Science.gov

Sample records for interactive video technology

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

    ERIC Educational Resources Information Center

    Marsh, Brian; Mitchell, Nick; Adamczyk, Peter

    2010-01-01

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

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

    ERIC Educational Resources Information Center

    Russell, William D.; Newton, Mark

    2008-01-01

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

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

    PubMed

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

    2001-01-01

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

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

    ERIC Educational Resources Information Center

    Little, David; Davis, Eugene

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

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

    ERIC Educational Resources Information Center

    Braden, Roberts A.

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

  6. 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…

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

    ERIC Educational Resources Information Center

    Cothran, Bettina F.

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

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

    NASA Astrophysics Data System (ADS)

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

    1998-01-01

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

  9. 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…

  10. 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…

  11. 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.

  12. Situational simulations in interactive video

    SciTech Connect

    Smith, L.J.

    1991-07-01

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

  13. Interactive Video in Vocational Education. Overview. ERIC Digest No. 51.

    ERIC Educational Resources Information Center

    Kerka, Sandra

    Interactive video, a combination of computer-assisted instruction and video technology, is an important new development in instructional media. Because interactive video has its roots in individualized instruction, it is particulary useful in personalizing instruction by allowing students to proceed at their own pace (one of the tenets of…

  14. 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.

  15. 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…

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

    PubMed

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

    1995-01-01

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

  17. Seven Statements on Interactive Video.

    ERIC Educational Resources Information Center

    Gastkemper, F.

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

  18. 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…

  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. Preferred Length of Video Segments in Interactive Video Programs.

    ERIC Educational Resources Information Center

    Verhagen, P. W.

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

  1. 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.

  2. 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…

  3. 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.

  4. Interactive Video and Informal Learning Environments.

    ERIC Educational Resources Information Center

    Morrissey, Kristine A.

    The Michigan State University Museum used an interactive videodisc (IVD) as an introduction to a special exhibit, "Birds in Trouble in Michigan." The hardware components included a videodisc player, a microcomputer, a video monitor, and a mouse. Software included a HyperCard program and the videodisc "Audubon Society's VideoGuide to…

  5. 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)

  6. Effectiveness of Artistic Interaction through Video Conferencing

    ERIC Educational Resources Information Center

    Eristi, Suzan Duygu

    2011-01-01

    This study investigated Turkish and Canadian primary school students' ways of expressing their perception of interactive art education through video conferencing and that of cultural interaction through pictorial representations. The qualitative research data were collected in the form of pictures and interviews on interactive art education along…

  7. 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…

  8. Interactive Video for the Electronics Age.

    ERIC Educational Resources Information Center

    Ulmer, Dale

    1986-01-01

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

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

    ERIC Educational Resources Information Center

    Wagner, Elvis

    2010-01-01

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

  10. 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. Teaching Corporate Culture Using Interactive Video Training.

    ERIC Educational Resources Information Center

    Gardner, P. R.

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

  12. Interactive Video Games in Physical Education

    ERIC Educational Resources Information Center

    Trout, Josh; Christie, Brett

    2007-01-01

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

  13. Interactive Video Program. Final Report and Recommendations.

    ERIC Educational Resources Information Center

    Midwestern Higher Education Commission, Minneapolis, MN.

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

  14. 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…

  15. Interactive video compression for remote sensing

    NASA Astrophysics Data System (ADS)

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

    2011-05-01

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

  16. Interactive video instruction - Establishing a positive alternative

    SciTech Connect

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

    1991-11-01

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

  17. 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.

  18. 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.

  19. A video approach to interactive patient education.

    PubMed

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

    1997-04-01

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

  20. 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…

  1. 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.

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

    PubMed

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

    2011-02-09

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

  3. 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.

  4. Volumetric Video Compression for Interactive Playback★

    PubMed Central

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

    2009-01-01

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

  5. Creating Micro-Videos to Demonstrate Technology Learning

    ERIC Educational Resources Information Center

    Frydenberg, Mark; Andone, Diana

    2016-01-01

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

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

    ERIC Educational Resources Information Center

    Marino, Desha; Myck-Wayne, Janice

    2015-01-01

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

  7. 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.

  8. 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.

  9. 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…

  10. Error resilient interactive video streaming over wireless networks

    NASA Astrophysics Data System (ADS)

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

    2007-09-01

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

  11. 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…

  12. 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…

  13. 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…

  14. Effects of Video Interaction Guidance on Early Childhood Teachers

    ERIC Educational Resources Information Center

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

    2010-01-01

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

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

    ERIC Educational Resources Information Center

    Migliacci, Naomi

    2002-01-01

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

  16. 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.

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

    ERIC Educational Resources Information Center

    McHenry, Lynnea; Bozik, Mary

    1997-01-01

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

  18. 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.

  19. 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…

  20. Review of Interactive Video--Romanian Project Proposal

    ERIC Educational Resources Information Center

    Onita, Mihai; Petan, Sorin; Vasiu, Radu

    2016-01-01

    In the recent years, the globalization and massification of video education offer involved more and more eLearning scenarios within universities. This article refers to interactive video and proposes an overview of it. We analyze the background information, regarding the eLearning campus used in virtual universities around the world, the MOOC…

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

    ERIC Educational Resources Information Center

    Plowman, Lydia; Stephen, Christine

    2008-01-01

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

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

    ERIC Educational Resources Information Center

    Terrell, William R.; And Others

    1992-01-01

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

  3. 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.

  4. 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

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

    NASA Astrophysics Data System (ADS)

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

    2008-01-01

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

  6. 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.

  7. Automated video and infrared tracking technology

    NASA Astrophysics Data System (ADS)

    Koligman, Michael; Dirbas, Joseph J.

    1999-10-01

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

  8. 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…

  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. 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…

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

    ERIC Educational Resources Information Center

    Nemirovsky, Ricardo; Galvis, Alvaro

    2004-01-01

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

  12. 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…

  13. The Promise of Interactive Video: An Affective Search.

    ERIC Educational Resources Information Center

    Hon, David

    1983-01-01

    Argues that factors that create a feeling of interactivity in the human situation--response time, spontaneity, lack of distractors--should be included as prime elements in the design of human/machine systems, e.g., computer assisted instruction and interactive video. A computer/videodisc learning system for cardio-pulmonary resuscitation and its…

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

    ERIC Educational Resources Information Center

    Sagan, Edgar L.; And Others

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

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

    ERIC Educational Resources Information Center

    Campbell, J. Olin; And Others

    1995-01-01

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

  16. 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.

  17. 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…

  18. 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…

  19. Video-Based Response & Revision: Dialogic Instruction Using Video and Web 2.0 Technologies

    ERIC Educational Resources Information Center

    Heintz, Anne; Borsheim, Carlin; Caughlan, Samantha; Juzwik, Mary M.

    2010-01-01

    This article documents the curricular decisions made by a teacher educator research team whose guiding theoretical focus for intern practice is dialogic instruction. Over a 2-year sequence, teaching interns used video and Web 2.0 technologies to respond critically to and revise their teaching practices in collaboration with peers and instructors.…

  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. Teaching Employment Interview Skills through Interactive Video Instruction.

    ERIC Educational Resources Information Center

    Shulman, Gary M.; And Others

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

  2. 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…

  3. 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,…

  4. 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.

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

    ERIC Educational Resources Information Center

    Nadeski, Karen; Pontius, Jack

    1984-01-01

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

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

    ERIC Educational Resources Information Center

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

    2002-01-01

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

  7. The health benefits of interactive video game exercise.

    PubMed

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

    2007-08-01

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

  8. 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.

  9. Viking 1975 Mars lander interactive computerized video stereophotogrammetry

    NASA Technical Reports Server (NTRS)

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

    1977-01-01

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

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

    PubMed

    Nambu, Misako; Harada, Etsuko T

    2002-08-01

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

  11. 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.

  12. 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.

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

    ERIC Educational Resources Information Center

    Dickson, Edward M.; Bowers, Raymond

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

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

    ERIC Educational Resources Information Center

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

    2009-01-01

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

  15. 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.

  16. INTERACTIVE VIDEO DANCE GAMES FOR HEALTHY OLDER ADULTS

    PubMed Central

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

    2016-01-01

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

  17. 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.

  18. 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…

  19. 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.

  20. "Interactive Classification Technology"

    NASA Technical Reports Server (NTRS)

    deBessonet, Cary

    1999-01-01

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

  1. 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

  2. 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

  3. 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.

  4. 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…

  5. Interactive Videodisc: An Emerging Technology for Educators. ERIC Digest.

    ERIC Educational Resources Information Center

    Grabowski, Barbara L.

    Interactive video can be a very complex learning system, or it can be a simple tool for teachers to use to enhance their instruction. The term has been used broadly in the literature and includes three major aspects: (1) interactive video as storage; (2) interactive video as hardware; and (3) interactive video as learning concept. This digest…

  6. 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…

  7. 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

  8. Molecular dynamics simulations through GPU video games technologies.

    PubMed

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

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

  9. Using Interactive Videodisc Technology To Enhance Assessor Training.

    ERIC Educational Resources Information Center

    Jacobson, Larry; Hafner, Laurin P.

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

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

    ERIC Educational Resources Information Center

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

    2010-01-01

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

  11. 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…

  12. 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…

  13. 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.

  14. 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…

  15. 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.

  16. Interactive Video, Tablets and Self-Paced Learning in the Classroom: Preservice Teachers Perceptions

    ERIC Educational Resources Information Center

    Papadopoulou, Anthia; Palaigeorgiou, George

    2016-01-01

    In recent years, a lot of focus has been given to the study of interactive video. However, interactive video has not been examined as a tool for self-directed learning in the classroom and has not been exploited together with tablets. This study tries to assess the value of an e-learning environment which is based primarily on interactive learning…

  17. 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…

  18. 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.

  19. 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…

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

    ERIC Educational Resources Information Center

    Grabowski, Barbara; Pearson, Robert

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

  1. The Effect of Interactivity with a Music Video Game on Second Language Vocabulary Recall

    ERIC Educational Resources Information Center

    deHaan, Jonathan; Reed, W. Michael; Kuwada, Katsuko

    2010-01-01

    Video games are potential sources of second language input; however, the medium's fundamental characteristic, interactivity, has not been thoroughly examined in terms of its effect on learning outcomes. This experimental study investigated to what degree, if at all, video game interactivity would help or hinder the noticing and recall of second…

  2. Approaches to Interactive Video Anchors in Problem-Based Science Learning

    ERIC Educational Resources Information Center

    Kumar, David Devraj

    2010-01-01

    This paper is an invited adaptation of the IEEE Education Society Distinguished Lecture Approaches to Interactive Video Anchors in Problem-Based Science Learning. Interactive video anchors have a cognitive theory base, and they help to enlarge the context of learning with information-rich real-world situations. Carefully selected movie clips and…

  3. Interactive Video 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…

  4. 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…

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

    PubMed

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

    2013-01-01

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

  6. 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

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

    PubMed

    Henry, Stephen G; Fetters, Michael D

    2012-01-01

    We describe the concept and method of video elicitation interviews and provide practical guidance for primary care researchers who want to use this qualitative method to investigate physician-patient interactions. During video elicitation interviews, researchers interview patients or physicians about a recent clinical interaction using a video recording of that interaction as an elicitation tool. Video elicitation is useful because it allows researchers to integrate data about the content of physician-patient interactions gained from video recordings with data about participants' associated thoughts, beliefs, and emotions gained from elicitation interviews. This method also facilitates investigation of specific events or moments during interactions. Video elicitation interviews are logistically demanding and time consuming, and they should be reserved for research questions that cannot be fully addressed using either standard interviews or video recordings in isolation. As many components of primary care fall into this category, high-quality video elicitation interviews can be an important method for understanding and improving physician-patient interactions in primary care.

  8. 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,…

  9. 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].

  10. 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.

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

    NASA Astrophysics Data System (ADS)

    Budagavi, Madhukar; Zhou, Minhua

    2007-01-01

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

  12. Constructing Self-Modeling Videos: Procedures and Technology

    ERIC Educational Resources Information Center

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

    2012-01-01

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

  13. 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…

  14. 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…

  15. 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…

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

    PubMed

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

    2017-03-28

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

  17. 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.

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

    ERIC Educational Resources Information Center

    Schwan, Stephan; Riempp, Roland

    2004-01-01

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

  19. Terahertz Technology and Molecular Interactions

    DTIC Science & Technology

    2010-12-16

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

  20. 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/.

  1. 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

  2. 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.

  3. 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).

  4. 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…

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

    NASA Astrophysics Data System (ADS)

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

    2000-06-01

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

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

    NASA Astrophysics Data System (ADS)

    Xia, Zhen-Hua; Wang, Xiao-Shuang

    2011-11-01

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

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

    PubMed

    Guillette, Lauren M; Healy, Susan D

    2016-12-30

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

  8. 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.

  9. 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…

  10. 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…

  11. 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…

  12. 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.

  13. 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

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

    ERIC Educational Resources Information Center

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

    2005-01-01

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

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

    ERIC Educational Resources Information Center

    Heckman, Andrew R.

    2010-01-01

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

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

    ERIC Educational Resources Information Center

    Fink, Edward J.

    1997-01-01

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

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

    ERIC Educational Resources Information Center

    Byrne, John Stephen

    1995-01-01

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

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

    ERIC Educational Resources Information Center

    Soled, Suzanne Wegener; And Others

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

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

    PubMed Central

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

    2017-01-01

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

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

    PubMed

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

    2016-11-01

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

  2. 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

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

    ERIC Educational Resources Information Center

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

    2017-01-01

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

  4. 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.

  5. 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.

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

    ERIC Educational Resources Information Center

    Aarsand, Pal Andre

    2007-01-01

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

  7. 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…

  8. 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…

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

    ERIC Educational Resources Information Center

    Saito, Kazuya; Akiyama, Yuka

    2017-01-01

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

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

    ERIC Educational Resources Information Center

    Kenny, Richard F.

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

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

    ERIC Educational Resources Information Center

    School Library Journal, 2009

    2009-01-01

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

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

    ERIC Educational Resources Information Center

    Akiyama, Yuka

    2016-01-01

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

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

    ERIC Educational Resources Information Center

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

    2001-01-01

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

  15. 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…

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

    ERIC Educational Resources Information Center

    Taylor, Amelia Fay

    2016-01-01

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

  17. 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…

  18. 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…

  19. 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…

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

    ERIC Educational Resources Information Center

    Overbaugh, Richard C.

    1995-01-01

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

  1. 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…

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

    ERIC Educational Resources Information Center

    Rowe, A. Allen

    1985-01-01

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

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

    ERIC Educational Resources Information Center

    Laurillard, D. M.

    This study of the feasibility of using existing videocassettes for interactive video included field tests with Open University summer school students. The aims of the study were to discover whether video material originally made for broadcast could be used in an interactive program which involves breaking up the intended flow of the program;…

  4. 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…

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

    ERIC Educational Resources Information Center

    Ibrahim, Mohamed; Callaway, Rebecca; Bell, David

    2014-01-01

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

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

    ERIC Educational Resources Information Center

    Berg, Bryan

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

  7. 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…

  8. 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…

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

    ERIC Educational Resources Information Center

    Hill, Jennifer L.; Nelson, Amanda

    2011-01-01

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

  10. 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.

  11. Spacecraft Environmental Interactions Technology 1983

    DTIC Science & Technology

    1985-01-01

    is a combination of thermal and power and can affect nearly all of the other technological areas. This can even be extended to structural technology...the model. We can f")d potential problem oreas in this same process; we can isolatv concept% tnat are affected by technology ptoblems and ider .Ify...University. 19 PRW,.Mt~NG PAIZ BL 4,N NOT- ~mmED been adversely affected by electrical discharges induced by energetic particle bombard- ment and these

  12. 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.

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

    NASA Astrophysics Data System (ADS)

    Park, Sangho; Aggarwal, J. K.

    2005-01-01

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

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

    NASA Astrophysics Data System (ADS)

    Park, Sangho; Aggarwal, J. K.

    2004-12-01

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

  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. Instructional Format and Segment Length In Interactive Video Programs.

    ERIC Educational Resources Information Center

    Verhagen, Plon W.; Breman, Jeroen

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

  17. 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.

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

    PubMed Central

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

    2015-01-01

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

  19. 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…

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

    NASA Astrophysics Data System (ADS)

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

    2015-04-01

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

  1. 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.

  2. 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…

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

    ERIC Educational Resources Information Center

    Miller, Dave; Glover, Derek

    2007-01-01

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

  4. 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,…

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

    ERIC Educational Resources Information Center

    Salzberg, Charles L.; And Others

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

  6. 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.

  7. 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.

  8. A novel rain removal technology based on video image

    NASA Astrophysics Data System (ADS)

    Liu, Shuo; Piao, Yan

    2016-11-01

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

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

    PubMed

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

    1991-02-01

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

  10. 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.

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

    ERIC Educational Resources Information Center

    Hansen, Christine H.; Hansen, Ranald D.

    1988-01-01

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

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

    ERIC Educational Resources Information Center

    Kidd, Ross

    1978-01-01

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

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

    DTIC Science & Technology

    2006-11-01

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

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

    NASA Astrophysics Data System (ADS)

    Hockicko, Peter; Trpišová, Beáta; Ondruš, Ján

    2014-12-01

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

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

    PubMed

    Pearl, Robert

    2014-02-01

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

  16. 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.

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

    PubMed

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

    2016-03-01

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

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

    PubMed Central

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

    2015-01-01

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

  19. 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

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

    PubMed

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

    2004-10-01

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

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

    PubMed

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

    1991-03-01

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

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

    PubMed

    Nussenbaum, Kate; Amso, Dima

    2016-01-01

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

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

    PubMed

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

    2017-01-19

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

  4. 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.

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

    NASA Astrophysics Data System (ADS)

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

    1983-03-01

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

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

    PubMed

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

    2010-12-01

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

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

    PubMed

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

    2011-09-01

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

  8. Evaluating Interactive Instructional Technologies: A Cognitive Model.

    ERIC Educational Resources Information Center

    Tucker, Susan A.

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

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

    ERIC Educational Resources Information Center

    McKnight, Lee; And Others

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

  10. 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"…

  11. 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.

  12. 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.

  13. 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.

  14. 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.

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

    PubMed Central

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

    2002-01-01

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

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

    ERIC Educational Resources Information Center

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

    2017-01-01

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

  17. 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.

  18. 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

  19. 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.

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

    ERIC Educational Resources Information Center

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

    2014-01-01

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

  1. 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.

  2. 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

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

    ERIC Educational Resources Information Center

    Wallin, Desna L.

    1990-01-01

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

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

    ERIC Educational Resources Information Center

    Miller, John W.; And Others

    1993-01-01

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

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

    ERIC Educational Resources Information Center

    Ikram, Hamid

    2016-01-01

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

  6. 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.

  7. 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…

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

    NASA Astrophysics Data System (ADS)

    Everett, William Neil

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

  9. 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.

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

    PubMed

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

    2013-10-01

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

  11. 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.

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

    ERIC Educational Resources Information Center

    Farhan, Muhammad; Aslam, Muhammad

    2017-01-01

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

  13. 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…

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

    PubMed

    Crenshaw, Jeannette T

    2012-01-01

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

  15. 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

  16. 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.

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

    ERIC Educational Resources Information Center

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

    2010-01-01

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

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

    ERIC Educational Resources Information Center

    Frydenberg, Mark; Andone, Diana

    2016-01-01

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

  19. 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…

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

    NASA Astrophysics Data System (ADS)

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

    2007-12-01

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

  1. 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…

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

    ERIC Educational Resources Information Center

    Lerner, Claire; Parlakian, Rebecca

    2007-01-01

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

  3. 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…

  4. 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…

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

    ERIC Educational Resources Information Center

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

    2017-01-01

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

  6. 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.

  7. 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.

  8. 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.

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

    PubMed

    Dada, Shakila; Horn, Tenille; Samuels, Alecia; Schlosser, Ralf W

    2016-12-01

    This study examined the attitudes of children with typical development towards an unfamiliar peer with complex communication needs using augmentative and alternative communication (AAC) systems. Specifically, the study aimed to compare attitudes when the peer used mobile technology (i.e., iPad(©)(1) ) with an AAC-specific application (Proloquo2Go™ (2) ) versus a low-technology communication board. A within-group crossover design was utilized involving 78 children. Half of the participants (i.e., Group 1) viewed Video 1 of an unfamiliar peer with complex communication needs in a scripted communication interaction using an iPad with Proloquo2Go followed by Video 2 of the same interaction using a communication board. The other half of the participants (Group 2) viewed these videos in the reverse sequence. The Communication Aid/Device Attitudinal Questionnaire (CADAQ) was completed after watching each video. Results indicated that both groups were more positive towards Video 1 (iPad with Prologuo2Go) on certain dimensions of the CADAQ. The results are discussed and recommendations for future research provided.

  10. 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…

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

    PubMed

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

    2000-01-01

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

  12. 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.

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

    ERIC Educational Resources Information Center

    Chazan, Daniel; Herbst, Patricio

    2012-01-01

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

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

    ERIC Educational Resources Information Center

    Office of Science and Technology Policy, Washington, DC.

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

  15. 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.

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

    PubMed

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

    2016-01-01

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

  17. 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.

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

    PubMed

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

    2013-04-01

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

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

    PubMed

    Rasmussen, Rasmus; Kushniruk, Andre

    2013-12-01

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

  20. 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…

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

    ERIC Educational Resources Information Center

    Keegan, Desmond

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

  2. 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…

  3. 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)

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

    ERIC Educational Resources Information Center

    Shewbridge, William; Berge, Zane L.

    2004-01-01

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

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

    ERIC Educational Resources Information Center

    Sun-Ongerth, Yuelu

    2012-01-01

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

  6. 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)

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

    ERIC Educational Resources Information Center

    Rich, Peter J.; Hannafin, Michael

    2009-01-01

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

  8. 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…

  9. Video streaming into the mainstream.

    PubMed

    Garrison, W

    2001-12-01

    Changes in Internet technology are making possible the delivery of a richer mixture of media through data streaming. High-quality, dynamic content, such as video and audio, can be incorporated into Websites simply, flexibly and interactively. Technologies such as G3 mobile communication, ADSL, cable and satellites enable new ways of delivering medical services, information and learning. Systems such as Quicktime, Windows Media and Real Video provide reliable data streams as video-on-demand and users can tailor the experience to their own interests. The Learning Development Centre at the University of Portsmouth have used streaming technologies together with e-learning tools such as dynamic HTML, Flash, 3D objects and online assessment successfully to deliver on-line course content in economics and earth science. The Lifesign project--to develop, catalogue and stream health sciences media for teaching--is described and future medical applications are discussed.

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

    ERIC Educational Resources Information Center

    Egly, Max

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

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

    PubMed Central

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

    2007-01-01

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

  12. 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…

  13. 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.

  14. 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

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

    NASA Astrophysics Data System (ADS)

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

    2010-12-01

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

  16. 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.

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

    NASA Astrophysics Data System (ADS)

    Alvelda, Phillip

    1997-06-01

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

  18. Technology-Enhanced Human Interaction in Psychotherapy.

    PubMed

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

    2017-03-20

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

  19. 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.

  20. Interactive video tutorials for enhancing problem-solving, reasoning, and meta-cognitive skills of introductory physics students

    NASA Astrophysics Data System (ADS)

    Singh, Chandralekha

    2004-09-01

    We discuss the development of interactive video tutorial-based problems to help introductory physics students learn effective problem solving heuristics. The video tutorials present problem solving strategies using concrete examples in an interactive environment. They force students to follow a systematic approach to problem solving and students are required to solve sub-problems (research-guided multiple choice questions) to show their level of understanding at every stage of problem solving. The tutorials are designed to provide scaffolding support at every stage of problem solving as needed and help students view the problem solving process as an opportunity for knowledge and skill acquisition rather than a "plug and chug" chore. A focus on helping students learn first to analyze a problem qualitatively, and then to plan a solution in terms of the relevant physics principles, can be useful for developing their reasoning skills. The reflection stage of problem solving can help students develop meta-cognitive skills because they must focus on what they have learned by solving the problem and how it helps them extend and organize their knowledge. Preliminary evaluations show that a majority of students who are unable to solve the tutorial problems without help can solve similar problems after working through the video tutorial. Further evaluation to assess the development of useful skills is underway.

  1. 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.

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

    ERIC Educational Resources Information Center

    Tu, Chih-Hsiung

    2005-01-01

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

  3. Optical Technology: Interacting with Traditional Systems.

    ERIC Educational Resources Information Center

    McConnell, Karen

    1987-01-01

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

  4. 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.

  5. 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…

  6. Action, Interaction, and Reaction: The Video Camera and the FL Classroom.

    ERIC Educational Resources Information Center

    Armstrong, Kimberly M.; Yetter-Vassot, Cindy

    Uses of pre-recorded and student-generated videotape recordings in the foreign language (FL) classroom are described and discussed from the perspective of their utility in helping students achieve target language communicative competence. It is suggested that viewing authentic video materials provides an opportunity to observe extralinguistic…

  7. 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…

  8. 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…

  9. 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…

  10. 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

  11. 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.

  12. Application of the advanced communications technology satellite to teleradiology and real-time compressed ultrasound video telemedicine.

    PubMed

    Stewart, B K; Carter, S J; Cook, J N; Abbe, B S; Pinck, D; Rowberg, A H

    1999-05-01

    The authors have investigated the application of the NASA Advanced Communications Technology Satellite (ACTS) to teleradiology and telemedicine using the Jet Propulsion Laboratory (JPL)-developed ACTS Mobile Terminal (AMT) uplink. In this experiment, bidirectional 128, 256, and 384 kbps satellite links were established between the ACTS/AMT, the ACTS in geosynchronous orbit, and the downlink terrestrial terminal at JPL. A terrestrial Integrated Digital Services Network (ISDN) link was established from JPL to the University of Washington Department of Radiology to complete the bidirectional connection. Ultrasound video imagery was compressed in real-time using video codecs adhering to the International Telecommunication Union-Telecommunication Standardization Sector (ITU-T) Recommendation H.261. A 16 kbps in-band audio channel was used throughout. A five-point Likert scale was used to evaluate the quality of the compressed ultrasound imagery at the three transmission bandwidths (128, 256, and 384 kbps). The central question involved determination of the bandwidth requirements to provide sufficient spatial and contrast resolution for the remote visualization of fine- and low-contrast objects. The 384 kbps bandwidth resulted in only slight tiling artifact and fuzziness owing to the quantizer step size; however, these motion artifacts were rapidly resolved in time at this bandwidth. These experiments have demonstrated that real-time compressed ultrasound video imagery can be transmitted over multiple ISDN line bandwidth links with sufficient temporal, contrast, and spatial resolution for clinical diagnosis of multiple disease and pathology states to provide subspecialty consultation and educational at a distance.

  13. Physically interactive robotic technology for neuromotor rehabilitation.

    PubMed

    Hogan, Neville; Krebs, Hermano I

    2011-01-01

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

  14. 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…

  15. Streaming Videos Connect Campers and Parents: Internet Technology Allows Viewers To See Activities as They Happen.

    ERIC Educational Resources Information Center

    Fulton, Bob; Onasch, Brad; Maio, John

    2000-01-01

    A California YMCA camp makes videos of camping events and posts them on a Web site for parents to view, either archived or live. Plans are underway for a film camp that would teach teen campers acting, filming, editing, directing and producing. Equipment and software requirements are discussed, as are other educational applications. (TD)

  16. 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…

  17. 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…

  18. 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…

  19. 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 compared…

  20. 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.

  1. Survey of Compressed Video Applications: Higher Education, K-12, and the Private Sector, 1993.

    ERIC Educational Resources Information Center

    Cochenour, John; And Others

    This paper presents the results of three surveys about live, two-way interactive video (compressed video) and discusses some possible trends in its use, applications, and technological development. Surveys are an Association for Educational Communications and Technology (AECT) survey that has not been completed; one from the "International…

  2. 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)

  3. Real Time Eye Tracking and Hand Tracking Using Regular Video Cameras for Human Computer Interaction

    DTIC Science & Technology

    2011-01-01

    19 3.4 Result of Software Usage The system is set up with a display screen or projector , and two cameras installed in...structure and 3D file/ scene visualization tool) by utilizing multi-modal modalities, including head, pose, eye, expressions, hand gesture, body gesture...Dera, T., Bardins, S., Schneider, E., and Brandt, T., “ Mobile Eye Tracking as a Basis for Real-Time Control of a Gaze Driven Head-Mounted Video Camera

  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. 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.

  6. Interactive remote medical curriculum through creative technology integration - biomed 2013.

    PubMed

    Orndorff, Brent; Waite, Gabi

    2013-01-01

    By combining traditional classroom instruction with web-based educational technologies, distance education has been a reality for many years. However, limitations remain in established technologies that restrict the types of courses offered through this medium. This was the motivation for the Interactive Remote Course Delivery (IRCD) system at the Indiana University School of Medicine and our work aimed to overcome these limitations in order to allow a more interactive learning experience. What began as a need to deliver an interactive remote physiology course spurred several developments that may have the power to change the ways in which people learn, collaborate and communicate remotely. The result of extensive research brought stimulating discoveries leading to a new approach integrating separate technologies, including the combination of web-based collaborative software Adobe Connect with Polycom videoconferencing. By experimenting with the integration of these technologies we have enhanced the level of interactivity allowing the medical school curriculum to be delivered remotely.

  7. 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.

  8. 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

  9. 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…

  10. The Power of Interactive Videodisc Technology.

    ERIC Educational Resources Information Center

    Thota, Vykuntapathi

    1993-01-01

    An interactive videodisc (IVD) system enables a student to practice skills that would otherwise be too costly or dangerous to attempt. IVD designers, utilizing the principle of hypermedia, stimulate students with realistic imagery and sound and branching options. The computer is able to evaluate the student's entry skills, identify deficiencies,…

  11. 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…

  12. Conversation Therapy with People with Aphasia and Conversation Partners using Video Feedback: A Group and Case Series Investigation of Changes in Interaction

    PubMed Central

    Best, Wendy; Maxim, Jane; Heilemann, Claudia; Beckley, Firle; Johnson, Fiona; Edwards, Susan I.; Howard, David; Beeke, Suzanne

    2016-01-01

    Conversation therapies employing video for feedback and to facilitate outcome measurement are increasingly used with people with post-stroke aphasia and their conversation partners; however the evidence base for change in everyday interaction remains limited. We investigated the effect of Better Conversations with Aphasia (BCA), an intervention that is freely available online at https://extend.ucl.ac.uk/. Eight people with chronic agrammatic aphasia, and their regular conversation partners participated in the tailored 8 week program involving significant video feedback. We explored changes in: (i) conversation facilitators (such as multi-modal turns by people with aphasia); and (ii) conversation barriers (such as use of test questions by conversation partners). The outcome of intervention was evaluated directly by measuring change in video-recorded everyday conversations. The study employed a pre-post design with multiple 5 minute samples of conversation before and after intervention, scored by trained raters blind to the point of data collection. Group level analysis showed no significant increase in conversation facilitators. There was, however, a significant reduction in the number of conversation barriers. The case series data revealed variability in conversation behaviors across occasions for the same dyad and between different dyads. Specifically, post-intervention there was a significant increase in facilitator behaviors for two dyads, a decrease for one and no significant change for five dyads. There was a significant decrease in barrier behaviors for five dyads and no significant change for three dyads. The reduction in barrier behaviors was considerable; on average change from over eight to fewer than three barrier behaviors in 5 minutes of conversation. The pre-post design has the limitation of no comparison group. However, change occurs in targeted conversational behaviors and in people with chronic aphasia and their partners. The findings suggest

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

    PubMed Central

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

    2011-01-01

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

  14. 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.

  15. 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…

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

    ERIC Educational Resources Information Center

    Montgomery, Rae; Sayre, Scott

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

  17. 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…

  18. 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.

  19. Technology and Interactive Multimedia. Identifying Emerging Issues and Trends in Technology for Special Education.

    ERIC Educational Resources Information Center

    Ashton, Ray

    As part of a 3-year study to identify emerging issues and trends in technology for special education, this paper addresses the role of interactive multimedia, especially the digital, optical compact disc technologies, in providing instructional services to special education students. An overview identifies technological and economic trends,…

  20. 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…

  1. 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 for…

  2. 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…

  3. 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

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

    PubMed

    Dirnwoeber, Markus; Machan, Rudolf; Herler, Juergen

    2012-10-31

    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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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…

  12. 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…

  13. IP-based streaming technology for interactive MPEG-4 contents

    NASA Astrophysics Data System (ADS)

    Kim, Hyun-Cheol; Jeong, Seyoon; Cha, Jihun; Kim, Kyuheon

    2004-11-01

    In this paper, we present an MPEG-4 contents streaming system and propose MPEG-4 contents streaming scheme by using priority. The presented streaming system which consists of a server and a client supports MPEG-4 contents compliant with ISO/IEC 14496-1 and enables a user to interact with MPEG-4 contents over IP networks. The server consists of GUI, Server Management Layer, Sync Layer, and Delivery Layer. The client supports to display MPEG-4 contents stored in local storage or received through IP networks. Moreover, we propose an MPEG-4 contents streaming scheme that the object a user prefers to watch is sent first by increasing priority and objects with low priority are dropped at a server side when network bandwidth is not enough to transmit all objects that are supposed to appear in the scene. We made experiment of the proposed scheme with the presented MPEG-4 contents streaming system, and the experiment results are shown in this paper. If we use the proposed scheme for MPEG-4 contents streaming, it is possible for a user to watch a video of interest in high quality and video of indifference in low quality.

  14. 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…

  15. 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.

  16. 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

  17. 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…

  18. 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.

  19. Medical Student and Tutor Perceptions of Video Versus Text in an Interactive Online Virtual Patient for Problem-Based Learning: A Pilot Study

    PubMed Central

    Ellaway, Rachel H; Round, Jonathan; Vaughan, Sophie; Poulton, Terry; Zary, Nabil

    2015-01-01

    Background The impact of the use of video resources in primarily paper-based problem-based learning (PBL) settings has been widely explored. Although it can provide many benefits, the use of video can also hamper the critical thinking of learners in contexts where learners are developing clinical reasoning. However, the use of video has not been explored in the context of interactive virtual patients for PBL. Objective A pilot study was conducted to explore how undergraduate medical students interpreted and evaluated information from video- and text-based materials presented in the context of a branched interactive online virtual patient designed for PBL. The goal was to inform the development and use of virtual patients for PBL and to inform future research in this area. Methods An existing virtual patient for PBL was adapted for use in video and provided as an intervention to students in the transition year of the undergraduate medicine course at St George’s, University of London. Survey instruments were used to capture student and PBL tutor experiences and perceptions of the intervention, and a formative review meeting was run with PBL tutors. Descriptive statistics were generated for the structured responses and a thematic analysis was used to identify emergent themes in the unstructured responses. Results Analysis of student responses (n=119) and tutor comments (n=18) yielded 8 distinct themes relating to the perceived educational efficacy of information presented in video and text formats in a PBL context. Although some students found some characteristics of the videos beneficial, when asked to express a preference for video or text the majority of those that responded to the question (65%, 65/100) expressed a preference for text. Student responses indicated that the use of video slowed the pace of PBL and impeded students’ ability to review and critically appraise the presented information. Conclusions Our findings suggest that text was perceived to be a

  20. Virtual viewpoint synthesis in multi-view video system

    NASA Astrophysics Data System (ADS)

    Li, Fang; Yang, Shiqiang

    2005-07-01

    In this paper, we present a virtual viewpoint video synthesis algorithm to satisfy the following three aims: low computing consuming; real time interpolation and acceptable video quality. In contrast with previous technologies, this method obtain incompletely 3D structure using neighbor video sources instead of getting total 3D information with all video sources, so that the computation is reduced greatly. So we demonstrate our interactive multi-view video synthesis algorithm in a personal computer. Furthermore, adopting the method of choosing feature points to build the correspondence between the frames captured by neighbor cameras, we need not require camera calibration. Finally, our method can be used when the angle between neighbor cameras is 25-30 degrees that it is much larger than common computer vision experiments. In this way, our method can be applied into many applications such as sports live, video conference, etc.

  1. Progress in video immersion using Panospheric imaging

    NASA Astrophysics Data System (ADS)

    Bogner, Stephen L.; Southwell, David T.; Penzes, Steven G.; Brosinsky, Chris A.; Anderson, Ron; Hanna, Doug M.

    1998-09-01

    Having demonstrated significant technical and marketplace advantages over other modalities for video immersion, PanosphericTM Imaging (PI) continues to evolve rapidly. This paper reports on progress achieved since AeroSense 97. The first practical field deployment of the technology occurred in June-August 1997 during the NASA-CMU 'Atacama Desert Trek' activity, where the Nomad mobile robot was teleoperated via immersive PanosphericTM imagery from a distance of several thousand kilometers. Research using teleoperated vehicles at DRES has also verified the exceptional utility of the PI technology for achieving high levels of situational awareness, operator confidence, and mission effectiveness. Important performance enhancements have been achieved with the completion of the 4th Generation PI DSP-based array processor system. The system is now able to provide dynamic full video-rate generation of spatial and computational transformations, resulting in a programmable and fully interactive immersive video telepresence. A new multi- CCD camera architecture has been created to exploit the bandwidth of this processor, yielding a well-matched PI system with greatly improved resolution. While the initial commercial application for this technology is expected to be video tele- conferencing, it also appears to have excellent potential for application in the 'Immersive Cockpit' concept. Additional progress is reported in the areas of Long Wave Infrared PI Imaging, Stereo PI concepts, PI based Video-Servoing concepts, PI based Video Navigation concepts, and Foveation concepts (to merge localized high-resolution views with immersive views).

  2. 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…

  3. 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…

  4. Phosphor Technology Center of Excellence: research, education, industrial interactions

    NASA Astrophysics Data System (ADS)

    Summers, Christopher J.

    1994-04-01

    A review is given of the participants and the research, education and industrial mission of the center. The Phosphor Technology Center of Excellence is established at the Georgia Institute of Technology with the University of Georgia, University of Florida, Pennsylvania State University, David Sarnoff Research Center and the American Display Consortium being charter members. The research mission addresses short, medium and long term needs in five technological areas; cathode ray tube, electroluminescence, field emission devices, plasma display panels and active-matrix liquid crystal display back-light phosphors through interactive university/industry technology groups. Outreach activities include the establishment of a phosphor database, industry analysis and short courses in addition to the conventional university education role. Specific science and technology programs are briefly described.

  5. The Co-Creation of a Video to Inspire Humanitarianism: How an Educational Entrepreneurial Approach Inspired Humanitarian Workers to Be Mindfully Innovative Whilst Working with Technology

    ERIC Educational Resources Information Center

    Crotty, Yvonne; Kilboy, Laura

    2015-01-01

    This paper demonstrates the value of embracing digital technology in order to effect positive change in a non-governmental (NGO) charity organisation, in this case the Irish Charity Crosscause. The outcome of the research was the creation of a charity video, Crosscause: Making a Difference, to showcase humanitarian work in Ireland and Romania with…

  6. 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…

  7. 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.

  8. 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...

  9. 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…

  10. 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…

  11. 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…

  12. 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…

  13. 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…

  14. 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…

  15. 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,…

  16. 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…

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

    NASA Astrophysics Data System (ADS)

    Porter, P. R.; Marunchak, A.

    2011-12-01

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

  18. 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.

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

    ERIC Educational Resources Information Center

    Colwell O'Callaghan, Veronica

    2013-01-01

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

  20. Lower limb power rehabilitation (LLPR) using interactive video game for improvement of balance function in older people.

    PubMed

    Chen, Po-Yin; Wei, Shun-Hwa; Hsieh, Wan-Ling; Cheen, Jang-Rong; Chen, Liang-Kung; Kao, Chung-Lan

    2012-01-01

    Declined balance functions have adverse effects on elderly population. Lower limbs muscle power training is currently an emerging concept in rehabilitation on individuals with decreased balance and mobility. In this prospective, controlled study, we used a human-computer interactive video-game-based rehabilitation device (LLPR) for training of lower limb muscle power in the elderly. Forty (aged >65 years) individuals were recruited from the community. Twenty participants in the exercise group received 30-min training, twice a week, using the LLPR system. The LLPR system allows participants to perform fast speed sit-to-stand (STS) movements. Twenty age-matched participants in the control group performed slow speed STS movements, as well as strengthening and balance exercises, with the same frequency and duration. The results were compared after 12 sessions (6 weeks) of training. The mechanical and time parameters during STS movement were measured using the LLPR system. Modified falls efficacy scale (MFES), Tinetti Performance-Oriented Mobility Assessment (POMA), function reach test, five times sit to stand (FTSS) and Timed Up and Go (TUG) were administered to participants as clinical assessments. Results showed that in the exercise group, all the mechanical and time parameters showed significant improvement. In control group, only the maximal vertical ground reaction force (MVGRF) improved significantly. For clinical assessments (balance, mobility, and self-confidence), exercise group showed significantly better scores. The STS movements in video-game-based training mimic real life situations which may help to transfer the training effects into daily activities. The effectiveness of lower limb muscle training is worthy of further investigation.

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

    PubMed

    Briggs, Andrew; Straker, Leon; Greig, Alison

    2004-06-10

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

  2. 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.

  3. 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…

  4. Rural Communities Communicating: The Emergence of Two-Way Interactive Video in Southwestern, Rural, Small Schools.

    ERIC Educational Resources Information Center

    Sullivan, Michael; And Others

    In three southwestern states, grassroots movements of citizens, educators, and local businesses developed and implemented two-way interactive television projects in their schools and communities. A descriptive multiple case study design was used to examine six project sites in New Mexico, Texas, and Oklahoma. Research questions were categorized in…

  5. 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…

  6. 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.

  7. 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…

  8. Writing in Video.

    ERIC Educational Resources Information Center

    Carraher, David; Nemirovsky, Ricardo; DiMattia, Cara; Lara-Meloy, Teresa; Earnest, Darrell

    1999-01-01

    Video and electronic media have the potential to bridge the gap between classroom research and practice by providing rich and detailed data for grounded discussions about teaching and learning. Describes attempts to use digital video technologies to increase collaboration between researchers and practitioners. (WRM)

  9. "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…

  10. 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…

  11. 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.

  12. 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

  13. Command and Control Research and Technology Symposium (2004):The Power Age Concepts and Technologies. Improving Tactical PSYOP Video Dissemination in Media-Austere Operating Environments

    DTIC Science & Technology

    2007-11-02

    the production and dissemination of all PSYOP products prepared on videocassettes, Digital Video Disc (DVD) or video compact-disc ( VCD ) computer...Pashtun, the 9-11 attacks and America’s response.75 At first, the 82d Airborne Division TPTs showed the video, prepared on DVDs and VCDs , on laptop

  14. Alexithymic characteristics and patient-therapist interaction: a video analysis of facial affect display.

    PubMed

    Rasting, Marcus; Brosig, Burkhard; Beutel, Manfred E

    2005-01-01

    Alexithymia as a disorder of affect regulation entails a patient's reduced ability to process emotional information. The purpose of this study was to evaluate the impact of alexithymia [as measured by the Toronto Alexithymia Scale (TAS)-26, German version] on affective correlates in a dyadic therapeutic interaction (as recorded by the Emotional Facial Action Coding System). Interviews with 12 in-patients with various psychosomatic disorders (anxiety, depression, somatisation) were videotaped and evaluated for facial affect display. The corresponding emotional reactions of the therapists (split screen) were recorded separately. Patients with high alexithymia scores (TAS-26 total score) tended to display less aggressive affects than those with low scores. The therapists' predominant emotional reaction to alexithymic patients was contempt. Our findings underscore the deep-rooted nature of alexithymia as a disorder of affect regulation. Since facial affects play a major role in the regulation of emotional interaction, this disorder may evoke negative reactions of potential caregivers.

  15. Effect of Interactive Video Practice in Detecting Technical Errors on Performance of a Simple Medical Procedure.

    DTIC Science & Technology

    1985-08-01

    developed a complex IVI system to teach basic cardiopulmonary resuscitation (CPR) life support for the American Heart Association in 1982. Mannikins were...of the American Heart Association /Actronics Inc. interactive videodisc system for CPR instruction of the lay public at both the Heartsaver and Basic...actions and learn from their mistakes similar to Hon’s CPR - program used by the American Heart Association . The model described here is similar to

  16. 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.

  17. 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)

  18. 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…

  19. 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.

  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.

  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. 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

  4. 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…

  5. 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…

  6. 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.

  7. 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…

  8. 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 relational…

  9. 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…

  10. 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

  11. Noncontact laser sensing technology for structural health monitoring and nondestructive testing (presentation video)

    NASA Astrophysics Data System (ADS)

    Sohn, Hoon

    2014-03-01

    Noncontact sensing techniques is gaining prominence for structural health monitoring (SHM) and nondestructive testing (NDT) due to (1) their noncontact and nonintrusive natures, (2) their spatial resolution much higher than conventional discrete sensors can achieve, (3) their less dependency on baseline data obtained from the pristine condition of a target structure (reference-free diagnosis), (4) cost and labor reduction in sensor installation and maintenance. In this talk, a suite of noncontact sensing techniques particularly based on laser technology will be presented for SHM and NDT of aircraft, wind turbine blades, high-speed trains, nuclear power plants, bridges, automobile manufacturing facilities and semiconductors.

  12. User-centered design and interactive health technologies for patients.

    PubMed

    De Vito Dabbs, Annette; Myers, Brad A; Mc Curry, Kenneth R; Dunbar-Jacob, Jacqueline; Hawkins, Robert P; Begey, Alex; Dew, Mary Amanda

    2009-01-01

    Despite recommendations that patients be involved in the design and testing of health technologies, few reports describe how to involve patients in systematic and meaningful ways to ensure that applications are customized to meet their needs. User-centered design is an approach that involves end users throughout the development process so that technologies support tasks, are easy to operate, and are of value to users. In this article, we provide an overview of user-centered design and use the development of Pocket Personal Assistant for Tracking Health (Pocket PATH) to illustrate how these principles and techniques were applied to involve patients in the development of this interactive health technology. Involving patient-users in the design and testing ensured functionality and usability, therefore increasing the likelihood of promoting the intended health outcomes.

  13. Interactive Voice Response Technology: A Tool for Improving Healthcare

    PubMed Central

    Kraft, Margaret Ross; Androwich, Ida

    2012-01-01

    The integration of telephony with computers has created interactive voice response technology that has begun to have many applications for healthcare. This technology has to turned touch-tone phones into virtual computer terminals. A number of IVRT applications have been developed with nursing involvement. Research on IVRT use shows major applications dealing with chronic disease management, medication management and the care of special populations.. It will be up to Nurse Informaticists to develop and test creative uses for IVRT that will both leverage technology and improve patient care. Use of the IVRT provides opportunities to educate as well as to monitor individuals on their self-management behaviors. As an understanding of the uses of IVRT in patient care grows, it will offer added value to healthcare services. PMID:24199090

  14. The slow pace of interactive video telemedicine adoption: the perspective of telemedicine program administrators on physician participation.

    PubMed

    Grigsby, Bill; Brega, Angela G; Bennett, Rachael E; Devore, Patricia A; Paulich, Marsha J; Talkington, Sylvia G; Floersch, Natasha R; Barton, Phoebe L; Neal, Susannah; Araya, Tesfa M; Loker, Jeff L; Krohn, Neil; Grigsby, Jim

    2007-12-01

    We conducted semistructured interviews with telemedicine program administrators as part of a national survey of physicians and managers regarding attitudes toward, and knowledge of, telemedicine. Telemedicine administrators were interviewed regarding factors affecting physician adoption of interactive video (IAV) telemedicine. The seven networks with which these managers were affiliated represented "traditional" telemedicine programs, primarily providing specialty teleconsultation via IAV. These programs were located in different geographic regions, and included both consulting and referring sites. We include data only for well-established networks for which multiple administrators responded. Data were analyzed using standard qualitative research methods. We conclude that reimbursement issues are important determinants of the rate of adoption, but that by themselves they do not fully account for the slow diffusion of IAV telemedicine. Likewise, appeals to physicians as rational decision-makers are necessary but insufficient means of increasing the volume of telemedicine within a network. Telemedicine networks and administrators that have been effective in persuading physicians to practice telemedicine or to refer patients demonstrate an emphasis on aggressive recruitment of physicians who will be involved actively in one or the other role. Most efforts to encourage physicians to adopt telemedicine, however, have focused on the supply of specialists, rather than stimulating demand among primary care providers who have patients to refer. Habit was identified as an important, albeit overlooked, factor explaining physician adoption of telemedicine.

  15. 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…

  16. 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.

  17. 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…

  18. 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).

  19. 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…

  20. “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

  1. Video on demand internal trial

    NASA Astrophysics Data System (ADS)

    Sell, Chris

    1993-02-01

    This NYNEX internal trial was designed to test a variety of technical concepts pertaining to a true video on demand system. A three building complex was selected for the trial using coaxial and fiber optic transport systems. The trial period was approximately six weeks long with a total of eighteen movies available twenty four hours a day. A fully automated system was designed at the NYNEX Science and Technology Laboratory that incorporated video equipment and laser disk players. This system is controlled by a pair of Sun Microsystems workstations communicating via a local area network. Valuable knowledge was gained in the area of jukebox design, control systems, and menuing. Fiber optic delivery systems were investigated along with coaxial systems. The user base for this trial consisted of NYNEX employees instead of residential customers. Although the user base was not ideal, we gained insight into how people interact with a fully automated system.

  2. The Rural Recreation Integration Project: Reaching Out with Interactive Video Technology.

    ERIC Educational Resources Information Center

    Anderson, Lynn; And Others

    1996-01-01

    North Dakota's Rural Recreation Integration Project disseminates innovative training and technical assistance from therapeutic recreation specialists to recreation and human service providers. The information helps facilitate the inclusion of people with disabilities into recreation/leisure activities. To make the training accessible, they use the…

  3. Determining the Usability of Digital Video Interactive (DVI) Technology in Computer-Based Instruction

    DTIC Science & Technology

    1994-07-01

    behaviors changed through time. All versions of paper documents produced during multimedia development, such as storyboards , milestone charts...in place to ensure the timely completion of storyboards , shot sheets, flowcharts, and other multimedia 7 products so that the application meets the...proficiency with the authoring language is important. The programmer should be able to work with the team to interpret storyboards , flowcharts, and

  4. An Educational Technology Curriculum for Converging Technologies.

    ERIC Educational Resources Information Center

    Allen, Brockenbrough S.; And Others

    1989-01-01

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

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. Enhancing conversation skills in children with autism via video technology. Which is better, "self" or "other" as a model?

    PubMed

    Sherer, M; Pierce, K L; Paredes, S; Kisacky, K L; Ingersoll, B; Schreibman, L

    2001-01-01

    The present study was designed to compare the efficacy of "self" versus "other" video-modeling interventions. Five children with autism ranging in age from 4 to 11 were taught to answer a series of conversation questions in both self and other video-modeled conditions. Results were evaluated using a combination of a multiple baseline and alternating treatments design. Three out of the five participants performed at levels of 100% accuracy at posttreatment. Results indicated no overall difference in rate of task acquisition between the two conditions, implying that children who were successful at learning from video in general, learned equally as well via both treatment approaches. Anecdotal evidence suggested that participants who were successful with video treatment had higher visual learning skills than children who were unsuccessful with this approach. Results are discussed in terms of a visual learning model for children with autism.

  11. 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.

  12. 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

  13. 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.

  14. 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.…

  15. 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.

  16. Learning Environments Using Interactive Whiteboards: New Learning Spaces or Reproduction of Old Technologies?

    ERIC Educational Resources Information Center

    Zevenbergen, Robyn; Lerman, Steve

    2008-01-01

    Interactive whiteboards (IWB) are an innovation that is gaining considerable presence in many contemporary classrooms. This paper examines the use of IWBs in mathematics classrooms. Using a productive pedagogies framework to analyse classroom videos, it is proposed that the classrooms observed used a restricted approach in their use of IWBs. It…

  17. Elderly-technology interaction: accessibility and acceptability of technological devices promoting motor and cognitive training.

    PubMed

    Callari, Tiziana C; Ciairano, Silvia; Re, Alessandra

    2012-01-01

    As the world population is ageing, studies on the socio-economic and health consequences are proliferating. Little has been done on the effectiveness and impact elderly may benefit from the use of technology in their everyday life. The pilot study, implemented within a funded project aimed at identifying sustainable actions to promote Seniors' quality of life, intended to investigate this kind of interaction in terms of accessibility and acceptability that senior citizen experience with technological devices promoting motor and cognitive training. In the hypothesis, interfaces and technological artifacts, that still take in little account the seniors' physical characteristics (e.g. physiological limitations in sight, hearing, movement) and cognitive processes (selective memory often driven by practical needs), can cause elderly to mistrust technology. Study participants were twenty over seventy-year-old people, who were observed and interviewed in context in a two-hour training session regarding the technological devices user experience. The results are presented with scenario-based techniques that help represent typologies of users in different use situations. Findings confirm the hypothesis, highlighting that elderly may accept technological artifacts when they perceive them as bringing benefits in terms of well-being and health.

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

    PubMed Central

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

    2013-01-01

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

  19. 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.

  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. Holovideo: Real-time 3D range video encoding and decoding on GPU

    NASA Astrophysics Data System (ADS)

    Karpinsky, Nikolaus; Zhang, Song

    2012-02-01

    We present a 3D video-encoding technique called Holovideo that is capable of encoding high-resolution 3D videos into standard 2D videos, and then decoding the 2D videos back into 3D rapidly without significant loss of quality. Due to the nature of the algorithm, 2D video compression such as JPEG encoding with QuickTime Run Length Encoding (QTRLE) can be applied with little quality loss, resulting in an effective way to store 3D video at very small file sizes. We found that under a compression ratio of 134:1, Holovideo to OBJ file format, the 3D geometry quality drops at a negligible level. Several sets of 3D videos were captured using a structured light scanner, compressed using the Holovideo codec, and then uncompressed and displayed to demonstrate the effectiveness of the codec. With the use of OpenGL Shaders (GLSL), the 3D video codec can encode and decode in realtime. We demonstrated that for a video size of 512×512, the decoding speed is 28 frames per second (FPS) with a laptop computer using an embedded NVIDIA GeForce 9400 m graphics processing unit (GPU). Encoding can be done with this same setup at 18 FPS, making this technology suitable for applications such as interactive 3D video games and 3D video conferencing.

  2. 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…

  3. 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…

  4. 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…

  5. Evaluation of Interactive Video Disc System for Training the Operation of the DCT-9000 in the MOS 72G Course.

    DTIC Science & Technology

    1984-10-01

    from the lack of other OCT-9000s For a small g roup (6) i t was ve ry eff ic ient for us No commnents The apple computors helped a great deal No problems...300,000 Initial Cost: Apple II microcomputer, $ 6,000 48K; Pioneer Video Disc Player Model No. PR7820; Sanyo monitor with a HAT touch panel

  6. Web-Based Interactive Video Vignettes Create a Personalized Active Learning Classroom for Introducing Big Ideas in Introductory Biology

    ERIC Educational Resources Information Center

    Wright, L. Kate; Newman, Dina L.; Cardinale, Jean A.; Teese, Robert

    2016-01-01

    The typical "flipped classroom" delivers lecture material in video format to students outside of class in order to make space for active learning in class. But why give students passive material at all? We are developing a set of high-quality online educational materials that promote active, hands-on science learning to aid in teaching…

  7. 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

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

    ERIC Educational Resources Information Center

    Taufour, P. A.

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

  9. 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.

  10. 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.

  11. 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…

  12. 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…

  13. 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…

  14. 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…

  15. 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.

  16. 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…

  17. NREL Buildings Research Video

    SciTech Connect

    2009-01-01

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

  18. 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

  19. 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.

  20. 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.

  1. 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.

  2. 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…

  3. 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…

  4. Secure authenticated video equipment

    SciTech Connect

    Doren, N.E.

    1993-07-01

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

  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. 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…

  7. 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.

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

    PubMed

    Maillot, Pauline; Perrot, Alexandra; Hartley, Alan

    2012-09-01

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

  9. 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.

  10. 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.

  11. Visual Environments: Simple Video Production Techniques.

    ERIC Educational Resources Information Center

    Adams, Dennis

    1989-01-01

    Suggests that teaching students the processes of video programing helps them become more intelligent video consumers and allows them to use the technology as an extension of themselves by creating art through video. Discusses the use of lighting, sound, and editing in the creative process. (KO)

  12. 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.

  13. CUQI: cardiac ultrasound video quality index

    PubMed Central

    Razaak, Manzoor; Martini, Maria G.

    2016-01-01

    Abstract. Medical images and videos are now increasingly part of modern telecommunication applications, including telemedicinal applications, favored by advancements in video compression and communication technologies. Medical video quality evaluation is essential for modern applications since compression and transmission processes often compromise the video quality. Several state-of-the-art video quality metrics used for quality evaluation assess the perceptual quality of the video. For a medical video, assessing quality in terms of “diagnostic” value rather than “perceptual” quality is more important. We present a diagnostic-quality–oriented video quality metric for quality evaluation of cardiac ultrasound videos. Cardiac ultrasound videos are characterized by rapid repetitive cardiac motions and distinct structural information characteristics that are explored by the proposed metric. Cardiac ultrasound video quality index, the proposed metric, is a full reference metric and uses the motion and edge information of the cardiac ultrasound video to evaluate the video quality. The metric was evaluated for its performance in approximating the quality of cardiac ultrasound videos by testing its correlation with the subjective scores of medical experts. The results of our tests showed that the metric has high correlation with medical expert opinions and in several cases outperforms the state-of-the-art video quality metrics considered in our tests. PMID:27014715

  14. 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.

  15. Cooperative Learning and Technology: Using Interactive Group Software.

    ERIC Educational Resources Information Center

    Dockterman, David

    1998-01-01

    Discusses cooperative learning and considers the use of interactive group software. Highlights include students' roles in groups; group accountability and peer pressure; the use of strong narrative; and characteristics to look for when reviewing software for interactive group use, including opportunity and context for group interaction and social…

  16. 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…

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

    PubMed Central

    2014-01-01

    Background Multimedia learning has been shown effective in clinical skills training. Yet, use of technology presents both opportunities and challenges to learners. The present study investigated student use and perceptions of online clinical videos for learning clinical skills and in preparing for OSCE (Objective Structured Clinical Examination). This study aims to inform us how to make more effective us of these resources. Methods A mixed-methods study was conducted for this study. A 30-items questionnaire was administered to investigate student use and perceptions of OSCE videos. Year 3 and 4 students from 34 Korean medical schools who had access to OSCE videos participated in the online survey. Additionally, a semi-structured interview of a group of Year 3 medical students was conducted for an in-depth understanding of student experience with OSCE videos. Results 411 students from 31 medical schools returned the questionnaires; a majority of them found OSCE videos effective for their learning of clinical skills and in preparing for OSCE. The number of OSCE videos that the students viewed was moderately associated with their self-efficacy and preparedness for OSCE (p < 0.05). One-thirds of those surveyed accessed the video clips using mobile devices; they agreed more with the statement that it was convenient to access the video clips than their peers who accessed the videos using computers (p < 0.05). Still, students reported lack of integration into the curriculum and lack of interaction as barriers to more effective use of OSCE videos. Conclusions The present study confirms the overall positive impact of OSCE videos on student learning of clinical skills. Having faculty integrate these learning resources into their teaching, integrating interactive tools into this e-learning environment to foster interactions, and using mobile devices for convenient access are recommended to help students make more effective use of these resources. PMID:24650290

  18. How DVI Information Processing Technology Will Affect Business Communication.

    ERIC Educational Resources Information Center

    Perry, William G.

    1993-01-01

    Suggests that the way desktop computers are used in business communication will change dramatically with the emergence of DVI (Digital Video Interactive) technology and modern mass storage devices. Discusses implications of DVI for business communication educators and trainers. (RS)

  19. 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…

  20. 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…

  1. 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…

  2. 76 FR 79214 - Certain Products Containing Interactive Program Guide and Parental Controls Technology...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-12-21

    ... COMMISSION Certain Products Containing Interactive Program Guide and Parental Controls Technology... Corporation of Santa Clara, California; and Index Systems, Inc. of Tortola, the British Virgin Islands. The... interactive program guide and parental controls technology by reason of infringement of certain claims of...

  3. Computer Augmented Video Education.

    ERIC Educational Resources Information Center

    Sousa, M. B.

    1979-01-01

    Describes project CAVE (Computer Augmented Video Education), an ongoing effort at the U.S. Naval Academy to present lecture material on videocassette tape, reinforced by drill and practice through an interactive computer system supported by a 12 channel closed circuit television distribution and production facility. (RAO)

  4. 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).

  5. 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.

  6. 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.

  7. Video Library.

    ERIC Educational Resources Information Center

    Neugebauer, Bonnie

    1993-01-01

    Reviews videos for early childhood programs that focus on staff training, child care selection, building children's self-esteem, farm animals, and children's books by Judith Viorst and Robert McCloskey. (HOD)

  8. Content-based analysis of news video

    NASA Astrophysics Data System (ADS)

    Yu, Junqing; Zhou, Dongru; Liu, Huayong; Cai, Bo

    2001-09-01

    In this paper, we present a schema for content-based analysis of broadcast news video. First, we separate commercials from news using audiovisual features. Then, we automatically organize news programs into a content hierarchy at various levels of abstraction via effective integration of video, audio, and text data available from the news programs. Based on these news video structure and content analysis technologies, a TV news video Library is generated, from which users can retrieve definite news story according to their demands.

  9. Experiences in Personal Lecture Video Capture

    ERIC Educational Resources Information Center

    Chandra, Surendar

    2011-01-01

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

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

    DTIC Science & Technology

    2006-01-01

    breathing more heavily when it reaches the limits of its stamina [ Eternal Darkness: Sanity’s Requiem]. 3.2.3 Non-Visual Output Non-visual output...distinct level in a game in the case of [Super Mario Sunshine ] (for example). A use of voice in a video game might occur when a player’s character has...a direct connection between an input and an output response; picture a button push causing a character to jump [Super Mario Sunshine ]. Natural

  11. 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.

  12. 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…

  13. 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…

  14. 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…

  15. Building the Joint Battlespace Infosphere. Volume 2: Interactive Information Technologies

    DTIC Science & Technology

    1999-12-17

    Mascaro and H. H. Asada, “Hand-in-Glove Human-Machine Interface and Interactive Control: Task Process Modeling Using Dual Petri Nets ,” Proceedings...S. Mascaro and H. H. Asada, “Hand-in-Glove Human-Machine Interface and Interactive Control: Task Process Modeling Using Dual Petri Nets ,” Proceedings...Interactive Control: Task Process Modeling Using Dual Petri Nets ,” Proceedings of the 1998 IEEE International Conference on Robotics and Automation, Vol. 2

  16. Teachers' Remarks on Interactive Whiteboard with LCD Panel Technology

    ERIC Educational Resources Information Center

    Koçak, Ömer; Gülcü, Aslan

    2013-01-01

    This study investigated the opinions of teachers about using interactive whiteboards with an LCD panel that was installed in classrooms within the FATIH educational project. The study was conducted at six high schools in which installation of interactive whiteboards with an LCD panel in classrooms was completed and teachers who received training…

  17. 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,…

  18. Identification of needs and requirements defined by services subordinated to the Minister of the Interior and Administration in key technology and user interfaces to develop a concept of the Video Signals Integrator (VSI) system

    NASA Astrophysics Data System (ADS)

    Bukowiecka, Danuta; Tyburska, Agata; Struniawski, Jarosław; Jastrzebski, Pawel; Jewartowski, Blazej; Pozniak, Krzysztof; Kasprowicz, Grzegorz; Pastuszak, Grzegorz; Trochimiuk, Maciej; Abramowski, Andrzej; Gaska, Michal; Frasunek, Przemysław; Nalbach-Moszynska, Małgorzata; Brawata, Sebastian; Bubak, Iwona; Gloza, Małgorzata

    2016-09-01

    Preventing and eliminating the risks of terrorist attacks or natural disasters as well as an increase in the security of mass events and critical infrastructure requires the application of modern technologies. Therefore there is a proposal to construct a tool that integrates video signals transmitted by devices that are a part of video monitoring systems functioning in Poland. The article presents selected results of research conducted by the Police Academy in Szczytno under the implemented project for national defense and security on "Video Signals Integrator" Acronym - VSI. Project Leader: Warsaw University of Technology. The consortium: Police Academy in Szczytno, Atende Software Ltd., VORTEX Ltd. No. DOBBio7/ 01/02/2015 funded by the National Centre for Research and Development.

  19. New Aspect of Technology Adoption: A Case Study of Students' Self-Made English-Learning Video

    ERIC Educational Resources Information Center

    Tai, Yaming; Ting, Yu-Liang

    2016-01-01

    Understanding how students perceive and adopt technology in their daily life is particularly relevant to today's Information and Communication Technology (ICT) environment, in which versatile ICT tools are becoming more and more pervasive, almost ubiquitous in our day-to-day activities. In the context of English as a foreign language, this study…

  20. 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.