumetric region within a fluid (10) containing entrained particles (12) is formed and positioned by a rod optic lens assembly (31) on the raster area of a low-light level television camera (20). The particles (12) are illuminated by light transmitted through a bundle of glass fibers (32) surrounding the rod optic lens assembly (31). Only particle images having speeds on the raster area below the raster line scanning speed may be used to form a video picture which is displayed on a video screen (40). The flowmeter is calibrated so that the locus of positions of origin of the video picture gives a determination of the volumetric flow rate of the fluid (10).

  17. Video flowmeter

    DOEpatents

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

    1983-08-02

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

  18. Video flowmeter

    DOEpatents

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

    1981-06-10

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

  19. Neural network based temporal video segmentation.

    PubMed

    Cao, X; Suganthan, P N

    2002-01-01

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

  20. The flipped classroom for professional development: part II. making podcasts and videos.

    PubMed

    Smith, Charlene M; McDonald, Katie

    2013-11-01

    As described in Part I, podcasts and videos are educational technologies used to flip the classroom. This column describes the technology options for creating podcasts and videos and offers tips on developing podcasts and videos.

  1. Controls-Structures Interaction (CSI) technology program summary. Earth orbiting platforms program area of the space platforms technology program

    NASA Technical Reports Server (NTRS)

    Newsom, Jerry R.

    1991-01-01

    Control-Structures Interaction (CSI) technology embraces the understanding of the interaction between the spacecraft structure and the control system, and the creation and validation of concepts, techniques, and tools, for enabling the interdisciplinary design of an integrated structure and control system, rather than the integration of a structural design and a control system design. The goal of this program is to develop validated CSI technology for integrated design/analysis and qualification of large flexible space systems and precision space structures. A description of the CSI technology program is presented.

  2. Interactive Videodisc Technology and Its Implications for Education.

    ERIC Educational Resources Information Center

    Gindele, John F.; Gindele, Joseph G.

    Arguing that videodisc technology has major implications for the storage and retrieval of information and that it may meet learners' needs in ways never before possible, this paper highlights key points regarding the history and development of videodisc technology, explores its implications for education, and addresses current and future uses of…

  3. Secret Characters: The Interaction of Narrative and Technology.

    ERIC Educational Resources Information Center

    Jones, Gwyneth

    2002-01-01

    Presents an autobiographical sketch of a science fiction writer's relationship with the Information Technology revolution, from the Commodore PET to Microsoft 2000: a creator of imaginary futures privileged to observe an "imaginary future" in the act of becoming present reality. Touches on the nature of narrative and technology, the changing…

  4. Levels of Use of Interactive Whiteboard Technology in the Primary Mathematics Classroom

    ERIC Educational Resources Information Center

    Serow, Penelope; Callingham, Rosemary

    2011-01-01

    Despite the availability of Interactive Whiteboard (IWB) technology in a large number of Australian primary schools, many teachers focus only on technical issues as opposed to pedagogical engagement in an attempt to incorporate the technology. Previous research suggests that the technology is being used for sophisticated transmission-style…

  5. Problems of Diffusion in High Technology: Compact Disc-Interactive (CD-I)--A Case Study.

    ERIC Educational Resources Information Center

    Chamberlain, Michael A.; Hutchison, Thomas W.

    The 1992 introduction of Compact Disc-Interactive (CD-I) technology, the initial obstacles this new technology faces, and its known progress in its first year are explored, focusing on why new technologies are successful or are not adopted. Similar to a VCR, a CD-I player links directly into any television receiver, and each 5-inch disc is capable…

  6. Utilizing Technology for FCS Education: Selecting Appropriate Interactive Webinar Software

    ERIC Educational Resources Information Center

    Zoumenou, Virginie; Sigman-Grant, Madeleine; Coleman, Gayle; Malekian, Fatemeh; Zee, Julia M. K.; Fountain, Brent J.; Marsh, Akela

    2015-01-01

    The purpose of this research was to identify commonly used interactive webinar software platforms and to conduct a testing session on best practices related to an interactive webinar. The study employed the Adobe Connect and the Maestro Conference platforms. The 15 participants experienced five best practices: pre-work, polling, breakout room,…

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

    NASA Technical Reports Server (NTRS)

    Scott, D. W.

    1994-01-01

    This report describes efforts to use digital motion video compression technology to develop a highly portable device that would convert 1990-91 era IBM-compatible and/or MacIntosh notebook computers into full-color, motion-video capable multimedia training systems. An architecture was conceived that would permit direct conversion of existing laser-disk-based multimedia courses with little or no reauthoring. The project did not physically demonstrate certain critical video keying techniques, but their implementation should be feasible. This investigation of digital motion video has spawned two significant spaceflight projects at MSFC: one to downlink multiple high-quality video signals from Spacelab, and the other to uplink videoconference-quality video in realtime and high quality video off-line, plus investigate interactive, multimedia-based techniques for enhancing onboard science operations. Other airborne or spaceborne spinoffs are possible.

  8. Technology and Students with Handicaps.

    ERIC Educational Resources Information Center

    Cawley, John F.; Murdock, Jane Y.

    1987-01-01

    Technological devices which can aid in teaching students with handicaps include: (1) interactive computer assisted instruction; (2) computer software; (3) hand-held calculators; (4) communication and prosthetic devices which aid in receptive and expressive language and practice; and (5) interactive video systems. (Sources of information about…

  9. Unintended Consequences of Information Technologies in Health Care—An Interactive Sociotechnical Analysis

    PubMed Central

    Harrison, Michael I.; Koppel, Ross; Bar-Lev, Shirly

    2007-01-01

    Many unintended and undesired consequences of Healthcare Information Technologies (HIT) flow from interactions between the HIT and the healthcare organization’s sociotechnical system—its workflows, culture, social interactions, and technologies. This paper develops and illustrates a conceptual model of these processes that we call Interactive Sociotechnical Analysis (ISTA). ISTA captures common types of interaction with special emphasis on recursive processes, i.e., feedback loops that alter the newly introduced HIT and promote second-level changes in the social system. ISTA draws on prior studies of unintended consequences, along with research in sociotechnical systems, ergonomics, social informatics, technology-in-practice, and social construction of technology. We present five types of sociotechnical interaction and illustrate each with cases from published research. The ISTA model should further research on emergent and recursive processes in HIT implementation and their unintended consequences. Familiarity with the model can also foster practitioners’ awareness of unanticipated consequences that only become evident during HIT implementation. PMID:17600093

  10. The influence of interactive technology on student performance in an Oklahoma secondary Biology I program

    NASA Astrophysics Data System (ADS)

    Feltman, Vallery

    Over the last decade growth in technologies available to teach students and enhance curriculum has become an important consideration in the educational system. The profile of today's secondary students have also been found to be quite different than those of the past. Their learning styles and preferences are issues that should be addressed by educators. With the growth and availability of new technologies students are increasingly expecting to use these as learning tools in their classrooms. This study investigates how interactive technology may impact student performance. This study specifically focuses on the use of the Apple Ipad in 4 Biology I classrooms. This study used an experimental mixed method design to examine how using Ipads for learning impacted student achievement, motivation to learn, and learning strategies. Qualitatively the study examined observed student behaviors and student perceptions regarding the use of interactive technologies. Data was analyzed using descriptive statistics, t-tests, 2-way ANOVAs, and qualitative analysis. Quantitatively the results revealed no significant difference between students who used the interactive technology to learn and those who did not. Qualitative data revealed behaviors indicative of being highly engaged with the subject matter and the development of critical thinking skills which may improve student performance. Student perceptions also revealed overall positive experiences with using interactive technology in the classroom. It is recommended that further studies be done to look at using interactive technologies for a longer period of time using multiple subjects areas. This would provide a more in-depth exploration of interactive technologies on student achievement.

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

    SciTech Connect

    Cole, P.R.

    1994-04-01

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

  12. A Comparison of the Effectiveness of Interactive Laser Disc and Classroom Video Tape for Safety Instruction of General Motors Workers.

    ERIC Educational Resources Information Center

    Bosco, James; Wagner, Jerry

    1988-01-01

    Describes evaluation that assessed the effectiveness of the Interactive Laser Disc System (ILDS) Training Program in comparison with classroom instruction with videotape for training of General Motors workers. Topics discussed include achievement test, attitude scales, opinion surveys, user preference questionnaires, interviews, and variables that…

  13. [3D interactive clipping technology in medical image processing].

    PubMed

    Sun, Shaoping; Yang, Kaitai; Li, Bin; Li, Yuanjun; Liang, Jing

    2013-09-01

    The aim of this paper is to study the methods of 3D visualization and the 3D interactive clipping of CT/MRI image sequence in arbitrary orientation based on the Visualization Toolkit (VTK). A new method for 3D CT/MRI reconstructed image clipping is presented, which can clip 3D object and 3D space of medical image sequence to observe the inner structure using 3D widget for manipulating an infinite plane. Experiment results show that the proposed method can implement 3D interactive clipping of medical image effectively and get satisfied results with good quality in short time.

  14. Enhancing Metagenomics Investigations of Microbial Interactions with Biofilm Technology

    PubMed Central

    McLean, Robert J. C.; Kakirde, Kavita S.

    2013-01-01

    Investigations of microbial ecology and diversity have been greatly enhanced by the application of culture-independent techniques. One such approach, metagenomics, involves sample collections from soil, water, and other environments. Extracted nucleic acids from bulk environmental samples are sequenced and analyzed, which allows microbial interactions to be inferred on the basis of bioinformatics calculations. In most environments, microbial interactions occur predominately in surface-adherent, biofilm communities. In this review, we address metagenomics sampling and biofilm biology, and propose an experimental strategy whereby the resolving power of metagenomics can be enhanced by incorporating a biofilm-enrichment step during sample acquisition. PMID:24284397

  15. Enhancing metagenomics investigations of microbial interactions with biofilm technology.

    PubMed

    McLean, Robert J C; Kakirde, Kavita S

    2013-11-11

    Investigations of microbial ecology and diversity have been greatly enhanced by the application of culture-independent techniques. One such approach, metagenomics, involves sample collections from soil, water, and other environments. Extracted nucleic acids from bulk environmental samples are sequenced and analyzed, which allows microbial interactions to be inferred on the basis of bioinformatics calculations. In most environments, microbial interactions occur predominately in surface-adherent, biofilm communities. In this review, we address metagenomics sampling and biofilm biology, and propose an experimental strategy whereby the resolving power of metagenomics can be enhanced by incorporating a biofilm-enrichment step during sample acquisition.

  16. Instructors' Integration of Computer Technology: Examining the Role of Interaction

    ERIC Educational Resources Information Center

    Kim, Hoe Kyeung; Rissel, Dorothy

    2008-01-01

    Computer technology has the potential to provide rich resources for language teaching and learning. However, it continues to be underutilized, even though its availability, familiarity, and sophistication are steadily increasing. This case study explored the way in which three language instructors' beliefs about language teaching and learning…

  17. Mobile Inverted Constructivism: Education of Interaction Technology in Social Media

    ERIC Educational Resources Information Center

    Chai, Jia-Xiang; Fan, Kuo-Kuang

    2016-01-01

    The combination of social media and invert teaching is a new path to inverting interation technology education and reconstructing the curriculum of context. In this paper, based on the theory of constructivism learning, a model named Mobile Inverted Constructivism (MIC) is provided. Moreover, in view of the functional quality of social media in…

  18. Technologies for Interactive Learning and Assessment Content Development

    ERIC Educational Resources Information Center

    Gusev, Marjan; Ristov, Sasko; Armenski, Goce

    2016-01-01

    Recent technology trends evolved the student assessment from traditional ones ("pen-and-paper" and "face-to-face") to modern e-Assessment system. These modern approaches allow the teachers to conduct and evaluate an exam with huge number of students in a short period of time. Even more important, both the teacher and the…

  19. Liposome technology. Volume III: Targeted drug delivery and biological interaction

    SciTech Connect

    Gregoriadis, G.

    1984-01-01

    These three volumes cover liposome technology in pharmacology and medicine. Contributors emphasize methodology used in their own laboratories, and include a brief introduction, coverage of relevant literature, applications and critical evaluations for the methods they describe. In Volume III, the growing variety of techniques yielding targeted liposomes and approaches of studying liposomal behavior both in vitro and in vivo are discussed.

  20. Integration of Computer Technology and Interactive Learning in Geographic Education.

    ERIC Educational Resources Information Center

    Bishop, Michael P.; And Others

    1995-01-01

    Contends that the rapid proliferation of computer technology is dramatically improving geographic instruction. Describes how instructors can identify and access easily Internet resources using Mosaic software. Concludes that these diverse and informative materials can be used in a wide variety of pedagogical tasks. (CFR)

  1. Coached, Interactive Computer Simulations: A New Technology for Training.

    ERIC Educational Resources Information Center

    Hummel, Thomas J.

    This paper provides an overview of a prototype simulation-centered intelligent computer-based training (CBT) system--implemented using expert system technology--which provides: (1) an environment in which trainees can learn and practice complex skills; (2) a computer-based coach or mentor to critique performance, suggest improvements, and provide…

  2. Magnetic Braking: A Video Analysis

    NASA Astrophysics Data System (ADS)

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

    2012-10-01

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

  3. Video as a format in health information.

    PubMed

    Crow, Suzanne; Ondrusek, Anita

    2002-01-01

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

  4. Educational Technology Research Journals: "Interactive Learning Environments," 2004-2013

    ERIC Educational Resources Information Center

    Christensen, Steven S.; Andrews, Carolyn; Harris, Scott P.; Lloyd, Adam; Turley, Chad; West, Richard E.

    2015-01-01

    This study examined the journal "Interactive Learning Environments" to discover trends from 2004-2013. The authors looked at trends in article topics, research methods, authorship, citations, keyword frequencies, phrase counts of article abstracts, and article citations according to Google Scholar. Evidence is provided of the journal's…

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

    NASA Technical Reports Server (NTRS)

    Wright, Robert L. (Compiler)

    1986-01-01

    Control/structures interactions, deployment dynamics and system performance of large flexible spacecraft are discussed. Spacecraft active controls, deployable truss structures, deployable antennas, solar power systems for space stations, pointing control systems for space station gimballed payloads, computer-aided design for large space structures, and passive damping for flexible structures are among the topics covered.

  6. Interactive Whiteboards: Creating Higher-Level, Technological Thinkers?

    ERIC Educational Resources Information Center

    Lacina, Jan

    2009-01-01

    Across the United States, many school districts are investing large sums of money to install interactive whiteboards (IWBs) in classrooms. For example, the Fort Worth Independent School District (FWISD) aims to become a "digital district" by installing IWBs into 5,000 classrooms over the next two years. This particular implementation of IWB…

  7. Shared Cognition Facilitated by Teacher Use of Interactive Whiteboard Technologies

    ERIC Educational Resources Information Center

    Redman, Christine; Vincent, John Terence

    2015-01-01

    Purpose: The purpose of this study is to examine questioning opportunities afforded by interactive whiteboards (IWBs) by highlighting pedagogical decisions enacted by teachers to ensure that they work with the wider affordances of the device. Design/Methodology/Approach: Three primary/elementary teachers participated in a study designed to…

  8. JPL control-structure interaction technology: Micro-precision CSI

    NASA Technical Reports Server (NTRS)

    Laskin, Robert A.

    1991-01-01

    The NASA Control-Structure Interaction (CSI) Program is described in outline and graphic form. Particular emphasis is given to the activities of the Jet Propulsion Lab. The goals of the program are (1) controlled structure performance enhancement, (2) controlled structure unified methods for design/analysis, and (3) ground validation methods for CSI flight systems.

  9. Ethically sound technology? Guidelines for interactive ethical assessment of personal health monitoring.

    PubMed

    Palm, Elin; Nordgren, Anders; Verweij, Marcel; Collste, Göran

    2013-01-01

    Novel care-technologies possess a transformational potential. Future care and support may be provided via monitoring technologies such as smart devices, sensors, actors (robots) and Information and Communication Technologies. Such technologies enable care provision outside traditional care institutions, for instance in the homes of patients. Health monitoring may become "personalized" i.e. tailored to the needs of individual care recipients' but may also alter relations between care providers and care recipents, shape and form the care environment and influence values central to health-care. Starting out from a social constructivist theory of technology, an interactive ethical assessment-model is offered. The suggested model supplements a traditional analysis based on normative ethical theory (top-down approach) with interviews including relevant stakeholders (a bottom-up approach). This method has been piloted by small-scale interviews encircling stakeholder perspectives on three emerging technologies: (1) Careousel, a smart medicine-management device, (2) Robot Giraff, an interactive and mobile communication-device and (3) I-Care, a care-software that combines alarm and register system. By incorporating stakeholder perspectives into the analysis, the interactive ethical assessment model provides a richer understanding of the impact of PHM-technologies on ethical values than a traditional top-down model. If the assessment is conducted before the technology has reached the market - preferably in close interaction with developers and users - ethically sound technologies may be obtained. PMID:23920461

  10. INTERACTIVE ABANDONED MINE LANDS WORKSHOP SERIES - ACID MINE WATER TREATMENT TECHNOLOGIES

    EPA Science Inventory

    The purpose of this interactive workshop is to present and discuss active and passive acid mine wastes cleanup technologies and to discuss the apparent disconnect between their development and their implementation. The workshop addressed five main barriers to implementing innovat...

  11. Learning with Interactive Whiteboards: Determining the Factors on Promoting Interactive Whiteboards to Students by Technology Acceptance Model

    ERIC Educational Resources Information Center

    Kilic, Eylem; Güler, Çetin; Çelik, H. Eray; Tatli, Cemal

    2015-01-01

    Purpose: The purpose of this study is to investigate the factors which might affect the intention to use interactive whiteboards (IWBs) by university students, using Technology Acceptance Model by the structural equation modeling approach. The following hypothesis guided the current study: H1. There is a positive relationship between IWB…

  12. Seaworthy Videos.

    ERIC Educational Resources Information Center

    Green, John O.

    1991-01-01

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

  13. Interaction of marine geodesy, satellite technology and ocean physics

    NASA Technical Reports Server (NTRS)

    Mourad, A. G.; Fubara, D. M. J.

    1972-01-01

    The possible applications of satellite technology in marine geodesy and geodetic related ocean physics were investigated. Four major problems were identified in the areas of geodesy and ocean physics: (1) geodetic positioning and control establishment; (2) sea surface topography and geoid determination; (3) geodetic applications to ocean physics; and (4) ground truth establishment. It was found that satellite technology can play a major role in their solution. For solution of the first problem, the use of satellite geodetic techniques, such as Doppler and C-band radar ranging, is demonstrated to fix the three-dimensional coordinates of marine geodetic control if multi-satellite passes are used. The second problem is shown to require the use of satellite altimetry, along with accurate knowledge of ocean-dynamics parameters such as sea state, ocean tides, and mean sea level. The use of both conventional and advanced satellite techniques appeared to be necessary to solve the third and fourth problems.

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

    ERIC Educational Resources Information Center

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

    2016-01-01

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

  15. Performance comparison of video quality metrics

    NASA Astrophysics Data System (ADS)

    Zoran, Kotevski; Pece, Mitrevski

    2010-02-01

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

  16. Using Video-Stimulated Reflective Dialogue to Learn from Children about Their Learning with and without ICT

    ERIC Educational Resources Information Center

    Tanner, Howard; Jones, Sonia

    2007-01-01

    The Interactive Teaching and ICT project explores the process of interactive teaching and learning with and without information and communications technology. A key technique in the authors' methodology has been the use of video-stimulated reflective dialogue to assist teachers to reflect on key episodes in their teaching. In this paper the…

  17. Spatial constraints of stereopsis in video displays

    NASA Technical Reports Server (NTRS)

    Schor, Clifton

    1989-01-01

    Recent development in video technology, such as the liquid crystal displays and shutters, have made it feasible to incorporate stereoscopic depth into the 3-D representations on 2-D displays. However, depth has already been vividly portrayed in video displays without stereopsis using the classical artists' depth cues described by Helmholtz (1866) and the dynamic depth cues described in detail by Ittleson (1952). Successful static depth cues include overlap, size, linear perspective, texture gradients, and shading. Effective dynamic cues include looming (Regan and Beverly, 1979) and motion parallax (Rogers and Graham, 1982). Stereoscopic depth is superior to the monocular distance cues under certain circumstances. It is most useful at portraying depth intervals as small as 5 to 10 arc secs. For this reason it is extremely useful in user-video interactions such as telepresence. Objects can be manipulated in 3-D space, for example, while a person who controls the operations views a virtual image of the manipulated object on a remote 2-D video display. Stereopsis also provides structure and form information in camouflaged surfaces such as tree foliage. Motion parallax also reveals form; however, without other monocular cues such as overlap, motion parallax can yield an ambiguous perception. For example, a turning sphere, portrayed as solid by parallax can appear to rotate either leftward or rightward. However, only one direction of rotation is perceived when stereo-depth is included. If the scene is static, then stereopsis is the principal cue for revealing the camouflaged surface structure. Finally, dynamic stereopsis provides information about the direction of motion in depth (Regan and Beverly, 1979). Clearly there are many spatial constraints, including spatial frequency content, retinal eccentricity, exposure duration, target spacing, and disparity gradient, which - when properly adjusted - can greatly enhance stereodepth in video displays.

  18. Visualization of host-polerovirus interaction topologies using Protein Interaction Reporter technology

    Technology Transfer Automated Retrieval System (TEKTRAN)

    Demonstrating direct interactions between host and virus proteins during infection is a major goal and challenge for the field of virology. The majority of interactions are not binary or easily amenable to structural determination. Using infectious preparations of a polerovirus (Potato leafroll viru...

  19. Development of High-Technology Science Instruction: A Case History of an Interactive Videodisc System.

    ERIC Educational Resources Information Center

    Leonard, William H.

    The purpose of this paper is to describe the development of both the instrumentation and the software of an emerging, high-technology system used for science instruction. A marriage of computer and television technologies has evolved into an exciting new learning system called interactive videodisc instruction. The development of the hardware…

  20. 76 FR 46841 - Certain Products Containing Interactive Program Guides and Parental Controls Technology; Notice...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-08-03

    ... COMMISSION Certain Products Containing Interactive Program Guides and Parental Controls Technology; Notice of... (collectively, ``Rovi''). 75 FR 71737 (November 24, 2010). The complaint named as respondents Toshiba Corp. of... program guide and parental controls technology by reason of the infringement of certain claims of...