Digital video technology, today and tomorrow
NASA Astrophysics Data System (ADS)
Liberman, J.
1994-10-01
Digital video is probably computing's fastest moving technology today. Just three years ago, the zenith of digital video technology on the PC was the successful marriage of digital text and graphics with analog audio and video by means of expensive analog laser disc players and video overlay boards. The state of the art involves two different approaches to fully digital video on computers: hardware-assisted and software-only solutions.
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…
ERIC Educational Resources Information Center
Desmarais, Norman
1991-01-01
Reviews current developments in multimedia computing for both the business and consumer markets, including interactive multimedia players; compact disc-interactive (CD-I), including levels of audio quality, various video specifications and visual effects, and software; digital video interactive (DVI); and multimedia personal computers. (LRW)
Automated video surveillance: teaching an old dog new tricks
NASA Astrophysics Data System (ADS)
McLeod, Alastair
1993-12-01
The automated video surveillance market is booming with new players, new systems, new hardware and software, and an extended range of applications. This paper reviews available technology, and describes the features required for a good automated surveillance system. Both hardware and software are discussed. An overview of typical applications is also given. A shift towards PC-based hybrid systems, use of parallel processing, neural networks, and exploitation of modern telecomms are introduced, highlighting the evolution modern video surveillance systems.
Mobile Vehicle Teleoperated Over Wireless IP
2007-06-13
VideoLAN software suite. The VLC media player portion of this suite handles net- work streaming of video, as well as the receipt and display of the video...is found in appendix C.7. Video Display The video feed is displayed for the operator using VLC opened independently from the control sending program...This gives the operator the most choice in how to configure the display. To connect VLC to the feed all you need is the IP address from the Java
Podcasting: contemporary patient education.
Abreu, Daniel V; Tamura, Thomas K; Sipp, J Andrew; Keamy, Donald G; Eavey, Roland D
2008-04-01
Portable video technology is a widely available new tool with potential to be used by pediatric otolaryngology practices for patient and family education. Podcasts are media broadcasts that employ this new technology. They can be accessed via the Internet and viewed either on a personal computer or on a handheld device, such as an iPod or an MP3 player. We wished to examine the feasibility of establishing a podcast-hosting Web site. We digitally recorded pediatric otologic procedures in the operating room and saved the digital files to DVDs. We then edited the DVDs at home with video-editing software on a personal computer. Next, spoken narrative was recorded with audio-recording software and combined with the edited video clips. The final products were converted into the M4V file format, and the final versions were uploaded onto our hospital's Web site. We then downloaded the podcasts onto a high-quality portable media player so that we could evaluate their quality. All of the podcasts are now on the hospital Web site, where they can be downloaded by patients and families at no cost. The site includes instructions on how to download the appropriate free software for viewing the podcasts on a portable media player or on a computer. Using this technology for patient education expands the audience and permits portability of information. We conclude that a home computer can be used to inexpensively create informative surgery demonstrations that can be accessed via a Web site and transferred to portable viewing devices with excellent quality.
Context-dependent player's movement interpretation: application to adaptive game development
NASA Astrophysics Data System (ADS)
Picard, Francois; Estraillier, Pascal
2010-02-01
Video games are more and more controlled by the real movements of the player. However, the player is constrained by the system devices, imposing a limited vocabulary of actions associated with a set of unnatural movements. To introduce more entertaining video games to players, a component-based architecture is proposed. It has been acknowledged as the starting point for the development of adaptive applications based on the hypothesis of a high level dialogue between the system and the player. The system adaptability relies on interpretation mechanisms of the player behaviors. These behaviors are defined through the representation of the real movements of the player who freely interacts with the 3D elements composing an immersive virtual environment, following a given game scenario. The efficient interpretation of the player movements relies on the introduction in the system of the management of the scene's context. The contextual information not only helps to determine the true meaning of an observed behavior but also makes the system to adapt its processes regarding this interpretation, while managing its hardware and software resources efficiently. A commercial motion capture interface has been enhanced by the elaboration of such a system.
2011-09-01
solutions to address these important challenges . The Air Force is seeking innovative architectures to process and store massive data sets in a flexible...Google Earth, the Video LAN Client ( VLC ) media player, and the Environmental Systems Research Institute corporation‘s (ESRI) ArcGIS product — to...Earth, Quantum GIS, VLC Media Player, NASA WorldWind, ESRI ArcGIS and many others. Open source GIS and media visualization software can also be
Developing Competencies by Playing Digital Sports-Games
ERIC Educational Resources Information Center
Kretschmann, Rolf
2010-01-01
The idea of digital game-based learning (DGBL) is that students (or players) learn something by playing a computer or video game and that an educator can employ digital games to assist and boost both formal and informal learning. There is game software that is not specifically produced for educational use but which is nonetheless regularly…
Collins, Emily; Freeman, Jonathan
2014-03-01
Action video game players have been found to outperform nonplayers on a variety of cognitive tasks. However, several failures to replicate these video game player advantages have indicated that this relationship may not be straightforward. Moreover, despite the discovery that problematic video game players do not appear to demonstrate the same superior performance as nonproblematic video game players in relation to multiple object tracking paradigms, this has not been investigated for other tasks. Consequently, this study compared gamers and nongamers in task switching ability, visual short-term memory, mental rotation, enumeration, and flanker interference, as well as investigated the influence of self-reported problematic video game use. A total of 66 participants completed the experiment, 26 of whom played action video games, including 20 problematic players. The results revealed no significant effect of playing action video games, nor any influence of problematic video game play. This indicates that the previously reported cognitive advantages in video game players may be restricted to specific task features or samples. Furthermore, problematic video game play may not have a detrimental effect on cognitive performance, although this is difficult to ascertain considering the lack of video game player advantage. More research is therefore sorely needed.
Enhancing reading performance through action video games: the role of visual attention span.
Antzaka, A; Lallier, M; Meyer, S; Diard, J; Carreiras, M; Valdois, S
2017-11-06
Recent studies reported that Action Video Game-AVG training improves not only certain attentional components, but also reading fluency in children with dyslexia. We aimed to investigate the shared attentional components of AVG playing and reading, by studying whether the Visual Attention (VA) span, a component of visual attention that has previously been linked to both reading development and dyslexia, is improved in frequent players of AVGs. Thirty-six French fluent adult readers, matched on chronological age and text reading proficiency, composed two groups: frequent AVG players and non-players. Participants performed behavioural tasks measuring the VA span, and a challenging reading task (reading of briefly presented pseudo-words). AVG players performed better on both tasks and performance on these tasks was correlated. These results further support the transfer of the attentional benefits of playing AVGs to reading, and indicate that the VA span could be a core component mediating this transfer. The correlation between VA span and pseudo-word reading also supports the involvement of VA span even in adult reading. Future studies could combine VA span training with defining features of AVGs, in order to build a new generation of remediation software.
2009-11-01
AFRL-RH-WP-TR-2010-0057 Operator Selection for Unmanned Aerial Vehicle Operators: A Comparison of Video Game Players and Manned Aircraft...Oct-2008 - 30-Nov-2009 4. TITLE AND SUBTITLE Operator Selection for Unmanned Aerial Vehicle Operators: A Comparison of Video Game Players...training regimens leading to a potential shortage of qualified UAS pilots. This study attempted to discover whether video game players (VGPs) possess
Codec-on-Demand Based on User-Level Virtualization
NASA Astrophysics Data System (ADS)
Zhang, Youhui; Zheng, Weimin
At work, at home, and in some public places, a desktop PC is usually available nowadays. Therefore, it is important for users to be able to play various videos on different PCs smoothly, but the diversity of codec types complicates the situation. Although some mainstream media players can try to download the needed codec automatically, this may fail for average users because installing the codec usually requires administrator privileges to complete, while the user may not be the owner of the PC. We believe an ideal solution should work without users' intervention, and need no special privileges. This paper proposes such a user-friendly, program-transparent solution for Windows-based media players. It runs the media player in a user-mode virtualization environment, and then downloads the needed codec on-the-fly. Because of API (Application Programming Interface) interception, some resource-accessing API calls from the player will be redirected to the downloaded codec resources. Then from the viewpoint of the player, the necessary codec exists locally and it can handle the video smoothly, although neither system registry nor system folders was modified during this process. Besides convenience, the principle of least privilege is maintained and the host system is left clean. This paper completely analyzes the technical issues and presents such a prototype which can work with DirectShow-compatible players. Performance tests show that the overhead is negligible. Moreover, our solution conforms to the Software-As-A-Service (SaaS) mode, which is very promising in the Internet era.
Yilmaz Soylu, Meryem; Bruning, Roger H
2016-01-01
This study examined differences in self-regulation among college-age expert, moderately expert, and non-expert video game players in playing video games for fun. Winne's model of self-regulation (Winne, 2001) guided the study. The main assumption of this study was that expert video game players used more processes of self-regulation than the less-expert players. We surveyed 143 college students about their game playing frequency, habits, and use of self-regulation. Data analysis indicated that while playing recreational video games, expert gamers self-regulated more than moderately expert and non-expert players and moderately expert players used more processes of self-regulation than non-experts. Semi-structured interviews also were conducted with selected participants at each of the expertise levels. Qualitative follow-up analyses revealed five themes: (1) characteristics of expert video gamers, (2) conditions for playing a video game, (3) figuring out a game, (4) how gamers act and, (5) game context. Overall, findings indicated that playing a video game is a highly self-regulated activity and that becoming an expert video game player mobilizes multiple sets of self-regulation related skills and processes. These findings are seen as promising for educators desiring to encourage student self-regulation, because they indicate the possibility of supporting students via recreational video games by recognizing that their play includes processes of self-regulation.
Yilmaz Soylu, Meryem; Bruning, Roger H.
2016-01-01
This study examined differences in self-regulation among college-age expert, moderately expert, and non-expert video game players in playing video games for fun. Winne's model of self-regulation (Winne, 2001) guided the study. The main assumption of this study was that expert video game players used more processes of self-regulation than the less-expert players. We surveyed 143 college students about their game playing frequency, habits, and use of self-regulation. Data analysis indicated that while playing recreational video games, expert gamers self-regulated more than moderately expert and non-expert players and moderately expert players used more processes of self-regulation than non-experts. Semi-structured interviews also were conducted with selected participants at each of the expertise levels. Qualitative follow-up analyses revealed five themes: (1) characteristics of expert video gamers, (2) conditions for playing a video game, (3) figuring out a game, (4) how gamers act and, (5) game context. Overall, findings indicated that playing a video game is a highly self-regulated activity and that becoming an expert video game player mobilizes multiple sets of self-regulation related skills and processes. These findings are seen as promising for educators desiring to encourage student self-regulation, because they indicate the possibility of supporting students via recreational video games by recognizing that their play includes processes of self-regulation. PMID:27729881
Content and ratings of mature-rated video games.
Thompson, Kimberly M; Tepichin, Karen; Haninger, Kevin
2006-04-01
To quantify the depiction of violence, blood, sexual themes, profanity, substances, and gambling in video games rated M (for "mature") and to measure agreement between the content observed and the rating information provided to consumers on the game box by the Entertainment Software Rating Board. We created a database of M-rated video game titles, selected a random sample, recorded at least 1 hour of game play, quantitatively assessed the content, performed statistical analyses to describe the content, and compared our observations with the Entertainment Software Rating Board content descriptors and results of our prior studies. Harvard University, Boston, Mass. Authors and 1 hired game player. M-rated video games. Percentages of game play depicting violence, blood, sexual themes, gambling, alcohol, tobacco, or other drugs; use of profanity in dialogue, song lyrics, or gestures. Although the Entertainment Software Rating Board content descriptors for violence and blood provide a good indication of such content in the game, we identified 45 observations of content that could warrant a content descriptor in 29 games (81%) that lacked these content descriptors. M-rated video games are significantly more likely to contain blood, profanity, and substances; depict more severe injuries to human and nonhuman characters; and have a higher rate of human deaths than video games rated T (for "teen"). Parents and physicians should recognize that popular M-rated video games contain a wide range of unlabeled content and may expose children and adolescents to messages that may negatively influence their perceptions, attitudes, and behaviors.
Gaspar, John G; Neider, Mark B; Crowell, James A; Lutz, Aubrey; Kaczmarski, Henry; Kramer, Arthur F
2014-05-01
A high-fidelity street crossing simulator was used to test the hypothesis that experienced action video game players are less vulnerable than non-gamers to dual task costs in complex tasks. Previous research has shown that action video game players outperform nonplayers on many single task measures of perception and attention. It is unclear, however, whether action video game players outperform nonplayers in complex, divided attention tasks. Experienced action video game players and nongamers completed a street crossing task in a high-fidelity simulator. Participants walked on a manual treadmill to cross the street. During some crossings, a cognitively demanding working memory task was added. Dividing attention resulted in more collisions and increased decision making time. Of importance, these dual task costs were equivalent for the action video game players and the nongamers. These results suggest that action video game players are equally susceptible to the costs of dividing attention in a complex task. Perceptual and attentional benefits associated with action video game experience may not translate to performance benefits in complex, real-world tasks.
Player-Driven Video Analysis to Enhance Reflective Soccer Practice in Talent Development
ERIC Educational Resources Information Center
Hjort, Anders; Henriksen, Kristoffer; Elbæk, Lars
2018-01-01
In the present article, we investigate the introduction of a cloud-based video analysis platform called Player Universe (PU). Video analysis is not a new performance-enhancing element in sports, but PU is innovative in how it facilitates reflective learning. Video analysis is executed in the PU platform by involving the players in the analysis…
Alternative Fuels Data Center: Video Download Help
a Windows Media Video (WMV) link and select "Save Target As..." from the shortcut menu. To player on the screen. You can also expand the video to play in full-screen mode using Windows Media played in Windows Media Player. Download Windows Media Player. To watch videos on a Mac, double-click the
Virtual Ultrasound Guidance for Inexperienced Operators
NASA Technical Reports Server (NTRS)
Caine, Timothy; Martin, David
2012-01-01
Medical ultrasound or echocardiographic studies are highly operator-dependent and generally require lengthy training and internship to perfect. To obtain quality echocardiographic images in remote environments, such as on-orbit, remote guidance of studies has been employed. This technique involves minimal training for the user, coupled with remote guidance from an expert. When real-time communication or expert guidance is not available, a more autonomous system of guiding an inexperienced operator through an ultrasound study is needed. One example would be missions beyond low Earth orbit in which the time delay inherent with communication will make remote guidance impractical. The Virtual Ultrasound Guidance system is a combination of hardware and software. The hardware portion includes, but is not limited to, video glasses that allow hands-free, full-screen viewing. The glasses also allow the operator a substantial field of view below the glasses to view and operate the ultrasound system. The software is a comprehensive video program designed to guide an inexperienced operator through a detailed ultrasound or echocardiographic study without extensive training or guidance from the ground. The program contains a detailed description using video and audio to demonstrate equipment controls, ergonomics of scanning, study protocol, and scanning guidance, including recovery from sub-optimal images. The components used in the initial validation of the system include an Apple iPod Classic third-generation as the video source, and Myvue video glasses. Initially, the program prompts the operator to power-up the ultrasound and position the patient. The operator would put on the video glasses and attach them to the video source. After turning on both devices and the ultrasound system, the audio-video guidance would then instruct on patient positioning and scanning techniques. A detailed scanning protocol follows with descriptions and reference video of each view along with advice on technique. The program also instructs the operator regarding the types of images to store and how to overcome pitfalls in scanning. Images can be forwarded to the ground or other site when convenient. Following study completion, the video glasses, video source, and ultrasound system are powered down and stored. Virtually any equipment that can play back video can be used to play back the program. This includes a DVD player, personal computer, and some MP3 players.
Top of the Pods--In Search of a Podcasting "Podagogy" for Language Learning
ERIC Educational Resources Information Center
Rosell-Aguilar, Fernando
2007-01-01
The popularization of portable media players such as the "iPod," and the delivery of audio and video content through content management software such as "iTunes" mean that there is a wealth of language learning resources freely available to users who may download them and use them anywhere at any time. These resources vary greatly in quality and…
The Children of the Computer Generation: An Analysis of the Family Computer Fad in Japan.
ERIC Educational Resources Information Center
Ishigaki, Emiko Hannah
Results of a survey of grade school and junior high school students suggest that Japan is now caught up in a TV game fad called Family Computer (Fami-Com). Fami-Com is a household electric machine for video games that allows players to use more than 100 currently marketed software products. Since its introduction in 1983, the popularity of the…
ERIC Educational Resources Information Center
Oggins, Jean; Sammis, Jeffrey
2012-01-01
In this study, 438 players of the online video game, World of Warcraft, completed a survey about video game addiction and answered an open-ended question about behaviors they considered characteristic of video game addiction. Responses were coded and correlated with players' self-reports of being addicted to games and scores on a modified video…
A new technique for presentation of scientific works: video in poster.
Bozdag, Ali Dogan
2008-07-01
Presentations at scientific congresses and symposiums can be in two different forms: poster or oral presentation. Each method has some advantages and disadvantages. To combine the advantages of oral and poster presentations, a new presentation type was conceived: "video in poster." The top of the portable digital video display (DVD) player is opened 180 degrees to keep the screen and the body of the DVD player in the same plane. The poster is attached to the DVD player and a window is made in the poster to expose the screen of the DVD player so the screen appears as a picture on the poster. Then this video in poster is fixed to the panel. When the DVD player is turned on, the video presentation of the surgical procedure starts. Several posters were presented at different medical congresses in 2007 using the "video in poster" technique, and they received poster awards. The video in poster combines the advantages of both oral and poster presentations.
Pavan, Andrea; Boyce, Matthew; Ghin, Filippo
2016-10-01
Playing action video games enhances visual motion perception. However, there is psychophysical evidence that action video games do not improve motion sensitivity for translational global moving patterns presented in fovea. This study investigates global motion perception in action video game players and compares their performance to that of non-action video game players and non-video game players. Stimuli were random dot kinematograms presented in the parafovea. Observers discriminated the motion direction of a target random dot kinematogram presented in one of the four visual quadrants. Action video game players showed lower motion coherence thresholds than the other groups. However, when the task was performed at threshold, we did not find differences between groups in terms of distributions of reaction times. These results suggest that action video games improve visual motion sensitivity in the near periphery of the visual field, rather than speed response. © The Author(s) 2016.
Forrest, Cameron J; King, Daniel L; Delfabbro, Paul H
2016-06-01
Research has noted many similarities between video gaming and gambling activities. It has been suggested that video game players may also be attracted to gambling, although there is limited research on this possibility. The present study examined concurrent video gaming and gambling habits in a sample of regular video game players in Australia (N = 485, 84 % male, M age = 25.8). Gambling involvement was found to be a generally unpopular activity among regular video game players. No significant association between frequency of video game play and frequency of gambling was found. Although significant correlations between gaming 'addiction' scores and gambling frequency were identified, age was the only significant predictor of gambling when controlling for all remaining variables. These findings are critically discussed in the context of past research, and future research directions concerning the link between video gaming and gambling are proposed.
Documentation of surgical specimens using digital video technology.
Melín-Aldana, Héctor; Carter, Barbara; Sciortino, Debra
2006-09-01
Digital technology is commonly used for documentation of specimens in anatomic pathology and has been mainly limited to still photographs. Technologic innovations, such as digital video, provide additional, in some cases better, options for documentation. To demonstrate the applicability of digital video to the documentation of surgical specimens. A Canon Elura MC40 digital camcorder was used, and the unedited movies were transferred to a Macintosh PowerBook G4 computer. Both the camcorder and specimens were hand-held during filming. The movies were edited using the software iMovie. Annotations and histologic photographs may be easily incorporated into movies when editing, if desired. The finished movies are best viewed in computers which contain the free program QuickTime Player. Movies may also be incorporated onto DVDs, for viewing in standard DVD players or appropriately equipped computers. The final movies are on average 2 minutes in duration, with a file size between 2 and 400 megabytes, depending on the intended use. Because of file size, distribution is more practical via CD or DVD, but movies may be compressed for distribution through the Internet (e-mail, Web sites) or through internal hospital networks. Digital video is a practical, easy, and affordable methodology for specimen documentation, permitting a better 3-dimensional understanding of the specimens. Discussions with colleagues, student education, presentation at conferences, and other educational activities can be enhanced with the implementation of digital video technology.
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Video Game Player Profiles: Bridging Industry, Game Studies and Social Science Perspectives
ERIC Educational Resources Information Center
Frye, Jonathan M.
2013-01-01
For decades, game designers and game studies experts have largely sought to understand video game players through a lens of experience and observation. Meanwhile, social science research has focused on the empirical understanding of video game players using a variety of psychological constructs. This study focuses on the creation and evaluation of…
Use of Mobile Video to Enhance Situational Awareness in HA/DR Missions
2012-09-01
challenges . Although many definitions have been proposed so far, Mica R. Endsley describes “situational awareness” as: [T]he perception of the...Player, QuickTime, Flash Player, VLC Media Player, HTML 5 Video and DivX Web Player. This feature helps overcome a usual handicap that developers
Violence in Teen-Rated Video Games
Haninger, Kevin; Ryan, M. Seamus; Thompson, Kimberly M
2004-01-01
Context: Children's exposure to violence in the media remains a source of public health concern; however, violence in video games rated T (for “Teen”) by the Entertainment Software Rating Board (ESRB) has not been quantified. Objective: To quantify and characterize the depiction of violence and blood in T-rated video games. According to the ESRB, T-rated video games may be suitable for persons aged 13 years and older and may contain violence, mild or strong language, and/or suggestive themes. Design: We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001 to identify the distribution of games by genre and to characterize the distribution of content descriptors for violence and blood assigned to these games. We randomly sampled 80 game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, and quantitatively assessed the content. Given the release of 2 new video game consoles, Microsoft Xbox and Nintendo GameCube, and a significant number of T-rated video games released after we drew our random sample, we played and assessed 9 additional games for these consoles. Finally, we assessed the content of 2 R-rated films, The Matrix and The Matrix: Reloaded, associated with the T-rated video game Enter the Matrix. Main Outcome Measures: Game genre; percentage of game play depicting violence; depiction of injury; depiction of blood; number of human and nonhuman fatalities; types of weapons used; whether injuring characters, killing characters, or destroying objects is rewarded or is required to advance in the game; and content that may raise concerns about marketing T-rated video games to children. Results: Based on analysis of the 396 T-rated video game titles, 93 game titles (23%) received content descriptors for both violence and blood, 280 game titles (71%) received only a content descriptor for violence, 9 game titles (2%) received only a content descriptor for blood, and 14 game titles (4%) received no content descriptors for violence or blood. In the random sample of 81 T-rated video games we played, 79 games (98%) involved intentional violence for an average of 36% of game play time, and 34 games (42%) contained blood. More than half of the games (51%) depicted 5 or more types of weapons, with players able to select weapons in 48 games (59%). We observed 37 games (46%) that rewarded or required the player to destroy objects, 73 games (90%) that rewarded or required the player to injure characters, and 56 games (69%) that rewarded or required the player to kill. We observed a total of 11,499 character deaths in the 81 games, occurring at an average rate of 122 deaths per hour of game play (range 0 to 1310). This included 5689 human deaths, occurring at an average rate of 61 human deaths per hour of game play (range 0 to 1291). Overall, we identified 44 games (54%) that depicted deaths to nonhuman characters and 51 games (63%) that depicted deaths to human characters, including the player. Conclusions: Content analysis suggests a significant amount of violence, injury, and death in T-rated video games. Given the large amount of violence involving guns and knives, the relative lack of blood suggests that many T-rated video games do not realistically portray the consequences of violence. Physicians and parents should appreciate that T-rated video games may be a source of exposure to violence and some unexpected content for children and adolescents, and that the majority of T-rated video games provide incentives to the players to commit simulated acts of violence. PMID:15208514
Violence in teen-rated video games.
Haninger, Kevin; Ryan, M Seamus; Thompson, Kimberly M
2004-03-11
Children's exposure to violence in the media remains a source of public health concern; however, violence in video games rated T (for "Teen") by the Entertainment Software Rating Board (ESRB) has not been quantified. To quantify and characterize the depiction of violence and blood in T-rated video games. According to the ESRB, T-rated video games may be suitable for persons aged 13 years and older and may contain violence, mild or strong language, and/or suggestive themes. We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001 to identify the distribution of games by genre and to characterize the distribution of content descriptors for violence and blood assigned to these games. We randomly sampled 80 game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, and quantitatively assessed the content. Given the release of 2 new video game consoles, Microsoft Xbox and Nintendo GameCube, and a significant number of T-rated video games released after we drew our random sample, we played and assessed 9 additional games for these consoles. Finally, we assessed the content of 2 R-rated films, The Matrix and The Matrix: Reloaded, associated with the T-rated video game Enter the Matrix. Game genre; percentage of game play depicting violence; depiction of injury; depiction of blood; number of human and nonhuman fatalities; types of weapons used; whether injuring characters, killing characters, or destroying objects is rewarded or is required to advance in the game; and content that may raise concerns about marketing T-rated video games to children. Based on analysis of the 396 T-rated video game titles, 93 game titles (23%) received content descriptors for both violence and blood, 280 game titles (71%) received only a content descriptor for violence, 9 game titles (2%) received only a content descriptor for blood, and 14 game titles (4%) received no content descriptors for violence or blood. In the random sample of 81 T-rated video games we played, 79 games (98%) involved intentional violence for an average of 36% of game play time, and 34 games (42%) contained blood. More than half of the games (51%) depicted 5 or more types of weapons, with players able to select weapons in 48 games (59%). We observed 37 games (46%) that rewarded or required the player to destroy objects, 73 games (90%) that rewarded or required the player to injure characters, and 56 games (69%) that rewarded or required the player to kill. We observed a total of 11,499 character deaths in the 81 games, occurring at an average rate of 122 deaths per hour of game play (range 0 to 1310). This included 5689 human deaths, occurring at an average rate of 61 human deaths per hour of game play (range 0 to 1291). Overall, we identified 44 games (54%) that depicted deaths to nonhuman characters and 51 games (63%) that depicted deaths to human characters, including the player. Content analysis suggests a significant amount of violence, injury, and death in T-rated video games. Given the large amount of violence involving guns and knives, the relative lack of blood suggests that many T-rated video games do not realistically portray the consequences of violence. Physicians and parents should appreciate that T-rated video games may be a source of exposure to violence and some unexpected content for children and adolescents, and that the majority of T-rated video games provide incentives to the players to commit simulated acts of violence.
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Health-risk correlates of video-game playing among adults.
Weaver, James B; Mays, Darren; Sargent Weaver, Stephanie; Kannenberg, Wendi; Hopkins, Gary L; Eroğlu, Doğan; Bernhardt, Jay M
2009-10-01
Although considerable research suggests that health-risk factors vary as a function of video-game playing among young people, direct evidence of such linkages among adults is lacking. The goal of this study was to distinguish adult video-game players from nonplayers on the basis of personal and environmental factors. It was hypothesized that adults who play video games, compared to nonplayers, would evidence poorer perceptions of their health, greater reliance on Internet-facilitated social support, more extensive media use, and higher BMI. It was further hypothesized that different patterns of linkages between video-game playing and health-risk factors would emerge by gender. A cross-sectional, Internet-based survey was conducted in 2006 with a sample of adults from the Seattle-Tacoma area (n=562), examining health risks; media use behaviors and perceptions, including those related to video-game playing; and demographics. Statistical analyses conducted in 2008 to compare video-game players and nonplayers included bivariate descriptive statistics, stepwise discriminant analysis, and ANOVA. A total of 45.1% of respondents reported playing video games. Female video-game players reported greater depression (M=1.57) and poorer health status (M=3.90) than female nonplayers (depression, M=1.13; health status, M=3.57). Male video-game players reported higher BMI (M=5.31) and more Internet use time (M=2.55) than male nonplayers (BMI, M=5.19; Internet use, M=2.36). The only determinant common to female and male video-game players was greater reliance on the Internet for social support. A number of determinants distinguished video-game players from nonplayers, and these factors differed substantially between men and women. The data illustrate the need for further research among adults to clarify how to use digital opportunities more effectively to promote health and prevent disease.
Exploring the enjoyment of playing browser games.
Klimmt, Christoph; Schmid, Hannah; Orthmann, Julia
2009-04-01
Browser games--mostly persistent game worlds that can be used without client software and monetary cost with a Web browser--belong to the understudied digital game types, although they attract large player communities and motivate sustained play. The present work reports findings from an online survey of 8,203 players of a German strategy browser game ("Travian"). Results suggest that multiplayer browser games are enjoyed primarily because of the social relationships involved in game play and the specific time and flexibility characteristics ("easy-in, easy-out"). Competition, in contrast, seems to be less important for browser gamers than for users of other game types. Findings are discussed in terms of video game enjoyment and game addiction.
ERIC Educational Resources Information Center
Holbert, Nathan R.; Wilensky, Uri
2014-01-01
While video games have become a source of excitement for educational designers, creating informal game experiences that players can draw on when thinking and reasoning in non-game contexts has proved challenging. In this paper we present a design principle for creating educational video games that enables players to draw on knowledge resources…
Remote stereoscopic video play platform for naked eyes based on the Android system
NASA Astrophysics Data System (ADS)
Jia, Changxin; Sang, Xinzhu; Liu, Jing; Cheng, Mingsheng
2014-11-01
As people's life quality have been improved significantly, the traditional 2D video technology can not meet people's urgent desire for a better video quality, which leads to the rapid development of 3D video technology. Simultaneously people want to watch 3D video in portable devices,. For achieving the above purpose, we set up a remote stereoscopic video play platform. The platform consists of a server and clients. The server is used for transmission of different formats of video and the client is responsible for receiving remote video for the next decoding and pixel restructuring. We utilize and improve Live555 as video transmission server. Live555 is a cross-platform open source project which provides solutions for streaming media such as RTSP protocol and supports transmission of multiple video formats. At the receiving end, we use our laboratory own player. The player for Android, which is with all the basic functions as the ordinary players do and able to play normal 2D video, is the basic structure for redevelopment. Also RTSP is implemented into this structure for telecommunication. In order to achieve stereoscopic display, we need to make pixel rearrangement in this player's decoding part. The decoding part is the local code which JNI interface calls so that we can extract video frames more effectively. The video formats that we process are left and right, up and down and nine grids. In the design and development, a large number of key technologies from Android application development have been employed, including a variety of wireless transmission, pixel restructuring and JNI call. By employing these key technologies, the design plan has been finally completed. After some updates and optimizations, the video player can play remote 3D video well anytime and anywhere and meet people's requirement.
Self-Affirmation Theory and Performance Feedback: When Scoring High Makes You Feel Low.
Velez, John A; Hanus, Michael D
2016-12-01
Video games have a wide variety of benefits for players. The current study examines how video games can also increase players' willingness to internalize important but threatening self-information. Research suggests that negative information regarding a valued self-image evokes defensive strategies aimed at dismissing or discrediting the source of information. Self-Affirmation Theory proposes that affirming or bolstering an important self-image unrelated to the previous threat can be an effective strategy for reducing defensiveness. Participants in the current study completed a fictitious intelligence test and received negative or no feedback, followed by 15 minutes of video game play that resulted in positive or no feedback. Results suggest that participants who valued video game success as part of their identity exhibited less defensive strategies in the form of increased test credibility ratings and lower self-perceptions of intelligence. This suggests that performing well on a video game is an affirmational resource for players whose identities are contingent upon such success. However, results also indicate that players who did not value video game success but received positive video game feedback exhibited more defensive reactions to the negative intelligence test feedback. This suggests that while players who value video game success as part of their identity may reap benefits from video game play after a self-threat, those who do not value such success may experience more harmful effects.
Prediction of shot success for basketball free throws: visual search strategy.
Uchida, Yusuke; Mizuguchi, Nobuaki; Honda, Masaaki; Kanosue, Kazuyuki
2014-01-01
In ball games, players have to pay close attention to visual information in order to predict the movements of both the opponents and the ball. Previous studies have indicated that players primarily utilise cues concerning the ball and opponents' body motion. The information acquired must be effective for observing players to select the subsequent action. The present study evaluated the effects of changes in the video replay speed on the spatial visual search strategy and ability to predict free throw success. We compared eye movements made while observing a basketball free throw by novices and experienced basketball players. Correct response rates were close to chance (50%) at all video speeds for the novices. The correct response rate of experienced players was significantly above chance (and significantly above that of the novices) at the normal speed, but was not different from chance at both slow and fast speeds. Experienced players gazed more on the lower part of the player's body when viewing a normal speed video than the novices. The players likely detected critical visual information to predict shot success by properly moving their gaze according to the shooter's movements. This pattern did not change when the video speed was decreased, but changed when it was increased. These findings suggest that temporal information is important for predicting action outcomes and that such outcomes are sensitive to video speed.
Violent video game players and non-players differ on facial emotion recognition.
Diaz, Ruth L; Wong, Ulric; Hodgins, David C; Chiu, Carina G; Goghari, Vina M
2016-01-01
Violent video game playing has been associated with both positive and negative effects on cognition. We examined whether playing two or more hours of violent video games a day, compared to not playing video games, was associated with a different pattern of recognition of five facial emotions, while controlling for general perceptual and cognitive differences that might also occur. Undergraduate students were categorized as violent video game players (n = 83) or non-gamers (n = 69) and completed a facial recognition task, consisting of an emotion recognition condition and a control condition of gender recognition. Additionally, participants completed questionnaires assessing their video game and media consumption, aggression, and mood. Violent video game players recognized fearful faces both more accurately and quickly and disgusted faces less accurately than non-gamers. Desensitization to violence, constant exposure to fear and anxiety during game playing, and the habituation to unpleasant stimuli, are possible mechanisms that could explain these results. Future research should evaluate the effects of violent video game playing on emotion processing and social cognition more broadly. © 2015 Wiley Periodicals, Inc.
NASA Astrophysics Data System (ADS)
Peng, Yahui; Ma, Xiao; Gao, Xinyu; Zhou, Fangxu
2015-12-01
Computer vision is an important tool for sports video processing. However, its application in badminton match analysis is very limited. In this study, we proposed a straightforward but robust histogram-based background estimation and player detection methods for badminton video clips, and compared the results with the naive averaging method and the mixture of Gaussians methods, respectively. The proposed method yielded better background estimation results than the naive averaging method and more accurate player detection results than the mixture of Gaussians player detection method. The preliminary results indicated that the proposed histogram-based method could estimate the background and extract the players accurately. We conclude that the proposed method can be used for badminton player tracking and further studies are warranted for automated match analysis.
Model-based video segmentation for vision-augmented interactive games
NASA Astrophysics Data System (ADS)
Liu, Lurng-Kuo
2000-04-01
This paper presents an architecture and algorithms for model based video object segmentation and its applications to vision augmented interactive game. We are especially interested in real time low cost vision based applications that can be implemented in software in a PC. We use different models for background and a player object. The object segmentation algorithm is performed in two different levels: pixel level and object level. At pixel level, the segmentation algorithm is formulated as a maximizing a posteriori probability (MAP) problem. The statistical likelihood of each pixel is calculated and used in the MAP problem. Object level segmentation is used to improve segmentation quality by utilizing the information about the spatial and temporal extent of the object. The concept of an active region, which is defined based on motion histogram and trajectory prediction, is introduced to indicate the possibility of a video object region for both background and foreground modeling. It also reduces the overall computation complexity. In contrast with other applications, the proposed video object segmentation system is able to create background and foreground models on the fly even without introductory background frames. Furthermore, we apply different rate of self-tuning on the scene model so that the system can adapt to the environment when there is a scene change. We applied the proposed video object segmentation algorithms to several prototype virtual interactive games. In our prototype vision augmented interactive games, a player can immerse himself/herself inside a game and can virtually interact with other animated characters in a real time manner without being constrained by helmets, gloves, special sensing devices, or background environment. The potential applications of the proposed algorithms including human computer gesture interface and object based video coding such as MPEG-4 video coding.
Telemetry and Communication IP Video Player
NASA Technical Reports Server (NTRS)
OFarrell, Zachary L.
2011-01-01
Aegis Video Player is the name of the video over IP system for the Telemetry and Communications group of the Launch Services Program. Aegis' purpose is to display video streamed over a network connection to be viewed during launches. To accomplish this task, a VLC ActiveX plug-in was used in C# to provide the basic capabilities of video streaming. The program was then customized to be used during launches. The VLC plug-in can be configured programmatically to display a single stream, but for this project multiple streams needed to be accessed. To accomplish this, an easy to use, informative menu system was added to the program to enable users to quickly switch between videos. Other features were added to make the player more useful, such as watching multiple videos and watching a video in full screen.
2010-03-01
to a graphics card , and not the redesign of XML. The justification is that if XML is going to be prevalent, special optimized hardware is...the answer, similar to the specialized functions of a video card . Given the Moore’s law that processing power doubles every few years, let the...and numerous multimedia players such as iTunes from Apple. These applications are free to use, but the source is restricted by software licenses
Visuomotor Processing, Induced Stress and Perceptual Learning
2006-11-01
the performance of expert video game players with non-experienced video game players on multiple assessments of attention, Green & Bavelier (2003...concluded that experience and proficiency playing video games alters human visual attention beneficially in terms of numerical capacity, and both...person perspective video game play. We propose that psychological stress, though not addressed as a main factor in their study, may be an
Research on inosculation between master of ceremonies or players and virtual scene in virtual studio
NASA Astrophysics Data System (ADS)
Li, Zili; Zhu, Guangxi; Zhu, Yaoting
2003-04-01
A technical principle about construction of virtual studio has been proposed where orientation tracker and telemeter has been used for improving conventional BETACAM pickup camera and connecting with the software module of the host. A model of virtual camera named Camera & Post-camera Coupling Pair has been put forward, which is different from the common model in computer graphics and has been bound to real BETACAM pickup camera for shooting. The formula has been educed to compute the foreground frame buffer image and the background frame buffer image of the virtual scene whose boundary is based on the depth information of target point of the real BETACAM pickup camera's projective ray. The effect of real-time consistency has been achieved between the video image sequences of the master of ceremonies or players and the CG video image sequences for the virtual scene in spatial position, perspective relationship and image object masking. The experimental result has shown that the technological scheme of construction of virtual studio submitted in this paper is feasible and more applicative and more effective than the existing technology to establish a virtual studio based on color-key and image synthesis with background using non-linear video editing technique.
The Development of Attention Skills in Action Video Game Players
ERIC Educational Resources Information Center
Dye, M. W. G.; Green, C. S.; Bavelier, D.
2009-01-01
Previous research suggests that action video game play improves attentional resources, allowing gamers to better allocate their attention across both space and time. In order to further characterize the plastic changes resulting from playing these video games, we administered the Attentional Network Test (ANT) to action game players and…
Evaluating Existing Strategies to Limit Video Game Playing Time.
Davies, Bryan; Blake, Edwin
2016-01-01
Public concern surrounding the effects video games have on players has inspired a large body of research, and policy makers in China and South Korea have even mandated systems that limit the amount of time players spend in game. The authors present an experiment that evaluates the effectiveness of such policies. They show that forcibly removing players from the game environment causes distress, potentially removing some of the benefits that games provide and producing a desire for more game time. They also show that, with an understanding of player psychology, playtime can be manipulated without significantly changing the user experience or negating the positive effects of video games.
2016-06-01
and material developers use an online game to crowdsource ideas from online players in order to increase viable synthetic prototypes. In entertainment... games , players often create videos of their game play to share with other players to demonstrate how to complete a segment of a game . This thesis...explores similar self-recorded videos of ESP game play and determines if they provide useful data to capability and material developers that can
Video analysis of high-magnitude head impacts in men's collegiate lacrosse.
Kindschi, Kari; Higgins, Michael; Hillman, Andrea; Penczek, Gregory; Lincoln, Andrew
2017-01-01
Lacrosse is one of the fastest growing sports in the USA. Efforts to minimise head injuries focus on promoting safe play through player and coach education, rules enforcement and use of effective protective equipment. The study aims to determine event characteristics of high-magnitude head impacts in men's collegiate lacrosse competitions through video analysis. Seventeen Division I men's collegiate lacrosse players wore instrumented helmets that collected biomechanical measures of head impacts. During 15 competitions, the magnitude of linear acceleration, rotational velocity and helmet impact location were recorded. Impacts with linear accelerations above a 70 g threshold were correlated with video to confirm impact location and to determine event characteristics-source of impact and player activity at the time of impact. A total of 122 high-magnitude impacts were reviewed on video. Player-to-player contact (n=94, 77.0%) was the most common impact mechanism, followed by stick-to-player contact (n=11, 9.0%). Impacts occurred most often when the athlete was delivering a body check (n=39, 32.0%), fighting for loose ball possession (n=35, 28.7%) or attacking the goal (n=35, 28.7%). The most frequent impact locations were the front of the helmet (n=46, 37.8%) and the left side of the helmet (n=26, 21.3%). In men's collegiate lacrosse games, the majority of high-magnitude head impacts resulted from player-to-player contact when the sensored athlete did not have possession of the ball. Video analysis provides the game context for head impact mechanisms, which is critical to developing sport-specific injury prevention strategies.
Video Games and the First Amendment: "Brown v. Entertainment Merchants Association"
ERIC Educational Resources Information Center
Schwinn, Steven D.
2011-01-01
Video games today give players an unprecedented opportunity to become part of the game. They literally put players in the game. And with rapid technological improvements and endless creativity, games are only becoming more realistic. They are also becoming more violent. Today's games allow players to kill, maim, dismember, and torture victims by…
The Psychological Study of Video Game Players: Methodological Challenges and Practical Advice
ERIC Educational Resources Information Center
King, Daniel; Delfabbro, Paul; Griffiths, Mark
2009-01-01
Video game playing has received increased academic interest over the last few decades, particularly with regard to the psychological understanding of addiction. Based on the many studies carried out by the authors, this paper summarises some of the methodological challenges which may arise when studying video game players, including obstacles…
Tactile Cueing for Target Acquisition and Identification
2005-09-01
method of coding tactile information, and the method of presenting elevation information were studied. Results: Subjects were divided into video game experienced...VGP) subjects and non- video game (NVGP) experienced subjects. VGPs showed a significantly lower’ target acquisition time with the 12...that video game players performed better with the highest level of tactile resolution, while non- video game players performed better with simpler pattern and a lower resolution display.
Robust media processing on programmable power-constrained systems
NASA Astrophysics Data System (ADS)
McVeigh, Jeff
2005-03-01
To achieve consumer-level quality, media systems must process continuous streams of audio and video data while maintaining exacting tolerances on sampling rate, jitter, synchronization, and latency. While it is relatively straightforward to design fixed-function hardware implementations to satisfy worst-case conditions, there is a growing trend to utilize programmable multi-tasking solutions for media applications. The flexibility of these systems enables support for multiple current and future media formats, which can reduce design costs and time-to-market. This paper provides practical engineering solutions to achieve robust media processing on such systems, with specific attention given to power-constrained platforms. The techniques covered in this article utilize the fundamental concepts of algorithm and software optimization, software/hardware partitioning, stream buffering, hierarchical prioritization, and system resource and power management. A novel enhancement to dynamically adjust processor voltage and frequency based on buffer fullness to reduce system power consumption is examined in detail. The application of these techniques is provided in a case study of a portable video player implementation based on a general-purpose processor running a non real-time operating system that achieves robust playback of synchronized H.264 video and MP3 audio from local storage and streaming over 802.11.
Morrison, Robert G; Palumbo, Robert; Garbarino, James; Silton, Rebecca L
2017-01-01
Abstract Research on the effects of media violence exposure has shown robust associations among violent media exposure, increased aggressive behavior, and decreased empathy. Preliminary research indicates that frequent players of violent video games may have differences in emotional and cognitive processes compared to infrequent or nonplayers, yet research examining the amount and content of game play and the relation of these factors with affective and cognitive outcomes is limited. The present study measured neural correlates of response inhibition in the context of implicit attention to emotion, and how these factors are related to empathic responding in frequent and infrequent players of video games with graphically violent content. Participants completed a self-report measure of empathy as well as an affective stop-signal task that measured implicit attention to emotion and response inhibition during electroencephalography. Frequent players had lower levels of empathy as well as a reduction in brain activity as indicated by P100 and N200/P300 event related potentials. Reduced P100 amplitude evoked by happy facial expressions was observed in frequent players compared to infrequent players, and this effect was moderated by empathy, such that low levels of empathy further reduced P100 amplitudes for happy facial expressions for frequent players compared to infrequent players. Compared to infrequent players, frequent players had reduced N200/P300 amplitude during response inhibition, indicating less neural resources were recruited to inhibit behavior. Results from the present study illustrate that chronic exposure to violent video games modulates empathy and related neural correlates associated with affect and cognition. PMID:29040750
Peng, Wei; Crouse, Julia
2013-06-01
Although multiplayer modes are common among contemporary video games, the bulk of game research focuses on the single-player mode. To fill the gap in the literature, the current study investigated the effects of different multiplayer modes on enjoyment, future play motivation, and the actual physical activity intensity in an active video game. One hundred sixty-two participants participated in a one-factor between-subject laboratory experiment with three conditions: (a) single player: play against self pretest score; (b) cooperation with another player in the same physical space; (c) parallel competition with another player in separated physical spaces. We found that parallel competition in separate physical spaces was the optimal mode, since it resulted in both high enjoyment and future play motivation and high physical intensity. Implications for future research on multiplayer mode and play space as well as active video game-based physical activity interventions are discussed.
King, Daniel L; Ejova, Anastasia; Delfabbro, Paul H
2012-09-01
There is a paucity of empirical research examining the possible association between gambling and video game play. In two studies, we examined the association between video game playing, erroneous gambling cognitions, and risky gambling behaviour. One hundred and fifteen participants, including 65 electronic gambling machine (EGM) players and 50 regular video game players, were administered a questionnaire that examined video game play, gambling involvement, problem gambling, and beliefs about gambling. We then assessed each groups' performance on a computerised gambling task that involved real money. A post-game survey examined perceptions of the skill and chance involved in the gambling task. The results showed that video game playing itself was not significantly associated with gambling involvement or problem gambling status. However, among those persons who both gambled and played video games, video game playing was uniquely and significantly positively associated with the perception of direct control over chance-based gambling events. Further research is needed to better understand the nature of this association, as it may assist in understanding the impact of emerging digital gambling technologies.
van Leer, Eva; Connor, Nadine P.
2012-01-01
Summary Objectives/Hypotheses There are many documented barriers to successful adherence to voice therapy. However, methods for facilitating adherence are not well understood. The purpose of this study was to determine if patient adherence could be improved by providing patients with practice support between sessions using mobile treatment videos. Methods Thirteen voice therapy participants were provided with portable media players containing videos of voice exercises exemplified by their therapists and themselves. A randomized crossover design of two conditions was used: (1) standard of care voice therapy where participants were provided with written homework descriptions; and (2) video-enhanced voice therapy where participants received a portable digital media player with clinician and self-videos. The duration of each condition was 1 week. Results Practice of voice exercises was significantly greater in the video-enhanced voice therapy condition than in the standard of care “written” condition (P < 0.05). Three aspects of participant motivation for practice-overall commitment to practice, importance of practice, and confidence in the ability to practice were also significantly greater after video-enhanced condition than after standard of care condition. Conclusion These results support the use of video examples and portable digital media players in voice therapy for individuals who are comfortable using such technology. PMID:21840169
Enhanced visual short-term memory in action video game players.
Blacker, Kara J; Curby, Kim M
2013-08-01
Visual short-term memory (VSTM) is critical for acquiring visual knowledge and shows marked individual variability. Previous work has illustrated a VSTM advantage among action video game players (Boot et al. Acta Psychologica 129:387-398, 2008). A growing body of literature has suggested that action video game playing can bolster visual cognitive abilities in a domain-general manner, including abilities related to visual attention and the speed of processing, providing some potential bases for this VSTM advantage. In the present study, we investigated the VSTM advantage among video game players and assessed whether enhanced processing speed can account for this advantage. Experiment 1, using simple colored stimuli, revealed that action video game players demonstrate a similar VSTM advantage over nongamers, regardless of whether they are given limited or ample time to encode items into memory. Experiment 2, using complex shapes as the stimuli to increase the processing demands of the task, replicated this VSTM advantage, irrespective of encoding duration. These findings are inconsistent with a speed-of-processing account of this advantage. An alternative, attentional account, grounded in the existing literature on the visuo-cognitive consequences of video game play, is discussed.
Stockdale, Laura; Morrison, Robert G; Palumbo, Robert; Garbarino, James; Silton, Rebecca L
2017-12-01
Research on the effects of media violence exposure has shown robust associations among violent media exposure, increased aggressive behavior, and decreased empathy. Preliminary research indicates that frequent players of violent video games may have differences in emotional and cognitive processes compared to infrequent or nonplayers, yet research examining the amount and content of game play and the relation of these factors with affective and cognitive outcomes is limited. The present study measured neural correlates of response inhibition in the context of implicit attention to emotion, and how these factors are related to empathic responding in frequent and infrequent players of video games with graphically violent content. Participants completed a self-report measure of empathy as well as an affective stop-signal task that measured implicit attention to emotion and response inhibition during electroencephalography. Frequent players had lower levels of empathy as well as a reduction in brain activity as indicated by P100 and N200/P300 event related potentials. Reduced P100 amplitude evoked by happy facial expressions was observed in frequent players compared to infrequent players, and this effect was moderated by empathy, such that low levels of empathy further reduced P100 amplitudes for happy facial expressions for frequent players compared to infrequent players. Compared to infrequent players, frequent players had reduced N200/P300 amplitude during response inhibition, indicating less neural resources were recruited to inhibit behavior. Results from the present study illustrate that chronic exposure to violent video games modulates empathy and related neural correlates associated with affect and cognition. © The Author (2017). Published by Oxford University Press.
Video incident analysis of concussions in boys' high school lacrosse.
Lincoln, Andrew E; Caswell, Shane V; Almquist, Jon L; Dunn, Reginald E; Hinton, Richard Y
2013-04-01
Boys' lacrosse has one of the highest rates of concussion among boys' high school sports. A thorough understanding of injury mechanisms and game situations associated with concussions in boys' high school lacrosse is necessary to target injury prevention efforts. To characterize common game-play scenarios and mechanisms of injury associated with concussions in boys' high school lacrosse using game video. Descriptive epidemiological study. In 25 public high schools of a single school system, 518 boys' lacrosse games were videotaped by trained videographers during the 2008 and 2009 seasons. Video of concussion incidents was examined to identify game characteristics and injury mechanisms using a lacrosse-specific coding instrument. A total of 34 concussions were captured on video. All concussions resulted from player-to-player bodily contact. Players were most often injured when contact was unanticipated or players were defenseless (n = 19; 56%), attempting to pick up a loose ball (n = 16; 47%), and/or ball handling (n = 14; 41%). Most frequently, the striking player's head (n = 27; 79%) was involved in the collision, and the struck player's head was the initial point of impact in 20 incidents (59%). In 68% (n = 23) of cases, a subsequent impact with the playing surface occurred immediately after the initial impact. A penalty was called in 26% (n = 9) of collisions. Player-to-player contact was the mechanism for all concussions. Most commonly, injured players were unaware of the pending contact, and the striking player used his head to initiate contact. Further investigation of preventive measures such as education of coaches and officials and enforcement of rules designed to prevent intentional head-to-head contact is warranted to reduce the incidence of concussions in boys' lacrosse.
The Association Between Video Game Play and Cognitive Function: Does Gaming Platform Matter?
Huang, Vivian; Young, Michaelia; Fiocco, Alexandra J
2017-11-01
Despite consumer growth, few studies have evaluated the cognitive effects of gaming using mobile devices. This study examined the association between video game play platform and cognitive performance. Furthermore, the differential effect of video game genre (action versus nonaction) was explored. Sixty undergraduate students completed a video game experience questionnaire, and we divided them into three groups: mobile video game players (MVGPs), console/computer video game players (CVGPs), and nonvideo game players (NVGPs). Participants completed a cognitive battery to assess executive function, and learning and memory. Controlling for sex and ethnicity, analyses showed that frequent video game play is associated with enhanced executive function, but not learning and memory. MVGPs were significantly more accurate on working memory performances than NVGPs. Both MVGPs and CVGPs were similarly associated with enhanced cognitive function, suggesting that platform does not significantly determine the benefits of frequent video game play. Video game platform was found to differentially associate with preference for action video game genre and motivation for gaming. Exploratory analyses show that sex significantly effects frequent video game play, platform and genre preference, and cognitive function. This study represents a novel exploration of the relationship between mobile video game play and cognition and adds support to the cognitive benefits of frequent video game play.
Cardiovascular changes in video-game players. Cause for concern?
Gwinup, G; Haw, T; Elias, A
1983-12-01
Video games are one of the most popular recreational activities among Americans of all ages, especially teenaged boys and young men. Studies of the health hazards of video-game playing have linked seizures, psychologic disturbances, and other health problems with the games. The study reported here measured changes in blood pressure and heart rate that occurred in 23 young men when they played a video game. The mean systolic blood pressure for the entire group was considerably higher during play than before or after and was significantly higher in novice players than in more skilled players. Heart rate was also significantly higher during play. In view of these results, other cardiovascular changes might be expected to occur during video-game playing. Although the changes reported here were minor, even minor cardiovascular alterations could potentially prove serious in persons with cardiovascular disease.
Pattern recall skills of talented soccer players: Two new methods applied.
van Maarseveen, Mariëtte J J; Oudejans, Raôul R D; Savelsbergh, Geert J P
2015-06-01
In this study we analyzed the pattern recall skills of talented soccer players by means of two innovative methods of analysis and gaze behavior data. Twenty-two young female soccer players watched video clips of 3 vs. 3 small-sided games and, after occlusion, had to reproduce the positions of the players. Recall performance was measured by calculating the spatial error of the recalled player positions at the moment of occlusion and at consecutive 33ms increments. We analyzed player positions relative to each other, by assessing geometric pattern features in terms of angles between players, and we transformed the data into real-world coordinates to exclude the effects of the 2D perspective in the video clips. The results showed that the participants anticipated the movements of the patterns. In real-world coordinates, the more experienced players anticipated the pattern further in advance than the less experienced players and demonstrated a higher search rate, a shorter fixation duration and a higher fixation order. The differences in recall accuracy between the defensive and offensive elements were not consistent across the methods of analysis and, therefore, we propose that perspective effects of the video clip should be taken into account in further research. Copyright © 2015 Elsevier B.V. All rights reserved.
Hull, Damien C; Williams, Glenn A; Griffiths, Mark D
2013-09-01
Video games provide opportunities for positive psychological experiences such as flow-like phenomena during play and general happiness that could be associated with gaming achievements. However, research has shown that specific features of game play may be associated with problematic behaviour associated with addiction-like experiences. The study was aimed at analysing whether certain structural characteristics of video games, flow, and global happiness could be predictive of video game addiction. A total of 110 video game players were surveyed about a game they had recently played by using a 24-item checklist of structural characteristics, an adapted Flow State Scale, the Oxford Happiness Questionnaire, and the Game Addiction Scale. The study revealed decreases in general happiness had the strongest role in predicting increases in gaming addiction. One of the nine factors of the flow experience was a significant predictor of gaming addiction - perceptions of time being altered during play. The structural characteristic that significantly predicted addiction was its social element with increased sociability being associated with higher levels of addictive-like experiences. Overall, the structural characteristics of video games, elements of the flow experience, and general happiness accounted for 49.2% of the total variance in Game Addiction Scale levels. Implications for interventions are discussed, particularly with regard to making players more aware of time passing and in capitalising on benefits of social features of video game play to guard against addictive-like tendencies among video game players.
Hull, Damien C.; Williams, Glenn A.; Griffiths, Mark D.
2013-01-01
Aims: Video games provide opportunities for positive psychological experiences such as flow-like phenomena during play and general happiness that could be associated with gaming achievements. However, research has shown that specific features of game play may be associated with problematic behaviour associated with addiction-like experiences. The study was aimed at analysing whether certain structural characteristics of video games, flow, and global happiness could be predictive of video game addiction. Method: A total of 110 video game players were surveyed about a game they had recently played by using a 24-item checklist of structural characteristics, an adapted Flow State Scale, the Oxford Happiness Questionnaire, and the Game Addiction Scale. Results: The study revealed decreases in general happiness had the strongest role in predicting increases in gaming addiction. One of the nine factors of the flow experience was a significant predictor of gaming addiction – perceptions of time being altered during play. The structural characteristic that significantly predicted addiction was its social element with increased sociability being associated with higher levels of addictive-like experiences. Overall, the structural characteristics of video games, elements of the flow experience, and general happiness accounted for 49.2% of the total variance in Game Addiction Scale levels. Conclusions: Implications for interventions are discussed, particularly with regard to making players more aware of time passing and in capitalising on benefits of social features of video game play to guard against addictive-like tendencies among video game players. PMID:25215196
Converting laserdisc video to digital video: a demonstration project using brain animations.
Jao, C S; Hier, D B; Brint, S U
1995-01-01
Interactive laserdiscs are of limited value in large group learning situations due to the expense of establishing multiple workstations. The authors implemented an alternative to laserdisc video by using indexed digital video combined with an expert system. High-quality video was captured from a laserdisc player and combined with waveform audio into an audio-video-interleave (AVI) file format in the Microsoft Video-for-Windows environment (Microsoft Corp., Seattle, WA). With the use of an expert system, a knowledge-based computer program provided random access to these indexed AVI files. The program can be played on any multimedia computer without the need for laserdiscs. This system offers a high level of interactive video without the overhead and cost of a laserdisc player.
Krzepota, Justyna; Stępiński, Miłosz; Zwierko, Teresa
2016-12-01
Experienced and less experienced soccer players were compared in terms of their gaze behavior (number of fixations, fixation duration, number of fixation regions, and distribution of fixations across specific regions) during frontal 1 vs. 1 defensive situations. Twenty-four men (eight experienced soccer players, eight less experienced players and eight non-players) watched 20 video clips. Gaze behavior was registered with an Eye Tracking System. The video scenes were analyzed frame-by-frame. Significant main effect of the group (experience) was observed for the number of fixation regions. Experienced soccer players had a lower number of fixation regions than the non-soccer players. Moreover, the former group presented with significantly larger percentage of fixations in the ball/foot region. These findings suggest that experienced players may use a more efficient search strategy than novices, involving fixation on a lesser number of areas in specific locations. © The Author(s) 2016.
Competitive action video game players display rightward error bias during on-line video game play.
Roebuck, Andrew J; Dubnyk, Aurora J B; Cochran, David; Mandryk, Regan L; Howland, John G; Harms, Victoria
2017-09-12
Research in asymmetrical visuospatial attention has identified a leftward bias in the general population across a variety of measures including visual attention and line-bisection tasks. In addition, increases in rightward collisions, or bumping, during visuospatial navigation tasks have been demonstrated in real world and virtual environments. However, little research has investigated these biases beyond the laboratory. The present study uses a semi-naturalistic approach and the online video game streaming service Twitch to examine navigational errors and assaults as skilled action video game players (n = 60) compete in Counter Strike: Global Offensive. This study showed a significant rightward bias in both fatal assaults and navigational errors. Analysis using the in-game ranking system as a measure of skill failed to show a relationship between bias and skill. These results suggest that a leftward visuospatial bias may exist in skilled players during online video game play. However, the present study was unable to account for some factors such as environmental symmetry and player handedness. In conclusion, video game streaming is a promising method for behavioural research in the future, however further study is required before one can determine whether these results are an artefact of the method applied, or representative of a genuine rightward bias.
The ideal self at play: the appeal of video games that let you be all you can be.
Przybylski, Andrew K; Weinstein, Netta; Murayama, Kou; Lynch, Martin F; Ryan, Richard M
2012-01-01
Video games constitute a popular form of entertainment that allows millions of people to adopt virtual identities. In our research, we explored the idea that the appeal of games is due in part to their ability to provide players with novel experiences that let them "try on" ideal aspects of their selves that might not find expression in everyday life. We found that video games were most intrinsically motivating and had the greatest influence on emotions when players' experiences of themselves during play were congruent with players' conceptions of their ideal selves. Additionally, we found that high levels of immersion in gaming environments, as well as large discrepancies between players' actual-self and ideal-self characteristics, magnified the link between intrinsic motivation and the experience of ideal-self characteristics during play.
Video Game-Based Learning: An Emerging Paradigm for Instruction
ERIC Educational Resources Information Center
Squire, Kurt D.
2008-01-01
Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts--ways of seeing and understanding problems so that they "become" different kinds of people. "Serious games" coming from business strategy, advergaming, and entertainment gaming…
Video Game-Based Learning: An Emerging Paradigm for Instruction
ERIC Educational Resources Information Center
Squire, Kurt D.
2013-01-01
Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts--ways of seeing and understanding problems so that they "become" different kinds of people. "Serious games" coming from business strategy, advergaming, and entertainment gaming…
Grassi, Alberto; Smiley, Stephen Paul; Roberti di Sarsina, Tommaso; Signorelli, Cecilia; Marcheggiani Muccioli, Giulio Maria; Bondi, Alice; Romagnoli, Matteo; Agostini, Alessandra; Zaffagnini, Stefano
2017-10-01
Soccer is considered the most popular sport in the world concerning both audience and athlete participation, and the incidence of ACL injury in this sport is high. The understanding of injury situations and mechanisms could be useful as substratum for preventive actions. To conduct a video analysis evaluating the situations and mechanisms of ACL injury in a homogeneous population of professional male soccer players, through a search entirely performed on the YouTube.com Web site focusing on the most recent years. A video analysis was conducted obtaining videos of ACL injury in professional male soccer players from the Web site YouTube. Details regarding injured players, events and situations were obtained. The mechanism of injury was defined on the basis of the action, duel type, contact or non-contact injury, and on the hip, knee and foot position. Thirty-four videos were analyzed, mostly from the 2014-2015 season. Injuries occurred mostly in the first 9 min of the match (26%), in the penalty area (32%) or near the side-lines (44%), and in non-rainy conditions (97%). Non-contact injuries occurred in 44% of cases, while indirect injuries occurred in 65%, mostly during pressing, dribbling or tackling. The most recurrent mechanism was with an abducted and flexed hip, with knee at first degrees of flexion and under valgus stress. Through a YouTube-based video analysis, it was possible to delineate recurrent temporal, spatial and mechanical characteristics of ACL injury in male professional soccer players. Level IV, case series.
Violent video games stress people out and make them more aggressive.
Hasan, Youssef; Bègue, Laurent; Bushman, Brad J
2013-01-01
It is well known that violent video games increase aggression, and that stress increases aggression. Many violent video games can be stressful because enemies are trying to kill players. The present study investigates whether violent games increase aggression by inducing stress in players. Stress was measured using cardiac coherence, defined as the synchronization of the rhythm of breathing to the rhythm of the heart. We predicted that cardiac coherence would mediate the link between exposure to violent video games and subsequent aggression. Specifically, we predicted that playing a violent video game would decrease cardiac coherence, and that cardiac coherence, in turn, would correlate negatively with aggression. Participants (N = 77) played a violent or nonviolent video game for 20 min. Cardiac coherence was measured before and during game play. After game play, participants had the opportunity to blast a confederate with loud noise through headphones during a reaction time task. The intensity and duration of noise blasts given to the confederate was used to measure aggression. As expected, violent video game players had lower cardiac coherence levels and higher aggression levels than did nonviolent game players. Cardiac coherence, in turn, was negatively related to aggression. This research offers another possible reason why violent games can increase aggression-by inducing stress. Cardiac coherence can be a useful tool to measure stress induced by violent video games. Cardiac coherence has several desirable methodological features as well: it is noninvasive, stable against environmental disturbances, relatively inexpensive, not subject to demand characteristics, and easy to use. © 2012 Wiley Periodicals, Inc.
Action video game players and deaf observers have larger Goldmann visual fields.
Buckley, David; Codina, Charlotte; Bhardwaj, Palvi; Pascalis, Olivier
2010-03-05
We used Goldmann kinetic perimetry to compare how training and congenital auditory deprivation may affect the size of the visual field. We measured the ability of action video game players and deaf observers to detect small moving lights at various locations in the central (around 30 degrees from fixation) and peripheral (around 60 degrees ) visual fields. Experiment 1 found that 10 habitual video game players showed significantly larger central and peripheral field areas than 10 controls. In Experiment 2 we found that 13 congenitally deaf observers had significantly larger visual fields than 13 hearing controls for both the peripheral and central fields. Here the greatest differences were found in the lower parts of the fields. Comparison of the two groups showed that whereas VGP players have a more uniform increase in field size in both central and peripheral fields deaf observers show non-uniform increases with greatest increases in lower parts of the visual field.
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.
Singing Video Games May Help Improve Pitch-Matching Accuracy
ERIC Educational Resources Information Center
Paney, Andrew S.
2015-01-01
The purpose of this study was to investigate the effect of singing video games on the pitch-matching skills of undergraduate students. Popular games like "Rock Band" and "Karaoke Revolutions" rate players' singing based on the correctness of the frequency of their sung response. Players are motivated to improve their…
Federal Register 2010, 2011, 2012, 2013, 2014
2013-07-02
... captioning synchronization requirements for covered apparatus, and on how DVD and Blu-ray players can fulfill... captioning capabilities of certain apparatus on which consumers view video programming. DATES: Comments are... synchronization requirements for covered apparatus, and on how DVD and Blu-ray players can fulfill the closed...
Transportability and Presence as Predictors of Avatar Identification Within Narrative Video Games.
Christy, Katheryn R; Fox, Jesse
2016-04-01
To understand how narratives may best be implemented in video game design, first we must understand how players respond to and experience narratives in video games, including their reactions to their player character or avatar. This study looks at the relationship that transportability, self-presence, social presence, and physical presence have with identification with one's avatar. Survey data from 302 participants (151 males, 151 females) were analyzed. Both transportability and self-presence explained a significant amount of variance in avatar identification. We discuss the implications of these findings for future narrative video game research.
Current and future trends in marine image annotation software
NASA Astrophysics Data System (ADS)
Gomes-Pereira, Jose Nuno; Auger, Vincent; Beisiegel, Kolja; Benjamin, Robert; Bergmann, Melanie; Bowden, David; Buhl-Mortensen, Pal; De Leo, Fabio C.; Dionísio, Gisela; Durden, Jennifer M.; Edwards, Luke; Friedman, Ariell; Greinert, Jens; Jacobsen-Stout, Nancy; Lerner, Steve; Leslie, Murray; Nattkemper, Tim W.; Sameoto, Jessica A.; Schoening, Timm; Schouten, Ronald; Seager, James; Singh, Hanumant; Soubigou, Olivier; Tojeira, Inês; van den Beld, Inge; Dias, Frederico; Tempera, Fernando; Santos, Ricardo S.
2016-12-01
Given the need to describe, analyze and index large quantities of marine imagery data for exploration and monitoring activities, a range of specialized image annotation tools have been developed worldwide. Image annotation - the process of transposing objects or events represented in a video or still image to the semantic level, may involve human interactions and computer-assisted solutions. Marine image annotation software (MIAS) have enabled over 500 publications to date. We review the functioning, application trends and developments, by comparing general and advanced features of 23 different tools utilized in underwater image analysis. MIAS requiring human input are basically a graphical user interface, with a video player or image browser that recognizes a specific time code or image code, allowing to log events in a time-stamped (and/or geo-referenced) manner. MIAS differ from similar software by the capability of integrating data associated to video collection, the most simple being the position coordinates of the video recording platform. MIAS have three main characteristics: annotating events in real time, posteriorly to annotation and interact with a database. These range from simple annotation interfaces, to full onboard data management systems, with a variety of toolboxes. Advanced packages allow to input and display data from multiple sensors or multiple annotators via intranet or internet. Posterior human-mediated annotation often include tools for data display and image analysis, e.g. length, area, image segmentation, point count; and in a few cases the possibility of browsing and editing previous dive logs or to analyze the annotations. The interaction with a database allows the automatic integration of annotations from different surveys, repeated annotation and collaborative annotation of shared datasets, browsing and querying of data. Progress in the field of automated annotation is mostly in post processing, for stable platforms or still images. Integration into available MIAS is currently limited to semi-automated processes of pixel recognition through computer-vision modules that compile expert-based knowledge. Important topics aiding the choice of a specific software are outlined, the ideal software is discussed and future trends are presented.
The development of attention skills in action video game players
Dye, M.W.G.; Green, C.S.; Bavelier, D.
2009-01-01
Previous research suggests that action video game play improves attentional resources, allowing gamers to better allocate their attention across both space and time. In order to further characterize the plastic changes resulting from playing these video games, we administered the Attentional Network Test (ANT) to action game players and non-playing controls aged between 7 and 22 years. By employing a mixture of cues and flankers, the ANT provides measures of how well attention is allocated to targets as a function of alerting and orienting cues, and to what extent observers are able to filter out the influence of task irrelevant information flanking those targets. The data suggest that action video game players of all ages have enhanced attentional skills that allow them to make faster correct responses to targets, and leaves additional processing resources that spill over to process distractors flanking the targets. PMID:19428410
Non-Cooperative Facial Recognition Video Dataset Collection Plan
DOE Office of Scientific and Technical Information (OSTI.GOV)
Kimura, Marcia L.; Erikson, Rebecca L.; Lombardo, Nicholas J.
The Pacific Northwest National Laboratory (PNNL) will produce a non-cooperative (i.e. not posing for the camera) facial recognition video data set for research purposes to evaluate and enhance facial recognition systems technology. The aggregate data set consists of 1) videos capturing PNNL role players and public volunteers in three key operational settings, 2) photographs of the role players for enrolling in an evaluation database, and 3) ground truth data that documents when the role player is within various camera fields of view. PNNL will deliver the aggregate data set to DHS who may then choose to make it available tomore » other government agencies interested in evaluating and enhancing facial recognition systems. The three operational settings that will be the focus of the video collection effort include: 1) unidirectional crowd flow 2) bi-directional crowd flow, and 3) linear and/or serpentine queues.« less
Modern Warfare: Video Game Playing and Posttraumatic Symptoms in Veterans.
Etter, Darryl; Kamen, Charles; Etter, Kelly; Gore-Felton, Cheryl
2017-04-01
Many of the current generation of veterans grew up with video games, including military first-person shooter (MFPS) video games. In MFPS games, players take the role of soldiers engaged in combat in environments modeled on real-life warzones. Exposure to trauma-congruent game content may either serve to exacerbate or to ameliorate posttraumatic symptoms. The current study examined the relationship between MFPS and other shooter video game playing and posttraumatic stress disorder (PTSD) symptoms among current and former members of the military (N = 111). Results indicated that video game play was very common, and 41.4% of participants reported playing MFPS or other shooter games (shooter players group). The shooter players group reported higher levels of PTSD symptoms than participants who did not play any video or shooter games (nonshooter/nonplayers group; d = 0.44); however, playing shooter games was not predictive of PTSD symptoms after accounting for personality, combat exposure, and social support variables. This may indicate that the same psychosocial factors predict both PTSD and shooter video game play. Although veterans may benefit from the development and use of clinical applications of video games in PTSD treatment, clinical attention should continue to focus on established psychosocial predictors of PTSD symptoms. Copyright © 2017 International Society for Traumatic Stress Studies.
1997-01-17
SHOWDirect Control Systems (6) Betacam SP Players (Video Backup) (6) Betacam SP Recorders (Show Record) (2) CRV Laser Disc Rec/Players (GoTo) (14) Multi...IK Scoops (3)lKDP’s (1) Schedule 40 Light Pole (Flown) Control Console Dimming Cables & Distribution PRODUCTION HARDWARE (1) Sony Betacam SP...Shooters Package (1) Folsom Hi-Res Video Scan Converter (20) Betacam SP VideoTapes STAGING HARDWARE (1) Custom Screen Divider / Support 44 This
"School Shooter" Web Video Game Raises Concerns
ERIC Educational Resources Information Center
Rhen, Brad
2011-01-01
A new video game in which the player stalks and shoots fellow students and teachers in school settings is drawing fire from school district officials. "School Shooter: North American Tour 2012" is a first-person game that allows the player to move around a school and collect points by killing defenseless students and teachers. The game,…
Let's Play: Exploring Literacy Practices in an Emerging Videogame Paratext
ERIC Educational Resources Information Center
Burwell, Catherine; Miller, Thomas
2016-01-01
This article explores the literacy practices associated with Let's Play videos (or LPs) on YouTube. A hybrid of digital gaming and video, LPs feature gameplay footage accompanied by simultaneous commentary recorded by the player. Players may set out to promote, review, critique or satirize a game. In recent years, LPs have become hugely popular…
Receiving Video-Based Feedback in Elite Ice-Hockey: A Player's Perspective
ERIC Educational Resources Information Center
Nelson, Lee J.; Potrac, Paul; Groom, Ryan
2014-01-01
The aim of this paper was to provide some rich insights into how an elite ice-hockey player responded to his coaches' pedagogical delivery of video-based feedback sessions. Data for this study were gathered through a series of in-depth, semi-structured interviews and a reflective log relating to those interviews. The interviews were transcribed…
Unpopular, overweight, and socially inept: reconsidering the stereotype of online gamers.
Kowert, Rachel; Festl, Ruth; Quandt, Thorsten
2014-03-01
Online gaming has become an activity associated with a highly specific, caricatured, and often negative image. This "stereotype" has permeated the collective consciousness, as online gamers have become common caricatures in popular media. A lack of comprehensive demographic inquiries into the online gaming population has made it difficult to dispute these stereotypical characteristics and led to rising concerns about the validity of these stereotypes. The current study aims to clarify the basis of these negative characterizations, and determine whether online video game players display the social, physical, and psychological shortcomings stereotypically attributed them. Sampling and recruiting was conducted using a two-stage approach. First, a representative sample of 50,000 individuals aged 14 and older who were asked about their gaming behavior in an omnibus telephone survey. From this sample, 4,500 video game players were called for a second telephone interview, from which the current data were collected. Only those participants who completed all of the questions relating to video game play were retained for the current analysis (n=2,550). Between- and within-group analyses were enlisted to uncover differences between online, offline, and nongame playing communities across varying degrees of involvement. The results indicate that the stereotype of online gamers is not fully supported empirically. However, a majority of the stereotypical attributes was found to hold a stronger relationship with more involved online players than video game players as a whole, indicating an empirical foundation for the unique stereotypes that have emerged for this particular subgroup of video game players.
Behm-Morawitz, Elizabeth; Hoffswell, Joseph; Chen, Szu-Wei
2016-05-01
Past research provides evidence that embodying a racially stereotyped African American video game character triggers stereotyped thinking among White players. However, the mechanisms through which virtual racial embodiment of a negatively stereotyped character in a video game impacts stereotyped thinking are still unknown. This study expands on past research and utilizes a between-subjects experimental design to test two possible theoretical explanations: the virtual threat effect and presence. On the one hand, embodying a negatively stereotyped African American character may elicit stereotyped thinking among White players due to the mere exposure to the threatening stereotype. According to this explanation, negative affective response to the threatening stimulus predicts stereotyping. On the other hand, the process of embodying, not just observing, the stereotyped African American character suggests that presence in the game may determine how impactful the game imagery is on White players' stereotyping of African Americans. In this case, level of presence would predict stereotyping. The findings of this study advance research by providing evidence of a psychological explanation for the negative effects of embodying a racially stereotyped video game character on players' race-related perceptions. We conceptualize the "virtual threat effect," which may be applied in additional contexts to understand how embodying stereotyped representations of outgroups in virtual environments may negatively affect individuals' perceptions and support of these groups.
Karle, James W; Watter, Scott; Shedden, Judith M
2010-05-01
Research into the perceptual and cognitive effects of playing video games is an area of increasing interest for many investigators. Over the past decade, expert video game players (VGPs) have been shown to display superior performance compared to non-video game players (nVGPs) on a range of visuospatial and attentional tasks. A benefit of video game expertise has recently been shown for task switching, suggesting that VGPs also have superior cognitive control abilities compared to nVGPs. In two experiments, we examined which aspects of task switching performance this VGP benefit may be localized to. With minimal trial-to-trial interference from minimally overlapping task set rules, VGPs demonstrated a task switching benefit compared to nVGPs. However, this benefit disappeared when proactive interference between tasks was increased, with substantial stimulus and response overlap in task set rules. We suggest that VGPs have no generalized benefit in task switching-related cognitive control processes compared to nVGPs, with switch cost reductions due instead to a specific benefit in controlling selective attention. Copyright 2009 Elsevier B.V. All rights reserved.
Automatic acquisition of motion trajectories: tracking hockey players
NASA Astrophysics Data System (ADS)
Okuma, Kenji; Little, James J.; Lowe, David
2003-12-01
Computer systems that have the capability of analyzing complex and dynamic scenes play an essential role in video annotation. Scenes can be complex in such a way that there are many cluttered objects with different colors, shapes and sizes, and can be dynamic with multiple interacting moving objects and a constantly changing background. In reality, there are many scenes that are complex, dynamic, and challenging enough for computers to describe. These scenes include games of sports, air traffic, car traffic, street intersections, and cloud transformations. Our research is about the challenge of inventing a descriptive computer system that analyzes scenes of hockey games where multiple moving players interact with each other on a constantly moving background due to camera motions. Ultimately, such a computer system should be able to acquire reliable data by extracting the players" motion as their trajectories, querying them by analyzing the descriptive information of data, and predict the motions of some hockey players based on the result of the query. Among these three major aspects of the system, we primarily focus on visual information of the scenes, that is, how to automatically acquire motion trajectories of hockey players from video. More accurately, we automatically analyze the hockey scenes by estimating parameters (i.e., pan, tilt, and zoom) of the broadcast cameras, tracking hockey players in those scenes, and constructing a visual description of the data by displaying trajectories of those players. Many technical problems in vision such as fast and unpredictable players' motions and rapid camera motions make our challenge worth tackling. To the best of our knowledge, there have not been any automatic video annotation systems for hockey developed in the past. Although there are many obstacles to overcome, our efforts and accomplishments would hopefully establish the infrastructure of the automatic hockey annotation system and become a milestone for research in automatic video annotation in this domain.
Mirrored morality: an exploration of moral choice in video games.
Weaver, Andrew J; Lewis, Nicky
2012-11-01
This exploratory study was designed to examine how players make moral choices in video games and what effects these choices have on emotional responses to the games. Participants (n=75) filled out a moral foundations questionnaire (MFQ) and then played through the first full act of the video game Fallout 3. Game play was recorded and content analyzed for the moral decisions made. Players also reported their enjoyment of and emotional reactions to the game and reflected on the decisions they made. The majority of players made moral decisions and behaved toward the nonplayer game characters they encountered as if these were actual interpersonal interactions. Individual differences in decision making were predicted by the MFQ. Behaving in antisocial ways did increase guilt, but had no impact on enjoyment.
Neural Basis of Enhanced Executive Function in Older Video Game Players: An fMRI Study.
Wang, Ping; Zhu, Xing-Ting; Qi, Zhigang; Huang, Silin; Li, Hui-Jie
2017-01-01
Video games have been found to have positive influences on executive function in older adults; however, the underlying neural basis of the benefits from video games has been unclear. Adopting a task-based functional magnetic resonance imaging (fMRI) study targeted at the flanker task, the present study aims to explore the neural basis of the improved executive function in older adults with video game experiences. Twenty video game players (VGPs) and twenty non-video game players (NVGPs) of 60 years of age or older participated in the present study, and there are no significant differences in age ( t = 0.62, p = 0.536), gender ratio ( t = 1.29, p = 0.206) and years of education ( t = 1.92, p = 0.062) between VGPs and NVGPs. The results show that older VGPs present significantly better behavioral performance than NVGPs. Older VGPs activate greater than NVGPs in brain regions, mainly in frontal-parietal areas, including the right dorsolateral prefrontal cortex, the left supramarginal gyrus, the right angular gyrus, the right precuneus and the left paracentral lobule. The present study reveals that video game experiences may have positive influences on older adults in behavioral performance and the underlying brain activation. These results imply the potential role that video games can play as an effective tool to improve cognitive ability in older adults.
Delay Discounting of Video Game Players: Comparison of Time Duration Among Gamers
Sprong, Matthew E.; Lloyd, Daniel P.; Cutter, Christopher J.; Printz, Destiny M.B.; Sullivan, Ryan M.; Moore, Brent A.
2017-01-01
Abstract Video game addiction or Internet game disorder, as proposed by the DSM-5 (Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition), has similar criterion characteristics to other impulse control disorders. There is limited research examining video game addiction within a behavioral economic framework using delay discounting. The current study evaluated delay-discounting patterns of money and video game play by usual weekly hours of video game play. A total of 104 participants were split into 1 of 3 groups of video game players (low, medium, and high) and were asked to complete a monetary and video game discounting procedure through an online survey. Results showed significant differences between groups within both the monetary (p = 0.003) and video game discounting procedures (p = 0.004). Additionally, a positive linear relationship was noted between the groups across both procedures. The results of the current article reinforce previous findings that more hours of video game use are associated with greater impulsivity and provide implications for future research. PMID:28118044
Delay Discounting of Video Game Players: Comparison of Time Duration Among Gamers.
Buono, Frank D; Sprong, Matthew E; Lloyd, Daniel P; Cutter, Christopher J; Printz, Destiny M B; Sullivan, Ryan M; Moore, Brent A
2017-02-01
Video game addiction or Internet game disorder, as proposed by the DSM-5 (Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition), has similar criterion characteristics to other impulse control disorders. There is limited research examining video game addiction within a behavioral economic framework using delay discounting. The current study evaluated delay-discounting patterns of money and video game play by usual weekly hours of video game play. A total of 104 participants were split into 1 of 3 groups of video game players (low, medium, and high) and were asked to complete a monetary and video game discounting procedure through an online survey. Results showed significant differences between groups within both the monetary (p = 0.003) and video game discounting procedures (p = 0.004). Additionally, a positive linear relationship was noted between the groups across both procedures. The results of the current article reinforce previous findings that more hours of video game use are associated with greater impulsivity and provide implications for future research.
Problem video game playing is related to emotional distress in adolescents.
Gonzálvez, María T; Espada, José P; Tejeiro, Ricardo
2017-06-28
Problem use of video games is an increasing risk behaviour. High exposure of adolescents to video games has been linked to a variety of disorders, but the relationship between problem video game playing and emotional welfare is unknown. The aim of the study is to analyse problem video game playing in a sample of adolescents and to determine whether there are differences between online and offline players, in addition to examining its relationship with anxiety and depressive symptomatology. A sample of adolescents (N = 380) completed self-reports measuring video game use and symptoms of anxiety and depression. We found that 7.4% of females and 30% of males can be considered as playing at problem levels. Online players were almost 12 times more likely to play at high frequency than offline players (χ2 (1, 267) = 72.72, p < .001, OR = 11.63, 95% CI [6.31, 21.43]). Males play more frequently, and play more online (χ2 (1, 267) = 50.85, p < .001, OR = 6.74, 95% CI [3.90, 11.64]), with a clear relationship between problem video game playing and anxiety (r = .24; p < .001). In females, there is a relationship between problem video game playing and depression (r = .19; p < .05). Our findings contribute to a better understanding of the psychological variables involved in problem video game playing. The implementation of strategies is suggested in order to prevent pathological gaming and associated problems.
Action video game players' visual search advantage extends to biologically relevant stimuli.
Chisholm, Joseph D; Kingstone, Alan
2015-07-01
Research investigating the effects of action video game experience on cognition has demonstrated a host of performance improvements on a variety of basic tasks. Given the prevailing evidence that these benefits result from efficient control of attentional processes, there has been growing interest in using action video games as a general tool to enhance everyday attentional control. However, to date, there is little evidence indicating that the benefits of action video game playing scale up to complex settings with socially meaningful stimuli - one of the fundamental components of our natural environment. The present experiment compared action video game player (AVGP) and non-video game player (NVGP) performance on an oculomotor capture task that presented participants with face stimuli. In addition, the expression of a distractor face was manipulated to assess if action video game experience modulated the effect of emotion. Results indicate that AVGPs experience less oculomotor capture than NVGPs; an effect that was not influenced by the emotional content depicted by distractor faces. It is noteworthy that this AVGP advantage emerged despite participants being unaware that the investigation had to do with video game playing, and participants being equivalent in their motivation and treatment of the task as a game. The results align with the notion that action video game experience is associated with superior attentional and oculomotor control, and provides evidence that these benefits can generalize to more complex and biologically relevant stimuli. Copyright © 2015 Elsevier B.V. All rights reserved.
NASA Astrophysics Data System (ADS)
Holbert, Nathan Ryan
Video games have recently become a popular space for educational design due to their interactive and engaging nature and the ubiquity of the gaming experience among youth. Though many researchers argue video games can provide opportunities for learning, educational game design has focused on the classroom rather than the informal settings where games are typically played. Educational games have been moderately successful at achieving learning gains on standardized items, but have failed to show improvements on related but distal problems. In this dissertation I develop and assess a new design principle, called constructible authentic representations for creating informal gaming experiences that players will actively draw on when reasoning in formal and real world contexts. These games provide players with opportunities to engage in meaningful construction with components that integrate relevant concepts to create in-game representations that visually and epistemologically align with related tools and representations utilized in the target domain. In the first phase of the dissertation, I observed children playing popular video games to better understand what in-game representations children attend to and how interactions with these representations contribute to intuitive ideas of encountered STEM content. Results from this study fed into the iterative design of two prototype video games, FormulaT Racing and Particles!, intending to give players useful knowledge resources for reasoning about kinematics and the particulate nature of matter respectively. Designed games encourage players to utilize and refine intuitive ideas about target content through the construction of domain relevant representations. To assess the effectiveness of these designs I conducted two studies of children ages 7-14 playing prototype games in informal settings. An analysis of pre- and post-game clinical interviews, domain specific tasks, and video and logging data of gameplay suggests players developed useful knowledge resources, likely gained and/or refined from experiences in-game, that are employed to solve non-game problems and tasks. Furthermore, players utilized in-game representations as objects-to-think-with when explaining real world phenomena and formal concepts. The results suggest that games designed to include constructible authentic representations can provide players with powerful and useful knowledge resources accessible when thinking and reasoning in a variety of contexts.
Jin, Seung-A Annie; Park, Namkee
2009-12-01
The "self" concept has grown increasingly important in interactive media environments. This study investigated self-related processes in an avatar-based game console, Wii. A key feature of the Wii is its motion-sensing capability that empowers players to manipulate and interact with items on-screen via movement. The present study examined the effects of video game players' self-construal on parasocial interaction with their avatars and feelings of self-presence. In this study, parasocial interaction was operationally defined as the extent of game players' interpersonal involvement with their avatar and the extent to which game players perceive themselves as interacting with the avatar. Self-presence was defined as the degree to which video game players feel as if their avatar on the screen were their real self. Based on an experiment, the study discovered that game players with high interdependent self-construal showed closer parasocial interaction and higher level of self-presence than those with low interdependent self-construal. Results also showed that self-presence mediated the effects of interdependent self-construal on the parasocial relationship with game players' avatars. Thus, the study discovered an important individual difference factor, interdependent self-construal, affecting the degree to which people form a parasocial relationship with their virtual self that is visually manifested in the form of an avatar. In addition, the present study added empirical evidence about the mediating role played by self-presence in avatar-based video games.
Player Modeling for Intelligent Difficulty Adjustment
NASA Astrophysics Data System (ADS)
Missura, Olana; Gärtner, Thomas
In this paper we aim at automatically adjusting the difficulty of computer games by clustering players into different types and supervised prediction of the type from short traces of gameplay. An important ingredient of video games is to challenge players by providing them with tasks of appropriate and increasing difficulty. How this difficulty should be chosen and increase over time strongly depends on the ability, experience, perception and learning curve of each individual player. It is a subjective parameter that is very difficult to set. Wrong choices can easily lead to players stopping to play the game as they get bored (if underburdened) or frustrated (if overburdened). An ideal game should be able to adjust its difficulty dynamically governed by the player’s performance. Modern video games utilise a game-testing process to investigate among other factors the perceived difficulty for a multitude of players. In this paper, we investigate how machine learning techniques can be used for automatic difficulty adjustment. Our experiments confirm the potential of machine learning in this application.
Kowalczyk, Natalia; Shi, Feng; Magnuski, Mikolaj; Skorko, Maciek; Dobrowolski, Pawel; Kossowski, Bartosz; Marchewka, Artur; Bielecki, Maksymilian; Kossut, Malgorzata; Brzezicka, Aneta
2018-06-20
Experienced video game players exhibit superior performance in visuospatial cognition when compared to non-players. However, very little is known about the relation between video game experience and structural brain plasticity. To address this issue, a direct comparison of the white matter brain structure in RTS (real time strategy) video game players (VGPs) and non-players (NVGPs) was performed. We hypothesized that RTS experience can enhance connectivity within and between occipital and parietal regions, as these regions are likely to be involved in the spatial and visual abilities that are trained while playing RTS games. The possible influence of long-term RTS game play experience on brain structural connections was investigated using diffusion tensor imaging (DTI) and a region of interest (ROI) approach in order to describe the experience-related plasticity of white matter. Our results revealed significantly more total white matter connections between occipital and parietal areas and within occipital areas in RTS players compared to NVGPs. Additionally, the RTS group had an altered topological organization of their structural network, expressed in local efficiency within the occipito-parietal subnetwork. Furthermore, the positive association between network metrics and time spent playing RTS games suggests a close relationship between extensive, long-term RTS game play and neuroplastic changes. These results indicate that long-term and extensive RTS game experience induces alterations along axons that link structures of the occipito-parietal loop involved in spatial and visual processing. © 2018 Wiley Periodicals, Inc.
Tobacco Content in Video Games: Categorization of Tobacco Typologies and Gamer Recall.
Forsyth, Susan R; Malone, Ruth E
2017-11-15
Tobacco content has been identified in popular video games played by adolescents. To date, there are no established instruments for categorizing tobacco content. We describe development and demonstrate the use of an instrument to categorize types of tobacco content. Interviews were conducted with 61 participants: 20 adolescents (mean age 17.7), and 41 adults (mean age 23.9), who discussed favorite games and recalled tobacco content. All games mentioned were examined for tobacco content by watching movies of game play on YouTube, examining individual game Wiki sites, and reviewing content descriptors provided by the Entertainment Software Rating Board (ESRB), Common Sense Media and the Internet Movie Database (IMDb). A typology of tobacco content was created and correlated with gamer recall of tobacco content. Participants together mentioned 366 games, of which 152 were unique. Tobacco content was verified in 39.5% (60/152) of games. Six categories of content were identified, including "no tobacco content." Of games containing tobacco, 88% (53/60) contained at least two categories of content. Games with more categories were associated with greater gamer recall of tobacco content. Tobacco content is present in video games and consciously recalled by players, with higher accuracy of recall associated with games featuring multiple types of tobacco content and more engaging, player-active content. Playing video games is now a daily part of most adolescents' lives. Tobacco content is present in many popular games. Currently there are no published instruments to assist in categorizing tobacco content in video games. This study describes a systematic approach to categorizing tobacco content in video games and demonstrates that games featuring more categories of tobacco content are associated with more accurate gamer recall of the presence of tobacco content when compared with games with fewer categories of content. Understanding the extent of such content will be essential in formulating tobacco control strategies to address tobacco content in games. © The Author 2017. Published by Oxford University Press on behalf of the Society for Research on Nicotine and Tobacco. All rights reserved. For permissions, please e-mail: journals.permissions@oup.com.
The Psychology of Esports: A Systematic Literature Review.
Bányai, Fanni; Griffiths, Mark D; Király, Orsolya; Demetrovics, Zsolt
2018-03-05
Recently, the skill involved in playing and mastering video games has led to the professionalization of the activity in the form of 'esports' (electronic sports). The aim of the present paper was to review the main topics of psychological interest about esports and then to examine the similarities of esports to professional and problem gambling. As a result of a systematic literature search, eight studies were identified that had investigated three topics: (1) the process of becoming an esport player, (2) the characteristics of esport players such as mental skills and motivations, and (3) the motivations of esport spectators. These findings draw attention to the new research field of professional video game playing and provides some preliminary insight into the psychology of esports players. The paper also examines the similarities between esport players and professional gamblers (and more specifically poker players). It is suggested that future research should focus on esport players' psychological vulnerability because some studies have begun to investigate the difference between problematic and professional gambling and this might provide insights into whether the playing of esports could also be potentially problematic for some players.
The Role of Structural Characteristics in Problematic Video Game Play: An Empirical Study
ERIC Educational Resources Information Center
King, Daniel L.; Delfabbro, Paul H.; Griffiths, Mark D.
2011-01-01
The research literature suggests that the structural characteristics of video games may play a considerable role in the initiation, development and maintenance of problematic video game playing. The present study investigated the role of structural characteristics in video game playing behaviour within a sample of 421 video game players aged…
ERIC Educational Resources Information Center
Wainess, Richard; Kerr, Deirdre; Koenig, Alan
2011-01-01
One of the reasons why commercial video games are popular is that they effectively teach players how to play the game--in many cases as the player plays the game itself. This paper focuses on how to effectively integrate teaching "how to play a game" with teaching an "instructional domain" within a game for learning. By analyzing more than 30…
Multilevel analysis of sports video sequences
NASA Astrophysics Data System (ADS)
Han, Jungong; Farin, Dirk; de With, Peter H. N.
2006-01-01
We propose a fully automatic and flexible framework for analysis and summarization of tennis broadcast video sequences, using visual features and specific game-context knowledge. Our framework can analyze a tennis video sequence at three levels, which provides a broad range of different analysis results. The proposed framework includes novel pixel-level and object-level tennis video processing algorithms, such as a moving-player detection taking both the color and the court (playing-field) information into account, and a player-position tracking algorithm based on a 3-D camera model. Additionally, we employ scene-level models for detecting events, like service, base-line rally and net-approach, based on a number real-world visual features. The system can summarize three forms of information: (1) all court-view playing frames in a game, (2) the moving trajectory and real-speed of each player, as well as relative position between the player and the court, (3) the semantic event segments in a game. The proposed framework is flexible in choosing the level of analysis that is desired. It is effective because the framework makes use of several visual cues obtained from the real-world domain to model important events like service, thereby increasing the accuracy of the scene-level analysis. The paper presents attractive experimental results highlighting the system efficiency and analysis capabilities.
Stereoscopic 3D video games and their effects on engagement
NASA Astrophysics Data System (ADS)
Hogue, Andrew; Kapralos, Bill; Zerebecki, Chris; Tawadrous, Mina; Stanfield, Brodie; Hogue, Urszula
2012-03-01
With television manufacturers developing low-cost stereoscopic 3D displays, a large number of consumers will undoubtedly have access to 3D-capable televisions at home. The availability of 3D technology places the onus on content creators to develop interesting and engaging content. While the technology of stereoscopic displays and content generation are well understood, there are many questions yet to be answered surrounding its effects on the viewer. Effects of stereoscopic display on passive viewers for film are known, however video games are fundamentally different since the viewer/player is actively (rather than passively) engaged in the content. Questions of how stereoscopic viewing affects interaction mechanics have previously been studied in the context of player performance but very few have attempted to quantify the player experience to determine whether stereoscopic 3D has a positive or negative influence on their overall engagement. In this paper we present a preliminary study of the effects stereoscopic 3D have on player engagement in video games. Participants played a video game in two conditions, traditional 2D and stereoscopic 3D and their engagement was quantified using a previously validated self-reporting tool. The results suggest that S3D has a positive effect on immersion, presence, flow, and absorption.
Enhancing the control of force in putting by video game training.
Fery, Y A; Ponserre, S
2001-10-10
Even if golf video games provide no proprioceptive afferences on actual putting movement, they may give sufficient substitutive visual cues to enhance force control in this skill. It was hypothesized that this usefulness requires, however, two conditions: the video game must provide reliable demonstrations of actual putts, and the user must want to use the game to make progress in actual putting. Accordingly, a video game was selected on the basis of its fidelity to the real-world game. It allowed two different methods of adjusting the virtual player's putting force in order to hole a putt: an analogue method that consisted of focusing on the virtual player's movement and a symbolic method that consisted of focusing on the movement of a gauge on a scale representing the virtual player's putting force. The participants had to use one of these methods with either the intention of making progress in actual putting or in a second condition to simply enjoy the game. Results showed a positive transfer of video playing to actual putting skill for the learning group and also, to a lesser degree, for the enjoyment group; but only when they used the symbolic method. Results are discussed in the context of how vision may convey force cues in sports video games.
Bring It to the Pitch: Combining Video and Movement Data to Enhance Team Sport Analysis.
Stein, Manuel; Janetzko, Halldor; Lamprecht, Andreas; Breitkreutz, Thorsten; Zimmermann, Philipp; Goldlucke, Bastian; Schreck, Tobias; Andrienko, Gennady; Grossniklaus, Michael; Keim, Daniel A
2018-01-01
Analysts in professional team sport regularly perform analysis to gain strategic and tactical insights into player and team behavior. Goals of team sport analysis regularly include identification of weaknesses of opposing teams, or assessing performance and improvement potential of a coached team. Current analysis workflows are typically based on the analysis of team videos. Also, analysts can rely on techniques from Information Visualization, to depict e.g., player or ball trajectories. However, video analysis is typically a time-consuming process, where the analyst needs to memorize and annotate scenes. In contrast, visualization typically relies on an abstract data model, often using abstract visual mappings, and is not directly linked to the observed movement context anymore. We propose a visual analytics system that tightly integrates team sport video recordings with abstract visualization of underlying trajectory data. We apply appropriate computer vision techniques to extract trajectory data from video input. Furthermore, we apply advanced trajectory and movement analysis techniques to derive relevant team sport analytic measures for region, event and player analysis in the case of soccer analysis. Our system seamlessly integrates video and visualization modalities, enabling analysts to draw on the advantages of both analysis forms. Several expert studies conducted with team sport analysts indicate the effectiveness of our integrated approach.
Intensive video gaming improves encoding speed to visual short-term memory in young male adults.
Wilms, Inge L; Petersen, Anders; Vangkilde, Signe
2013-01-01
The purpose of this study was to measure the effect of action video gaming on central elements of visual attention using Bundesen's (1990) Theory of Visual Attention. To examine the cognitive impact of action video gaming, we tested basic functions of visual attention in 42 young male adults. Participants were divided into three groups depending on the amount of time spent playing action video games: non-players (<2h/month, N=12), casual players (4-8h/month, N=10), and experienced players (>15h/month, N=20). All participants were tested in three tasks which tap central functions of visual attention and short-term memory: a test based on the Theory of Visual Attention (TVA), an enumeration test and finally the Attentional Network Test (ANT). The results show that action video gaming does not seem to impact the capacity of visual short-term memory. However, playing action video games does seem to improve the encoding speed of visual information into visual short-term memory and the improvement does seem to depend on the time devoted to gaming. This suggests that intense action video gaming improves basic attentional functioning and that this improvement generalizes into other activities. The implications of these findings for cognitive rehabilitation training are discussed. Copyright © 2012 Elsevier B.V. All rights reserved.
16 CFR 1200.2 - Definition of children's product.
Code of Federal Regulations, 2011 CFR
2011-01-01
.... However, electronic devices such as CD players, DVD players, game consoles, book readers, digital media... fixtures (including, but not limited to: Rocking chairs, shelving units, televisions, digital music players... intended primarily for children 12 years of age or younger. (4) DVDs, Video Games, and Computer Products...
Tracking of Ball and Players in Beach Volleyball Videos
Gomez, Gabriel; Herrera López, Patricia; Link, Daniel; Eskofier, Bjoern
2014-01-01
This paper presents methods for the determination of players' positions and contact time points by tracking the players and the ball in beach volleyball videos. Two player tracking methods are compared, a classical particle filter and a rigid grid integral histogram tracker. Due to mutual occlusion of the players and the camera perspective, results are best for the front players, with 74,6% and 82,6% of correctly tracked frames for the particle method and the integral histogram method, respectively. Results suggest an improved robustness against player confusion between different particle sets when tracking with a rigid grid approach. Faster processing and less player confusions make this method superior to the classical particle filter. Two different ball tracking methods are used that detect ball candidates from movement difference images using a background subtraction algorithm. Ball trajectories are estimated and interpolated from parabolic flight equations. The tracking accuracy of the ball is 54,2% for the trajectory growth method and 42,1% for the Hough line detection method. Tracking results of over 90% from the literature could not be confirmed. Ball contact frames were estimated from parabolic trajectory intersection, resulting in 48,9% of correctly estimated ball contact points. PMID:25426936
... captioning, click the CC button on the lower right-hand corner of the player. Video player keyboard shortcuts Transcript Welcome to MedlinePlus, the consumer health information website from the National Library of ...
Jabr, Mejdy M; Denke, Greg; Rawls, Eric; Lamm, Connie
2018-04-01
A number of studies have indicated that violent video gameplay is associated with higher levels of aggression and that desensitization and selective attention to violent content may contribute to this association. Utilizing an emotionally-charged rapid serial visual presentation (RSVP) task, the current study used two event-related potentials (ERPs) - the N1 and P3 - that have been associated with selective attention and desensitization as neurocognitive mechanisms potentially underlying the connection between gameplay and higher levels of aggression. Results indicated that video game players and non-players differed in N1 and P3 activation when engaged with emotionally-charged imagery. Additionally, P3 amplitudes moderated the association between video gameplay and aggression, indicating that players who display small P3 amplitudes also showed heightened levels of aggression. Follow-up moderational analyses revealed that individuals who play games for many hours and show more negative N1 amplitudes show smaller P3 activation. Together, our results suggest that selective attention to violent content and desensitization both play key roles in the association between video gameplay and aggression. Copyright © 2018 Elsevier Ltd. All rights reserved.
Konijn, Elly A; Bijvank, Marije Nije; Bushman, Brad J
2007-07-01
This study tested the hypothesis that violent video games are especially likely to increase aggression when players identify with violent game characters. Dutch adolescent boys with low education ability (N=112) were randomly assigned to play a realistic or fantasy violent or nonviolent video game. Next, they competed with an ostensible partner on a reaction time task in which the winner could blast the loser with loud noise through headphones (the aggression measure). Participants were told that high noise levels could cause permanent hearing damage. Habitual video game exposure, trait aggressiveness, and sensation seeking were controlled for. As expected, the most aggressive participants were those who played a violent game and wished they were like a violent character in the game. These participants used noise levels loud enough to cause permanent hearing damage to their partners, even though their partners had not provoked them. These results show that identifying with violent video game characters makes players more aggressive. Players were especially likely to identify with violent characters in realistic games and with games they felt immersed in. Copyright 2007 APA.
Evaluation of the ThinkFirst Canada, Smart Hockey, brain and spinal cord injury prevention video
Cook, D; Cusimano, M; Tator, C; Chipman, M; Macarthur, C
2003-01-01
Objective: The ThinkFirst Canada Smart Hockey program is an educational injury prevention video that teaches the mechanisms, consequences, and prevention of brain and spinal cord injury in ice hockey. This study evaluates knowledge transfer and behavioural outcomes in 11–12 year old hockey players who viewed the video. Design: Randomized controlled design. Setting: Greater Toronto Minor Hockey League, Toronto Ontario. Subjects: Minor, competitive 11–12 year old male ice hockey players and hockey team coaches. Interventions: The Smart Hockey video was shown to experimental teams at mid-season. An interview was conducted with coaches to understand reasons to accept or refuse the injury prevention video. Main outcome measures: A test of concussion knowledge was administered before, immediately after, and three months after exposure to the video. The incidence of aggressive penalties was measured before and after viewing the video. Results: The number of causes and mechanisms of concussion named by players increased from 1.13 to 2.47 and from 0.67 to 1.22 respectively. This effect was maintained at three months. There was no significant change in control teams. There was no significant change in total penalties after video exposure; however, specific body checking related penalties were significantly reduced in the experimental group. Conclusion: This study showed some improvements in knowledge and behaviours after a single viewing of a video; however, these findings require confirmation with a larger sample to understand the sociobehavioural aspects of sport that determine the effectiveness and acceptance of injury prevention interventions. PMID:14693901
Physiologically Modulating Videogames or Simulations which Use Motion-Sensing Input Devices
NASA Technical Reports Server (NTRS)
Blanson, Nina Marie (Inventor); Stephens, Chad L. (Inventor); Pope, Alan T. (Inventor)
2017-01-01
New types of controllers allow a player to make inputs to a video game or simulation by moving the entire controller itself or by gesturing or by moving the player's body in whole or in part. This capability is typically accomplished using a wireless input device having accelerometers, gyroscopes, and a camera. The present invention exploits these wireless motion-sensing technologies to modulate the player's movement inputs to the videogame based upon physiological signals. Such biofeedback-modulated video games train valuable mental skills beyond eye-hand coordination. These psychophysiological training technologies enhance personal improvement, not just the diversion, of the user.
Problematic video game use: estimated prevalence and associations with mental and physical health.
Mentzoni, Rune Aune; Brunborg, Geir Scott; Molde, Helge; Myrseth, Helga; Skouverøe, Knut Joachim Mår; Hetland, Jørn; Pallesen, Ståle
2011-10-01
A nationwide survey was conducted to investigate the prevalence of video game addiction and problematic video game use and their association with physical and mental health. An initial sample comprising 2,500 individuals was randomly selected from the Norwegian National Registry. A total of 816 (34.0 percent) individuals completed and returned the questionnaire. The majority (56.3 percent) of respondents used video games on a regular basis. The prevalence of video game addiction was estimated to be 0.6 percent, with problematic use of video games reported by 4.1 percent of the sample. Gender (male) and age group (young) were strong predictors for problematic use of video games. A higher proportion of high frequency compared with low frequency players preferred massively multiplayer online role-playing games, although the majority of high frequency players preferred other game types. Problematic use of video games was associated with lower scores on life satisfaction and with elevated levels of anxiety and depression. Video game use was not associated with reported amount of physical exercise.
Benady-Chorney, Jessica; Yau, Yvonne; Zeighami, Yashar; Bohbot, Veronique D; West, Greg L
2018-03-21
Action video game players (aVGPs) display increased performance in attention-based tasks and enhanced procedural motor learning. In parallel, the anterior cingulate cortex (ACC) is centrally implicated in specific types of reward-based learning and attentional control, the execution or inhibition of motor commands, and error detection. These processes are hypothesized to support aVGP in-game performance and enhanced learning though in-game feedback. We, therefore, tested the hypothesis that habitual aVGPs would display increased cortical thickness compared with nonvideo game players (nonVGPs). Results showed that the aVGP group (n=17) displayed significantly higher levels of cortical thickness specifically in the dorsal ACC compared with the nonVGP group (n=16). Results are discussed in the context of previous findings examining video game experience, attention/performance, and responses to affective components such as pain and fear.
Preliminary Validation of a New Clinical Tool for Identifying Problem Video Game Playing
ERIC Educational Resources Information Center
King, Daniel Luke; Delfabbro, Paul H.; Zajac, Ian T.
2011-01-01
Research has estimated that between 6 to 13% of individuals who play video games do so excessively. However, the methods and definitions used to identify "problem" video game players often vary considerably. This research presents preliminary validation data for a new measure of problematic video game play called the Problem Video Game…
Ewoldsen, David R; Eno, Cassie A; Okdie, Bradley M; Velez, John A; Guadagno, Rosanna E; DeCoster, Jamie
2012-05-01
Research on video games has yielded consistent findings that violent video games increase aggression and decrease prosocial behavior. However, these studies typically examined single-player games. Of interest is the effect of cooperative play in a violent video game on subsequent cooperative or competitive behavior. Participants played Halo II (a first-person shooter game) cooperatively or competitively and then completed a modified prisoner's dilemma task to assess competitive and cooperative behavior. Compared with the competitive play conditions, players in the cooperative condition engaged in more tit-for-tat behaviors-a pattern of behavior that typically precedes cooperative behavior. The social context of game play influenced subsequent behavior more than the content of the game that was played.
Li, Xianchun; Cheng, Xiaojun; Li, Jiaying; Pan, Yafeng; Hu, Yi; Ku, Yixuan
2015-01-01
Previous studies have shown enhanced memory performance resulting from extensive action video game playing. The mechanisms underlying the cognitive benefit were investigated in the current study. We presented two types of retro-cues, with variable intervals to memory array (Task 1) or test array (Task 2), during the retention interval in a change detection task. In Task 1, action video game players demonstrated steady performance while non-action video game players showed decreased performance as cues occurred later, indicating their performance difference increased as the cue-to-memory-array intervals became longer. In Task 2, both participant groups increased their performance at similar rates as cues presented later, implying the performance difference in two groups were irrespective of the test-array-to-cue intervals. These findings suggested that memory benefit from game plays is not attributable to the higher ability of overcoming interference from the test array, but to the interactions between the two processes of protection from decay and resistance from interference, or from alternative hypotheses. Implications for future studies were discussed. PMID:26136720
Li, Xianchun; Cheng, Xiaojun; Li, Jiaying; Pan, Yafeng; Hu, Yi; Ku, Yixuan
2015-01-01
Previous studies have shown enhanced memory performance resulting from extensive action video game playing. The mechanisms underlying the cognitive benefit were investigated in the current study. We presented two types of retro-cues, with variable intervals to memory array (Task 1) or test array (Task 2), during the retention interval in a change detection task. In Task 1, action video game players demonstrated steady performance while non-action video game players showed decreased performance as cues occurred later, indicating their performance difference increased as the cue-to-memory-array intervals became longer. In Task 2, both participant groups increased their performance at similar rates as cues presented later, implying the performance difference in two groups were irrespective of the test-array-to-cue intervals. These findings suggested that memory benefit from game plays is not attributable to the higher ability of overcoming interference from the test array, but to the interactions between the two processes of protection from decay and resistance from interference, or from alternative hypotheses. Implications for future studies were discussed.
Moreno, M Perla; Moreno, Alberto; García-González, Luis; Ureña, Aurelio; Hernández, César; Del Villar, Fernando
2016-06-01
This study applied an intervention program, based on video feedback and questioning, to expert female volleyball players to improve their tactical knowledge. The sample consisted of eight female attackers (26 ± 2.6 years old) from the Spanish National Volleyball Team, who were divided into an experimental group (n = 4) and a control group (n = 4). The video feedback and questioning program applied in the study was developed over eight reflective sessions and consisted of three phases: viewing of the selected actions, self-analysis and reflection by the attacker, and joint player-coach analysis. The attackers were videotaped in an actual game and four clips (situations) of each of the attackers were chosen for each reflective session. Two of the clips showed a correct action by the attacker, and two showed an incorrect decision. Tactical knowledge was measured by problem representation with a verbal protocol. The members of the experimental group showed adaptations in long-term memory, significantly improving their tactical knowledge. With respect to conceptual content, there was an increase in the total number of conditions verbalized by the players; with respect to conceptual sophistication, there was an increase in the indication of appropriate conditions with two or more details; and finally, with respect to conceptual structure, there was an increase in the use of double or triple conceptual structures. The intervention program, based on video feedback and questioning, in addition to on-court training sessions of expert volleyball players, appears to improve the athletes' tactical knowledge. © The Author(s) 2016.
Content and ratings of teen-rated video games.
Haninger, Kevin; Thompson, Kimberly M
2004-02-18
Children's exposure to violence, blood, sexual themes, profanity, substances, and gambling in the media remains a source of public health concern. However, content in video games played by older children and adolescents has not been quantified or compared with the rating information provided to consumers by the Entertainment Software Rating Board (ESRB). To quantify and characterize the content in video games rated T (for "Teen") and to measure the agreement between the content observed in game play and the ESRB-assigned content descriptors displayed on the game box. We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001, to identify the distribution of games by genre and to characterize the distribution of ESRB-assigned content descriptors. We randomly sampled 80 video game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, quantitatively assessed the content, and compared the content we observed with the content descriptors assigned by the ESRB. Depictions of violence, blood, sexual themes, gambling, and alcohol, tobacco, or other drugs; whether injuring or killing characters is rewarded or is required to advance in the game; characterization of gender associated with sexual themes; and use of profanity in dialogue, lyrics, or gestures. Analysis of all content descriptors assigned to the 396 T-rated video game titles showed 373 (94%) received content descriptors for violence, 102 (26%) for blood, 60 (15%) for sexual themes, 57 (14%) for profanity, 26 (7%) for comic mischief, 6 (2%) for substances, and none for gambling. In the random sample of 81 games we played, we found that 79 (98%) involved intentional violence for an average of 36% of game play, 73 (90%) rewarded or required the player to injure characters, 56 (69%) rewarded or required the player to kill, 34 (42%) depicted blood, 22 (27%) depicted sexual themes, 22 (27%) contained profanity, 12 (15%) depicted substances, and 1 (1%) involved gambling. Our observations of 81 games match the ESRB content descriptors for violence in 77 games (95%), for blood in 22 (27%), for sexual themes in 16 (20%), for profanity in 14 (17%), and for substances in 1 (1%). Games were significantly more likely to depict females partially nude or engaged in sexual behaviors than males. Overall, we identified 51 observations of content that could warrant a content descriptor in 39 games (48%) in which the ESRB had not assigned a content descriptor. We found that the ESRB assigned 7 content descriptors for 7 games (9%) in which we did not observe the content indicated within 1 hour of game play. Content analysis suggests a significant amount of content in T-rated video games that might surprise adolescent players and their parents given the presence of this content in games without ESRB content descriptors. Physicians and parents should be aware that popular T-rated video games may be a source of exposure to a wide range of unexpected content.
A unified and efficient framework for court-net sports video analysis using 3D camera modeling
NASA Astrophysics Data System (ADS)
Han, Jungong; de With, Peter H. N.
2007-01-01
The extensive amount of video data stored on available media (hard and optical disks) necessitates video content analysis, which is a cornerstone for different user-friendly applications, such as, smart video retrieval and intelligent video summarization. This paper aims at finding a unified and efficient framework for court-net sports video analysis. We concentrate on techniques that are generally applicable for more than one sports type to come to a unified approach. To this end, our framework employs the concept of multi-level analysis, where a novel 3-D camera modeling is utilized to bridge the gap between the object-level and the scene-level analysis. The new 3-D camera modeling is based on collecting features points from two planes, which are perpendicular to each other, so that a true 3-D reference is obtained. Another important contribution is a new tracking algorithm for the objects (i.e. players). The algorithm can track up to four players simultaneously. The complete system contributes to summarization by various forms of information, of which the most important are the moving trajectory and real-speed of each player, as well as 3-D height information of objects and the semantic event segments in a game. We illustrate the performance of the proposed system by evaluating it for a variety of court-net sports videos containing badminton, tennis and volleyball, and we show that the feature detection performance is above 92% and events detection about 90%.
Enumeration versus multiple object tracking: the case of action video game players
Green, C.S.; Bavelier, D.
2010-01-01
Here, we demonstrate that action video game play enhances subjects’ ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling performance for low numerosities and a sharp drop in performance once a critical number of squares was reached. Importantly, this critical number was higher by about two items in video game players (VGPs) than in non-video game players (NVGPs). A following control study indicated that this improvement was not due to an enhanced ability to instantly apprehend the numerosity of the display, a process known as subitizing, but rather due to an enhancement in the slower more serial process of counting. To confirm that video game play facilitates the processing of multiple objects at once, we compared VGPs and NVGPs on the multiple object tracking task (MOT), which requires the allocation of attention to several items over time. VGPs were able to successfully track approximately two more items than NVGPs. Furthermore, NVGPs trained on an action video game established the causal effect of game playing in the enhanced performance on the two tasks. Together, these studies confirm the view that playing action video games enhances the number of objects that can be apprehended and suggest that this enhancement is mediated by changes in visual short-term memory skills. PMID:16359652
Enumeration versus multiple object tracking: the case of action video game players.
Green, C S; Bavelier, D
2006-08-01
Here, we demonstrate that action video game play enhances subjects' ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling performance for low numerosities and a sharp drop in performance once a critical number of squares was reached. Importantly, this critical number was higher by about two items in video game players (VGPs) than in non-video game players (NVGPs). A following control study indicated that this improvement was not due to an enhanced ability to instantly apprehend the numerosity of the display, a process known as subitizing, but rather due to an enhancement in the slower more serial process of counting. To confirm that video game play facilitates the processing of multiple objects at once, we compared VGPs and NVGPs on the multiple object tracking task (MOT), which requires the allocation of attention to several items over time. VGPs were able to successfully track approximately two more items than NVGPs. Furthermore, NVGPs trained on an action video game established the causal effect of game playing in the enhanced performance on the two tasks. Together, these studies confirm the view that playing action video games enhances the number of objects that can be apprehended and suggest that this enhancement is mediated by changes in visual short-term memory skills.
Online data collection from video game players: methodological issues.
Wood, Richard T A; Griffiths, Mark D; Eatough, Virginia
2004-10-01
The paper outlines the advantages and disadvantages of using the Internet to collect data concerning both online and offline gamers. Drawing from experience of a number of studies carried out online by the authors and by reviewing the available literature, the authors discuss the main issues concerning data collected from video game players. The paper examines a number of areas, including recruiting and utilizing participants, validity, suitable methods of data collection (i.e., questionnaire studies, online tests, participant observation, online interviews), and ethical issues. It is concluded that online research methods can be a useful way of examining the psychosocial aspects of video game playing.
Video Games: Competing with Machines.
ERIC Educational Resources Information Center
Hanson, Jarice
This study was designed to compare the attitudinal and lifestyle patterns of video game players with the amount of time they play, the number of games they play, and the types of video games they play, to determine whether their personal use of time and attitude toward leisure is different when playing video games. Subjects were 200 individuals…
ERIC Educational Resources Information Center
Buggey, Tom; Ogle, Lindsey
2012-01-01
Video self-modeling (VSM) first appeared on the psychology and education stage in the early 1970s. The practical applications of VSM were limited by lack of access to tools for editing video, which is necessary for almost all self-modeling videos. Thus, VSM remained in the research domain until the advent of camcorders and VCR/DVD players and,…
Mario, Siervo; Hannah, Cameron; Jonathan, Wells C K; Jose, Lara
2014-12-01
Video-game playing is associated with an increased obesity risk. The association of video-game playing with body composition, physical activity and eating behaviour was investigated. A total of 45 young males (age range 18-27 years, BMI range 18.5-35.1 kg/m(2)) were recruited. Measurements of body composition and blood pressure were performed. The EPIC-FFQ questionnaire was used to assess dietary intake. A questionnaire battery was administered to assess physical activity, eating behaviour, sleep quality and frequency of video-game playing (hours/week). Subjects were categorised into frequent (>7 h/week) and non-frequent (≤7 h/week) players. Frequent video-game players had greater waist circumference and fat mass. Video-game playing was significantly associated with high added sugar and low fibre consumption. A higher level of dietary restraint was observed in non-frequent video-game users. These preliminary results identify frequent video-game playing as an important lifestyle behaviour which may have important implications for understanding obesity risk in young male adults.
Furley, Philip; Dicks, Matt; Memmert, Daniel
2012-02-01
In the present article, we investigate the effects of specific nonverbal behaviors signaling dominance and submissiveness on impression formation and outcome expectation in the soccer penalty kick situation. In Experiment 1, results indicated that penalty takers with dominant body language are perceived more positively by soccer goalkeepers and players and are expected to perform better than players with a submissive body language. This effect was similar for both video and point-light displays. Moreover, in contrast to previous studies, we found no effect of clothing (red vs. white) in the video condition. In Experiment 2, we used the implicit association test to demonstrate that dominant body language is implicitly associated with a positive soccer player schema whereas submissive body language is implicitly associated with a negative soccer player schema. The implications of our findings are discussed with reference to future implications for theory and research in the study of person perception in sport.
Strangers and Friends: Collaborative Play in World of Warcraft
NASA Astrophysics Data System (ADS)
Nardi, Bonnie; Harris, Justin
We analyze collaborative play in an online video game, World of Warcraft, the most popular multiplayer video game with 11 million players in Asia, North America, Europe, and Australia. Based on an immersive ethnographic study, we describe how the social organization of the game and player culture affect players' enjoyment and learning of the game. We discovered that play is characterized by a multiplicity of collaborations from brief informal encounters to highly organized play in structured groups. The variety of collaborations makes the game more fun and provides rich learning opportunities. We contrast these varied collaborations, including those with strangers, to the “gold standard” of Gemeinschaft-like communities of close relations in tightknit groups.
Effects of playing video games on perceptions of one's humanity.
Greitemeyer, Tobias
2013-01-01
According to self-perception theory, individuals infer their characteristics by observing their own behavior. In the present research, the hypothesis is examined whether helping behavior increases perceptions of one's own humanity even when help is given that does not benefit a real person. In fact, two studies revealed that playing a prosocial video game (where the goal is to help and care for other game characters) led to increased perceptions of the player's own humanity (in particular, for positive humanity traits). Results also revealed that playing a violent, relative to a neutral, video game decreased perceptions of humanity on positive humanity traits and increased perceptions of humanity on negative humanity traits. Taken together, it appears that being helpful while playing video games leads to the perception of being more human, whereas being harmful while playing video games leads players to perceive themselves negatively.
Code of Federal Regulations, 2012 CFR
2012-04-01
... OF CLASS II GAMES § 547.8 What are the minimum technical software standards applicable to Class II... of Class II games. (a) Player interface displays. (1) If not otherwise provided to the player, the player interface shall display the following: (i) The purchase or wager amount; (ii) Game results; and...
Code of Federal Regulations, 2011 CFR
2011-04-01
... OF CLASS II GAMES § 547.8 What are the minimum technical software standards applicable to Class II... of Class II games. (a) Player interface displays. (1) If not otherwise provided to the player, the player interface shall display the following: (i) The purchase or wager amount; (ii) Game results; and...
Code of Federal Regulations, 2010 CFR
2010-04-01
... OF CLASS II GAMES § 547.8 What are the minimum technical software standards applicable to Class II... of Class II games. (a) Player interface displays. (1) If not otherwise provided to the player, the player interface shall display the following: (i) The purchase or wager amount; (ii) Game results; and...
Tackle and impact detection in elite Australian football using wearable microsensor technology.
Gastin, Paul B; McLean, Owen C; Breed, Ray V P; Spittle, Michael
2014-01-01
The effectiveness of a wearable microsensor device (MinimaxX(TM) S4, Catapult Innovations, Melbourne, VIC, Australia) to automatically detect tackles and impact events in elite Australian football (AF) was assessed during four matches. Video observation was used as the criterion measure. A total of 352 tackles were observed, with 78% correctly detected as tackles by the manufacturer's software. Tackles against (i.e. tackled by an opponent) were more accurately detected than tackles made (90% v 66%). Of the 77 tackles that were not detected at all, the majority (74%) were categorised as low-intensity. In contrast, a total of 1510 "tackle" events were detected, with only 18% of these verified as tackles. A further 57% were from contested ball situations involving player contact. The remaining 25% were in general play where no contact was evident; these were significantly lower in peak Player Load™ than those involving player contact (P < 0.01). The tackle detection algorithm, developed primarily for rugby, was not suitable for tackle detection in AF. The underlying sensor data may have the potential to detect a range of events within contact sports such as AF, yet to do so is a complex task and requires sophisticated sport and event-specific algorithms.
Video Gaming Promotes Concussion Knowledge Acquisition in Youth Hockey Players
ERIC Educational Resources Information Center
Goodman, David; Bradley, Nori L.; Paras, Bradley, Williamson, Ian J.; Bizzochi, James
2006-01-01
While the positive uses for video games in an educational setting have also been established, the educational aim is usually made explicit. The goal of this research was to develop a video game wherein the educational aspect was implicitly embedded in the video game, such that the gameing activity remained interesting and relevant. Following a…
Mechanisms of head injuries in elite football
Andersen, T; Arnason, A; Engebretsen, L; Bahr, R
2004-01-01
Objectives: The aim of this study was to describe, using video analysis, the mechanisms of head injuries and of incidents with a high risk of head injury in elite football. Methods: Videotapes and injury information were collected prospectively for 313 of the 409 matches played in the Norwegian (2000 season) and Icelandic (1999 and 2000 season) professional leagues. Video recordings of incidents where a player appeared to be hit in the head and the match was consequently interrupted by the referee were analysed and cross referenced with reports of acute time loss injuries from the team medical staff. Results: The video analysis revealed 192 incidents (18.8 per 1000 player hours). Of the 297 acute injuries reported, 17 (6%) were head injuries, which corresponds to an incidence of 1.7 per 1000 player hours (concussion incidence 0.5 per 1000 player hours). The most common playing action was a heading duel with 112 cases (58%). The body part that hit the injured player's head was the elbow/arm/hand in 79 cases (41%), the head in 62 cases (32%), and the foot in 25 cases (13%). In 67 of the elbow/arm/hand impacts, the upper arm of the player causing the incident was at or above shoulder level, and the arm use was considered to be active in 61 incidents (77%) and intentional in 16 incidents (20%). Conclusions: This study suggests that video analysis provides detailed information about the mechanisms for head injuries in football. The most frequent injury mechanism was elbow to head contact, followed by head to head contact in heading duels. In the majority of the elbow to head incidents, the elbow was used actively at or above shoulder level, and stricter rule enforcement or even changes in the laws of the game concerning elbow use should perhaps be considered, in order to reduce the risk of head injury. PMID:15562161
ERIC Educational Resources Information Center
Flanigan, Glen Patrick
2008-01-01
The purpose of the present research study was to examine effects of the use of SmartMusic practice software on the intonation and rhythmic accuracy of brass players' musical performances. Twenty college brass players who served as participants in the four-week study were randomly assigned to one of two practice conditions. The WSM (With…
Campbell, Joseph E; Morgan, Michele; Barnett, Veronica; Spreat, Scott
2015-04-01
The viewing of videos is a much-studied intervention to teach self-help, social, and vocational skills. Many of the studies to date looked at video modeling using televisions, computers, and other large screens. This study looked at the use of video modeling on portable handheld devices to teach hand washing to three adolescent students with an autism spectrum disorder. Three students participated in this 4-week study conducted by occupational therapists. Baseline data were obtained for the first student for 1 week, the second for 2 weeks, and the third for 3 weeks; videos were introduced when the participants each finished the baseline phase. Given the cognitive and motor needs of the participants, the occupational therapist set the player so that the participants only had to press the play button to start the video playing. The participants were able to hold the players and view at distances that were most appropriate for their individual needs and preferences. The results suggest that video modeling on a handheld device improves the acquisition of self-help skills.
The Effects of High- and Low-Anxiety Training on the Anticipation Judgments of Elite Performers.
Alder, David; Ford, Paul R; Causer, Joe; Williams, A Mark
2016-02-01
We examined the effects of high- versus low-anxiety conditions during video-based training of anticipation judgments using international-level badminton players facing serves and the transfer to high-anxiety and field-based conditions. Players were assigned to a high-anxiety training (HA), low-anxiety training (LA) or control group (CON) in a pretraining-posttest design. In the pre- and posttest, players anticipated serves from video and on court under high- and low-anxiety conditions. In the video-based high-anxiety pretest, anticipation response accuracy was lower and final fixations shorter when compared with the low-anxiety pretest. In the low-anxiety posttest, HA and LA demonstrated greater accuracy of judgments and longer final fixations compared with pretest and CON. In the high-anxiety posttest, HA maintained accuracy when compared with the low-anxiety posttest, whereas LA had lower accuracy. In the on-court posttest, the training groups demonstrated greater accuracy of judgments compared with the pretest and CON.
Video lottery: winning expectancies and arousal.
Ladouceur, Robert; Sévigny, Serge; Blaszczynski, Alexander; O'Connor, Kieron; Lavoie, Marc E
2003-06-01
This study investigates the effects of video lottery players' expectancies of winning on physiological and subjective arousal. Participants were assigned randomly to one of two experimental conditions: high and low winning expectancies. Participants played 100 video lottery games in a laboratory setting while physiological measures were recorded. Level of risk-taking was controlled. Participants were 34 occasional or regular video lottery players. They were assigned randomly into two groups of 17, with nine men and eight women in each group. The low-expectancy group played for fun, therefore expecting to win worthless credits, while the high-expectancy group played for real money. Players' experience, demographic variables and subjective arousal were assessed. Severity of problem gambling was measured with the South Oaks Gambling Screen. In order to measure arousal, the average heart rate was recorded across eight periods. Participants exposed to high as compared to low expectations experienced faster heart rate prior to and during the gambling session. According to self-reports, it is the expectancy of winning money that is exciting, not playing the game. Regardless of the level of risk-taking, expectancy of winning is a cognitive factor influencing levels of arousal. When playing for fun, gambling becomes significantly less stimulating than when playing for money.
Stuelcken, Max C; Mellifont, Daniel B; Gorman, Adam D; Sayers, Mark G L
2016-08-01
This study involved a systematic video analysis of 16 anterior cruciate ligament (ACL) injuries sustained by elite-level netball players during televised games in order to describe the game situation, the movement patterns involved, the player's behaviour, and a potential injury mechanism. Eight of the ACL injuries were classified as "indirect contact" and eight as "non-contact". Two common scenarios were identified. In Scenario A the player was jumping to receive or intercept a pass and whilst competing for the ball experienced a perturbation in the air. As a result the player's landing was unbalanced with loading occurring predominantly on the knee of the injured side. In Scenario B the player was generally in a good position at ground contact, but then noticeably altered the alignment of the trunk before the landing was completed. This involved rotating and laterally flexing the trunk without altering the alignment of the feet. Apparent knee valgus collapse on the knee of the injured side was observed in 3/6 Scenario A cases and 5/6 Scenario B cases. Players may benefit from landing training programmes that incorporate tasks that use a ball and include decision-making components or require players to learn to cope with being unbalanced.
Playing for Real, Video Games and Stories for Health-Related Behavior Change
USDA-ARS?s Scientific Manuscript database
Video games provide extensive player involvement for large numbers of children and adults, and thereby provide a channel for delivering health behavior change experiences and messages in an engaging and entertaining format. Twenty-seven articles were identified on 25 video games that promoted health...
Recent Developments in Interactive and Communicative CALL: Hypermedia and "Intelligent" Systems.
ERIC Educational Resources Information Center
Coughlin, Josette M.
Two recent developments in computer-assisted language learning (CALL), interactive video systems and "intelligent" games, are discussed. Under the first heading, systems combining the use of a computer and video disc player are described, and Compact Discs Interactive (CDI) and Digital Video Interactive (DVI) are reviewed. The…
Waldén, Markus; Krosshaug, Tron; Bjørneboe, John; Andersen, Thor Einar; Faul, Oliver
2015-01-01
Background Current knowledge on anterior cruciate ligament (ACL) injury mechanisms in male football players is limited. Aim To describe ACL injury mechanisms in male professional football players using systematic video analysis. Methods We assessed videos from 39 complete ACL tears recorded via prospective professional football injury surveillance between 2001 and 2011. Five analysts independently reviewed all videos to estimate the time of initial foot contact with the ground and the time of ACL tear. We then analysed all videos according to a structured format describing the injury circumstances and lower limb joint biomechanics. Results Twenty-five injuries were non-contact, eight indirect contact and six direct contact injuries. We identified three main categories of non-contact and indirect contact injury situations: (1) pressing (n=11), (2) re-gaining balance after kicking (n=5) and (3) landing after heading (n=5). The fourth main injury situation was direct contact with the injured leg or knee (n=6). Knee valgus was frequently seen in the main categories of non-contact and indirect contact playing situations (n=11), but a dynamic valgus collapse was infrequent (n=3). This was in contrast to the tackling-induced direct contact situations where a knee valgus collapse occurred in all cases (n=3). Conclusions Eighty-five per cent of the ACL injuries in male professional football players resulted from non-contact or indirect contact mechanisms. The most common playing situation leading to injury was pressing followed by kicking and heading. Knee valgus was frequently seen regardless of the playing situation, but a dynamic valgus collapse was rare. PMID:25907183
Expert-novice differences in brain function of field hockey players.
Wimshurst, Z L; Sowden, P T; Wright, M
2016-02-19
The aims of this study were to use functional magnetic resonance imaging to examine the neural bases for perceptual-cognitive superiority in a hockey anticipation task. Thirty participants (15 hockey players, 15 non-hockey players) lay in an MRI scanner while performing a video-based task in which they predicted the direction of an oncoming shot in either a hockey or a badminton scenario. Video clips were temporally occluded either 160 ms before the shot was made or 60 ms after the ball/shuttle left the stick/racquet. Behavioral data showed a significant hockey expertise×video-type interaction in which hockey experts were superior to novices with hockey clips but there were no significant differences with badminton clips. The imaging data on the other hand showed a significant main effect of hockey expertise and of video type (hockey vs. badminton), but the expertise×video-type interaction did not survive either a whole-brain or a small-volume correction for multiple comparisons. Further analysis of the expertise main effect revealed that when watching hockey clips, experts showed greater activation in the rostral inferior parietal lobule, which has been associated with an action observation network, and greater activation than novices in Brodmann areas 17 and 18 and middle frontal gyrus when watching badminton videos. The results provide partial support both for domain-specific and domain-general expertise effects in an action anticipation task. Copyright © 2015 The Authors. Published by Elsevier Ltd.. All rights reserved.
Online and offline video game use in adolescents: measurement invariance and problem severity.
Smohai, Máté; Urbán, Róbert; Griffiths, Mark D; Király, Orsolya; Mirnics, Zsuzsanna; Vargha, András; Demetrovics, Zsolt
2017-01-01
Despite the increasing popularity of video game playing, little is known about the similarities and differences between online and offline video game players. The aims of this study were (i) to test the applicability and the measurement invariance of the previously developed Problematic Online Gaming Questionnaire (POGQ) in both online and offline gamers and to (ii) examine the differences in these groups. Video game use habits and POGQ were assessed in a sample of 1,964 (71% male) adolescent videogame players. Those gamers who played at least sometimes in an online context were considered "online gamers," while those who played videogames exclusively offline were considered "offline gamers." Confirmatory factor analysis supported the measurement invariance across online and offline videogame players. According to the multiple indicators multiple causes (MIMIC) model, online gamers were more likely to score higher on overuse, interpersonal conflict, and social isolation subscales of the POGQ. The results of the present study suggest that online and offline gaming can be assessed using the same psychometric instrument. These findings open the possibility for future research studies concerning problematic video gaming to include participants who exclusively play online or offline games, or both. However, the study also identified important structural features about how online and offline gaming might contribute differently to problematic use. These results provide important information that could be utilized in parental education and the prevention program about the possible detrimental consequences of online vs. offline video gaming.
ERIC Educational Resources Information Center
Way, Judith
2010-01-01
"Guitar Hero" is a video game where one or more players use a specially made game-style guitar to play along to popular and well-known songs. Players need to match the correct notes and timings of the sings. An on-screen guide shows players which notes to play, when. There are levels of difficulty in the game, as well as the choices to…
ERIC Educational Resources Information Center
Owens, Trevor
2012-01-01
The 2008 commercial video game "Spore" allowed more than a million players to design their own life forms. Starting from single-celled organisms players played through a caricature of natural history. Press coverage of the game's release offer two frames for thinking about the implications of the game. Some scientists and educators saw the game as…
Federal Register 2010, 2011, 2012, 2013, 2014
2012-12-21
... INTERNATIONAL TRADE COMMISSION [Investigation No. 337-TA-852] Certain Video Analytics Software..., 2012, based on a complaint filed by ObjectVideo, Inc. (``ObjectVideo'') of Reston, Virginia. 77 FR... United States after importation of certain video analytics software systems, components thereof, and...
An Imaging And Graphics Workstation For Image Sequence Analysis
NASA Astrophysics Data System (ADS)
Mostafavi, Hassan
1990-01-01
This paper describes an application-specific engineering workstation designed and developed to analyze imagery sequences from a variety of sources. The system combines the software and hardware environment of the modern graphic-oriented workstations with the digital image acquisition, processing and display techniques. The objective is to achieve automation and high throughput for many data reduction tasks involving metric studies of image sequences. The applications of such an automated data reduction tool include analysis of the trajectory and attitude of aircraft, missile, stores and other flying objects in various flight regimes including launch and separation as well as regular flight maneuvers. The workstation can also be used in an on-line or off-line mode to study three-dimensional motion of aircraft models in simulated flight conditions such as wind tunnels. The system's key features are: 1) Acquisition and storage of image sequences by digitizing real-time video or frames from a film strip; 2) computer-controlled movie loop playback, slow motion and freeze frame display combined with digital image sharpening, noise reduction, contrast enhancement and interactive image magnification; 3) multiple leading edge tracking in addition to object centroids at up to 60 fields per second from both live input video or a stored image sequence; 4) automatic and manual field-of-view and spatial calibration; 5) image sequence data base generation and management, including the measurement data products; 6) off-line analysis software for trajectory plotting and statistical analysis; 7) model-based estimation and tracking of object attitude angles; and 8) interface to a variety of video players and film transport sub-systems.
NASA Astrophysics Data System (ADS)
Speyerer, E. J.; Ferrari, K. A.; Lowes, L. L.; Raad, P. E.; Cuevas, T.; Purdy, J. A.
2006-03-01
With advances in computers, graphics, and especially video games, manned space exploration can become real, by creating a safe, fun learning environment that allows players to explore the solar system from the comfort of their personal computers.
Physiologically Modulating Videogames or Simulations which use Motion-Sensing Input Devices
NASA Technical Reports Server (NTRS)
Pope, Alan T. (Inventor); Stephens, Chad L. (Inventor); Blanson, Nina Marie (Inventor)
2014-01-01
New types of controllers allow players to make inputs to a video game or simulation by moving the entire controller itself. This capability is typically accomplished using a wireless input device having accelerometers, gyroscopes, and an infrared LED tracking camera. The present invention exploits these wireless motion-sensing technologies to modulate the player's movement inputs to the videogame based upon physiological signals. Such biofeedback-modulated video games train valuable mental skills beyond eye-hand coordination. These psychophysiological training technologies enhance personal improvement, not just the diversion, of the user.
Perceptual learning during action video game playing.
Green, C Shawn; Li, Renjie; Bavelier, Daphne
2010-04-01
Action video games have been shown to enhance behavioral performance on a wide variety of perceptual tasks, from those that require effective allocation of attentional resources across the visual scene, to those that demand the successful identification of fleetingly presented stimuli. Importantly, these effects have not only been shown in expert action video game players, but a causative link has been established between action video game play and enhanced processing through training studies. Although an account based solely on attention fails to capture the variety of enhancements observed after action game playing, a number of models of perceptual learning are consistent with the observed results, with behavioral modeling favoring the hypothesis that avid video game players are better able to form templates for, or extract the relevant statistics of, the task at hand. This may suggest that the neural site of learning is in areas where information is integrated and actions are selected; yet changes in low-level sensory areas cannot be ruled out. Copyright © 2009 Cognitive Science Society, Inc.
NASA Astrophysics Data System (ADS)
Lookadoo, Kathryn L.; Bostwick, Eryn N.; Ralston, Ryan; Elizondo, Francisco Javier; Wilson, Scott; Shaw, Tarren J.; Jensen, Matthew L.
2017-12-01
This study examined the role of formative and summative assessment in instructional video games on student learning and engagement. A 2 (formative feedback: present vs absent) × 2 (summative feedback: present vs absent) factorial design with an offset control (recorded lecture) was conducted to explore the impacts of assessment in video games. A total of 172 undergraduates were randomly assigned to one of four instructional video game conditions or the control. Results found that knowledge significantly increased from the pretest for players in all game conditions. Participants in summative assessment conditions learned more than players without summative assessment. In terms of engagement outcomes, formative assessment conditions did not significantly produce better learning engagement outcomes than conditions without formative assessment. However, summative assessment conditions were associated with higher temporal disassociation than non-summative conditions. Implications for future instructional video game development and testing are discussed in the paper.
Higher integrity of the motor and visual pathways in long-term video game players.
Zhang, Yang; Du, Guijin; Yang, Yongxin; Qin, Wen; Li, Xiaodong; Zhang, Quan
2015-01-01
Long term video game players (VGPs) exhibit superior visual and motor skills compared with non-video game control subjects (NVGCs). However, the neural basis underlying the enhanced behavioral performance remains largely unknown. To clarify this issue, the present study compared the whiter matter integrity within the corticospinal tracts (CST), the superior longitudinal fasciculus (SLF), the inferior longitudinal fasciculus (ILF), and the inferior fronto-occipital fasciculus (IFOF) between the VGPs and the NVGCs using diffusion tensor imaging. Compared with the NVGCs, voxel-wise comparisons revealed significantly higher fractional anisotropy (FA) values in some regions within the left CST, left SLF, bilateral ILF, and IFOF in VGPs. Furthermore, higher FA values in the left CST at the level of cerebral peduncle predicted a faster response in visual attention tasks. These results suggest that higher white matter integrity in the motor and higher-tier visual pathways is associated with long-term video game playing, which may contribute to the understanding on how video game play influences motor and visual performance.
Higher integrity of the motor and visual pathways in long-term video game players
Du, Guijin; Yang, Yongxin; Qin, Wen; Li, Xiaodong; Zhang, Quan
2015-01-01
Long term video game players (VGPs) exhibit superior visual and motor skills compared with non-video game control subjects (NVGCs). However, the neural basis underlying the enhanced behavioral performance remains largely unknown. To clarify this issue, the present study compared the whiter matter integrity within the corticospinal tracts (CST), the superior longitudinal fasciculus (SLF), the inferior longitudinal fasciculus (ILF), and the inferior fronto-occipital fasciculus (IFOF) between the VGPs and the NVGCs using diffusion tensor imaging. Compared with the NVGCs, voxel-wise comparisons revealed significantly higher fractional anisotropy (FA) values in some regions within the left CST, left SLF, bilateral ILF, and IFOF in VGPs. Furthermore, higher FA values in the left CST at the level of cerebral peduncle predicted a faster response in visual attention tasks. These results suggest that higher white matter integrity in the motor and higher-tier visual pathways is associated with long-term video game playing, which may contribute to the understanding on how video game play influences motor and visual performance. PMID:25805981
The relative importance of different perceptual-cognitive skills during anticipation.
North, Jamie S; Hope, Ed; Williams, A Mark
2016-10-01
We examined whether anticipation is underpinned by perceiving structured patterns or postural cues and whether the relative importance of these processes varied as a function of task constraints. Skilled and less-skilled soccer players completed anticipation paradigms in video-film and point light display (PLD) format. Skilled players anticipated more accurately regardless of display condition, indicating that both perception of structured patterns between players and postural cues contribute to anticipation. However, the Skill×Display interaction showed skilled players' advantage was enhanced in the video-film condition, suggesting that they make better use of postural cues when available during anticipation. We also examined anticipation as a function of proximity to the ball. When participants were near the ball, anticipation was more accurate for video-film than PLD clips, whereas when the ball was far away there was no difference between viewing conditions. Perceiving advance postural cues appears more important than structured patterns when the ball is closer to the observer, whereas the reverse is true when the ball is far away. Various perceptual-cognitive skills contribute to anticipation with the relative importance of perceiving structured patterns and advance postural cues being determined by task constraints and the availability of perceptual information. Copyright © 2016 Elsevier B.V. All rights reserved.
Neuromodulation can reduce aggressive behavior elicited by violent video games.
Riva, Paolo; Gabbiadini, Alessandro; Romero Lauro, Leonor J; Andrighetto, Luca; Volpato, Chiara; Bushman, Brad J
2017-04-01
Research has shown that exposure to violent media increases aggression. However, the neural underpinnings of violent-media-related aggression are poorly understood. Additionally, few experiments have tested hypotheses concerning how to reduce violent-media-related aggression. In this experiment, we focused on a brain area involved in the regulation of aggressive impulses-the right ventrolateral prefrontal cortex (rVLPFC). We tested the hypothesis that brain polarization through anodal transcranial direct current stimulation (tDCS) over rVLPFC reduces aggression related to violent video games. Participants (N = 79) were randomly assigned to play a violent or a nonviolent video game while receiving anodal or sham stimulation. Afterward, participants aggressed against an ostensible partner using the Taylor aggression paradigm (Taylor Journal of Personality, 35, 297-310, 1967), which measures both unprovoked and provoked aggression. Among those who received sham stimulation, unprovoked aggression was significantly higher for violent-game players than for nonviolent-game players. Among those who received anodal stimulation, unprovoked aggression did not differ for violent- and nonviolent-game players. Thus, anodal stimulation reduced unprovoked aggression in violent-game players. No significant effects were found for provoked aggression, suggesting tit-for-tat responding. This experiment sheds light on one possible neural underpinning of violent-media-related aggression-the rVLPFC, a brain area involved in regulating negative feelings and aggressive impulses.
USDA-ARS?s Scientific Manuscript database
Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specifi...
Gaming History: A Framework for What Video Games Teach about the Past
ERIC Educational Resources Information Center
Metzger, Scott Alan; Paxton, Richard J.
2016-01-01
This article offers a typological framework for analyzing how video games make use of historical elements, shaping the ways players engage with and think about the past. Phenomenologically induced labels are posited for identifying different deployments of and experiences with historical elements in video games, illustrated by examples drawn from…
Motivational Engagement and Video Gaming: A Mixed Methods Study
ERIC Educational Resources Information Center
Hoffman, Bobby; Nadelson, Louis
2010-01-01
A mixed methods design was used to identify factors associated with motivational engagement in video gaming. Self-report instruments were administered to 189 video game players to assess goal orientations, affect, need for cognition, and perceptions of engagement and flow. Simultaneously, a sub-set of 25 participants were interviewed and results…
The racing-game effect: why do video racing games increase risk-taking inclinations?
Fischer, Peter; Greitemeyer, Tobias; Morton, Thomas; Kastenmüller, Andreas; Postmes, Tom; Frey, Dieter; Kubitzki, Jörg; Odenwälder, Jörg
2009-10-01
The present studies investigated why video racing games increase players' risk-taking inclinations. Four studies reveal that playing video racing games increases risk taking in a subsequent simulated road traffic situation, as well as risk-promoting cognitions and emotions, blood pressure, sensation seeking, and attitudes toward reckless driving. Study 1 ruled out the role of experimental demand in creating such effects. Studies 2 and 3 showed that the effect of playing video racing games on risk taking was partially mediated by changes in self-perceptions as a reckless driver. These effects were evident only when the individual played racing games that reward traffic violations rather than racing games that do not reward traffic violations (Study 3) and when the individual was an active player of such games rather than a passive observer (Study 4). In sum, the results underline the potential negative impact of racing games on traffic safety.
Feasibility of video codec algorithms for software-only playback
NASA Astrophysics Data System (ADS)
Rodriguez, Arturo A.; Morse, Ken
1994-05-01
Software-only video codecs can provide good playback performance in desktop computers with a 486 or 68040 CPU running at 33 MHz without special hardware assistance. Typically, playback of compressed video can be categorized into three tasks: the actual decoding of the video stream, color conversion, and the transfer of decoded video data from system RAM to video RAM. By current standards, good playback performance is the decoding and display of video streams of 320 by 240 (or larger) compressed frames at 15 (or greater) frames-per- second. Software-only video codecs have evolved by modifying and tailoring existing compression methodologies to suit video playback in desktop computers. In this paper we examine the characteristics used to evaluate software-only video codec algorithms, namely: image fidelity (i.e., image quality), bandwidth (i.e., compression) ease-of-decoding (i.e., playback performance), memory consumption, compression to decompression asymmetry, scalability, and delay. We discuss the tradeoffs among these variables and the compromises that can be made to achieve low numerical complexity for software-only playback. Frame- differencing approaches are described since software-only video codecs typically employ them to enhance playback performance. To complement other papers that appear in this session of the Proceedings, we review methods derived from binary pattern image coding since these methods are amenable for software-only playback. In particular, we introduce a novel approach called pixel distribution image coding.
NASA Astrophysics Data System (ADS)
Barnett, Barry S.; Bovik, Alan C.
1995-04-01
This paper presents a real time full motion video conferencing system based on the Visual Pattern Image Sequence Coding (VPISC) software codec. The prototype system hardware is comprised of two personal computers, two camcorders, two frame grabbers, and an ethernet connection. The prototype system software has a simple structure. It runs under the Disk Operating System, and includes a user interface, a video I/O interface, an event driven network interface, and a free running or frame synchronous video codec that also acts as the controller for the video and network interfaces. Two video coders have been tested in this system. Simple implementations of Visual Pattern Image Coding and VPISC have both proven to support full motion video conferencing with good visual quality. Future work will concentrate on expanding this prototype to support the motion compensated version of VPISC, as well as encompassing point-to-point modem I/O and multiple network protocols. The application will be ported to multiple hardware platforms and operating systems. The motivation for developing this prototype system is to demonstrate the practicality of software based real time video codecs. Furthermore, software video codecs are not only cheaper, but are more flexible system solutions because they enable different computer platforms to exchange encoded video information without requiring on-board protocol compatible video codex hardware. Software based solutions enable true low cost video conferencing that fits the `open systems' model of interoperability that is so important for building portable hardware and software applications.
Superman vs. BAD man? The effects of empathy and game character in violent video games.
Happ, Christian; Melzer, André; Steffgen, Georges
2013-10-01
Recent findings indicate that events in video games, as well as players' perceptions of game characters, moderate well-established video game effects. This includes the level of identification with game characters, and players' interpretation of whether or not the actions of the characters are conceived as moral. In the present study, it was tested whether manipulating empathy for well-known game characters influences video game effects in a violent beat-'em-up game. As was expected, playing the comic hero Superman led to more prosocial behavior (i.e., returning a lost letter) than playing the evil villain Joker. A similar positive effect was observed for inducing game characters as warm and empathic before playing. Compared to a neutral text, participants in the empathy text condition judged the violence in the game as less justified, irrespective of game character. When looking at hostile perception, an interaction was found between empathy and game character. For Superman, empathy led participants to interpret neutral faces as less aggressive. When playing the evil Joker, however, empathy even increased hostile perception. This is in line with previous findings that empathy may not be positive per se. In fact, it may backfire depending on the interaction of game characters and the empathy players feel for them.
Video game players show higher performance but no difference in speed of attention shifts.
Mack, David J; Wiesmann, Helene; Ilg, Uwe J
2016-09-01
Video games have become both a widespread leisure activity and a substantial field of research. In a variety of tasks, video game players (VGPs) perform better than non-video game players (NVGPs). This difference is most likely explained by an alteration of the basic mechanisms underlying visuospatial attention. More specifically, the present study hypothesizes that VGPs are able to shift attention faster than NVGPs. Such alterations in attention cannot be disentangled from changes in stimulus-response mappings in reaction time based measurements. Therefore, we used a spatial cueing task with varying cue lead times (CLTs) to investigate the speed of covert attention shifts of 98 male participants divided into 36 NVGPs and 62 VGPs based on their weekly gaming time. VGPs exhibited higher peak and mean performance than NVGPs. However, we did not find any differences in the speed of covert attention shifts as measured by the CLT needed to achieve peak performance. Thus, our results clearly rule out faster stimulus-response mappings as an explanation for the higher performance of VGPs in line with previous studies. More importantly, our data do not support the notion of faster attention shifts in VGPs as another possible explanation. Copyright © 2016 Elsevier B.V. All rights reserved.
Federal Register 2010, 2011, 2012, 2013, 2014
2012-01-06
... INTERNATIONAL TRADE COMMISSION [Investigation No. 337-TA-795] Certain Video Analytics Software... filed by ObjectVideo, Inc. of Reston, Virginia. 76 FR 45859 (Aug. 1, 2011). The complaint, as amended... certain video analytics software, systems, components thereof, and products containing same by reason of...
Xing, Junliang; Ai, Haizhou; Liu, Liwei; Lao, Shihong
2011-06-01
Multiple object tracking (MOT) is a very challenging task yet of fundamental importance for many practical applications. In this paper, we focus on the problem of tracking multiple players in sports video which is even more difficult due to the abrupt movements of players and their complex interactions. To handle the difficulties in this problem, we present a new MOT algorithm which contributes both in the observation modeling level and in the tracking strategy level. For the observation modeling, we develop a progressive observation modeling process that is able to provide strong tracking observations and greatly facilitate the tracking task. For the tracking strategy, we propose a dual-mode two-way Bayesian inference approach which dynamically switches between an offline general model and an online dedicated model to deal with single isolated object tracking and multiple occluded object tracking integrally by forward filtering and backward smoothing. Extensive experiments on different kinds of sports videos, including football, basketball, as well as hockey, demonstrate the effectiveness and efficiency of the proposed method.
Video Game Development Strategies for Creating Successful Cognitively Challenging Games
ERIC Educational Resources Information Center
Williams, Walter K.
2018-01-01
The video game industry is a global multibillion dollar industry with millions of players. The process of developing video games is essential for the continued growth of the industry, and developers need to employ effective strategies that will help them to create successful games. The purpose of this explorative qualitative single case study was…
Integration of Active Video Games in Extracurricular Activity at Schools
ERIC Educational Resources Information Center
Lee, Jung Eun; Huang, Charles; Pope, Zachary; Gao, Zan
2015-01-01
Active video games require players to be physically active. Dance Dance Revolution (DDR) is an interactive dancing game that requires fast-foot movement coordinated with energetic music and visuals. The Wii and Xbox Kinect games have also become good active video games for the promotion of physical activity participation. These games are much more…
The Impact of Video Gaming on Decision-Making and Teamworking Skills
ERIC Educational Resources Information Center
Campus-Wide Information Systems, 2005
2005-01-01
Purpose: To discuss the considerable impact of video gaming on young players' decision-making and teamworking skills, and the belief that video games provide an invaluable "training camp" for business. Design/methodology/approach: An interview with John Beck, the author of the book Got Game: How a New Generation of Gamers Is Reshaping Business…
The Effect of Digital Video Games on EFL Students' Language Learning Motivation
ERIC Educational Resources Information Center
Ebrahimzadeh, Mohsen; Alavi, Sepideh
2017-01-01
The study examined the effect of a commercial digital video game on high school students' language learning motivation. Participants were 241 male students randomly assigned to one of the following three treatments: Readers, who intensively read the game's story; Players, who played the digital video game; and Watchers, who watched two classmates…
Author Correction: Single-molecule imaging by optical absorption
NASA Astrophysics Data System (ADS)
Celebrano, Michele; Kukura, Philipp; Renn, Alois; Sandoghdar, Vahid
2018-05-01
In the Supplementary Video initially published with this Letter, the right-hand panel displaying the fluorescence emission was not showing on some video players due to a formatting problem; this has now been fixed. The video has also now been amended to include colour scale bars for both the left- (differential transmission signal) and right-hand panels.
Playing with Process: Video Game Choice as a Model of Behavior
ERIC Educational Resources Information Center
Waelchli, Paul
2010-01-01
Popular culture experience in video games creates avenues to practice information literacy skills and model research in a real-world setting. Video games create a unique popular culture experience where players can invest dozens of hours on one game, create characters to identify with, organize skill sets and plot points, collaborate with people…
Secure Video Surveillance System Acquisition Software
DOE Office of Scientific and Technical Information (OSTI.GOV)
2009-12-04
The SVSS Acquisition Software collects and displays video images from two cameras through a VPN, and store the images onto a collection controller. The software is configured to allow a user to enter a time window to display up to 2 1/2, hours of video review. The software collects images from the cameras at a rate of 1 image per second and automatically deletes images older than 3 hours. The software code operates in a linux environment and can be run in a virtual machine on Windows XP. The Sandia software integrates the different COTS software together to build themore » video review system.« less
Lobel, Adam; Granic, Isabela; Engels, Rutger C M E
2014-04-01
Healthy emotion regulation is crucial for navigating stressful situations. Interoceptive awareness-the awareness of one's internal states-is important for such healthy regulation. Given the propensity for video games to induce stress, the associations between in-game and real world emotion regulation strategies during duress are worth exploring. We therefore present a method for measuring the interoceptive awareness of negative affect during stressful video game play, and investigate whether individual differences in this ability relate to emotion regulation strategies. Twenty-six proficient video game players were recruited to play a session of the video game Starcraft II in the lab. Players' physiological and subjective states of in-game negative arousal were measured consecutively. A comparison of these measures was used to calculate players' interoceptive awareness of real time in-game arousal. The relation between interoceptive awareness and a suite of emotion regulation strategies was then investigated. We observed a positive relation between in-game interoceptive awareness and the self-reported tendency to actively seek a resolution to negative affect. A positive trend was also observed between interoceptive awareness and the self-reported tendency to seek instrumental social support. Findings are discussed in terms of the relative effectiveness of different emotion regulation strategies for aiding in-game success. We further discuss the benefits and limitations of this pilot testing. In all, we hope to inspire future research into the associations between in-game arousal and emotion regulation strategies used in everyday life.
Federal Register 2010, 2011, 2012, 2013, 2014
2012-07-31
... INTERNATIONAL TRADE COMMISSION [Investigation No. 337-TA-852] Certain Video Analytics Software... 337 of the Tariff Act of 1930, as amended, 19 U.S.C. 1337, on behalf of ObjectVideo, Inc. of Reston... sale within the United States after importation of certain video analytics software, systems...
Cordeiro d'Ornellas, Marcos; Cargnin, Diego João; Cervi Prado, Ana Lúcia
2015-01-01
Video games have become a major entertainment industry and one of the most popular leisure forms, ranging from laboratory experiments to a mainstream cultural medium. Indeed, current games are multimodal and multidimensional products, relying on sophisticated features including not only a narrative-driven story but also impressive graphics and detailed settings. All of these elements helped to create a seamless and appealing product that have resulted in a growing number of players and in the number of game genres. Although video games have been used in education, simulation, and training, another application that exploits serious gaming is the exploration of player experience in the context of game research. Recent advances in the natural user interfaces and player experience have brought new perspectives on the in-game assessment of serious games. This paper evaluates the impact of player experience in the design of a serious game for upper extremity stroke rehabilitation. The game combines biofeedback and mirror neurons both in single and multiplayer mode. Results have shown that the game is a feasible solution to integrate serious games into the physical therapy routine.
Jin, Seung-A Annie
2010-08-01
This research explored the effects of priming interdependent self-construals (collective self ) versus independent self-construals (private self ) on exergame players' mood in response to negative performance feedback. An experiment was conducted to test the interaction effects of self-construal priming as a situational factor and game players' chronic regulatory focus as an individual difference factor. To this end, the author leveraged a video-game console (Wii) and an exergame (Dance Dance Revolution) in a controlled, randomized 2 x 2 (experimental priming: interdependent self-construal vs. independent self-construal x game players' chronic promotion regulatory focus: low vs. high) between-subjects factorial design experiment (N = 58). The results of a two-way analysis of variance demonstrated the proposed interaction effect between primed self-construal and game players' chronic regulatory focus on the game players' mood in response to negative performance. The theoretical mechanism underlying the two-way interaction is explicated by regulatory focus and the primed self-construals is explicated by regulatory focus theory and two-basket theory. Practical implications for game developers and theoretical contributions to video-game research are discussed.
NASA Astrophysics Data System (ADS)
Dastageeri, H.; Storz, M.; Koukofikis, A.; Knauth, S.; Coors, V.
2016-09-01
Providing mobile location-based information for pedestrians faces many challenges. On one hand the accuracy of localisation indoors and outdoors is restricted due to technical limitations of GPS and Beacons. Then again only a small display is available to display information as well as to develop a user interface. Plus, the software solution has to consider the hardware characteristics of mobile devices during the implementation process for aiming a performance with minimum latency. This paper describes our approach by including a combination of image tracking and GPS or Beacons to ensure orientation and precision of localisation. To communicate the information on Points of Interest (POIs), we decided to choose Augmented Reality (AR). For this concept of operations, we used besides the display also the acceleration and positions sensors as a user interface. This paper especially goes into detail on the optimization of the image tracking algorithms, the development of the video-based AR player for the Android platform and the evaluation of videos as an AR element in consideration of providing a good user experience. For setting up content for the POIs or even generate a tour we used and extended the Open Geospatial Consortium (OGC) standard Augmented Reality Markup Language (ARML).
Gabbett, Tim J; Carius, Josh; Mulvey, Mike
2008-11-01
This study investigated the effects of video-based perceptual training on pattern recognition and pattern prediction ability in elite field sport athletes and determined whether enhanced perceptual skills influenced the physiological demands of game-based activities. Sixteen elite women soccer players (mean +/- SD age, 18.3 +/- 2.8 years) were allocated to either a video-based perceptual training group (N = 8) or a control group (N = 8). The video-based perceptual training group watched video footage of international women's soccer matches. Twelve training sessions, each 15 minutes in duration, were conducted during a 4-week period. Players performed assessments of speed (5-, 10-, and 20-m sprint), repeated-sprint ability (6 x 20-m sprints, with active recovery on a 15-second cycle), estimated maximal aerobic power (V O2 max, multistage fitness test), and a game-specific video-based perceptual test of pattern recognition and pattern prediction before and after the 4 weeks of video-based perceptual training. The on-field assessments included time-motion analysis completed on all players during a standardized 45-minute small-sided training game, and assessments of passing, shooting, and dribbling decision-making ability. No significant changes were detected in speed, repeated-sprint ability, or estimated V O2 max during the training period. However, video-based perceptual training improved decision accuracy and reduced the number of recall errors, indicating improved game awareness and decision-making ability. Importantly, the improvements in pattern recognition and prediction ability transferred to on-field improvements in passing, shooting, and dribbling decision-making skills. No differences were detected between groups for the time spent standing, walking, jogging, striding, and sprinting during the small-sided training game. These findings demonstrate that video-based perceptual training can be used effectively to enhance the decision-making ability of field sport athletes; however, it has no effect on the physiological demands of game-based activities.
Naval War College Review. Volume 63, Number 4, Autumn 2010
2010-01-01
France’s mari- time pride by challenging Great Britain. Their methodology was to target areas where Brit- ain was weak, specifically focusing on tor- pedo ... video player, Web-surfing device, and music player. Addi- tionally, many “smartphones” can also be used to read e-content, although their smaller
Neural strategies for selective attention distinguish fast-action video game players.
Krishnan, Lavanya; Kang, Albert; Sperling, George; Srinivasan, Ramesh
2013-01-01
We investigated the psychophysical and neurophysiological differences between fast-action video game players (specifically first person shooter players, FPS) and non-action players (role-playing game players, RPG) in a visual search task. We measured both successful detections (hit rates) and steady-state visually evoked EEG potentials (SSVEPs). Search difficulty was varied along two dimensions: number of adjacent attended and ignored regions (1, 2 and 4), and presentation rate of novel search arrays (3, 8.6 and 20 Hz). Hit rates decreased with increasing presentation rates and number of regions, with the FPS players performing on average better than the RPG players. The largest differences in hit rate, between groups, occurred when four regions were simultaneously attended. We computed signal-to-noise ratio (SNR) of SSVEPs and used partial least squares regression to model hit rates, SNRs and their relationship at 3 Hz and 8.6 Hz. The following are the most significant results: RPG players' parietal responses to the attended 8.6 Hz flicker were predictive of hit rate and were positively correlated with it, indicating attentional signal enhancement. FPS players' parietal responses to the ignored 3 Hz flicker were predictive of hit rate and were positively correlated with it, indicating distractor suppression. Consistent with these parietal responses, RPG players' frontal responses to the attended 8.6 Hz flicker, increased as task difficulty increased with number of regions; FPS players' frontal responses to the ignored 3 Hz flicker increased with number of regions. Thus the FPS players appear to employ an active suppression mechanism to deploy selective attention simultaneously to multiple interleaved regions, while RPG primarily use signal enhancement. These results suggest that fast-action gaming can affect neural strategies and the corresponding networks underlying attention, presumably by training mechanisms of distractor suppression.
Improving Offensive Performance through Opponent Modeling
2009-01-01
of of- fensive players , we improve on the yardage gained. Introduction By accessing the play history of your opponent, it is pos- sible to glean...review a video play history of the player taking a penalty kick; iden- tifying the player’s tendency to kick to the left allowed the goalkeeper to...recognition and 3) off-line review. In online track- ing, immediate future actions of individual players (passes, feints) are predicted, whereas in online
An Overview of Structural Characteristics in Problematic Video Game Playing.
Griffiths, Mark D; Nuyens, Filip
2017-01-01
There are many different factors involved in how and why people develop problems with video game playing. One such set of factors concerns the structural characteristics of video games (i.e., the structure, elements, and components of the video games themselves). Much of the research examining the structural characteristics of video games was initially based on research and theorizing from the gambling studies field. The present review briefly overviews the key papers in the field to date. The paper examines a number of areas including (i) similarities in structural characteristics of gambling and video gaming, (ii) structural characteristics in video games, (iii) narrative and flow in video games, (iv) structural characteristic taxonomies for video games, and (v) video game structural characteristics and game design ethics. Many of the studies carried out to date are small-scale, and comprise self-selected convenience samples (typically using self-report surveys or non-ecologically valid laboratory experiments). Based on the small amount of empirical data, it appears that structural features that take a long time to achieve in-game are the ones most associated with problematic video game play (e.g., earning experience points, managing in-game resources, mastering the video game, getting 100% in-game). The study of video games from a structural characteristic perspective is of benefit to many different stakeholders including academic researchers, video game players, and video game designers, as well as those interested in prevention and policymaking by making the games more socially responsible. It is important that researchers understand and recognize the psycho-social effects and impacts that the structural characteristics of video games can have on players, both positive and negative.
Feature Quantization and Pooling for Videos
2014-05-01
does not score high on this metric. The exceptions are videos where objects move - for exam- ple, the ice skaters (“ice”) and the tennis player , tracked...convincing me that my future path should include a PhD. Martial and Fernando, your energy is exceptional! Its influence can be seen in the burning...3.17 BMW enables Interpretation of similar regions across videos ( tennis ). . . . . . . 50 3.18 Common Motion Words across videos with large camera
The active video games' narrative impact on children's physical activities
USDA-ARS?s Scientific Manuscript database
Active video games (AVGs) capable of inducing physical activity offer an innovative approach to combating childhood obesity. Unfortunately, children's AVG game play decreases quickly, underscoring the need to identify novel methods for player engagement. Narratives have been demonstrated to influenc...
Cats and Portals: Video Games, Learning, and Play
ERIC Educational Resources Information Center
Gee, James Paul
2008-01-01
The author builds on arguments he has made elsewhere that good commercial video games foster deep learning and problem solving and that such games in fact promote mastery as a form of play. Here he maintains that some good video games engage players with an important type of play, namely of play as discovery, of play as surmising new possibilities…
ERIC Educational Resources Information Center
Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Thompson, Victoria; Jago, Russell; Griffith, Melissa Juliano
2010-01-01
Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game…
Some Video Games Can Increase the Player's Creativity
ERIC Educational Resources Information Center
Moffat, David C.; Crombie, William; Shabalina, Olga
2017-01-01
It is said that playing video games might make people more creative. There is some evidence of an association, but no so far general theory about any psychological causes, or other key factors. In this study, we test the possibility that different sorts of video games may have different effects, on different types of creativity; or none at all.…
A Genre-Specific Investigation of Video Game Engagement and Problem Play in the Early Life Course
Ream, Geoffrey L.; Elliott, Luther C.; Dunlap, Eloise
2013-01-01
This study explored predictors of engagement with specific video game genres, and degree of problem play experienced by players of specific genres, during the early life course. Video game players ages 18–29 (n = 692) were recruited in and around video game retail outlets, arcades, conventions, and other video game related contexts in New York City. Participants completed a Computer-Assisted Personal Interview (CAPI) of contemporaneous demographic and personality measures and a Life-History Calendar (LHC) measuring video gaming, school/work engagement, and caffeine and sugar consumption for each year of life ages 6 - present. Findings were that likelihood of engagement with most genres rose during childhood, peaked at some point during the second decade of life, and declined through emerging adulthood. Cohorts effects on engagement also emerged which were probably attributable to changes in the availability and popularity of various genres over the 12-year age range of our participants. The relationship between age and problem play of most genres was either negative or non-significant. Sensation-seeking was the only consistent positive predictor of problem play. Relationships between other variables and engagement with and problem play of specific genres are discussed in detail. PMID:24688802
Lisón, Juan F; Cebolla, Ausias; Guixeres, Jaime; Álvarez-Pitti, Julio; Escobar, Patricia; Bruñó, Alejandro; Lurbe, Empar; Alcañiz, Mariano; Baños, Rosa
2015-10-01
Recent strategies to reduce sedentary behaviour in children include replacing sedentary screen time for active video games. Active video game studies have focused principally on the metabolic consumption of a single player, with physiological and psychological responses of opponent-based multiplayer games to be further evaluated. To determine whether adding a competitive component to playing active video games impacts physiological and psychological responses in players. Sixty-two healthy Caucasian children and adolescents, nine to 14 years years of age, completed three conditions (8 min each) in random order: treadmill walking, and single and opponent-based Kinect active video games. Affect, arousal, rate of perceived exertion, heart rate and percentage of heart rate reserve were measured for each participant and condition. Kinect conditions revealed significantly higher heart rate, percentage of heart rate reserve, rate of perceived exertion and arousal when compared with treadmill walking (P<0.001). Opponent-based condition revealed lower values for the rate of perceived exertion (P=0.02) and higher affect (P=0.022) when compared with single play. Competitive active video games improved children's psychological responses (affect and rate of perceived exertion) compared with single play, providing a solution that may contribute toward improved adherence to physical activity.
Issues and advances in research methods on video games and cognitive abilities.
Sobczyk, Bart; Dobrowolski, Paweł; Skorko, Maciek; Michalak, Jakub; Brzezicka, Aneta
2015-01-01
The impact of video game playing on cognitive abilities has been the focus of numerous studies over the last 10 years. Some cross-sectional comparisons indicate the cognitive advantages of video game players (VGPs) over non-players (NVGPs) and the benefits of video game trainings, while others fail to replicate these findings. Though there is an ongoing discussion over methodological practices and their impact on observable effects, some elementary issues, such as the representativeness of recruited VGP groups and lack of genre differentiation have not yet been widely addressed. In this article we present objective and declarative gameplay time data gathered from large samples in order to illustrate how playtime is distributed over VGP populations. The implications of this data are then discussed in the context of previous studies in the field. We also argue in favor of differentiating video games based on their genre when recruiting study samples, as this form of classification reflects the core mechanics that they utilize and therefore provides a measure of insight into what cognitive functions are likely to be engaged most. Additionally, we present the Covert Video Game Experience Questionnaire as an example of how this sort of classification can be applied during the recruitment process.
A Genre-Specific Investigation of Video Game Engagement and Problem Play in the Early Life Course.
Ream, Geoffrey L; Elliott, Luther C; Dunlap, Eloise
2013-05-21
This study explored predictors of engagement with specific video game genres, and degree of problem play experienced by players of specific genres, during the early life course. Video game players ages 18-29 (n = 692) were recruited in and around video game retail outlets, arcades, conventions, and other video game related contexts in New York City. Participants completed a Computer-Assisted Personal Interview (CAPI) of contemporaneous demographic and personality measures and a Life-History Calendar (LHC) measuring video gaming, school/work engagement, and caffeine and sugar consumption for each year of life ages 6 - present. Findings were that likelihood of engagement with most genres rose during childhood, peaked at some point during the second decade of life, and declined through emerging adulthood. Cohorts effects on engagement also emerged which were probably attributable to changes in the availability and popularity of various genres over the 12-year age range of our participants. The relationship between age and problem play of most genres was either negative or non-significant. Sensation-seeking was the only consistent positive predictor of problem play. Relationships between other variables and engagement with and problem play of specific genres are discussed in detail.
Chisholm, Joseph D; Kingstone, Alan
2015-10-01
Research has demonstrated that experience with action video games is associated with improvements in a host of cognitive tasks. Evidence from paradigms that assess aspects of attention has suggested that action video game players (AVGPs) possess greater control over the allocation of attentional resources than do non-video-game players (NVGPs). Using a compound search task that teased apart selection- and response-based processes (Duncan, 1985), we required participants to perform an oculomotor capture task in which they made saccades to a uniquely colored target (selection-based process) and then produced a manual directional response based on information within the target (response-based process). We replicated the finding that AVGPs are less susceptible to attentional distraction and, critically, revealed that AVGPs outperform NVGPs on both selection-based and response-based processes. These results not only are consistent with the improved-attentional-control account of AVGP benefits, but they suggest that the benefit of action video game playing extends across the full breadth of attention-mediated stimulus-response processes that impact human performance.
West, Greg L; Drisdelle, Brandi Lee; Konishi, Kyoko; Jackson, Jonathan; Jolicoeur, Pierre; Bohbot, Veronique D
2015-06-07
The habitual playing of video games is associated with increased grey matter and activity in the striatum. Studies in humans and rodents have shown an inverse relationship between grey matter in the striatum and hippocampus. We investigated whether action video game playing is also associated with increased use of response learning strategies during navigation, known to be dependent on the caudate nucleus of the striatum, when presented in a dual solution task. We tested 26 action video game players (actionVGPs) and 33 non-action video game players (nonVGPs) on the 4-on-8 virtual maze and a visual attention event-related potential (ERP) task, which elicits a robust N-2-posterior-controlateral (N2pc) component. We found that actionVGPs had a significantly higher likelihood of using a response learning strategy (80.76%) compared to nonVGPs (42.42%). Consistent with previous evidence, actionVGPs and nonVGPs differed in the way they deployed visual attention to central and peripheral targets as observed in the elicited N2pc component during an ERP visual attention task. Increased use of the response strategy in actionVGPs is consistent with previously observed increases in striatal volume in video game players (VGPs). Using response strategies is associated with decreased grey matter in the hippocampus. Previous studies have shown that decreased volume in the hippocampus precedes the onset of many neurological and psychiatric disorders. If actionVGPs have lower grey matter in the hippocampus, as response learners normally do, then these individuals could be at increased risk of developing neurological and psychiatric disorders during their lifetime. © 2015 The Author(s) Published by the Royal Society. All rights reserved.
West, Greg L.; Drisdelle, Brandi Lee; Konishi, Kyoko; Jackson, Jonathan; Jolicoeur, Pierre; Bohbot, Veronique D.
2015-01-01
The habitual playing of video games is associated with increased grey matter and activity in the striatum. Studies in humans and rodents have shown an inverse relationship between grey matter in the striatum and hippocampus. We investigated whether action video game playing is also associated with increased use of response learning strategies during navigation, known to be dependent on the caudate nucleus of the striatum, when presented in a dual solution task. We tested 26 action video game players (actionVGPs) and 33 non-action video game players (nonVGPs) on the 4-on-8 virtual maze and a visual attention event-related potential (ERP) task, which elicits a robust N-2-posterior-controlateral (N2pc) component. We found that actionVGPs had a significantly higher likelihood of using a response learning strategy (80.76%) compared to nonVGPs (42.42%). Consistent with previous evidence, actionVGPs and nonVGPs differed in the way they deployed visual attention to central and peripheral targets as observed in the elicited N2pc component during an ERP visual attention task. Increased use of the response strategy in actionVGPs is consistent with previously observed increases in striatal volume in video game players (VGPs). Using response strategies is associated with decreased grey matter in the hippocampus. Previous studies have shown that decreased volume in the hippocampus precedes the onset of many neurological and psychiatric disorders. If actionVGPs have lower grey matter in the hippocampus, as response learners normally do, then these individuals could be at increased risk of developing neurological and psychiatric disorders during their lifetime. PMID:25994669
Souders, Dustin J; Boot, Walter R; Charness, Neil; Moxley, Jerad H
2016-01-01
Video game interventions with the aim to improve cognition have shown promise for both younger (e.g., Powers et al., 2013) and older adults (e.g., Toril, Reales, and Ballesteros, 2014). Most studies suggest that fast-paced action games produce the largest benefits, but a recent video game intervention with older adults found that an action game intervention can result in poor adherence (Boot et al., 2013). To increase intervention adherence, we investigated older adult video game preferences that might bolster adherence by having participants play a competitive game (Mario Kart DS) or a cooperative game (Lego Star Wars: The Complete Saga) alone or with a partner. Although hypotheses regarding cooperative and multi-player gameplay were not supported, converging evidence suggests multi-player game play may lead to greater enjoyment, which was related to intervention adherence in a previous study (Boot et al., 2013). Insights for gaming intervention studies in older populations are also provided.
Souders, Dustin J.; Boot, Walter R.; Charness, Neil; Moxley, Jerad H.
2017-01-01
Video game interventions with the aim to improve cognition have shown promise for both younger (e.g., Powers et al., 2013) and older adults (e.g., Toril, Reales, and Ballesteros, 2014). Most studies suggest that fast-paced action games produce the largest benefits, but a recent video game intervention with older adults found that an action game intervention can result in poor adherence (Boot et al., 2013). To increase intervention adherence, we investigated older adult video game preferences that might bolster adherence by having participants play a competitive game (Mario Kart DS) or a cooperative game (Lego Star Wars: The Complete Saga) alone or with a partner. Although hypotheses regarding cooperative and multi-player gameplay were not supported, converging evidence suggests multi-player game play may lead to greater enjoyment, which was related to intervention adherence in a previous study (Boot et al., 2013). Insights for gaming intervention studies in older populations are also provided. PMID:29033698
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.
Communications Modeling of Training and Simulation Traffic in a Tactical Internet
2006-08-01
Florida. VIDEO GAME TRAINING Eric Minton Today’s Officer January 24, 2005 Here is something parents everywhere won’t want to read: video ...experience, video games make for a wiser and more adaptable individual and team player. That is what the U.S. military is discovering as each branch...embraces video games and gaming technology in their training regimens. This is more just catering to a generation that knew the joy of joysticks while
Culture and Creativity: World of Warcraft Modding in China and the US
NASA Astrophysics Data System (ADS)
Kow, Yong Ming; Nardi, Bonnie
Modding - end-user modification of commercial hardware and software - can be traced back at least to 1961 when Spacewar! was developed by a group of MIT students on a DEC PDP-1. Spacewar! evolved into arcade games including Space Wars produced in 1977 by Cinematronics (Sotamaa 2003). In 1992, players altering Wolfenstein 3-D (1992), a first person shooter game made by id Software, overwrote the graphics and sounds by editing the game files. Learning from this experience, id Software released Doom in 1993 with isolated media files and open source code for players to develop custom maps, images, sounds, and other utilities. Players were able to pass on their modifications to others. By 1996, with the release of Quake, end-user modifications had come to be known as "mods," and modding was an accepted part of the gaming community (Kucklich 2005; Postigo 2008a, b). Since late-2005, we have been studying World of Warcraft (WoW) in which the use of mods is an important aspect of player practice (Nardi and Harris 2006; Nardi et al. 2007). Technically minded players with an interest in extending the game write mods and make them available to players for free download on distribution sites. Most modders work for free, but the distribution sites are commercial enterprises with advertising.
The Effects of Game Design on Learning Outcomes
ERIC Educational Resources Information Center
Martin, Michael W.; Shen, Yuzhong
2014-01-01
This article details the administration and results of an experiment conducted to assess the impact of three video game design concepts upon learning outcomes. The principles tested include game aesthetics, player choice, and player competition. The experiment participants were asked to play a serious game over the course of a week, and the…
Yang, Grace S; Huesmann, L Rowell; Bushman, Brad J
2014-01-01
Previous research has shown that violent video games can increase aggression in players immediately after they play. The present research examines the effects of one subtle cue within violent video games that might moderate these effects-whether the avatar is male or female. One common stereotype is that males are more aggressive than females. Thus, playing a violent video game as a male avatar, compared to a female avatar, should be more likely to prime aggressive thoughts and inclinations in players and lead to more aggressive behavior afterwards. Male and female university students (N = 242) were randomly assigned to play a violent video game as a male or female avatar. After gameplay, participants gave an ostensible partner who hated spicy food hot sauce to eat. The amount of hot sauce given was used to measure aggression. Consistent with priming theory, results showed that both male and female participants who played a violent game as a male avatar behaved more aggressively afterwards than those who played as female avatar. The priming effects of the male avatar were somewhat stronger for male participants than for female participants, suggesting that male participants identified more with the male avatar than did the female participants. These results are particularly noteworthy because they are consistent with another recent experiment showing that playing a violent game as an avatar with a different stereotypically aggressive attribute (black skin color) stimulates more aggression than playing as an avatar without the stereotypically aggressive attribute (Yang et al., 2014, Social Psychological and Personality Science). © 2014 Wiley Periodicals, Inc.
The effects of video game playing on attention, memory, and executive control.
Boot, Walter R; Kramer, Arthur F; Simons, Daniel J; Fabiani, Monica; Gratton, Gabriele
2008-11-01
Expert video game players often outperform non-players on measures of basic attention and performance. Such differences might result from exposure to video games or they might reflect other group differences between those people who do or do not play video games. Recent research has suggested a causal relationship between playing action video games and improvements in a variety of visual and attentional skills (e.g., [Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423, 534-537]). The current research sought to replicate and extend these results by examining both expert/non-gamer differences and the effects of video game playing on tasks tapping a wider range of cognitive abilities, including attention, memory, and executive control. Non-gamers played 20+ h of an action video game, a puzzle game, or a real-time strategy game. Expert gamers and non-gamers differed on a number of basic cognitive skills: experts could track objects moving at greater speeds, better detected changes to objects stored in visual short-term memory, switched more quickly from one task to another, and mentally rotated objects more efficiently. Strikingly, extensive video game practice did not substantially enhance performance for non-gamers on most cognitive tasks, although they did improve somewhat in mental rotation performance. Our results suggest that at least some differences between video game experts and non-gamers in basic cognitive performance result either from far more extensive video game experience or from pre-existing group differences in abilities that result in a self-selection effect.
Clark, Kait; Fleck, Mathias S; Mitroff, Stephen R
2011-01-01
Recent research has shown that avid action video game players (VGPs) outperform non-video game players (NVGPs) on a variety of attentional and perceptual tasks. However, it remains unknown exactly why and how such differences arise; while some prior research has demonstrated that VGPs' improvements stem from enhanced basic perceptual processes, other work indicates that they can stem from enhanced attentional control. The current experiment used a change-detection task to explore whether top-down strategies can contribute to VGPs' improved abilities. Participants viewed alternating presentations of an image and a modified version of the image and were tasked with detecting and localizing the changed element. Consistent with prior claims of enhanced perceptual abilities, VGPs were able to detect the changes while requiring less exposure to the change than NVGPs. Further analyses revealed this improved change detection performance may result from altered strategy use; VGPs employed broader search patterns when scanning scenes for potential changes. These results complement prior demonstrations of VGPs' enhanced bottom-up perceptual benefits by providing new evidence of VGPs' potentially enhanced top-down strategic benefits. Copyright © 2010 Elsevier B.V. All rights reserved.
Do Red and Blue Uniforms Matter in Football and Handball Penalties?
Krenn, Bjoern; Pernhaupt, Niklas; Handsteiner, Markus
2017-12-01
Past research has revealed ambiguous results on the impact of red uniforms in sports competition. The current study was aimed at analyzing the role of red and blue uniforms in football and handball penalties. Two experiments were conducted using a within subjects design, where participants rated uniform color-manipulated video clips. In the first study, participants (n = 39) watched footage of football players kicking a penalty, whereas in the second study (n = 118) videos of handball penalty takers, handball goalkeepers and football goalkeepers preparing themselves to score/save a penalty were shown. Participants rated player's/goalkeeper's level of confidence and the expected position of the ball crossing the goal line in the first experiment and additionally the probability of scoring the penalty against the goalkeepers in the second experiment. The videos stopped at the point where the ball was leaving the foot and hand respectively. Results did not show any beneficial impact of red uniforms. Rather, football players wearing blue were rated to kick the ball higher. The study contradicts any positive effect of red versus blue uniforms in the context of football and handball penalties, which emphasizes the need of searching for potential moderators of color's impact on human behavior.
IVTS-CEV (Interactive Video Tape System-Combat Engineer Vehicle) Gunnery Trainer.
1981-07-01
video game technology developed for and marketed in consumer video games. The IVTS/CEV is a conceptual/breadboard-level classroom interactive training system designed to train Combat Engineer Vehicle (CEV) gunners in target acquisition and engagement with the main gun. The concept demonstration consists of two units: a gunner station and a display module. The gunner station has optics and gun controls replicating those of the CEV gunner station. The display module contains a standard large-screen color video monitor and a video tape player. The gunner’s sight
The narrative impact of active video games on physical activity among children: A feasibility study
USDA-ARS?s Scientific Manuscript database
Active video games (AVGs) capable of inducing physical activity offer an innovative approach to combating childhood obesity. Unfortunately, children's AVG game play decreases quickly, underscoring the need to identify novel methods for player engagement. Narratives have been demonstrated to influenc...
Video Game Learning Dynamics: Actionable Measures of Multidimensional Learning Trajectories
ERIC Educational Resources Information Center
Reese, Debbie Denise; Tabachnick, Barbara G.; Kosko, Robert E.
2015-01-01
Valid, accessible, reusable methods for instructional video game design and embedded assessment can provide actionable information enhancing individual and collective achievement. Cyberlearning through game-based, metaphor-enhanced learning objects (CyGaMEs) design and embedded assessment quantify player behavior to study knowledge discovery and…
New Adventures in Screencasting
ERIC Educational Resources Information Center
Flynn, Stephen X.
2013-01-01
There are universal elements to great videos and games that drive large audiences: beautiful cinematography and graphics, engaging and purposeful screenplays and storylines, unforgettable soundtracks, and a brand name that makes viewers and players want to return for more. Libraries can, and should, employ these elements in their own videos to…
Video Analysis Verification of Head Impact Events Measured by Wearable Sensors.
Cortes, Nelson; Lincoln, Andrew E; Myer, Gregory D; Hepburn, Lisa; Higgins, Michael; Putukian, Margot; Caswell, Shane V
2017-08-01
Wearable sensors are increasingly used to quantify the frequency and magnitude of head impact events in multiple sports. There is a paucity of evidence that verifies head impact events recorded by wearable sensors. To utilize video analysis to verify head impact events recorded by wearable sensors and describe the respective frequency and magnitude. Cohort study (diagnosis); Level of evidence, 2. Thirty male (mean age, 16.6 ± 1.2 years; mean height, 1.77 ± 0.06 m; mean weight, 73.4 ± 12.2 kg) and 35 female (mean age, 16.2 ± 1.3 years; mean height, 1.66 ± 0.05 m; mean weight, 61.2 ± 6.4 kg) players volunteered to participate in this study during the 2014 and 2015 lacrosse seasons. Participants were instrumented with GForceTracker (GFT; boys) and X-Patch sensors (girls). Simultaneous game video was recorded by a trained videographer using a single camera located at the highest midfield location. One-third of the field was framed and panned to follow the ball during games. Videographic and accelerometer data were time synchronized. Head impact counts were compared with video recordings and were deemed valid if (1) the linear acceleration was ≥20 g, (2) the player was identified on the field, (3) the player was in camera view, and (4) the head impact mechanism could be clearly identified. Descriptive statistics of peak linear acceleration (PLA) and peak rotational velocity (PRV) for all verified head impacts ≥20 g were calculated. For the boys, a total recorded 1063 impacts (2014: n = 545; 2015: n = 518) were logged by the GFT between game start and end times (mean PLA, 46 ± 31 g; mean PRV, 1093 ± 661 deg/s) during 368 player-games. Of these impacts, 690 were verified via video analysis (65%; mean PLA, 48 ± 34 g; mean PRV, 1242 ± 617 deg/s). The X-Patch sensors, worn by the girls, recorded a total 180 impacts during the course of the games, and 58 (2014: n = 33; 2015: n = 25) were verified via video analysis (32%; mean PLA, 39 ± 21 g; mean PRV, 1664 ± 619 rad/s). The current data indicate that existing wearable sensor technologies may substantially overestimate head impact events. Further, while the wearable sensors always estimated a head impact location, only 48% of the impacts were a result of direct contact to the head as characterized on video. Using wearable sensors and video to verify head impacts may decrease the inclusion of false-positive impacts during game activity in the analysis.
No relationship exists between urinary NT-proBNP and GPS technology in professional rugby union.
Lindsay, Angus; Lewis, John G; Gill, Nicholas; Draper, Nick; Gieseg, Steven P
2017-08-01
We investigated the level of cardiovascular stress associated with professional rugby union and whether these changes could be explained through external workload systems like GPS and video analysis. Urine samples (14 in game one and 13 in game two) were collected from professional rugby players before, immediately post- and 36h post-play in two consecutive games. Urine was analysed for NT-proBNP by ELISA. Comparison with GPS (player-load and distance covered at specific speed bands) and video analysis (total impacts) were conducted. There was a significant increase in urinary NT-proBNP during game one (31.6±5.4 to 53.5±10.8pg/mL) and game two (35.4±3.9 to 49.8±11.7pg/mL) that did not correlate with the number of impacts, total distance covered, distance covered at pre-determined speed bands or player-load. Concentrations returned to pre-game concentrations 36h post-game whilst a large inter-individual variation in NT-proBNP was observed among players (p<0.001). Professional rugby union causes a transient increase in cardiovascular stress that seems to be independent of the external workload characteristics of a player. Copyright © 2017 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.
Differences in game reading between selected and non-selected youth soccer players.
Den Hartigh, Ruud J R; Van Der Steen, Steffie; Hakvoort, Bas; Frencken, Wouter G P; Lemmink, Koen A P M
2018-02-01
Applying an established theory of cognitive development-Skill Theory-the current study compares the game-reading skills of youth players selected for a soccer school of a professional soccer club (n = 49) and their non-selected peers (n = 38). Participants described the actions taking place in videos of soccer game plays, and their verbalisations were coded using Skill Theory. Compared to the non-selected players, the selected players generally demonstrated higher levels of complexity in their game-reading, and structured the information of game elements-primarily the player, teammate and field-at higher complexity levels. These results demonstrate how Skill Theory can be used to assess, and distinguish game-reading of youth players with different expertise, a skill important for soccer, but also for other sports.
On Basic Needs and Modest Media.
ERIC Educational Resources Information Center
Gunter, Jock
1978-01-01
The need for grass-roots participation and local control in whatever technology is used to meet basic educational needs is stressed. Successful uses of the audio cassette recorder and the portable half-inch video recorder are described; the 8-mm sound camera and video player are also suggested as viable "modest" technologies. (JEG)
Validation of a Video-based Game-Understanding Test Procedure in Badminton.
ERIC Educational Resources Information Center
Blomqvist, Minna T.; Luhtanen, Pekka; Laakso, Lauri; Keskinen, Esko
2000-01-01
Reports the development and validation of video-based game-understanding tests in badminton for elementary and secondary students. The tests included different sequences that simulated actual game situations. Players had to solve tactical problems by selecting appropriate solutions and arguments for their decisions. Results suggest that the test…
Empirical Taxonomies of Gameplay Enjoyment: Personality and Video Game Preference
ERIC Educational Resources Information Center
Quick, John M.; Atkinson, Robert K.; Lin, Lijia
2012-01-01
A survey study was conducted to better understand how gameplay enjoyment relates to players' personality traits and video game preferences. This study demonstrated that the core design elements of games that lead to enjoyment can be empirically identified. Similarly, it showed that considering personality, an individual characteristic, can produce…
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…
Water polo throwing velocity and kinematics: differences between competitive levels in male players.
Melchiorri, G; Viero, V; Triossi, T; De Sanctis, D; Padua, E; Salvati, A; Galvani, C; Bonifazi, M; Del Bianco, R; Tancredi, V
2015-11-01
In water polo, throwing is one of the most important and frequently used technical skills for the player. There is no scientific literature that provides information about differences in throwing between elite and sub-elite water polo players. The aim of our study was to study differences in throwing velocities and kinematic variables in elite and sub-elite level male water polo players. We considered the variables under standardized conditions during a typical motion, the five-meter shot (penalty). Thirty-four athletes from the Men's First Division Water Polo Championship and forty-two players participating in the National Fourth Division League, took part in the study. Video analysis measures were taken with high-speed digital cameras and the videos were analyzed offline with Dartfish 5.0 Pro. No correlation was found between body mass, height and throwing velocity. Elite players had higher values for ball speed (22.8±2.4 m/s for elite team and 18.4±1.7 m/s for sub-elite team; P=0.002) and greater elbow angle (157.5±10.3 degree for elite team versus 146.7±8.9 degree for sub-elite team; P=0.002). In elite team the throwing time was lower (165.6±22.2 and 188.6±23.9 ms, respectively; P=0.05) and the shoulder angle was smaller (115.1±10.3 and 123.8±12.4 degree, respectively; P=0.03) than in sub-elite team. Head height was significantly greater in elite players (elite players 71.1±8.7 cm, sub-elite players 65.6±6.2 cm; P=0.03). Differences in kinematic characteristics between elite and sub-elite players were showed. Differences in elbow and shoulder action must be considered both in training and injury prevention.
What Would a State of the Art Instructional Video Game Look like?
ERIC Educational Resources Information Center
Gee, J. P.
2005-01-01
A good instructional game, like many good commercial games, should be built around what the author calls "authentic professionalism." In such games, skills, knowledge, and values are distributed between the virtual characters and the real-world player in a way that allows the player to experience first-hand how members of that profession think,…
Teaching introductory undergraduate physics using commercial video games
NASA Astrophysics Data System (ADS)
Mohanty, Soumya D.; Cantu, Sergio
2011-09-01
Commercial video games are increasingly using sophisticated physics simulations to create a more immersive experience for players. This also makes them a powerful tool for engaging students in learning physics. We provide some examples to show how commercial off-the-shelf games can be used to teach specific topics in introductory undergraduate physics. The examples are selected from a course taught predominantly through the medium of commercial video games.
ERIC Educational Resources Information Center
Konijn, Elly A.; Bijvank, Marije Nije; Bushman, Brad J.
2007-01-01
This study tested the hypothesis that violent video games are especially likely to increase aggression when players identify with violent game characters. Dutch adolescent boys with low education ability (N=112) were randomly assigned to play a realistic or fantasy violent or nonviolent video game. Next, they competed with an ostensible partner on…
Issues and advances in research methods on video games and cognitive abilities
Sobczyk, Bart; Dobrowolski, Paweł; Skorko, Maciek; Michalak, Jakub; Brzezicka, Aneta
2015-01-01
The impact of video game playing on cognitive abilities has been the focus of numerous studies over the last 10 years. Some cross-sectional comparisons indicate the cognitive advantages of video game players (VGPs) over non-players (NVGPs) and the benefits of video game trainings, while others fail to replicate these findings. Though there is an ongoing discussion over methodological practices and their impact on observable effects, some elementary issues, such as the representativeness of recruited VGP groups and lack of genre differentiation have not yet been widely addressed. In this article we present objective and declarative gameplay time data gathered from large samples in order to illustrate how playtime is distributed over VGP populations. The implications of this data are then discussed in the context of previous studies in the field. We also argue in favor of differentiating video games based on their genre when recruiting study samples, as this form of classification reflects the core mechanics that they utilize and therefore provides a measure of insight into what cognitive functions are likely to be engaged most. Additionally, we present the Covert Video Game Experience Questionnaire as an example of how this sort of classification can be applied during the recruitment process. PMID:26483717
Rothmund, Tobias; Gollwitzer, Mario; Klimmt, Christoph
2011-01-01
Two experimental studies were used to investigate how interacting with aggressive virtual characters in video games affects trust and cooperation of players. Study 1 demonstrates that experiencing virtual aggression from a victim's perspective can impair players' investments in a subsequent common goods dilemma situation. This effect is mediated by reduced expectations of trust in the cooperativeness of interaction partners. In Study 2 the same effect was replicated by using a different cooperation task and by investigating the moderating role of justice sensitivity from a victim's perspective as a dispositional factor. Participants transferred less money to an unknown partner in a trust game after exposure to aggressive nonplayer characters in a video game. This effect was stronger for people high in victim sensitivity. Results of both studies can be interpreted in line with the sensitivity to mean intentions model and add to the body of research on violent media effects.
Tabletop Games: Platforms, Experimental Games and Design Recommendations
NASA Astrophysics Data System (ADS)
Haller, Michael; Forlines, Clifton; Koeffel, Christina; Leitner, Jakob; Shen, Chia
While the last decade has seen massive improvements in not only the rendering quality, but also the overall performance of console and desktop video games, these improvements have not necessarily led to a greater population of video game players. In addition to continuing these improvements, the video game industry is also constantly searching for new ways to convert non-players into dedicated gamers. Despite the growing popularity of computer-based video games, people still love to play traditional board games, such as Risk, Monopoly, and Trivial Pursuit. Both video and board games have their strengths and weaknesses, and an intriguing conclusion is to merge both worlds. We believe that a tabletop form-factor provides an ideal interface for digital board games. The design and implementation of tabletop games will be influenced by the hardware platforms, form factors, sensing technologies, as well as input techniques and devices that are available and chosen. This chapter is divided into three major sections. In the first section, we describe the most recent tabletop hardware technologies that have been used by tabletop researchers and practitioners. In the second section, we discuss a set of experimental tabletop games. The third section presents ten evaluation heuristics for tabletop game design.
Video Feedback and 2-Dimensional Landing Kinematics in Elite Female Handball Players.
Benjaminse, Anne; Postma, Wytze; Janssen, Ina; Otten, Egbert
2017-11-01
In team handball, an anterior cruciate ligament injury often occurs during landing after a jump shot. Many intervention programs try to reduce the injury rate by instructing athletes to land more safely. Video is an effective way to provide feedback, but little is known about its influence on landing technique in sport-specific situations. To test the effectiveness of a video-overlay feedback method on landing technique in elite handball players. Controlled laboratory study. Laboratory. A total of 16 elite female handball players assigned to a control group (n = 8; age = 17.61 ± 1.34 years, height = 1.73 ± 0.06 m, mass = 69.55 ± 4.29 kg) or video group (n = 8; age = 17.81 ± 0.86 years, height = 1.71 ± 0.03 m, mass = 64.28 ± 6.29 kg). Both groups performed jump shots in a pretest, 2 training sessions, and a posttest. The video group received video feedback of an expert model with an overlay of their own jump shots in training sessions 1 and 2, whereas the control group did not. We measured ankle, knee, and hip angles in the sagittal plane at initial contact and peak flexion; range of motion; and Landing Error Scoring System (LESS) scores. One 2 × 4 repeated-measures analysis of variance was conducted to analyze the group, time, and interaction effects of all kinematic outcome measures and the LESS score. The video group improved knee and hip flexion at initial contact and peak flexion and range of motion. In addition, the group's average peak ankle flexion (12.0° at pretest to 21.8° at posttest) and LESS score (8.1 pretest to 4.0 posttest) improved. When we considered performance variables, no differences between groups were found in shot accuracy or vertical jump height, whereas horizontal jump distance in the video group increased over time. Overlay visual feedback is an effective method for improving landing kinematics during a sport-specific jump shot. Further research is warranted to determine the long-term effects and transfer to training and game situations.
Collision count in rugby union: A comparison of micro-technology and video analysis methods.
Reardon, Cillian; Tobin, Daniel P; Tierney, Peter; Delahunt, Eamonn
2017-10-01
The aim of our study was to determine if there is a role for manipulation of g force thresholds acquired via micro-technology for accurately detecting collisions in rugby union. In total, 36 players were recruited from an elite Guinness Pro12 rugby union team. Player movement profiles and collisions were acquired via individual global positioning system (GPS) micro-technology units. Players were assigned to a sub-category of positions in order to determine positional collision demands. The coding of collisions by micro-technology at g force thresholds between 2 and 5.5 g (0.5 g increments) was compared with collision coding by an expert video analyst using Bland-Altman assessments. The most appropriate g force threshold (smallest mean difference compared with video analyst coding) was lower for all forwards positions (2.5 g) than for all backs positions (3.5 g). The Bland-Altman 95% limits of agreement indicated that there may be a substantial over- or underestimation of collisions coded via GPS micro-technology when using expert video analyst coding as the reference comparator. The manipulation of the g force thresholds applied to data acquired by GPS micro-technology units based on incremental thresholds of 0.5 g does not provide a reliable tool for the accurate coding of collisions in rugby union. Future research should aim to investigate smaller g force threshold increments and determine the events that cause coding of false positives.
Video analysis of concussion injury mechanism in under-18 rugby
Hendricks, Sharief; O'Connor, Sam; Lambert, Michael; Brown, James C; Burger, Nicholas; Mc Fie, Sarah; Readhead, Clint; Viljoen, Wayne
2016-01-01
Background Understanding the mechanism of injury is necessary for the development of effective injury prevention strategies. Video analysis of injuries provides valuable information on the playing situation and athlete-movement patterns, which can be used to formulate these strategies. Therefore, we conducted a video analysis of the mechanism of concussion injury in junior-level rugby union and compared it with a representative and matched non-injury sample. Methods Injury reports for 18 concussion events were collected from the 2011 to 2013 under-18 Craven Week tournaments. Also, video footage was recorded for all 3 years. On the basis of the injury events, a representative ‘control’ sample of matched non-injury events in the same players was identified. The video footage, which had been recorded at each tournament, was then retrospectively analysed and coded. 10 injury events (5 tackle, 4 ruck, 1 aerial collision) and 83 non-injury events were analysed. Results All concussions were a result of contact with an opponent and 60% of players were unaware of the impending contact. For the measurement of head position on contact, 43% had a ‘down’ position, 29% the ‘up and forward’ and 29% the ‘away’ position (n=7). The speed of the injured tackler was observed as ‘slow’ in 60% of injurious tackles (n=5). In 3 of the 4 rucks in which injury occurred (75%), the concussed player was acting defensively either in the capacity of ‘support’ (n=2) or as the ‘jackal’ (n=1). Conclusions Training interventions aimed at improving peripheral vision, strengthening of the cervical muscles, targeted conditioning programmes to reduce the effects of fatigue, and emphasising safe and effective playing techniques have the potential to reduce the risk of sustaining a concussion injury. PMID:27900149
BEHAVIORAL COACHING TO IMPROVE OFFENSIVE LINE PASS-BLOCKING SKILLS OF HIGH SCHOOL FOOTBALL ATHLETES
Stokes, John V; Luiselli, James K; Reed, Derek D; Fleming, Richard K
2010-01-01
We evaluated several behavioral coaching procedures for improving offensive line pass-blocking skills with 5 high school varsity football players. Pass blocking was measured during practice drills and games, and our intervention included descriptive feedback with and without video feedback and teaching with acoustical guidance (TAG). Intervention components and pass blocking were evaluated in a multiple baseline design, which showed that video feedback and TAG were the most effective procedures. For all players, improved pass blocking matched a standard derived by observing more experienced linemen and was evident in games. Additional intervention was required to maintain pass-blocking proficiency. Issues pertinent to behavioral coaching and sport psychology research are discussed. PMID:21358905
Peng, Wei; Liu, Ming; Mou, Yi
2008-04-01
ABSTRACT This study investigates whether individual difference influences idiosyncratic experience of game playing. In particular, we examine the relationship between the game player's physical-aggressive personality and the aggressiveness of the player's game playing in violence-oriented video games. Screen video stream of 40 individual participants' game playing was captured and content analyzed. Participants' physical aggression was measured before the game play. The results suggest that people with more physical-aggressive personality engage in a more aggressive style of playing, after controlling the differences of gender and previous gaming experience. Implications of these findings and direction for future studies are discussed.
Creating Math Videos: Comparing Platforms and Software
ERIC Educational Resources Information Center
Abbasian, Reza O.; Sieben, John T.
2016-01-01
In this paper we present a short tutorial on creating mini-videos using two platforms--PCs and tablets such as iPads--and software packages that work with these devices. Specifically, we describe the step-by-step process of creating and editing videos using a Wacom Intuos pen-tablet plus Camtasia software on a PC platform and using the software…
Software for Photometric and Astrometric Reduction of Video Meteors
NASA Astrophysics Data System (ADS)
Atreya, Prakash; Christou, Apostolos
2007-12-01
SPARVM is a Software for Photometric and Astrometric Reduction of Video Meteors being developed at Armagh Observatory. It is written in Interactive Data Language (IDL) and is designed to run primarily under Linux platform. The basic features of the software will be derivation of light curves, estimation of angular velocity and radiant position for single station data. For double station data, calculation of 3D coordinates of meteors, velocity, brightness, and estimation of meteoroid's orbit including uncertainties. Currently, the software supports extraction of time and date from video frames, estimation of position of cameras (Azimuth, Altitude), finding stellar sources in video frames and transformation of coordinates from video, frames to Horizontal coordinate system (Azimuth, Altitude), and Equatorial coordinate system (RA, Dec).
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…
The Impact of Video Game Playing on Academic Performance at a Community College.
ERIC Educational Resources Information Center
McCutcheon, Lynn E.; Campbell, Janice D.
1986-01-01
Studies the relationship between video game playing and academic achievement. Compares matched groups of community college psychology students, differing in the amount of their game playing. There were no differences between frequent and infrequent players on measures of psychology class attendance, locus of control, or grade point average.…
CyGaMEs Selene Player Log Dataset: Gameplay Assessment, Flow Dimensions and Non-Gameplay Assessments
ERIC Educational Resources Information Center
Reese, Debbie Denise
2015-01-01
The "Selene: A Lunar Construction GaME" instructional video game is a robust research environment (institutional review board approved) for investigating learning, affect, and the CyGaMEs Metaphorics approach to instructional video game design, embedded assessment, and informatics analysis and reporting. CyGaMEs applies analogical…
ERIC Educational Resources Information Center
Yildirim, Nilay
2013-01-01
This cross-case study examines the relationships between game design attributes and collaborative problem solving process in the context of multi-player video games. The following game design attributes: sensory stimuli elements, level of challenge, and presentation of game goals and rules were examined to determine their influence on game…
Moura, Rita C; de Carvalho Aguiar, Patrícia Maria; Bortz, Graziela; Ferraz, Henrique Ballalai
2017-01-01
Musician's dystonia is a task-specific dystonia (TSD) worldwide disabling disorder, and most of the affected individuals may have severe difficulty to play their instrument. Many professional music players may have to quit working as a player. The objective of the present study was to evaluate the clinical characteristics and frequency of TSD in Brazilian music players and to promote awareness of this condition among musicians. We visited orchestras and music schools delivering lectures on TSD and about the scope of our survey. Musicians were invited to answer a questionnaire, and those with possible neurological dysfunction associated with musical performance were recorded by video while playing the instrument. We visited 51 orchestras and music schools in 19 Brazilian cities between March 2013 and March 2015. We collected 2,232 questionnaires, and 72 subjects with suspicion of dystonia were video recorded during specific tasks and evaluated regarding motor impairment. Forty-nine individuals (2.2%) were diagnosed as having TSD (mean age 36.4 years; 92% male). The instruments most associated with TSD were acoustic guitar (36.7%) and brass instruments (30.6%). We concluded that Brazilian TSD music players are mainly male, classical music professionals, around 30 years of age, with arms, hands, or oromandibular muscles affected. TSD is a neurological condition that can impair musical performance and should receive more attention from musicians, teachers, and health professionals.
A biotic video game smart phone kit for formal and informal biophysics education
NASA Astrophysics Data System (ADS)
Kim, Honesty; Lee, Seung Ah; Riedel-Kruse, Ingmar
2015-03-01
Novel ways for formal and informal biophysics education are important. We present a low-cost biotic game design kit that incorporates microbial organisms into an interactive gaming experience: A 3D-printable microscope containing four LEDs controlled by a joystick enable human players to provide directional light stimuli to the motile single-celled organism Euglena gracilis. These cellular behaviors are displayed on the integrated smart phone. Real time cell-tracking couples these cells into interactive biotic video game play, i.e., the human player steers Euglena to play soccer with virtual balls and goals. The player's learning curve in mastering this fun game is intrinsically coupled to develop a deeper knowledge about Euglena's cell morphology and the biophysics of its phototactic behavior. This kit is dual educational - via construction and via play - and it provides an engaging theme for a formal biophysics devices class as well as to be presented in informal outreach activities; its low cost and open soft- and hardware should enable wide adoption.
Prior video game exposure does not enhance robotic surgical performance.
Harper, Jonathan D; Kaiser, Stefan; Ebrahimi, Kamyar; Lamberton, Gregory R; Hadley, H Roger; Ruckle, Herbert C; Baldwin, D Duane
2007-10-01
Prior research has demonstrated that counterintuitive laparoscopic surgical skills are enhanced by experience with video games. A similar relation with robotic surgical skills has not been tested. The purpose of this study was to determine whether prior video-game experience enhances the acquisition of robotic surgical skills. A series of 242 preclinical medical students completed a self-reported video-game questionnaire detailing the frequency, duration, and peak playing time. The 10 students with the highest and lowest video-game exposure completed a follow-up questionnaire further quantifying video game, sports, musical instrument, and craft and hobby exposure. Each subject viewed a training video demonstrating the use of the da Vinci surgical robot in tying knots, followed by 3 minutes of proctored practice time. Subjects then tied knots for 5 minutes while an independent blinded observer recorded the number of knots tied, missed knots, frayed sutures, broken sutures, and mechanical errors. The mean playing time for the 10 game players was 15,136 total hours (range 5,840-30,000 hours). Video-game players tied fewer knots than nonplayers (5.8 v 9.0; P = 0.04). Subjects who had played sports for at least 4 years had fewer mechanical errors (P = 0.04), broke fewer sutures (P = 0.01), and committed fewer total errors (P = 0.01). Similarly, those playing musical instruments longer than 5 years missed fewer knots (P = 0.05). In the extremes of video-game experience tested in this study, game playing was inversely correlated with the ability to learn robotic suturing. This study suggests that advanced surgical skills such as robotic suturing may be learned more quickly by athletes and musicians. Prior extensive video-game exposure had a negative impact on robotic performance.
van Maarseveen, Mariëtte J J; Oudejans, Raôul R D; Savelsbergh, Geert J P
2018-02-01
Many studies have shown that self-controlled feedback is beneficial for learning motor tasks, and that learners prefer to receive feedback after supposedly good trials. However, to date all studies conducted on self-controlled learning have used individual tasks and mainly relatively simple skills. Therefore, the aim of this study was to examine self-controlled feedback on tactical skills in small-sided soccer games. Highly talented youth soccer players were assigned to a self-control or yoked group and received video feedback on their offensive performance in 3 vs. 2 small-sided games. The results showed that the self-control group requested feedback mostly after good trials, that is, after they scored a goal. In addition, the perceived performance of the self-control group was higher on feedback than on no-feedback trials. Analyses of the conversations around the video feedback revealed that the players and coach discussed good and poor elements of performance and how to improve it. Although the coach had a major role in these conversations, the players of the self-control group spoke more and showed more initiative compared to the yoked group. The results revealed no significant beneficial effect of self-controlled feedback on performance as judged by the coach. Overall, the findings suggest that in such a complex situation as small-sided soccer games, self-controlled feedback is used both to confirm correct performance elements and to determine and correct errors, and that self-controlled learning stimulates the involvement of the learner in the learning process. Copyright © 2017 Elsevier B.V. All rights reserved.
Breuer, Johannes; Kowert, Rachel; Festl, Ruth; Quandt, Thorsten
2015-04-01
From the oversexualized characters in fighting games, such as Dead or Alive or Ninja Gaiden, to the overuse of the damsel in distress trope in popular titles, such as the Super Mario series, the under- and misrepresentation of females in video games has been well documented in several content analyses. Cultivation theory suggests that long-term exposure to media content can affect perceptions of social realities in a way that they become more similar to the representations in the media and, in turn, impact one's beliefs and attitudes. Previous studies on video games and cultivation have often been cross-sectional or experimental, and the limited longitudinal work in this area has only considered time intervals of up to 1 month. Additionally, previous work in this area has focused on the effects of violent content and relied on self-selected or convenience samples composed mostly of adolescents or college students. Enlisting a 3 year longitudinal design, the present study assessed the relationship between video game use and sexist attitudes, using data from a representative sample of German players aged 14 and older (N=824). Controlling for age and education, it was found that sexist attitudes--measured with a brief scale assessing beliefs about gender roles in society--were not related to the amount of daily video game use or preference for specific genres for both female and male players. Implications for research on sexism in video games and cultivation effects of video games in general are discussed.
ERIC Educational Resources Information Center
Kearney, Paul; Pivec, Maja
2007-01-01
Sex and violence in video games is a social issue that confronts us all, especially as many commercial games are now being introduced for game-based learning in schools, and as such this paper polls teenage players about the rules their parents and teachers may or may not have, and surveys the gaming community, ie, game developers to parents, to…
What Do Children and Adolescents Say They Do during Video Game Play?
ERIC Educational Resources Information Center
Blumberg, Fran C.; Randall, John D.
2013-01-01
We examined the problem-solving behaviors that 5th, 6th, and 7th graders used to negotiate a novel recreational video game. Students were characterized as frequent or infrequent players and instructed to think aloud during game play for 20 consecutive minutes. Comments were used to make inferences about the students' problem-solving behaviors…
Taking Digital Creativity to the Art Classroom: Mystery Box Swap
ERIC Educational Resources Information Center
Shin, Ryan
2010-01-01
Today's students are the first generation to grow up with computers, cell-phones, video games, music and video players, and other digital technologies. As "digital natives", a new term coined by Prensky (2001), they spend more time reading text messaging lines than lines from books, and they spend more time on Facebook than putting their energies…
Extended Attention Span Training System: Video Game Neurotherapy for Attention Deficit Disorder.
ERIC Educational Resources Information Center
Pope, Alan T.; Bogart, Edward H.
1996-01-01
Describes the Extended Attention Span Training (EAST) system for modifying attention deficits, which takes the concept of biofeedback one step further by making a video game more difficult as the player's brain waves indicate that attention is waning. Notes contributions of this technology to neuropsychology and neurology, where the emphasis is on…
Digital Video (DV): A Primer for Developing an Enterprise Video Strategy
2002-09-01
26 4. Betacam /BetacamSP ......................................................................... 26 5...an adaptor cassette to be purchased separately. 4. Betacam /BetacamSP Originally introduced by Sony in 1982, the Betacam failed to achieve the same...level of consumer adoption as VHS. Although the Betacam and its player (the Betamax) boasted greater picture and sound quality, its price
Leveling up from Player to Designer: Engaging and Empowering Youth through Making Video Games
ERIC Educational Resources Information Center
Gershenfeld, Alan
2011-01-01
Over the past few years a growing body of research has highlighted the potential for educational video games to foster highly engaged, effective learning in the classroom. These research reports from organizations such as the Federation of American Scientists, the National Science Foundation, and the Joan Ganz Cooney Center at Sesame Workshop…
Music as Active Information Resource for Players in Video Games
ERIC Educational Resources Information Center
Nagorsnick, Marian; Martens, Alke
2015-01-01
In modern video games, music can come in different shapes: it can be developed on a very high compositional level, with sophisticated sound elements like in professional film music; it can be developed on a very coarse level, underlying special situations (like danger or attack); it can also be automatically generated by sound engines. However, in…
The Relationship between Video Game Use and a Performance-Based Measure of Persistence
ERIC Educational Resources Information Center
Ventura, Matthew; Shute, Valerie; Zhao, Weinan
2013-01-01
An online performance-based measure of persistence was developed using anagrams and riddles. Persistence was measured by recording the time spent on unsolved anagrams and riddles. Time spent on unsolved problems was correlated to a self-report measure of persistence. Additionally, frequent video game players spent longer times on unsolved problems…
Readers, Players, and Watchers: EFL Students' Vocabulary Acquisition through Digital Video Games
ERIC Educational Resources Information Center
Ebrahimzadeh, Mohsen
2017-01-01
The present study investigated vocabulary acquisition through a commercial digital video game compared to a traditional pencil-and-paper treatment. Chosen through cluster sampling, 241 male high school students (age 12-18) participated in the study. They were randomly assigned to one of the following groups. The first group, called Readers,…
Enumeration versus Multiple Object Tracking: The Case of Action Video Game Players
ERIC Educational Resources Information Center
Green, C. S.; Bavelier, D.
2006-01-01
Here, we demonstrate that action video game play enhances subjects' ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling performance for low numerosities and a sharp drop…
The impact of video games on training surgeons in the 21st century.
Rosser, James C; Lynch, Paul J; Cuddihy, Laurie; Gentile, Douglas A; Klonsky, Jonathan; Merrell, Ronald
2007-02-01
Video games have become extensively integrated into popular culture. Anecdotal observations of young surgeons suggest that video game play contributes to performance excellence in laparoscopic surgery. Training benefits for surgeons who play video games should be quantifiable. There is a potential link between video game play and laparoscopic surgical skill and suturing. Cross-sectional analysis of the performance of surgical residents and attending physicians participating in the Rosser Top Gun Laparoscopic Skills and Suturing Program (Top Gun). Three different video game exercises were performed, and surveys were completed to assess past experience with video games and current level of play, and each subject's level of surgical training, number of laparoscopic cases performed, and number of years in medical practice. Academic medical center and surgical training program. Thirty-three residents and attending physicians participating in Top Gun from May 10 to August 24, 2002. The primary outcome measures were compared between participants' laparoscopic skills and suturing capability, video game scores, and video game experience. Past video game play in excess of 3 h/wk correlated with 37% fewer errors (P<.02) and 27% faster completion (P<.03). Overall Top Gun score (time and errors) was 33% better (P<.005) for video game players and 42% better (P<.01) if they played more than 3 h/wk. Current video game players made 32% fewer errors (P=.04), performed 24% faster (P<.04), and scored 26% better overall (time and errors) (P<.005) than their nonplaying colleagues. When comparing demonstrated video gaming skills, those in the top tertile made 47% fewer errors, performed 39% faster, and scored 41% better (P<.001 for all) on the overall Top Gun score. Regression analysis also indicated that video game skill and past video game experience are significant predictors of demonstrated laparoscopic skills. Video game skill correlates with laparoscopic surgical skills. Training curricula that include video games may help thin the technical interface between surgeons and screen-mediated applications, such as laparoscopic surgery. Video games may be a practical teaching tool to help train surgeons.
A review of vision-based motion analysis in sport.
Barris, Sian; Button, Chris
2008-01-01
Efforts at player motion tracking have traditionally involved a range of data collection techniques from live observation to post-event video analysis where player movement patterns are manually recorded and categorized to determine performance effectiveness. Due to the considerable time required to manually collect and analyse such data, research has tended to focus only on small numbers of players within predefined playing areas. Whilst notational analysis is a convenient, practical and typically inexpensive technique, the validity and reliability of the process can vary depending on a number of factors, including how many observers are used, their experience, and the quality of their viewing perspective. Undoubtedly the application of automated tracking technology to team sports has been hampered because of inadequate video and computational facilities available at sports venues. However, the complex nature of movement inherent to many physical activities also represents a significant hurdle to overcome. Athletes tend to exhibit quick and agile movements, with many unpredictable changes in direction and also frequent collisions with other players. Each of these characteristics of player behaviour violate the assumptions of smooth movement on which computer tracking algorithms are typically based. Systems such as TRAKUS, SoccerMan, TRAKPERFORMANCE, Pfinder and Prozone all provide extrinsic feedback information to coaches and athletes. However, commercial tracking systems still require a fair amount of operator intervention to process the data after capture and are often limited by the restricted capture environments that can be used and the necessity for individuals to wear tracking devices. Whilst some online tracking systems alleviate the requirements of manual tracking, to our knowledge a completely automated system suitable for sports performance is not yet commercially available. Automatic motion tracking has been used successfully in other domains outside of elite sport performance, notably for surveillance in the military and security industry where automatic recognition of moving objects is achievable because identification of the objects is not necessary. The current challenge is to obtain appropriate video sequences that can robustly identify and label people over time, in a cluttered environment containing multiple interacting people. This problem is often compounded by the quality of video capture, the relative size and occlusion frequency of people, and also changes in illumination. Potential applications of an automated motion detection system are offered, such as: planning tactics and strategies; measuring team organisation; providing meaningful kinematic feedback; and objective measures of intervention effectiveness in team sports, which could benefit coaches, players, and sports scientists.
Quick and Easy: Use Screen Capture Software to Train and Communicate
ERIC Educational Resources Information Center
Schuster, Ellen
2011-01-01
Screen capture (screen cast) software can be used to develop short videos for training purposes. Developing videos is quick and easy. This article describes how these videos are used as tools to reinforce face-to-face and interactive TV curriculum training in a nutrition education program. Advantages of developing these videos are shared.…
Assessing video games to improve driving skills: a literature review and observational study.
Sue, Damian; Ray, Pradeep; Talaei-Khoei, Amir; Jonnagaddala, Jitendra; Vichitvanichphong, Suchada
2014-08-07
For individuals, especially older adults, playing video games is a promising tool for improving their driving skills. The ease of use, wide availability, and interactivity of gaming consoles make them an attractive simulation tool. The objective of this study was to look at the feasibility and effects of installing video game consoles in the homes of individuals looking to improve their driving skills. A systematic literature review was conducted to assess the effect of playing video games on improving driving skills. An observatory study was performed to evaluate the feasibility of using an Xbox 360 Kinect console for improving driving skills. Twenty-nine articles, which discuss the implementation of video games in improving driving skills were found in literature. On our study, it was found the Xbox 360 with Kinect is capable of improving physical and mental activities. Xbox Video games were introduced to engage players in physical, visual and cognitive activities including endurance, postural sway, reaction time, eyesight, eye movement, attention and concentration, difficulties with orientation, and semantic fluency. However, manual dexterity, visuo-spatial perception and binocular vision could not be addressed by these games. It was observed that Xbox Kinect (by incorporating Kinect sensor facilities) combines physical, visual and cognitive engagement of players. These results were consistent with those from the literature review. From the research that has been carried out, we can conclude that video game consoles are a viable solution for improving user's physical and mental state. In future we propose to carry a thorough evaluation of the effects of video games on driving skills in elderly people.
Sauer, James D; Drummond, Aaron; Nova, Natalie
2015-09-01
The potential influence of video game violence on real-world aggression has generated considerable public and scientific interest. Some previous research suggests that playing violent video games can increase postgame aggression. The generalized aggression model (GAM) attributes this to the generalized activation of aggressive schemata. However, it is unclear whether game mechanics that contextualize and encourage or inhibit in-game violence moderate this relationship. Thus, we examined the effects of reward structures and narrative context in a violent video game on in-game and postgame aggression. Contrary to GAM-based predictions, our manipulations differentially affected in-game and postgame aggression. Reward structures selectively affected in-game aggression, whereas narrative context selectively affected postgame aggression. Players who enacted in-game violence through a heroic character exhibited less postgame aggression than players who enacted comparable levels of in-game violence through an antiheroic character. Effects were not attributable to self-activation or character-identification mechanisms, but were consistent with social-cognitive context effects on the interpretation of behavior. These results contradict the GAM's assertion that violent video games affect aggression through a generalized activation mechanism. From an applied perspective, consumer choices may be aided by considering not just game content, but the context in which content is portrayed. (c) 2015 APA, all rights reserved).
Huesmann, L. Rowell
2010-01-01
Over the past half-century the mass media, including video games, have become important socializers of children. Observational learning theory has evolved into social-cognitive information processing models that explain that what a child observes in any venue has both short-term and long-term influences on the child's behaviors and cognitions. Anderson's (2010) extensive meta-analysis of the effects of violent video games confirms what these theories predict and what prior research about other violent mass media has found – that violent video games stimulate aggression in the players in the short run and increase the risk for aggressive behaviors by the players later in life. The effects occur for males and females and for children growing up in Eastern or Western cultures. The effects are strongest for the best studies. Contrary to some critics' assertions, the meta-analysis is methodologically sound and comprehensive. Yet the results are unlikely to change the critics' views or the public's perception that the issue is undecided because there are some studies that have yielded null effects, because many people are concerned that the implications of the research threaten freedom of expression, and because many people have their identities or self-interests closely tied to violent video games. PMID:20192555
Effect of opponent type on moral emotions and responses to video game play.
Lin, Shu-Fang
2011-11-01
This study suggests that fighting against different types of opponents in video games (e.g., human opponents vs. monster opponents) may lead to different emotional responses and moral judgments toward game characters. Based on Bandura's moral disengagement theory, this study proposes that shooting at monster opponents makes game players feel less guilty and judge the player-controlled character as more morally justified. An experiment was conducted in which participants played shooting games with either human opponents or monster opponents. The results show that when playing against monster opponents, participants felt both less ashamed and less guilty, reported enjoying the game more, and judged their character as more justified than participants who played against human opponents.
Efficiently detecting outlying behavior in video-game players.
Kim, Young Bin; Kang, Shin Jin; Lee, Sang Hyeok; Jung, Jang Young; Kam, Hyeong Ryeol; Lee, Jung; Kim, Young Sun; Lee, Joonsoo; Kim, Chang Hun
2015-01-01
In this paper, we propose a method for automatically detecting the times during which game players exhibit specific behavior, such as when players commonly show excitement, concentration, immersion, and surprise. The proposed method detects such outlying behavior based on the game players' characteristics. These characteristics are captured non-invasively in a general game environment. In this paper, cameras were used to analyze observed data such as facial expressions and player movements. Moreover, multimodal data from the game players (i.e., data regarding adjustments to the volume and the use of the keyboard and mouse) was used to analyze high-dimensional game-player data. A support vector machine was used to efficiently detect outlying behaviors. We verified the effectiveness of the proposed method using games from several genres. The recall rate of the outlying behavior pre-identified by industry experts was approximately 70%. The proposed method can also be used for feedback analysis of various interactive content provided in PC environments.
"White men can't jump." But can they throw? Social perception in European basketball.
Furley, P; Dicks, M
2014-10-01
In the present article, we investigate the influence of sociocultural stereotypes on the impression formation of basketball players and coaches. In Experiment 1 (n = 32), participants were shown a picture of a black or white basketball player prior to observation of a point-light video of a player executing a basketball free throw. The participant was informed that the player depicted in the picture was executing the free throw. Results indicated that ethnicity of the target player significantly influenced participant evaluations, demonstrating specific stereotypes about black and white basketball players when evaluating performance. In Experiment 2 (n = 30), results derived from the Implicit Association Test indicated that black players are implicitly associated with athletic player attributes. The results are in line with social schema theory and demonstrate that - similar to findings that have been reported in the United States - a subpopulation of German basketball players and coaches hold specific stereotypes about the abilities of black and white basketball athletes. These stereotypes bias impression formation when coaches and players make assessments of basketball performance. © 2013 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.
Using budget-friendly methods to analyze sport specific movements
NASA Astrophysics Data System (ADS)
Jackson, Lindsay; Williams, Sarah; Ferrara, Davon
2015-03-01
When breaking down the physics behind sport specific movements, athletes, usually professional, are often assessed in multimillion-dollar laboratories and facilities. Budget-friendly methods, such as video analysis using low-cost cameras, iPhone sensors, or inexpensive force sensors can make this process more accessible to amateur athletes, which in-turn can give insight into injury mechanisms. Here we present a comparison of two methods of determining the forces experienced by a cheerleader during co-education stunting and soccer goalies while side-diving. For the cheerleader, accelerometer measurements were taken by an iPhone 5 and compared to video analysis. The measurements done on the soccer players were taken using FlexiForce force sensors and again compared to video analysis. While these budget-friendly methods could use some refining, they show promise for producing usable measurements for possibly increasing our understanding of injury in amateur players. Furthermore, low-cost physics experiments with sports can foster an active learning environment for students with minimum physics and mathematical background.
ERIC Educational Resources Information Center
Rush, S. Craig
2014-01-01
This article draws on the author's experience using qualitative video and audio analysis, most notably through use of the Transana qualitative video and audio analysis software program, as an alternative method for teaching IQ administration skills to students in a graduate psychology program. Qualitative video and audio analysis may be useful for…
Gaetan, S; Bonnet, A; Pedinielli, J-L
2012-12-01
Video games are part of our society's major entertainments. This is now a global industry that covers the preferential activity of adolescents. But for some, the practice goes beyond a game and becomes an addictive functioning. Clinical practice is then faced with a new problem. It is important to understand the special bond that develops between a player and his/her video game in order to understand the addictive process. The game consists of a virtual world, a graphical construction that is a simulation of reality and which reinvents the laws that govern it. It also consists of a character embodied by the player who controls it: the avatar. Through the virtual world and avatar, the game offers the player a virtual personification that matches his/her expectations and projected ideal. The avatar allows the subject to compensate, or even to modify some aspects of the Self and thus enhance his/her perception of him/herself; the virtual life become more satisfying than real life. The aim of this research is to propose, from the study of the relationship between psychosocial variables (self-perception and life satisfaction) and the adolescent's practice of video games, elements of construction of an explanatory model of video gambling addiction. The population of this research is composed of 74 adolescents aged 11-14 years (m(age)=12.78 and SD=0.921). Fourteen are identified as addicted to video games by the results of the Game Addiction Scale. The quantitative methodology allows measurement of the different psychosocial variables which appear important in the addictive process. The instruments used are: the Game Addiction Scale, the Self-Perception Profile and the Satisfaction with Life Scale. The results show that adolescents addicted to video games see their virtual and current Self as being less proficient than other teenagers. Furthermore, teenagers addicted to video games see their virtual Self as more proficient and adapted to the environment than their current Self. Moreover, adolescents addicted perceive their lives as less satisfying than others'. Hence, virtual life is perceived as more satisfying than real life among teenagers addicted to video games. Finally, this virtual experience is thus one of the factors that explain the addiction to video games. Through the game, the teenager can "live" a new version of him/herself, becoming secondarily alienating. The virtual world supplants real life and becomes the source of a clash of identity. Copyright © 2012 L’Encéphale, Paris. Published by Elsevier Masson SAS. All rights reserved.
The Name of the Game is Training: Leveraging Army Gaming to Improve Training
2009-04-01
allowed players to maneuver armies (colored stones) with the objective of outflanking their enemy.3 The first “ video game ,” cred- ited to William...nificance of the game was not readily ap- parent. Since most video games created during that time were hardware intensive and only understood by...those in the com- puter field, the first commercial video games were not introduced until 1972 in the Magnavox Odyssey Console.4 Over the past 10 years
ERIC Educational Resources Information Center
Bradshaw, Elizabeth J.; Keogh, Justin W. L.; Hume, Patria A.; Maulder, Peter S.; Nortje, Jacques; Marnewick, Michel
2009-01-01
The purpose of this study was to examine the role of neuromotor noise on golf swing performance in high- and low-handicap players. Selected two-dimensional kinematic measures of 20 male golfers (n = 10 per high- or low-handicap group) performing 10 golf swings with a 5-iron club was obtained through video analysis. Neuromotor noise was calculated…
Throwing velocity and kinematics in elite male water polo players.
Melchiorri, G; Padua, E; Padulo, J; D'Ottavio, S; Campagna, S; Bonifazi, M
2011-12-01
Fifty-three members of the Italian Men Water Polo Team were filmed using two synchronized cameras, while they were shooting a goal. Considering the differences in body mass, height, training strategies and the technical-tactical features of the players, the aims of this study were to employ video-analysis techniques in order to investigate selected kinematic parameters in water polo throwing, and to provide comprehensive quantitative information on the throwing movement in relation to the different team player positions. Video analysis was used to estimate the elbow angle at release, the shoulder angle at follow through, the back and head height at ball release, trunk rotation angle and ball velocity at release. Ball release velocities ranged from 21.0 to 29.8 m/s (average value 25.3±1.4 m/s), for field players. Goal keepers show the lowest team values (average 21.7±0.3 m/s). Similar to previous study results, ball release was typically reached just prior to the elbow approaching full extension (151.6±3.6°), and the follow through shoulder angle was 143±5.9°. No significant statistical difference was recorded between injured and non-injured athletes. No positive association was demonstrated between physical characteristics (body mass and height) and ball velocity.
Seeing Change in Time: Video Games to Teach about Temporal Change in Scientific Phenomena
ERIC Educational Resources Information Center
Corredor, Javier; Gaydos, Matthew; Squire, Kurt
2014-01-01
This article explores how learning biological concepts can be facilitated by playing a video game that depicts interactions and processes at the subcellular level. Particularly, this article reviews the effects of a real-time strategy game that requires players to control the behavior of a virus and interact with cell structures in a way that…
A Survey of Video Game Players in a Public, Urban Research University
ERIC Educational Resources Information Center
Thirunarayanan, M. O.; Vilchez, Manuel; Abreu, Liala; Ledesma, Cyntianna; Lopez, Sandra
2010-01-01
A survey was conducted in a public, research university located in a large and diverse metropolitan area in the southeastern part of the USA. The purpose of the survey was to determine both the positive and negative personal, educational, social, and work related consequences of playing video games. Nearly two-thirds of the 203 participants in…
Active Gaming to Promote Physical Activity: Questions to Consider for Your School
ERIC Educational Resources Information Center
Meyler, Tim; Banks, Sarah; Wilson, Sandy
2014-01-01
The physical activity potential and physiological and motivational benefits of active gaming have been a hot topic in the past few years. It is easy to see why active games are popular among certain populations, particularly those with prior or current video game experience. Video games are fun to play and challenging, give a player total control,…
Prevalence of Problematic Video Gaming among Ontario Adolescents
ERIC Educational Resources Information Center
Turner, Nigel E.; Paglia-Boak, Angela; Ballon, Bruce; Cheung, Joyce T. W.; Adlaf, Edward M.; Henderson, Joanna; Chan, Vincy; Rehm, Jurgen; Hamilton, Hayley; Mann, Robert E.
2012-01-01
Video game playing has become a very popular activity among adolescents. Its impact on the mental health and well-being of players is just beginning to be explored. This paper reports on the prevalence of problematic gaming in a representative sample of 2,832 Ontario students in grades 7 to 12. The survey included questions about the school grade,…
Playability Guidelines for Educational Video Games: A Comprehensive and Integrated Literature Review
ERIC Educational Resources Information Center
Ibrahim, Amer; Vela, Francisco Luis Gutiérrez; Rodríguez, Patricia Paderewski; Sánchez, José Luís González; Zea, Natalia Padilla
2012-01-01
Learning through play is currently an effective and attractive educational strategy. However, are all educational video games (EVG) successful and do they always keep the player motivated? Here, the authors emphasize that the success of an EVG will be more achievable if the game quality is measured, and suggest the use of playability property as a…
ERIC Educational Resources Information Center
Eastin, Matthew S.
2006-01-01
Adding depth and breadth to the general aggression model, this paper presents three experiments that test the relationships among user and opponent gender representation, opponent type, presence, and aggressive thoughts from violent video game play. Studies 1 and 2 suggest that females experience greater presence and more aggressive thoughts from…
Gorbet, Diana J; Sergio, Lauren E
2018-01-01
A history of action video game (AVG) playing is associated with improvements in several visuospatial and attention-related skills and these improvements may be transferable to unrelated tasks. These facts make video games a potential medium for skill-training and rehabilitation. However, examinations of the neural correlates underlying these observations are almost non-existent in the visuomotor system. Further, the vast majority of studies on the effects of a history of AVG play have been done using almost exclusively male participants. Therefore, to begin to fill these gaps in the literature, we present findings from two experiments. In the first, we use functional MRI to examine brain activity in experienced, female AVG players during visually-guided reaching. In the second, we examine the kinematics of visually-guided reaching in this population. Imaging data demonstrate that relative to women who do not play, AVG players have less motor-related preparatory activity in the cuneus, middle occipital gyrus, and cerebellum. This decrease is correlated with estimates of time spent playing. Further, these correlations are strongest during the performance of a visuomotor mapping that spatially dissociates eye and arm movements. However, further examinations of the full time-course of visuomotor-related activity in the AVG players revealed that the decreased activity during motor preparation likely results from a later onset of activity in AVG players, which occurs closer to beginning motor execution relative to the non-playing group. Further, the data presented here suggest that this later onset of preparatory activity represents greater neural efficiency that is associated with faster visually-guided responses.
Gorbet, Diana J.; Sergio, Lauren E.
2018-01-01
A history of action video game (AVG) playing is associated with improvements in several visuospatial and attention-related skills and these improvements may be transferable to unrelated tasks. These facts make video games a potential medium for skill-training and rehabilitation. However, examinations of the neural correlates underlying these observations are almost non-existent in the visuomotor system. Further, the vast majority of studies on the effects of a history of AVG play have been done using almost exclusively male participants. Therefore, to begin to fill these gaps in the literature, we present findings from two experiments. In the first, we use functional MRI to examine brain activity in experienced, female AVG players during visually-guided reaching. In the second, we examine the kinematics of visually-guided reaching in this population. Imaging data demonstrate that relative to women who do not play, AVG players have less motor-related preparatory activity in the cuneus, middle occipital gyrus, and cerebellum. This decrease is correlated with estimates of time spent playing. Further, these correlations are strongest during the performance of a visuomotor mapping that spatially dissociates eye and arm movements. However, further examinations of the full time-course of visuomotor-related activity in the AVG players revealed that the decreased activity during motor preparation likely results from a later onset of activity in AVG players, which occurs closer to beginning motor execution relative to the non-playing group. Further, the data presented here suggest that this later onset of preparatory activity represents greater neural efficiency that is associated with faster visually-guided responses. PMID:29364891
Jones, S; Lyons, R; Evans, R; Newcombe, R; Nash, P; McCabe, M; Palmer, S
2004-01-01
Objective: To determine if headgear use by rugby players was associated with a reduced risk of head or facial laceration, abrasion, or fracture. Methods: An emergency department based case-control study in South Wales, UK, with cases being rugby players treated for superficial head and facial injuries and controls being their matched opponents during the game. A review of videos of the 41 games in the 1999 Rugby World Cup was also carried out to compare with the case-control study. Odds ratios (OR) and 95% confidence intervals (95% CI) were used to measure association between exposure (headgear wearing) and outcome (head and facial injuries). Results: In the case-control study, 164 pairs were analysed, with headgear worn by 12.8% of cases and 21.3% of controls. Headgear use was associated with substantial but non-significant reductions in superficial head (OR = 0.43, 95% CI 0.13 to 1.19) and facial (OR = 0.57, 95% CI 0.21 to 1.46) injuries. The video study followed 547 players over 41 games, during which there were 47 bleeding injuries to the head. Headgear use significantly reduced the risk of bleeding head injury in forwards (OR = 0.14, 95% CI 0.01 to 0.99, p = 0.02), but not in backs. There was also a higher risk of facial injury among forwards, but this was not significant. Conclusions: The combined results suggest that headgear can prevent certain types of superficial head injuries in players at all levels of the game, but the evidence is strongest for superficial head injury in elite forwards. A randomised controlled trial would be the best way to study this further. PMID:15039251
RELIABILITY AND VALIDITY OF A BIOMECHANICALLY BASED ANALYSIS METHOD FOR THE TENNIS SERVE
Kibler, W. Ben; Lamborn, Leah; Smith, Belinda J.; English, Tony; Jacobs, Cale; Uhl, Tim L.
2017-01-01
Background An observational tennis serve analysis (OTSA) tool was developed using previously established body positions from three-dimensional kinematic motion analysis studies. These positions, defined as nodes, have been associated with efficient force production and minimal joint loading. However, the tool has yet to be examined scientifically. Purpose The primary purpose of this investigation was to determine the inter-observer reliability for each node between two health care professionals (HCPs) that developed the OTSA, and secondarily to investigate the validity of the OTSA. Methods Two separate studies were performed to meet these objectives. An inter-observer reliability study preceded the validity study by examining 28 videos of players serving. Two HCPs graded each video and scored the presence or absence of obtaining each node. Discriminant validity was determined in 33 tennis players using video taped records of three first serves. Serve mechanics were graded using the OSTA and categorized players into those with good ( ≥ 5) and poor ( ≤ 4) mechanics. Participants performed a series of field tests to evaluate trunk flexibility, lower extremity and trunk power, and dynamic balance. Results The group with good mechanics demonstrated greater backward trunk flexibility (p=0.02), greater rotational power (p=0.02), and higher single leg countermovement jump (p=0.05). Reliability of the OTSA ranged from K = 0.36-1.0, with the majority of all the nodes displaying substantial reliability (K>0.61). Conclusion This study provides HCPs with a valid and reliable field tool used to assess serve mechanics. Physical characteristics of trunk mobility and power appear to discriminate serve mechanics between players. Future intervention studies are needed to determine if improvement in physical function contribute to improved serve mechanics. Level of Evidence 3 PMID:28593098
Hutchison, Michael G; Comper, Paul; Meeuwisse, Willem H; Echemendia, Ruben J
2015-04-01
Although there is a growing understanding of the consequences of concussions in hockey, very little is known about the precipitating factors associated with this type of injury. To describe player characteristics and situational factors associated with concussions in the National Hockey League (NHL). Case series of medically diagnosed concussions for regular season games over a 3.5-year period during the 2006-2010 seasons using an inclusive cohort of professional hockey players. Digital video records were coded and analysed using the Heads Up Checklist. Of 197 medically diagnosed concussions, 88% involved contact with an opponent. Forwards accounted for more concussions than expected compared with on-ice proportional representation (95% CI 60 to 73; p=0.04). Significantly more concussions occurred in the first period (47%) compared with the second and third periods (p=0.047), with the majority of concussions occurring in the defensive zone (45%). Approximately 47% of the concussions occurred in open ice, 53% occurred in the perimeter. Finally, 37% of the concussions involved injured players' heads contacting the boards or glass. This study describes several specific factors associated with concussions in the NHL, including period of the game, player position, body size, and specific locations on the ice and particular situations based on a player's position. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.
Moura, Rita C.; de Carvalho Aguiar, Patrícia Maria; Bortz, Graziela; Ferraz, Henrique Ballalai
2017-01-01
Musician’s dystonia is a task-specific dystonia (TSD) worldwide disabling disorder, and most of the affected individuals may have severe difficulty to play their instrument. Many professional music players may have to quit working as a player. The objective of the present study was to evaluate the clinical characteristics and frequency of TSD in Brazilian music players and to promote awareness of this condition among musicians. We visited orchestras and music schools delivering lectures on TSD and about the scope of our survey. Musicians were invited to answer a questionnaire, and those with possible neurological dysfunction associated with musical performance were recorded by video while playing the instrument. We visited 51 orchestras and music schools in 19 Brazilian cities between March 2013 and March 2015. We collected 2,232 questionnaires, and 72 subjects with suspicion of dystonia were video recorded during specific tasks and evaluated regarding motor impairment. Forty-nine individuals (2.2%) were diagnosed as having TSD (mean age 36.4 years; 92% male). The instruments most associated with TSD were acoustic guitar (36.7%) and brass instruments (30.6%). We concluded that Brazilian TSD music players are mainly male, classical music professionals, around 30 years of age, with arms, hands, or oromandibular muscles affected. TSD is a neurological condition that can impair musical performance and should receive more attention from musicians, teachers, and health professionals. PMID:28321203
NASA Astrophysics Data System (ADS)
Betz, Jessie M. Bethly
1993-12-01
The Video Distribution Subsystem (VDS) for Space Station Freedom provides onboard video communications. The VDS includes three major functions: external video switching; internal video switching; and sync and control generation. The Video Subsystem Routing (VSR) is a part of the VDS Manager Computer Software Configuration Item (VSM/CSCI). The VSM/CSCI is the software which controls and monitors the VDS equipment. VSR activates, terminates, and modifies video services in response to Tier-1 commands to connect video sources to video destinations. VSR selects connection paths based on availability of resources and updates the video routing lookup tables. This project involves investigating the current methodology to automate the Video Subsystem Routing and developing and testing a prototype as 'proof of concept' for designers.
Relation of Adolescent Video Game Play to Time Spent in Other Activities
Cummings, Hope M.; Vandewater, Elizabeth A.
2017-01-01
Objective To examine the notion that playing video games is negatively related to the time adolescents spend in more developmentally appropriate activities. Design Nonexperimental study. Setting Survey data collected during the 2002–2003 school year. Participants A nationally representative sample of 1491 children aged 10 to 19 years. Main Outcome Measure Twenty-four–hour time-use diaries were collected on 1 weekday and 1 weekend day, both randomly chosen. Time-use diaries were used to determine adolescents’ time spent playing video games, with parents and friends, reading and doing homework, and in sports and active leisure. Results Differences in time spent between game players and nonplayers as well as the magnitude of the relationships among game time and activity time among adolescent game players were assessed. Thirty-six percent of adolescents (80% of boys and 20% of girls) played video games. On average, gamers played for an hour on the weekdays and an hour and a half on the weekends. Compared with nongamers, adolescent gamers spent 30% less time reading and 34% less time doing homework. Among gamers (both genders), time spent playing video games without parents or friends was negatively related to time spent with parents and friends in other activities. Conclusions Although gamers and nongamers did not differ in the amount of time they spent interacting with family and friends, concerns regarding gamers’ neglect of school responsibilities (reading and homework) are warranted. Although only a small percentage of girls played video games, our findings suggest that playing video games may have different social implications for girls than for boys. PMID:17606832
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.
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
The National Capital Region closed circuit television video interoperability project.
Contestabile, John; Patrone, David; Babin, Steven
2016-01-01
The National Capital Region (NCR) includes many government jurisdictions and agencies using different closed circuit TV (CCTV) cameras and video management software. Because these agencies often must work together to respond to emergencies and events, a means of providing interoperability for CCTV video is critically needed. Video data from different CCTV systems that are not inherently interoperable is represented in the "data layer." An "integration layer" ingests the data layer source video and normalizes the different video formats. It then aggregates and distributes this video to a "presentation layer" where it can be viewed by almost any application used by other agencies and without any proprietary software. A native mobile video viewing application is also developed that uses the presentation layer to provide video to different kinds of smartphones. The NCR includes Washington, DC, and surrounding counties in Maryland and Virginia. The video sharing architecture allows one agency to see another agency's video in their native viewing application without the need to purchase new CCTV software or systems. A native smartphone application was also developed to enable them to share video via mobile devices even when they use different video management systems. A video sharing architecture has been developed for the NCR that creates an interoperable environment for sharing CCTV video in an efficient and cost effective manner. In addition, it provides the desired capability of sharing video via a native mobile application.
Assessing Video Games to Improve Driving Skills: A Literature Review and Observational Study
Sue, Damian; Vichitvanichphong, Suchada
2014-01-01
Background For individuals, especially older adults, playing video games is a promising tool for improving their driving skills. The ease of use, wide availability, and interactivity of gaming consoles make them an attractive simulation tool. Objective The objective of this study was to look at the feasibility and effects of installing video game consoles in the homes of individuals looking to improve their driving skills. Methods A systematic literature review was conducted to assess the effect of playing video games on improving driving skills. An observatory study was performed to evaluate the feasibility of using an Xbox 360 Kinect console for improving driving skills. Results Twenty–nine articles, which discuss the implementation of video games in improving driving skills were found in literature. On our study, it was found the Xbox 360 with Kinect is capable of improving physical and mental activities. Xbox Video games were introduced to engage players in physical, visual and cognitive activities including endurance, postural sway, reaction time, eyesight, eye movement, attention and concentration, difficulties with orientation, and semantic fluency. However, manual dexterity, visuo-spatial perception and binocular vision could not be addressed by these games. It was observed that Xbox Kinect (by incorporating Kinect sensor facilities) combines physical, visual and cognitive engagement of players. These results were consistent with those from the literature review. Conclusions From the research that has been carried out, we can conclude that video game consoles are a viable solution for improving user’s physical and mental state. In future we propose to carry a thorough evaluation of the effects of video games on driving skills in elderly people. PMID:25654355
Kühn, Simone; Kugler, Dimitrij; Schmalen, Katharina; Weichenberger, Markus; Witt, Charlotte; Gallinat, Jürgen
2018-01-31
It is a common concern in the research field and the community that habitual violent video gaming reduces empathy for pain in its players. However, previous fMRI studies have only compared habitual game players against control participants cross-sectionally. However the observed pattern of results may be due to a priori differences in people who become gamers and who not. In order to derive the causal conclusion that violent video game play causes desensitisation, longitudinal studies are needed. Therefore we conducted a longitudinal fMRI intervention study over 16 weeks. Participants were randomly assigned to 1) play a violent video game (Grand Theft Auto 5), 2) perform a social life simulation game (The Sims 3) 30 min/day for 8 weeks, 3) serve as passive control. To assess empathy processing, participants were exposed to painful and non-painful stimuli (e.g. someone cutting a cucumber with or without hurting herself) either as real photographs or video-game like depictions in a 3T MRI scanner before and after the training intervention as well as two months after training. We did not find any evidence for desensitization in the empathy network for pain in the violent video game group at any time point. The present results provide strong evidence against the frequently proclaimed negative effects of playing violent video games and will therefore help to communicate a more realistic scientific perspective of the effects of violent video gaming in real life. © 2018 The Author(s). Published by S. Karger AG, Basel.
Latham, Andrew J; Patston, Lucy L M; Tippett, Lynette J
2014-11-01
Twenty-two experienced action video-game players (AVGPs) and 18 non-VGPs were tested on a pen-and-paper line bisection task that was untimed. Typically, right-handers bisect lines 2 % to the left of true centre, a bias thought to reflect the dominance of the right-hemisphere for visuospatial attention. Expertise may affect this bias, with expert musicians showing no bias in line bisection performance. Our results show that experienced-AVGPs also bisect lines with no bias with their right hand and a significantly reduced bias with their left hand compared to non-AVGPs. Bisections by experienced-AVGPs were also more precise than those of non-AVGPs. These findings show the cognitive proficiencies of experienced-AVGPs can generalize beyond computer based tasks, which resemble their training environment.
Correlates of video games playing among adolescents in an Islamic country
2010-01-01
Background No study has ever explored the prevalence and correlates of video game playing among children in the Islamic Republic of Iran. This study describes patterns and correlates of excessive video game use in a random sample of middle-school students in Iran. Specifically, we examine the relationship between video game playing and psychological well-being, aggressive behaviors, and adolescents' perceived threat of video-computer game playing. Methods This cross-sectional study was performed with a random sample of 444 adolescents recruited from eight middle schools. A self-administered, anonymous questionnaire covered socio-demographics, video gaming behaviors, mental health status, self-reported aggressive behaviors, and perceived side effects of video game playing. Results Overall, participants spent an average of 6.3 hours per week playing video games. Moreover, 47% of participants reported that they had played one or more intensely violent games. Non-gamers reported suffering poorer mental health compared to excessive gamers. Both non-gamers and excessive gamers overall reported suffering poorer mental health compared to low or moderate players. Participants who initiated gaming at younger ages were more likely to score poorer in mental health measures. Participants' self-reported aggressive behaviors were associated with length of gaming. Boys, but not girls, who reported playing video games excessively showed more aggressive behaviors. A multiple binary logistic regression shows that when controlling for other variables, older students, those who perceived less serious side effects of video gaming, and those who have personal computers, were more likely to report that they had played video games excessively. Conclusion Our data show a curvilinear relationship between video game playing and mental health outcomes, with "moderate" gamers faring best and "excessive" gamers showing mild increases in problematic behaviors. Interestingly, "non-gamers" clearly show the worst outcomes. Therefore, both children and parents of non-game players should be updated about the positive impact of moderate video gaming. Educational interventions should also be designed to educate adolescents and their parents of the possible harmful impact of excessive video game playing on their health and psychosocial functioning. PMID:20507610
Correlates of video games playing among adolescents in an Islamic country.
Allahverdipour, Hamid; Bazargan, Mohsen; Farhadinasab, Abdollah; Moeini, Babak
2010-05-27
No study has ever explored the prevalence and correlates of video game playing among children in the Islamic Republic of Iran. This study describes patterns and correlates of excessive video game use in a random sample of middle-school students in Iran. Specifically, we examine the relationship between video game playing and psychological well-being, aggressive behaviors, and adolescents' perceived threat of video-computer game playing. This cross-sectional study was performed with a random sample of 444 adolescents recruited from eight middle schools. A self-administered, anonymous questionnaire covered socio-demographics, video gaming behaviors, mental health status, self-reported aggressive behaviors, and perceived side effects of video game playing. Overall, participants spent an average of 6.3 hours per week playing video games. Moreover, 47% of participants reported that they had played one or more intensely violent games. Non-gamers reported suffering poorer mental health compared to excessive gamers. Both non-gamers and excessive gamers overall reported suffering poorer mental health compared to low or moderate players. Participants who initiated gaming at younger ages were more likely to score poorer in mental health measures. Participants' self-reported aggressive behaviors were associated with length of gaming. Boys, but not girls, who reported playing video games excessively showed more aggressive behaviors. A multiple binary logistic regression shows that when controlling for other variables, older students, those who perceived less serious side effects of video gaming, and those who have personal computers, were more likely to report that they had played video games excessively. Our data show a curvilinear relationship between video game playing and mental health outcomes, with "moderate" gamers faring best and "excessive" gamers showing mild increases in problematic behaviors. Interestingly, "non-gamers" clearly show the worst outcomes. Therefore, both children and parents of non-game players should be updated about the positive impact of moderate video gaming. Educational interventions should also be designed to educate adolescents and their parents of the possible harmful impact of excessive video game playing on their health and psychosocial functioning.
Video Altimeter and Obstruction Detector for an Aircraft
NASA Technical Reports Server (NTRS)
Delgado, Frank J.; Abernathy, Michael F.; White, Janis; Dolson, William R.
2013-01-01
Video-based altimetric and obstruction detection systems for aircraft have been partially developed. The hardware of a system of this type includes a downward-looking video camera, a video digitizer, a Global Positioning System receiver or other means of measuring the aircraft velocity relative to the ground, a gyroscope based or other attitude-determination subsystem, and a computer running altimetric and/or obstruction-detection software. From the digitized video data, the altimetric software computes the pixel velocity in an appropriate part of the video image and the corresponding angular relative motion of the ground within the field of view of the camera. Then by use of trigonometric relationships among the aircraft velocity, the attitude of the camera, the angular relative motion, and the altitude, the software computes the altitude. The obstruction-detection software performs somewhat similar calculations as part of a larger task in which it uses the pixel velocity data from the entire video image to compute a depth map, which can be correlated with a terrain map, showing locations of potential obstructions. The depth map can be used as real-time hazard display and/or to update an obstruction database.
Skazalski, Christopher; Kruczynski, Jacek; Bahr, Martin Aase; Bere, Tone; Whiteley, Rod; Bahr, Roald
2018-01-01
Ankle injuries are prevalent in elite volleyball and suggested to result from player contact at the net. Traditionally, ankle sprains are thought to happen in a plantarflexed position, but case studies suggest plantarflexion may not be involved. Describe the injury situations and mechanisms of ankle injuries in world-class volleyball based on systematic video analysis of injuries reported through the Fédération Internationale de Volleyball (FIVB) Injury Surveillance System. Videos of 24 injuries from major FIVB tournaments were included for analysis (14 men, 10 women). Five analysts reviewed the videos to determine specific situations and mechanisms leading to injuries. The majority of injuries occurred during two volleyball situations, blocking (n=15) and attacking (n=6). Injuries to blockers were the result of landing on an opponent (n=11) or teammate (n=4). Attacking injuries most frequently occurred when a back-row player landed on a front-row teammate (n=4 of 6). When landing on an opponent under the net, the attacker landed into the opponent's court in 11 of 12 situations but without violating the centre line rule. Injuries mostly resulted from rapid inversion without any substantial plantarflexion. The majority of injuries occur while blocking, often landing on an opponent. The attacker is overwhelmingly to blame for injuries at the net secondary to crossing the centre line. Injuries while attacking often result from a back-row player landing on a front-row teammate. Landing-related injuries mostly result from rapid inversion with the absence of plantarflexion. © Article author(s) (or their employer(s) unless otherwise stated in the text of the article) 2018. All rights reserved. No commercial use is permitted unless otherwise expressly granted.
Team history and choking under pressure in major soccer penalty shootouts.
Jordet, Geir; Hartman, Esther; Vuijk, Pieter Jelle
2012-05-01
This study examined the links between historical team results and individual players' subsequent performances in a high-pressure real-world sport situation. Videos were obtained from all soccer penalty shootouts held in two major international tournaments (World Cup and European Championships) between 1976 and 2006 (n=260 players/309 kicks), and we controlled for team ability and country. The results showed that players on teams with preceding losses performed worse and generally took their shots more quickly than players on teams with preceding wins. These differences were also found with players who took no personal part in the preceding games. In conclusion, the results support the existence of historical dependency effects for performance on important and dramatic high-pressure tasks and they are in part consistent with a view of choking under pressure as a function of threatened egotism and self-regulation failure. ©2011 The British Psychological Society.
CUE USAGE IN VOLLEYBALL: A TIME COURSE COMPARISON OF ELITE, INTERMEDIATE AND NOVICE FEMALE PLAYERS
Vaeyens, R; Zeuwts, L; Philippaerts, R; Lenoir, M
2014-01-01
This study compared visual search strategies in adult female volleyball players of three levels. Video clips of the attack of the opponent team were presented on a large screen and participants reacted to the final pass before the spike. Reaction time, response accuracy and eye movement patterns were measured. Elite players had the highest response accuracy (97.50 ± 3.5%) compared to the intermediate (91.50 ± 4.7%) and novice players (83.50 ± 17.6%; p<0.05). Novices had a remarkably high range of reaction time but no significant differences were found in comparison to the reaction time of elite and intermediate players. In general, the three groups showed similar gaze behaviour with the apparent use of visual pivots at moments of reception and final pass. This confirms the holistic model of image perception for volleyball and suggests that expert players extract more information from parafoveal regions. PMID:25609887
Utilization of cues in action anticipation in table tennis players.
Zhao, Qi; Lu, Yingzhi; Jaquess, Kyle J; Zhou, Chenglin
2018-04-11
By manipulating the congruency between body kinematics and subsequent ball trajectory, this study investigated the anticipation capabilities of regional-level, college-level, and novice table tennis players using a full video simulation occluder paradigm. Participants watched footage containing congruent, incongruent, or no ball trajectory information, to predict the landing point of the ball. They were required to choose between two potential locations to make their prediction. Percent accuracy and relevant indexes (d-prime, criterion, effect size) were calculated for each condition. Results indicated that experienced table tennis players (both regional and college players) were superior to novices in the ability to anticipate ball trajectory using kinematic information, but no difference was found between regional-level and college-level players. The findings of this study further demonstrate the superior anticipation ability of experienced table tennis players. Furthermore, the present result suggests that there may be a certain "baseline" level of motor experience in racquet sports for effective action anticipation, while the addition of further motor experience does not appear to assist direction anticipation.
Efficiently detecting outlying behavior in video-game players
Kim, Young Bin; Kang, Shin Jin; Lee, Sang Hyeok; Jung, Jang Young; Kam, Hyeong Ryeol; Lee, Jung; Kim, Young Sun; Lee, Joonsoo
2015-01-01
In this paper, we propose a method for automatically detecting the times during which game players exhibit specific behavior, such as when players commonly show excitement, concentration, immersion, and surprise. The proposed method detects such outlying behavior based on the game players’ characteristics. These characteristics are captured non-invasively in a general game environment. In this paper, cameras were used to analyze observed data such as facial expressions and player movements. Moreover, multimodal data from the game players (i.e., data regarding adjustments to the volume and the use of the keyboard and mouse) was used to analyze high-dimensional game-player data. A support vector machine was used to efficiently detect outlying behaviors. We verified the effectiveness of the proposed method using games from several genres. The recall rate of the outlying behavior pre-identified by industry experts was approximately 70%. The proposed method can also be used for feedback analysis of various interactive content provided in PC environments. PMID:26713250
Zvyagintsev, M; Klasen, M; Weber, R; Sarkheil, P; Esposito, F; Mathiak, K A; Schwenzer, M; Mathiak, K
2016-04-21
In violent video games, players engage in virtual aggressive behaviors. Exposure to virtual aggressive behavior induces short-term changes in players' behavior. In a previous study, a violence-related version of the racing game "Carmageddon TDR2000" increased aggressive affects, cognitions, and behaviors compared to its non-violence-related version. This study investigates the differences in neural network activity during the playing of both versions of the video game. Functional magnetic resonance imaging (fMRI) recorded ongoing brain activity of 18 young men playing the violence-related and the non-violence-related version of the video game Carmageddon. Image time series were decomposed into functional connectivity (FC) patterns using independent component analysis (ICA) and template-matching yielded a mapping to established functional brain networks. The FC patterns revealed a decrease in connectivity within 6 brain networks during the violence-related compared to the non-violence-related condition: three sensory-motor networks, the reward network, the default mode network (DMN), and the right-lateralized frontoparietal network. Playing violent racing games may change functional brain connectivity, in particular and even after controlling for event frequency, in the reward network and the DMN. These changes may underlie the short-term increase of aggressive affects, cognitions, and behaviors as observed after playing violent video games. Copyright © 2016 IBRO. Published by Elsevier Ltd. All rights reserved.
The effects of video game play on the characteristics of saccadic eye movements.
Mack, David J; Ilg, Uwe J
2014-09-01
Video game play has become a common leisure activity all around the world. To reveal possible effects of playing video games, we measured saccades elicited by video game players (VGPs) and non-players (NVGPs) in two oculomotor tasks. First, our subjects performed a double-step task. Second, we asked our subjects to move their gaze opposite to the appearance of a visual target, i.e. to perform anti-saccades. As expected on the basis of previous studies, VGPs had significantly shorter saccadic reaction times (SRTs) than NVGPs for all saccade types. However, the error rates in the anti-saccade task did not reveal any significant differences. In fact, the error rates of VGPs were actually slightly lower compared to NVGPs (34% versus 40%, respectively). In addition, VGPs showed significantly higher saccadic peak velocities in every saccade type compared to NVGP. Our results suggest that faster SRTs in VGPs were associated with a more efficient motor drive for saccades. Taken together, our results are in excellent agreement with earlier reports of beneficial video game effects through the general reduction in SRTs. Our data clearly provides additional experimental evidence for an higher efficiency of the VGPs on the one hand and refutes the notion of a reduced impulse control in VGPs on the other. Copyright © 2014 Elsevier Ltd. All rights reserved.
Huesmann, L Rowell
2010-03-01
Over the past half century the mass media, including video games, have become important socializers of children. Observational learning theory has evolved into social-cognitive information processing models that explain that what a child observes in any venue has both short-term and long-term influences on the child's behaviors and cognitions. C. A. Anderson et al.'s (2010) extensive meta-analysis of the effects of violent video games confirms what these theories predict and what prior research about other violent mass media has found: that violent video games stimulate aggression in the players in the short run and increase the risk for aggressive behaviors by the players later in life. The effects occur for males and females and for children growing up in Eastern or Western cultures. The effects are strongest for the best studies. Contrary to some critics' assertions, the meta-analysis of C. A. Anderson et al. is methodologically sound and comprehensive. Yet the results of meta-analyses are unlikely to change the critics' views or the public's perception that the issue is undecided because some studies have yielded null effects, because many people are concerned that the implications of the research threaten freedom of expression, and because many people have their identities or self-interests closely tied to violent video games.
Digital Video and the Internet: A Powerful Combination.
ERIC Educational Resources Information Center
Barron, Ann E.; Orwig, Gary W.
1995-01-01
Provides an overview of digital video and outlines hardware and software necessary for interactive training on the World Wide Web and for videoconferences via the Internet. Lists sites providing additional information on digital video, on CU-SeeMe software, and on MBONE (Multicast BackBONE), a technology that permits real-time transmission of…
78 FR 57648 - Notice of Issuance of Final Determination Concerning Video Teleconferencing Server
Federal Register 2010, 2011, 2012, 2013, 2014
2013-09-19
... the Chinese- origin Video Board and the Filter Board, impart the essential character to the video... includes the codec; a network filter electronic circuit board (``Filter Board''); a housing case; a power... (``Linux software''). The Linux software allows the Filter Board to inspect each Ethernet packet of...
2010-03-01
piece of tissue. Full Mobility Manipulator Robot The primary challenge with the design of a full mobility robot is meeting the competing design...streamed through an embedded plug-in for VLC player using asf/wmv encoding with 200ms buffering. A benchtop test of the remote user interface was...encountered in ensuring quality video is being made available to the surgeon. A significant challenge has been to consistently provide high quality video
Data Reduction and Control Software for Meteor Observing Stations Based on CCD Video Systems
NASA Technical Reports Server (NTRS)
Madiedo, J. M.; Trigo-Rodriguez, J. M.; Lyytinen, E.
2011-01-01
The SPanish Meteor Network (SPMN) is performing a continuous monitoring of meteor activity over Spain and neighbouring countries. The huge amount of data obtained by the 25 video observing stations that this network is currently operating made it necessary to develop new software packages to accomplish some tasks, such as data reduction and remote operation of autonomous systems based on high-sensitivity CCD video devices. The main characteristics of this software are described here.
Monezi, Lucas Antônio; Magalhães, Thiago Pinguelli; Morato, Márcio Pereira; Mercadante, Luciano Allegretti; Furtado, Otávio Luis Piva da Cunha; Misuta, Milton Shoiti
2018-03-26
In this study, we aimed to analyse goalball players time-motion variables (distance covered, time spent, maximum and average velocities) in official goalball match attacks, taking into account the attack phases (preparation and throwing), player position (centres and wings) and throwing techniques (frontal, spin and between the legs). A total of 365 attacks were assessed using a video based method (2D) through manual tracking using the Dvideo system. Inferential non-parametric statistics were applied for comparison of preparation vs. throwing phase, wings vs. centres and, among the throwing techniques, frontal, spin and between the legs. Significant differences were found between the attack preparation versus the throwing phase for all player time-motion variables: distance covered, time spent, maximum player velocity and average player velocity. Wing players performed most of the throws (85%) and covered longer distances than centres (1.65 vs 0.31 m). The between the legs and the spin throwing techniques presented greater values for most of the time-motion variables (distance covered, time spent and maximum player velocity) than did the frontal technique in both attack phases. These findings provide important information regarding players' movement patterns during goalball matches that can be used to plan more effective training.
The student with a thousand faces: from the ethics in video games to becoming a citizen
NASA Astrophysics Data System (ADS)
Muñoz, Yupanqui J.; El-Hani, Charbel N.
2012-12-01
Video games, as technological and cultural artifacts of considerable influence in the contemporary society, play an important role in the construction of identities, just as other artifacts (e.g., books, newspapers, television) played for a long time. In this paper, we discuss this role by considering video games under two concepts, othering and technopoly, and focus on how these concepts demand that we deepen our understanding of the ethics of video games. We address here how the construction of identities within video games involves othering process, that is, processes through which, when signifying and identifying `Ourselves', we create and marginalize `Others'. Moreover, we discuss how video games can play an important role in the legitimation of the technopoly, understood as a totalitarian regime related to science, technology and their place in our societies. Under these two concepts, understanding the ethics of video games goes beyond the controversy about their violence. The main focus of discussion should lie in how the ethics of video games is related to their part in the formation of the players' citizenship. Examining several examples of electronic games, we consider how video games provide a rich experience in which the player has the opportunity to develop a practical wisdom ( phronesis), which can lead her to be a virtuous being. However, they can be also harmful to the moral experiences of the subjects when they show unethical contents related to othering processes that are not so clearly and openly condemned as violence, as in the cases of sexism, racism or xenophobia. Rather than leading us to conclude that video games needed to be banned or censored, this argument makes us highlight their role in the (science) education of critical, socially responsible, ethical, and politically active citizens, precisely because they encompass othering processes and science, technology, and society relationships.
Fox, Aaron; Spittle, Michael; Otago, Leonie; Saunders, Natalie
2013-01-01
In elite sport, to remain competitive at the international level, it is critical to understand the game demands on players to ensure sport specific training programmes are designed for optimal athlete preparation and conditioning. In netball, recent research examining the activity patterns of players at the elite level is lacking, with only one study undertaken on this level of competition in the past 30 years. Therefore, the aim of this study was to provide coaches with up to date knowledge of player activity patterns as a basis for the design of optimal sport specific training programmes. The Australian female netball team were analysed using video footage of three international test matches. Player activity was categorised into five movement and eight game-based activities; and further classified as work or rest. Results suggest that differences in the current game exist when compared to the previous analysis. Positional differences were also found with regard to player activity confirming the need for an individualised component of training based on player position.
NASA Astrophysics Data System (ADS)
Owens, Trevor
2012-12-01
The 2008 commercial video game Spore allowed more than a million players to design their own life forms. Starting from single-celled organisms players played through a caricature of natural history. Press coverage of the game's release offer two frames for thinking about the implications of the game. Some scientists and educators saw the game as a troubling teacher of intelligent design, while others suggested it might excite public interest in science. This paper explores the extent to which these two ways of thinking about the game are consistent with what players have done with the game in its online community. This analysis suggests that, at least for the players participating in this community, the game has not seduced them into believing in intelligent design. Instead the activities of these players suggest that the game has played a catalytic role in engaging the public with science. These findings indicate that designers of educational games may wish to consider more deeply tensions between prioritizing accuracy of content in educational games over player engagement.
... because it was fifth in a list of historical classifications of common skin rash illnesses in children. ... Audio/Video file Apple Quicktime file RealPlayer file Text file Zip Archive file SAS file ePub file ...
MedlinePlus Videos and Cool Tools
Refresher Center Home FIRST AID, CPR and AED LIFEGUARDING Refresher Putting It All Together: CPR—Infant (1:52) Refresher videos only utilize this player QUICK LINKS Home RedCross.org Purchase Course Materials Shop Our Store ...
MedlinePlus Videos and Cool Tools
Refresher Center Home FIRST AID, CPR and AED LIFEGUARDING Refresher Putting It All Together: CPR—Adult (2:03) Refresher videos only utilize this player QUICK LINKS Home RedCross.org Purchase Course Materials Shop Our Store ...
Lewis, Melissa L; Weber, René; Bowman, Nicholas David
2008-08-01
This paper proposes a new and reliable metric for measuring character attachment (CA), the connection felt by a video game player toward a video game character. Results of construct validity analyses indicate that the proposed CA scale has a significant relationship with self-esteem, addiction, game enjoyment, and time spent playing games; all of these relationships are predicted by theory. Additionally, CA levels for role-playing games differ significantly from CA levels of other character-driven games.
A complexity-scalable software-based MPEG-2 video encoder.
Chen, Guo-bin; Lu, Xin-ning; Wang, Xing-guo; Liu, Ji-lin
2004-05-01
With the development of general-purpose processors (GPP) and video signal processing algorithms, it is possible to implement a software-based real-time video encoder on GPP, and its low cost and easy upgrade attract developers' interests to transfer video encoding from specialized hardware to more flexible software. In this paper, the encoding structure is set up first to support complexity scalability; then a lot of high performance algorithms are used on the key time-consuming modules in coding process; finally, at programming level, processor characteristics are considered to improve data access efficiency and processing parallelism. Other programming methods such as lookup table are adopted to reduce the computational complexity. Simulation results showed that these ideas could not only improve the global performance of video coding, but also provide great flexibility in complexity regulation.
Talent identification and selection in elite youth football: An Australian context.
O'Connor, Donna; Larkin, Paul; Mark Williams, A
2016-10-01
We identified the perceptual-cognitive skills and player history variables that differentiate players selected or not selected into an elite youth football (i.e. soccer) programme in Australia. A sample of elite youth male football players (n = 127) completed an adapted participation history questionnaire and video-based assessments of perceptual-cognitive skills. Following data collection, 22 of these players were offered a full-time scholarship for enrolment at an elite player residential programme. Participants selected for the scholarship programme recorded superior performance on the combined perceptual-cognitive skills tests compared to the non-selected group. There were no significant between group differences on the player history variables. Stepwise discriminant function analysis identified four predictor variables that resulted in the best categorization of selected and non-selected players (i.e. recent match-play performance, region, number of other sports participated, combined perceptual-cognitive performance). The effectiveness of the discriminant function is reflected by 93.7% of players being correctly classified, with the four variables accounting for 57.6% of the variance. Our discriminating model for selection may provide a greater understanding of the factors that influence elite youth talent selection and identification.
The coupling between gaze behavior and opponent kinematics during anticipation of badminton shots.
Alder, David; Ford, Paul R; Causer, Joe; Williams, A Mark
2014-10-01
We examined links between the kinematics of an opponent's actions and the visual search behaviors of badminton players responding to those actions. A kinematic analysis of international standard badminton players (n = 4) was undertaken as they completed a range of serves. Video of these players serving was used to create a life-size temporal occlusion test to measure anticipation responses. Expert (n = 8) and novice (n = 8) badminton players anticipated serve location while wearing an eye movement registration system. During the execution phase of the opponent's movement, the kinematic analysis showed between-shot differences in distance traveled and peak acceleration at the shoulder, elbow, wrist and racket. Experts were more accurate at responding to the serves compared to novice players. Expert players fixated on the kinematic locations that were most discriminating between serve types more frequently and for a longer duration compared to novice players. Moreover, players were generally more accurate at responding to serves when they fixated vision upon the discriminating arm and racket kinematics. Findings extend previous literature by providing empirical evidence that expert athletes' visual search behaviors and anticipatory responses are inextricably linked to the opponent action being observed. Copyright © 2014 Elsevier B.V. All rights reserved.
ERIC Educational Resources Information Center
Sadik, Alaa M.; Badr, Khadeja
2012-01-01
This study investigated the impact of supplementary video presentations in supporting young children's emergent literacy development. Videos were produced by teachers using prototype software developed specifically for the purpose of this study. The software obtains media content from a variety of resources and devices, including webcam,…
Enhancements to the Sentinel Fireball Network Video Software
NASA Astrophysics Data System (ADS)
Watson, Wayne
2009-05-01
The Sentinel Fireball Network that supports meteor imaging of bright meteors (fireballs) has been in existence for over ten years. Nearly five years ago it moved from gathering meteor data with a camera and VCR video tape to a fisheye lens attached to a hardware device, the Sentinel box, which allowed meteor data to be recorded on a PC operating under real-time Linux. In 2006, that software, sentuser, was made available on Apple, Linux, and Window operating systems using the Python computer language. It provides basic video and management functionality and a small amount of analytic software capability. This paper describes the new and attractive future features of the software, and, additionally, it reviews some of the research and networks from the past and present using video equipment to collect and analyze fireball data that have applicability to sentuser.
Conklin, Emily E; Lee, Kathyann L; Schlabach, Sadie A; Woods, Ian G
2015-01-01
Differences in nervous system function can result in differences in behavioral output. Measurements of animal locomotion enable the quantification of these differences. Automated tracking of animal movement is less labor-intensive and bias-prone than direct observation, and allows for simultaneous analysis of multiple animals, high spatial and temporal resolution, and data collection over extended periods of time. Here, we present a new video-tracking system built on Python-based software that is free, open source, and cross-platform, and that can analyze video input from widely available video capture devices such as smartphone cameras and webcams. We validated this software through four tests on a variety of animal species, including larval and adult zebrafish (Danio rerio), Siberian dwarf hamsters (Phodopus sungorus), and wild birds. These tests highlight the capacity of our software for long-term data acquisition, parallel analysis of multiple animals, and application to animal species of different sizes and movement patterns. We applied the software to an analysis of the effects of ethanol on thigmotaxis (wall-hugging) behavior on adult zebrafish, and found that acute ethanol treatment decreased thigmotaxis behaviors without affecting overall amounts of motion. The open source nature of our software enables flexibility, customization, and scalability in behavioral analyses. Moreover, our system presents a free alternative to commercial video-tracking systems and is thus broadly applicable to a wide variety of educational settings and research programs.
Mechanisms of traumatic shoulder injury in elite rugby players.
Crichton, James; Jones, Doug R; Funk, Lennard
2012-06-01
Shoulder injuries in rugby players are common, but the mechanisms of injury are less well understood. This study aims to elucidate common mechanisms of injury and identify the patterns of injury they produce. Twenty-four elite rugby players, referred to the senior author for diagnosis and management of shoulder injuries, were selected. Videos of the injuries were independently reviewed by rugby-medical experts to describe the mechanisms of injury. The mechanisms reported were collated and analysed to determine the level of agreement between reviewers and conclude an overall description of injury mechanisms. The authors identified three mechanisms of shoulder injury from the video analysis. These are the 'Try-Scorer', characterised by hyperflexion of the outstretched arm such as when scoring a try; the 'Tackler', extension of the abducted arm behind the player while tackling; and the 'Direct Impact', a direct blow to the arm or shoulder when held by the side in neutral or slight adduction. The Try Scorer and Tackler mechanisms both involve a levering force on the glenohumeral joint (GHJ). These mechanisms predominantly cause GHJ dislocation, with Bankart, reverse Bankart and superior labrum anterior-posterior tears. The Try-Scorer Mechanism also caused the majority (83%) of rotator cuff tears. The Direct Hit mechanism resulted in GHJ dislocation and labral injury in 37.5% of players and was most likely to cause acromioclavicular joint dislocation and scapula fractures, injuries that were not seen with the other mechanisms. Greater understanding of the mechanisms involved in rugby shoulder injury is useful in understanding the pathological injuries, guiding treatment and rehabilitation and aiding the development of injury-prevention methods.
Control Software for Advanced Video Guidance Sensor
NASA Technical Reports Server (NTRS)
Howard, Richard T.; Book, Michael L.; Bryan, Thomas C.
2006-01-01
Embedded software has been developed specifically for controlling an Advanced Video Guidance Sensor (AVGS). A Video Guidance Sensor is an optoelectronic system that provides guidance for automated docking of two vehicles. Such a system includes pulsed laser diodes and a video camera, the output of which is digitized. From the positions of digitized target images and known geometric relationships, the relative position and orientation of the vehicles are computed. The present software consists of two subprograms running in two processors that are parts of the AVGS. The subprogram in the first processor receives commands from an external source, checks the commands for correctness, performs commanded non-image-data-processing control functions, and sends image data processing parts of commands to the second processor. The subprogram in the second processor processes image data as commanded. Upon power-up, the software performs basic tests of functionality, then effects a transition to a standby mode. When a command is received, the software goes into one of several operational modes (e.g. acquisition or tracking). The software then returns, to the external source, the data appropriate to the command.
Informal physics learning from video games: a case study using gameplay videos
NASA Astrophysics Data System (ADS)
Croxton, DeVaughn; Kortemeyer, Gerd
2018-01-01
Researching informal gameplay can be challenging, since as soon as a formal study design is imposed, it becomes neither casual nor self-motivated. As a case study of a non-invasive design, we analyze publicly posted gameplay videos to assess the effectiveness of a physics educational video game on special relativity. These videos offer unique insights into informal learning through gaming, as players do not only describe the gameplay mechanics, but also explore physics concepts in a think-aloud fashion while they ponder the experience and effects. We find that while this methodology has substantial limitations, it is complementary when it comes to assessing motivations and attitudes, as well as to gathering data on conceptual hurdles.
Associations between game use and cognitive empathy: a cross-generational study.
Shin, Dong-Hee; Ahn, Dohyun
2013-08-01
Adolescence is a sensitive period of time for developing social abilities such as cognitive empathy. Thus, social experiences in this time period are more influential in forming the social abilities than during other periods in life. Video games are agent-based media in which game players carry out their own action in a mediated world whose rules are predefined by algorithms. This means that game players do not have to engage their cognitive empathy when playing games. Thus, prolonged use of video games during adolescence can result in the underdevelopment of cognitive empathy. This survey from three age groups (adolescents aged 16-19, adults aged 37-41, elders aged 58-62) demonstrated that only among adolescents was the amount of time spent in game play negatively associated with cognitive empathy. The findings of this study can contribute to understanding the nature of video game play and its negative effects by focusing on the manner of media use rather than the messages in media, and focusing on cognitive empathy, which has rarely been examined.
Erroneous verbalizations and risk taking at video lotteries.
Caron, Anne; Ladouceur, Robert
2003-05-01
This study examined the effect of erroneous perceptions verbalized by a game accomplice on participants' gambling. The sample consisted of 22 men and 10 women, aged 18 and older, who did not show excessive gambling problems, but who had played video lotteries at least once during the last 6 months. The participants were randomly assigned into one of three groups, where they gambled in the presence of an accomplice who verbalized three types of perceptions: (1) the accomplice emitted erroneous thoughts about gambling, (2) the accomplice verbalized adequate thoughts about gambling, or (3) the accomplice did not speak. Results showed that players exposed to an accomplice's erroneous verbalizations took significantly more risks than players in the other two groups. Erroneous perceptions appear to be easily transmissible and have impacts on gambling behaviour. The practical and theoretical implications of these results are discussed.
Harley, Jamie A; Lovell, Ric J; Barnes, Christopher A; Portas, Matthew D; Weston, Matthew
2011-08-01
In elite-level soccer, player motion characteristics are commonly generated from match play and training situations using semiautomated video analysis systems and global positioning system (GPS) technology, respectively. Before such data are used collectively to quantify global player load, it is necessary to understand both the level of agreement and direction of bias between the systems so that specific interventions can be made based on the reported results. The aim of this report was to compare data derived from both systems for physical match performances. Six elite-level soccer players were analyzed during a competitive match using semiautomated video analysis (ProZone® [PZ]) and GPS (MinimaxX) simultaneously. Total distances (TDs), high speed running (HSR), very high speed running (VHSR), sprinting distance (SPR), and high-intensity running distance (HIR; >4.0 m·s(-1)) were reported in 15-minute match periods. The GPS reported higher values than PZ did for TD (GPS: 1,755.4 ± 245.4 m; PZ: 1,631.3 ± 239.5 m; p < 0.05); PZ reported higher values for SPR and HIR than GPS did (SPR: PZ, 34.1 ± 24.0 m; GPS: 20.3 ± 15.8 m; HIR: PZ, 368.1 ± 129.8 m; GPS: 317.0 ± 92.5 m; p < 0.05). Caution should be exercised when using match-load (PZ) and training-load (GPS) data interchangeably.
"Sure, I Would Like to Continue": A Method for Mapping the Experience of Engagement in Video Games
ERIC Educational Resources Information Center
Schonau-Fog, Henrik; Bjorner, Thomas
2012-01-01
In order to explore one aspect of the engaging nature of computer games, this study will propose a method that aims at classifying the experience of engagement in video games. Inspired by a literature review, we will focus on the fundamental causes of engagement that motivate a player so much that he or she wants to continue playing. By organizing…
Software for Real-Time Analysis of Subsonic Test Shot Accuracy
2014-03-01
used the C++ programming language, the Open Source Computer Vision ( OpenCV ®) software library, and Microsoft Windows® Application Programming...video for comparison through OpenCV image analysis tools. Based on the comparison, the software then computed the coordinates of each shot relative to...DWB researchers wanted to use the Open Source Computer Vision ( OpenCV ) software library for capturing and analyzing frames of video. OpenCV contains
Using video analysis for concussion surveillance in Australian football.
Makdissi, Michael; Davis, Gavin
2016-12-01
The objectives of the study were to assess the relationship between various player and game factors and risk of concussion; and to assess the reliability of video analysis for mechanistic assessment of concussion in Australian football. Prospective cohort study. All impacts and collisions resulting in concussion were identified during the 2011 Australian Football League season. An extensive list of factors for assessment was created based upon previous analysis of concussion in Australian Football League and expert opinions. The authors independently reviewed the video clips and correlation for each factor was examined. A total of 82 concussions were reported in 194 games (rate: 8.7 concussions per 1000 match hours; 95% confidence interval: 6.9-10.5). Player demographics and game variables such as venue, timing of the game (day, night or twilight), quarter, travel status (home or interstate) or score margin did not demonstrate a significant relationship with risk of concussion; although a higher percentage of concussions occurred in the first 5min of game time of the quarter (36.6%), when compared to the last 5min (20.7%). Variables with good inter-rater agreement included position on the ground, circumstances of the injury and cause of the impact. The remainder of the variables assessed had fair-poor inter-rater agreement. Common problems included insufficient or poor quality video and interpretation issues related to the definitions used. Clear definitions and good quality video from multiple camera angles are required to improve the utility of video analysis for concussion surveillance in Australian football. Copyright © 2016 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.
A Test of the Design of a Video Tutorial for Software Training
ERIC Educational Resources Information Center
van der Meij, J.; van der Meij, H.
2015-01-01
The effectiveness of a video tutorial versus a paper-based tutorial for software training has yet to be established. Mixed outcomes from the empirical studies to date suggest that for a video tutorial to outperform its paper-based counterpart, the former should be crafted so that it addresses the strengths of both designs. This was attempted in…
The Use of Video Technology for the Fast-Prototyping of Artificially Intelligent Software.
ERIC Educational Resources Information Center
Klein, Gary L.
This paper describes the use of video to provide a screenplay depiction of a proposed artificial intelligence software system. Advantages of such use are identified: (1) the video can be used to provide a clear conceptualization of the proposed system; (2) it can illustrate abstract technical concepts; (3) it can simulate the functions of the…
Video Image Stabilization and Registration (VISAR) Software
NASA Technical Reports Server (NTRS)
1999-01-01
Two scientists at NASA's Marshall Space Flight Center,atmospheric scientist Paul Meyer and solar physicist Dr. David Hathaway, developed promising new software, called Video Image Stabilization and Registration (VISAR). VISAR may help law enforcement agencies catch criminals by improving the quality of video recorded at crime scenes. In this photograph, the single frame at left, taken at night, was brightened in order to enhance details and reduce noise or snow. To further overcome the video defects in one frame, Law enforcement officials can use VISAR software to add information from multiple frames to reveal a person. Images from less than a second of videotape were added together to create the clarified image at right. VISAR stabilizes camera motion in the horizontal and vertical as well as rotation and zoom effects producing clearer images of moving objects, smoothes jagged edges, enhances still images, and reduces video noise or snow. VISAR could also have applications in medical and meteorological imaging. It could steady images of ultrasounds, which are infamous for their grainy, blurred quality. The software can be used for defense application by improving recornaissance video imagery made by military vehicles, aircraft, and ships traveling in harsh, rugged environments.
Concept for a common operational picture in a guidance vehicle
NASA Astrophysics Data System (ADS)
Wagner, Boris; Eck, Ralf; Maier, Sebastian
2017-05-01
A Common Operational Picture (COP) shows many operational aspects in coded form inside a geodata representation like a map. For building this picture, many specialized groups produce information. Beside the operating forces these are intelligences, logistics, or the own leaders planning group. Operations in which a COP is used typically are disaster management or military actions. An existing software for Interactive Visualization of Integrated Geodata runs on Tablet-PCs, PCs, Digital Map Tables and video walls. It is already used by the Deutsche Führungsakademie (military academy) for the education of staff officers. German civil disaster management agency decided to use the Digital Map Table for their intelligence analysis. In a mobile scenario, however, novel requirements have to be taken into account to adapt the software to the new environment. This paper investigates these requirements as well as the possible adaptions to provide a COP across multiple players on the go. When acting together, the groups do this in a widespread manner. They are physically spread and they use a variety of software and hardware to produce their contribution. This requires hardware to be ruggedized, mobile, and to support a variety of interfaces. The limited bandwidth in such a setting poses the main challenge for the software, which has to synchronize exchanging a minimum of information. Especially for mobile participants, a solution is planned that scales the amount of data (maps/intelligence data) to the available equipment, the upcoming mission, and the underlying theatre. Special focus is laid on a guidance vehicle leading a convoy.
Simple video format for mobile applications
NASA Astrophysics Data System (ADS)
Smith, John R.; Miao, Zhourong; Li, Chung-Sheng
2000-04-01
With the advent of pervasive computing, there is a growing demand for enabling multimedia applications on mobile devices. Large numbers of pervasive computing devices, such as personal digital assistants (PDAs), hand-held computer (HHC), smart phones, portable audio players, automotive computing devices, and wearable computers are gaining access to online information sources. However, the pervasive computing devices are often constrained along a number of dimensions, such as processing power, local storage, display size and depth, connectivity, and communication bandwidth, which makes it difficult to access rich image and video content. In this paper, we report on our initial efforts in designing a simple scalable video format with low-decoding and transcoding complexity for pervasive computing. The goal is to enable image and video access for mobile applications such as electronic catalog shopping, video conferencing, remote surveillance and video mail using pervasive computing devices.
Smoking and Tobacco Use Health Effects
... Reports Vital Signs Surgeon General’s Reports 2016 2014 Historical Reports 2012 2010 2006 2004 2001 A Brief ... Audio/Video file Apple Quicktime file RealPlayer file Text file Zip Archive file SAS file ePub file ...
77 FR 1490 - FDIC Systemic Resolution Advisory Committee; Notice of Meeting
Federal Register 2010, 2011, 2012, 2013, 2014
2012-01-10
... Advisory Committee meeting videos are made available on-demand approximately two weeks after the event...: http://www.vodium.com/home/sysreq.html . Adobe Flash Player is required to view these presentations...
Age matters: The effect of onset age of video game play on task-switching abilities.
Hartanto, Andree; Toh, Wei Xing; Yang, Hwajin
2016-05-01
Although prior research suggests that playing video games can improve cognitive abilities, recent empirical studies cast doubt on such findings (Unsworth et al., 2015). To reconcile these inconsistent findings, we focused on the link between video games and task switching. Furthermore, we conceptualized video-game expertise as the onset age of active video-game play rather than the frequency of recent gameplay, as it captures both how long a person has played video games and whether the individual began playing during periods of high cognitive plasticity. We found that the age of active onset better predicted switch and mixing costs than did frequency of recent gameplay; specifically, players who commenced playing video games at an earlier age reaped greater benefits in terms of task switching than did those who started at a later age. Moreover, improving switch costs required a more extensive period of video-game experience than did mixing costs; this finding suggests that certain cognitive abilities benefit from different amounts of video game experience.
Csapo, Peter; Avugos, Simcha; Raab, Markus; Bar-Eli, Michael
2015-01-01
Previous research has shown that changes in shot difficulty may have rendered the hot-hand effect in basketball unobservable and are potentially a result of defensive adjustments. However, it has not been directly analysed whether strategic changes indeed take place in response to streakiness and whether they are effective with respect to winning games. The current work consists of an experimental study with 18 professional coaches and 20 players based on video sequences from National Basketball Association games, where the shown player displayed a streaky performance in half of the sequences. While coaches were asked to devise a defensive strategy after each viewed sequence, players had to assume the role of the shown player and decide whether to shoot or pass the ball. We find that coaches tended to increase the defensive pressure significantly more often on presumably hot players and thus make use of the hot-hand heuristic. Meanwhile, players chose to shoot more frequently in low-pressure and streaky situations but selected "pass" regardless of the previous performance when they faced increased defensive pressure. Assuming that a streaky player's performance is indeed elevated during hot phases, hot-hand behaviour can be considered adaptive in certain situations as it led hot players to pass instead of shoot.
Boys' and girls' use of cognitive strategy when learning to play video games.
Blumberg, Fran C; Sokol, Lori M
2004-04-01
The authors examined gender differences in the cognitive strategies that children use when they learn how to play a video game. They interviewed 2nd- and 5th-grade boys and girls about how often they played video games and what they did "when learning how to play a video game." The children's responses to the latter question were categorized as either internally or externally oriented (i.e., reading a manual vs. asking for help, respectively). The results indicated that more frequent players and older children were more likely to cite internally based strategies. No main effects of gender were found for the proportions of the internally vs. externally based strategies that were cited.
The Effect of Serious Video Game Play on Science Inquiry Scores
NASA Astrophysics Data System (ADS)
Hilosky, Alexandra Borzillo
American students are not developing the science inquiry skills needed to solve complex 21st century problems, thus impacting the workforce. In 2009, American high school students ranked 21 out of 26 in the category of problem-solving according to the Program for International Student Assessment. Serious video games have powerful epistemic value and are beneficial with respect to enhancing inquiry, effective problem-solving. The purpose of this correlational, quantitative study was to test Gee's assumption regarding the cycle of thinking (routinization, automatization, and deroutinization) by determining whether players status was a significant predictor of science inquiry scores, controlling for age, gender, and major. The 156 non-random volunteers who participated in this study were enrolled in a 2-year college in the northeastern U.S. Multiple regression analyses revealed that major was the strongest overall (significant) predictor, b = -.84, t(149) = -3.70, p < .001, even though gamer status served as a significant predictor variable for Stage 1 only, b = -.48, t(149) = -2.37, p = .019. Participants who reported playing serious video games scored .48 points higher than non-players of serious video games regardless of age, gender, and major, which supports previous studies that have found significant differences in scientific inquiry abilities related to forming hypotheses and identifying problems based on serious video game play. Recommendations include using serious games as instructional tools and to assess student learning (formative and summative), especially among non-traditional learners.
Video bioinformatics analysis of human embryonic stem cell colony growth.
Lin, Sabrina; Fonteno, Shawn; Satish, Shruthi; Bhanu, Bir; Talbot, Prue
2010-05-20
Because video data are complex and are comprised of many images, mining information from video material is difficult to do without the aid of computer software. Video bioinformatics is a powerful quantitative approach for extracting spatio-temporal data from video images using computer software to perform dating mining and analysis. In this article, we introduce a video bioinformatics method for quantifying the growth of human embryonic stem cells (hESC) by analyzing time-lapse videos collected in a Nikon BioStation CT incubator equipped with a camera for video imaging. In our experiments, hESC colonies that were attached to Matrigel were filmed for 48 hours in the BioStation CT. To determine the rate of growth of these colonies, recipes were developed using CL-Quant software which enables users to extract various types of data from video images. To accurately evaluate colony growth, three recipes were created. The first segmented the image into the colony and background, the second enhanced the image to define colonies throughout the video sequence accurately, and the third measured the number of pixels in the colony over time. The three recipes were run in sequence on video data collected in a BioStation CT to analyze the rate of growth of individual hESC colonies over 48 hours. To verify the truthfulness of the CL-Quant recipes, the same data were analyzed manually using Adobe Photoshop software. When the data obtained using the CL-Quant recipes and Photoshop were compared, results were virtually identical, indicating the CL-Quant recipes were truthful. The method described here could be applied to any video data to measure growth rates of hESC or other cells that grow in colonies. In addition, other video bioinformatics recipes can be developed in the future for other cell processes such as migration, apoptosis, and cell adhesion.
Indexed Captioned Searchable Videos: A Learning Companion for STEM Coursework
NASA Astrophysics Data System (ADS)
Tuna, Tayfun; Subhlok, Jaspal; Barker, Lecia; Shah, Shishir; Johnson, Olin; Hovey, Christopher
2017-02-01
Videos of classroom lectures have proven to be a popular and versatile learning resource. A key shortcoming of the lecture video format is accessing the content of interest hidden in a video. This work meets this challenge with an advanced video framework featuring topical indexing, search, and captioning (ICS videos). Standard optical character recognition (OCR) technology was enhanced with image transformations for extraction of text from video frames to support indexing and search. The images and text on video frames is analyzed to divide lecture videos into topical segments. The ICS video player integrates indexing, search, and captioning in video playback providing instant access to the content of interest. This video framework has been used by more than 70 courses in a variety of STEM disciplines and assessed by more than 4000 students. Results presented from the surveys demonstrate the value of the videos as a learning resource and the role played by videos in a students learning process. Survey results also establish the value of indexing and search features in a video platform for education. This paper reports on the development and evaluation of ICS videos framework and over 5 years of usage experience in several STEM courses.
Video Image Stabilization and Registration (VISAR) Software
NASA Technical Reports Server (NTRS)
1999-01-01
Two scientists at NASA's Marshall Space Flight Center, atmospheric scientist Paul Meyer and solar physicist Dr. David Hathaway, developed promising new software, called Video Image Stabilization and Registration (VISAR), which is illustrated in this Quick Time movie. VISAR is a computer algorithm that stabilizes camera motion in the horizontal and vertical as well as rotation and zoom effects producing clearer images of moving objects, smoothes jagged edges, enhances still images, and reduces video noise or snow. It could steady images of ultrasounds, which are infamous for their grainy, blurred quality. VISAR could also have applications in law enforcement, medical, and meteorological imaging. The software can be used for defense application by improving reconnaissance video imagery made by military vehicles, aircraft, and ships traveling in harsh, rugged environments.
Video Image Stabilization and Registration (VISAR) Software
NASA Technical Reports Server (NTRS)
1999-01-01
Two scientists at NASA's Marshall Space Flight Center,atmospheric scientist Paul Meyer and solar physicist Dr. David Hathaway, developed promising new software, called Video Image stabilization and Registration (VISAR), which is illustrated in this Quick Time movie. VISAR is a computer algorithm that stabilizes camera motion in the horizontal and vertical as well as rotation and zoom effects producing clearer images of moving objects, smoothes jagged edges, enhances still images, and reduces video noise or snow. It could steady images of ultrasounds, which are infamous for their grainy, blurred quality. VISAR could also have applications in law enforcement, medical, and meteorological imaging. The software can be used for defense application by improving reconnaissance video imagery made by military vehicles, aircraft, and ships traveling in harsh, rugged environments.
Video sensor architecture for surveillance applications.
Sánchez, Jordi; Benet, Ginés; Simó, José E
2012-01-01
This paper introduces a flexible hardware and software architecture for a smart video sensor. This sensor has been applied in a video surveillance application where some of these video sensors are deployed, constituting the sensory nodes of a distributed surveillance system. In this system, a video sensor node processes images locally in order to extract objects of interest, and classify them. The sensor node reports the processing results to other nodes in the cloud (a user or higher level software) in the form of an XML description. The hardware architecture of each sensor node has been developed using two DSP processors and an FPGA that controls, in a flexible way, the interconnection among processors and the image data flow. The developed node software is based on pluggable components and runs on a provided execution run-time. Some basic and application-specific software components have been developed, in particular: acquisition, segmentation, labeling, tracking, classification and feature extraction. Preliminary results demonstrate that the system can achieve up to 7.5 frames per second in the worst case, and the true positive rates in the classification of objects are better than 80%.
Video Sensor Architecture for Surveillance Applications
Sánchez, Jordi; Benet, Ginés; Simó, José E.
2012-01-01
This paper introduces a flexible hardware and software architecture for a smart video sensor. This sensor has been applied in a video surveillance application where some of these video sensors are deployed, constituting the sensory nodes of a distributed surveillance system. In this system, a video sensor node processes images locally in order to extract objects of interest, and classify them. The sensor node reports the processing results to other nodes in the cloud (a user or higher level software) in the form of an XML description. The hardware architecture of each sensor node has been developed using two DSP processors and an FPGA that controls, in a flexible way, the interconnection among processors and the image data flow. The developed node software is based on pluggable components and runs on a provided execution run-time. Some basic and application-specific software components have been developed, in particular: acquisition, segmentation, labeling, tracking, classification and feature extraction. Preliminary results demonstrate that the system can achieve up to 7.5 frames per second in the worst case, and the true positive rates in the classification of objects are better than 80%. PMID:22438723
Ground reaction forces produced by two different hockey skating arm swing techniques.
Hayward-Ellis, Julie; Alexander, Marion J L; Glazebrook, Cheryl M; Leiter, Jeff
2017-10-01
The arm swing in hockey skating can have a positive effect on the forces produced by each skate, and the resulting velocity from each push off. The main purpose of this study was to measure the differences in ground reaction forces (GRFs) produced from an anteroposterior versus a mediolateral style hockey skating arm swing. Twenty-four elite-level female hockey players performed each technique while standing on a ground-mounted force platform, and all trials were filmed using two video cameras. Force data was assessed for peak scaled GRFs in the frontal and sagittal planes, and resultant GRF magnitude and direction. Upper limb kinematics were assessed from the video using Dartfish video analysis software, confirming that the subjects successfully performed two distinct arm swing techniques. The mediolateral arm swing used a mean of 18.38° of glenohumeral flexion/extension and 183.68° of glenohumeral abduction/adduction while the anteroposterior technique used 214.17° and 28.97° respectively. The results of this study confirmed that the mediolateral arm swing produced 37% greater frontal plane and 33% less sagittal plane GRFs than the anteroposterior arm swing. The magnitudes of the resultant GRFs were not significantly different between the two techniques; however, the mediolateral technique produced a resultant GRF with a significantly larger angle from the direction of travel (44.44°) as compared to the anteroposterior technique (31.60°). The results of this study suggest that the direction of GRFs produced by the mediolateral arm swing more closely mimic the direction of lower limb propulsion during the skating stride.
Construction/Application of the Internet Observatories in Japan
NASA Astrophysics Data System (ADS)
Satoh, T.; Tsubota, Y.; Matsumoto, N.; Takahashi, N.
2000-05-01
We have successfully built two Internet Observatories in Japan: one at Noda campus of the Science University of Tokyo and another at Hiyoshi campus of the Keio Senior High School. Both observatories are equipped with a computerized Meade LX-200 telescope (8" tube at the SUT site and 12" at the Keio site) with a CCD video camera inside the sliding-roof type observatory. Each observatory is controlled by two personal computer: one controls almost everything, including the roof, the telescope, and the camera, while another is dedicated to encode the real-time picture from the CCD video camera into the RealVideo format for live broadcasting. A user can operate the observatory through the web-based interface and can enjoy the real-time picture of the objects via the RealPlayer software. The administrator can run a sequence of batch commands with which no human interaction is needed from the beginning to the end of an observation. Although our observatories are primarily for educational purposes, this system can easily be converted to a signal-triggered one which may be very useful to observe transient phenomena, such as afterglows of gamma-ray bursts. The most remarkable feature of our observatories is that it is very inexpensive (it costs only a few tens of grands). We'll report details of the observatories in the poster, and at the same time, will demonstrate operating the observatories using an internet-connected PC from the meeting site. This work has been supported through the funding from the Telecommunicaitons Advancement Foundation for FY 1998 and 1999.
The impact of sound in modern multiline video slot machine play.
Dixon, Mike J; Harrigan, Kevin A; Santesso, Diane L; Graydon, Candice; Fugelsang, Jonathan A; Collins, Karen
2014-12-01
Slot machine wins and losses have distinctive, measurable, physiological effects on players. The contributing factors to these effects remain under-explored. We believe that sound is one of these key contributing factors. Sound plays an important role in reinforcement, and thus on arousal level and stress response of players. It is the use of sound for positive reinforcement in particular that we believe influences the player. In the current study, we investigate the role that sound plays in psychophysical responses to slot machine play. A total of 96 gamblers played a slot machine simulator with and without sound being paired with reinforcement. Skin conductance responses and heart rate, as well as subjective judgments about the gambling experience were examined. The results showed that the sound influenced the arousal of participants both psychophysically and psychologically. The sound also influenced players' preferences, with the majority of players preferring to play slot machines that were accompanied by winning sounds. The sounds also caused players to significantly overestimate the number of times they won while playing the slot machine.
Buscombe, Richard; Greenlees, Iain; Holder, Tim; Thelwell, Richard; Rimmer, Matt
2006-12-01
In this study, we examined the impact of a male opponent's pre-match body language and clothing (general vs. sports-specific) on how his performances were judged by an observer. Forty male tennis players viewed videos of a male target tennis player warming up and then observed playing footage of the target. Each participant viewed the target player warming up displaying one of four combinations of body language and clothing (positive body language/tennis-specific clothing; positive body language/general sportswear; negative body language/tennis-specific clothing; negative body language/general sportswear). Participants rated the performance of the tennis player and gave their perceptions of the likely outcome of a tennis match with the target player. Analyses of variance indicated that clothing and body language had an interactive effect on both outcome expectations and ratings of performance. The findings support the contention that the initial impressions athletes form of their opponents can influence the way in which they judge the performances of opponents and their perceived likelihood of success against the same opponents.
Magnetic Thin Films for Perpendicular Magnetic Recording Systems
NASA Astrophysics Data System (ADS)
Sugiyama, Atsushi; Hachisu, Takuma; Osaka, Tetsuya
In the advanced information society of today, information storage technology, which helps to store a mass of electronic data and offers high-speed random access to the data, is indispensable. Against this background, hard disk drives (HDD), which are magnetic recording devices, have gained in importance because of their advantages in capacity, speed, reliability, and production cost. These days, the uses of HDD extend not only to personal computers and network servers but also to consumer electronics products such as personal video recorders, portable music players, car navigation systems, video games, video cameras, and personal digital assistances.
Does Digital Game Interactivity Always Promote Self-Efficacy?
Lee, Yu-Hao
2015-11-01
Interactive digital games can promote self-efficacy by engaging players in enactive and observational learning. However, interactivity does not always lead to greater self-efficacy. Important constructs in social cognitive theory, such as performance outcome and perceived similarity, are often not accounted for in studies that have tested the effect of digital game interactivity on self-efficacy. This study assessed the effects of interactive digital games compared with passive digital games based on video comparison, a common experimental design used to test the effect of digital game interactivity on self-efficacy. In addition, this study also evaluated player performance and measured perceived similarity to the observed player. Findings suggested that in general, digital game interactivity predicted higher self-efficacy compared with noninteractive passive games. However, in the noninteractive conditions, the effects of performance on self-efficacy were moderated by perceived similarity between the observer and the observed player. When the observed player was perceived to be similar to the observer, the effects of performance on self-efficacy were comparable to the interactive game, but when the observed player was perceived as dissimilar to the observer, observing the dissimilar player failed to increase observer self-efficacy. Implications for interactivity manipulations and game developers are discussed.
Jordet, Geir
2009-01-15
I examine why players from some nations appear always to choke in major international soccer penalty shootouts. Based on a model on choking under pressure as a type of self-defeating behaviour (Baumeister, 1997), I hypothesized that highly favourable public appraisals of a team would be linked to displays of escapist self-regulation strategies and inferior performance. I selected the eight most merited European nations, obtained videos from penalty shootouts in two major international tournaments (World Cup and European Championships), and analysed all 200 shots taken by players representing these teams. The results showed significant relationships between team status, self-regulation strategies, and performance. Players from countries that, at the time of the penalty shootout, either had many international club titles or featured many internationally decorated players, spent less time preparing their shots and were less successful from the penalty spot than players from countries with lower public status. England and Spain are used to illustrate these effects, as the data suggest that players from these two countries may have underperformed in previous international soccer tournaments because of high public status and misguided self-regulation strategies.
Gender-specific activity demands experienced during semiprofessional basketball game play.
Scanlan, Aaron T; Dascombe, Ben J; Kidcaff, Andrew P; Peucker, Jessica L; Dalbo, Vincent J
2015-07-01
To compare game activity demands between female and male semiprofessional basketball players. Female (n=12) and male (n=12) semiprofessional basketball players were monitored across 3 competitive games. Time-motion-analysis procedures quantified player activity into predefined movement categories across backcourt (BC) and frontcourt (FC) positions. Activity frequencies, durations, and distances were calculated relative to live playing time (min). Work:rest ratios were also calculated using the video data. Game activity was compared between genders for each playing position and all players. Female players performed at greater running work-rates than male players (45.7±1.4 vs. 42.1±1.7 m/min, P=.05), while male players performed more dribbling than female players (2.5±0.3 vs. 3.0±0.2 s/min; 8.4±0.3 vs. 9.7±0.7 m/min, P=.05). Positional analyses revealed that female BC players performed more low-intensity shuffling (P=.04) and jumping (P=.05), as well as longer (P=.04) jogging durations, than male BC players. Female FC players executed more upper-body activity (P=.03) and larger work:rest ratios (P<.001) than male FC players. No significant gender differences were observed in the overall intermittent demands, distance traveled, high-intensity shuffling activity, and sprinting requirements during game play. These findings indicate that gender-specific running and dribbling differences might exist in semiprofessional basketball. Furthermore, position-specific variations between female and male basketball players should be considered. These data may prove useful in the development of gender-specific conditioning plans relative to playing position in basketball.
The Simple Video Coder: A free tool for efficiently coding social video data.
Barto, Daniel; Bird, Clark W; Hamilton, Derek A; Fink, Brandi C
2017-08-01
Videotaping of experimental sessions is a common practice across many disciplines of psychology, ranging from clinical therapy, to developmental science, to animal research. Audio-visual data are a rich source of information that can be easily recorded; however, analysis of the recordings presents a major obstacle to project completion. Coding behavior is time-consuming and often requires ad-hoc training of a student coder. In addition, existing software is either prohibitively expensive or cumbersome, which leaves researchers with inadequate tools to quickly process video data. We offer the Simple Video Coder-free, open-source software for behavior coding that is flexible in accommodating different experimental designs, is intuitive for students to use, and produces outcome measures of event timing, frequency, and duration. Finally, the software also offers extraction tools to splice video into coded segments suitable for training future human coders or for use as input for pattern classification algorithms.
Quantitative fluorescence angiography for neurosurgical interventions.
Weichelt, Claudia; Duscha, Philipp; Steinmeier, Ralf; Meyer, Tobias; Kuß, Julia; Cimalla, Peter; Kirsch, Matthias; Sobottka, Stephan B; Koch, Edmund; Schackert, Gabriele; Morgenstern, Ute
2013-06-01
Present methods for quantitative measurement of cerebral perfusion during neurosurgical operations require additional technology for measurement, data acquisition, and processing. This study used conventional fluorescence video angiography--as an established method to visualize blood flow in brain vessels--enhanced by a quantifying perfusion software tool. For these purposes, the fluorescence dye indocyanine green is given intravenously, and after activation by a near-infrared light source the fluorescence signal is recorded. Video data are analyzed by software algorithms to allow quantification of the blood flow. Additionally, perfusion is measured intraoperatively by a reference system. Furthermore, comparing reference measurements using a flow phantom were performed to verify the quantitative blood flow results of the software and to validate the software algorithm. Analysis of intraoperative video data provides characteristic biological parameters. These parameters were implemented in the special flow phantom for experimental validation of the developed software algorithms. Furthermore, various factors that influence the determination of perfusion parameters were analyzed by means of mathematical simulation. Comparing patient measurement, phantom experiment, and computer simulation under certain conditions (variable frame rate, vessel diameter, etc.), the results of the software algorithms are within the range of parameter accuracy of the reference methods. Therefore, the software algorithm for calculating cortical perfusion parameters from video data presents a helpful intraoperative tool without complex additional measurement technology.
Cook, Christian J; Crewther, Blair T
2012-07-16
We examined the effect of different pre-match motivational interventions on athlete free testosterone (T) and cortisol (C) concentrations and subsequent match performance in professional rugby union. Male participants (n=12) playing at a senior or academy level in rugby union were recruited and each completed three interventions (15 min each) before a competitive game; 1) watching a video clip of successful skill execution by the player with positive coach feedback [VPCF1]; 2) watching a video clip of successful skill execution by an opposing player with cautionary coach feedback [VCCF], 3) the player left alone to self-motivate [SM1]. The first and last interventions were retested [VPCF2 and SM2]. Salivary free T and C measures were taken pre-intervention and pre-game. Within each game, players were rated by coaching staff on a key performance indicator (KPI) from identified skills and an overall performance indicator (OPI), where 1 = best performance to 5 = worst performance. The VPCF1 and VPCF2 interventions both promoted significant T responses (11.8% to 12.5%) before each game and more so than SM1, SM2 and VCCF. The VCCF approach produced the largest C response (17.6%) and this differed from all other treatments. The VPCF interventions were also associated with better game KPI (1.5 to 1.8) and OPI ratings (1.7 to 1.8) than SM1, SM2 and/or VCCF. Across all treatments, greater individual T responses and lower C responses were associated with better KPI and OPI outcomes. In conclusion, the pre-game presentation of motivational strategies to athletes involving specific video footage and coach feedback produced different outcomes on two indicators of match performance, which were also associated with changes in free hormonal state. Copyright © 2012 Elsevier Inc. All rights reserved.
NASA Astrophysics Data System (ADS)
2016-11-01
Computer and video gamers of a certain vintage will have fond memories of Lemmings, a game in which players must shepherd pixelated, suicidal rodents around a series of obstacles to reach safety. At first glance, Ice Flows is strikingly similar.
... County-level Lyme disease data from 2000-2016 Microsoft Excel file [Excel CSV – 209KB] ––Right–click the link ... PDF file Microsoft PowerPoint file Microsoft Word file Microsoft Excel file Audio/Video file Apple Quicktime file RealPlayer ...
ERIC Educational Resources Information Center
Haight, Richard C.
1990-01-01
The Soapbox system, which allows a presenter to control a multimedia presentation from the touchscreen located on the lectern, is described. The Soapbox allows the integration of slides, videodiscs, desktop publishing, electronic blackboards, video players, and the room lights. (KR)
The motivating role of violence in video games.
Przybylski, Andrew K; Ryan, Richard M; Rigby, C Scott
2009-02-01
Six studies, two survey based and four experimental, explored the relations between violent content and people's motivation and enjoyment of video game play. Based on self-determination theory, the authors hypothesized that violence adds little to enjoyment or motivation for typical players once autonomy and competence need satisfactions are considered. As predicted, results from all studies showed that enjoyment, value, and desire for future play were robustly associated with the experience of autonomy and competence in gameplay. Violent content added little unique variance in accounting for these outcomes and was also largely unrelated to need satisfactions. The studies also showed that players high in trait aggression were more likely to prefer or value games with violent contents, even though violent contents did not reliably enhance their game enjoyment or immersion. Discussion focuses on the significance of the current findings for individuals and the understanding of motivation in virtual environments.
The effects of stereotypes and observer pressure on athletic performance.
Krendl, Anne; Gainsburg, Izzy; Ambady, Nalini
2012-02-01
Although the effects of negative stereotypes and observer pressure on athletic performance have been well researched, the effects of positive stereotypes on performance, particularly in the presence of observers, is not known. In the current study, White males watched a video either depicting Whites basketball players as the best free throwers in the NBA (positive stereotype), Black basketball players as the best free throwers in the NBA (negative stereotype), or a neutral sports video (control). Participants then shot a set of free throws, during which half the participants were also videotaped (observer condition), whereas the other half were not (no observer condition). Results demonstrated that positive stereotypes improved free throw performance, but only in the no observer condition. Interestingly, observer pressure interacted with the positive stereotype to lead to performance decrements. In the negative stereotype condition, performance decrements were observed both in the observer and no observer conditions.
Fuller, C W; Junge, A; Dvorak, J
2005-08-01
To identify those risk factors that have the greatest impact on the incidence of head and neck injuries in international football. A case-control study of players sustaining head and neck injuries during 20 FIFA tournaments (men and women) from 1998 to 2004. Video recordings of incidents were used to identify a range of parameters associated with the incidents. Team physicians provided medical reports describing the nature of each injury. chi2 tests (p< or =0.01) and 95% confidence intervals were used to assess differences in distribution and incidence of injury, respectively. In total, 248 head and neck injuries were recorded of which 163 were identified and analysed on video sequences. The commonest injuries were contusions (53%), lacerations (20%), and concussions (11%). The incidence of all head and neck injuries was 12.5/1000 player hours (men 12.8, women 11.5) and 3.7 for lost-time injuries (men 3.5, women 4.1). The commonest causes of injury involved aerial challenges (55%) and the use of the upper extremity (33%) or head (30%). The unfair use of the upper extremity was significantly more likely to cause an injury than any other player action. Only one injury (a neck muscle strain) occurred as a result of heading the ball throughout the 20 tournaments equivalent to 0.05 injuries/1000 player hours. Players' actions most likely to cause a head or neck injury were the use of the upper extremity or the head but in the majority of cases these challenges were deemed to be fair and within the laws of the game.
Mechanisms of traumatic shoulder injury in elite rugby players
Crichton, James; Jones, Doug R; Funk, Lennard
2012-01-01
Background Shoulder injuries in rugby players are common, but the mechanisms of injury are less well understood. This study aims to elucidate common mechanisms of injury and identify the patterns of injury they produce. Materials and methods Twenty-four elite rugby players, referred to the senior author for diagnosis and management of shoulder injuries, were selected. Videos of the injuries were independently reviewed by rugby-medical experts to describe the mechanisms of injury. The mechanisms reported were collated and analysed to determine the level of agreement between reviewers and conclude an overall description of injury mechanisms. Results The authors identified three mechanisms of shoulder injury from the video analysis. These are the ‘Try-Scorer’, characterised by hyperflexion of the outstretched arm such as when scoring a try; the ‘Tackler’, extension of the abducted arm behind the player while tackling; and the ‘Direct Impact’, a direct blow to the arm or shoulder when held by the side in neutral or slight adduction. The Try Scorer and Tackler mechanisms both involve a levering force on the glenohumeral joint (GHJ). These mechanisms predominantly cause GHJ dislocation, with Bankart, reverse Bankart and superior labrum anterior–posterior tears. The Try-Scorer Mechanism also caused the majority (83%) of rotator cuff tears. The Direct Hit mechanism resulted in GHJ dislocation and labral injury in 37.5% of players and was most likely to cause acromioclavicular joint dislocation and scapula fractures, injuries that were not seen with the other mechanisms. Conclusion Greater understanding of the mechanisms involved in rugby shoulder injury is useful in understanding the pathological injuries, guiding treatment and rehabilitation and aiding the development of injury-prevention methods. PMID:22510645
DOE Office of Scientific and Technical Information (OSTI.GOV)
Feng, Wu-chi; Crawfis, Roger, Weide, Bruce
2002-02-01
In this project, the authors propose the research, development, and distribution of a stackable component-based multimedia streaming protocol middleware service. The goals of this stackable middleware interface include: (1) The middleware service will provide application writers and scientists easy to use interfaces that support their visualization needs. (2) The middleware service will support a variety of image compression modes. Currently, many of the network adaptation protocols for video have been developed with DCT-based compression algorithms like H.261, MPEG-1, or MPEG-2 in mind. It is expected that with advanced scientific computing applications that the lossy compression of the image data willmore » be unacceptable in certain instances. The middleware service will support several in-line lossless compression modes for error-sensitive scientific visualization data. (3) The middleware service will support two different types of streaming video modes: one for interactive collaboration of scientists and a stored video streaming mode for viewing prerecorded animations. The use of two different streaming types will allow the quality of the video delivered to the user to be maximized. Most importantly, this service will happen transparently to the user (with some basic controls exported to the user for domain specific tweaking). In the spirit of layered network protocols (like ISO and TCP/IP), application writers should not have to know a large amount about lower level network details. Currently, many example video streaming players have their congestion management techniques tightly integrated into the video player itself and are, for the most part, ''one-off'' applications. As more networked multimedia and video applications are written in the future, a larger percentage of these programmers and scientist will most likely know little about the underlying networking layer. By providing a simple, powerful, and semi-transparent middleware layer, the successful completion of this project will help serve as a catalyst to support future video-based applications, particularly those of advanced scientific computing applications.« less
Liu, Sicong; Ritchie, Jason; Sáenz-Moncaleano, Camilo; Ward, Savanna K; Paulsen, Cody; Klein, Tyler; Gutierrez, Oscar; Tenenbaum, Gershon
2017-06-01
This study aimed at exploring whether 3D technology enhances tennis decision-making under the conceptual framework of human performance model. A 3 (skill-level: varsity, club, recreational) × 3 (experimental condition: placebo, weak 3D [W3D], strong 3D [S3D]) between-participant design was used. Allocated to experimental conditions by a skill-level stratified randomization, 105 tennis players judged tennis serve direction from video scenarios and rated their perceptions of enjoyment, flow, and presence during task performance. Results showed that varsity players made more accurate decisions than less skilled ones. Additionally, applying 3D technology to typical video displays reduced tennis players' decision-making accuracy, although wearing the 3D glasses led to a placebo effect that shortened the decision-making reaction time. The unexpected negative effect of 3D technology on decision-making was possibly due to participants being more familiar to W3D than to S3D, and relatedly, a suboptimal task-technology match. Future directions for advancing this area of research are offered. Highlights 3D technology augments binocular depth cues to tradition video displays, and thus results in the attainment of more authentic visual representation. This process enhances task fidelity in researching perceptual-cognitive skills in sports. The paper clarified both conceptual and methodological difficulties in testing 3D technology in sports settings. Namely, the nomenclature of video footage (with/without 3D technology) and the possible placebo effect (arising from wearing glasses of 3D technology) merit researchers' attention. Participants varying in level of domain-specific expertise were randomized into viewing conditions using a placebo-controlled design. Measurement consisted of both participants' subjective experience (i.e., presence, flow, and enjoyment) and objective performance (i.e., accuracy and reaction time) in a decision-making task. Findings revealed that wearing glasses of 3D technology resulted in a placebo effect that shortened participants' reaction times in decision-making. Moreover, participants' decision-making accuracy decreased when viewing video scenarios using 3D technology. The findings generated meaningful implications regarding applying 3D technology to sports research.
Studying Upper-Limb Amputee Prosthesis Use to Inform Device Design
2016-10-01
study of the resulting videos led to a new prosthetics-use taxonomy that is generalizable to various levels of amputation and terminal devices. The...taxonomy was applied to classification of the recorded videos via custom tagging software with midi controller interface. The software creates...a motion capture studio and video cameras to record accurate and detailed upper body motion during a series of standardized tasks. These tasks are
The new rules for bringing innovations to market.
Chakravorti, Bhaskar
2004-03-01
It's tough to get consumers to adopt innovations--and it's getting tougher all the time. That's because more and more markets are taking on the characteristics of networks. The interconnections among today's companies are so plentiful that often a new product's adoption by one player depends on its systematic adoption by other players. Consider the disparate companies involved with the popularization of digital photography: software vendors, camera manufacturers, broadband communications companies, printer manufacturers, and so on. By contrast, Kodak was pretty much the sole player involved with popularizing film photography. The traditional levers executives use to launch products--such as targeting unique customer segments or developing compelling value propositions--don't work as well in this new environment. Instead, innovators must orchestrate a change of behaviors across the market, unraveling the status quo so that a large number of players adopt their offerings and believe they are better off for having done so. In this article, Monitor Group's Bhaskar Chakravorti outlines a four-part framework for doing just that. The innovator must reason back from a target endgame, implementing only those strategies that maximize its chances of getting to its goal. It must complement power players, positioning its innovation as an enhancement to their products or services. The innovator must offer coordinated switching incentives to three core groups: the players that add to the innovation's benefits, the players that act as channels to adopters, and the adopters themselves. And it must preserve flexibility in case its initial strategy fails. Chakravorti uses Adobe's introduction of its Acrobat software as an example of an innovator that took into account other players in the network--and succeeded because of it.
Authoritative Authoring: Software That Makes Multimedia Happen.
ERIC Educational Resources Information Center
Florio, Chris; Murie, Michael
1996-01-01
Compares seven mid- to high-end multimedia authoring software systems that combine graphics, sound, animation, video, and text for Windows and Macintosh platforms. A run-time project was created with each program using video, animation, graphics, sound, formatted text, hypertext, and buttons. (LRW)
Investigating Team Coordination in Baseball Using a Novel Joint Decision Making Paradigm
Gray, Rob; Cooke, Nancy J.; McNeese, Nathan J.; McNabb, Jaimie
2017-01-01
A novel joint decision making paradigm for assessing team coordination was developed and tested using baseball infielders. Balls launched onto an infield at different trajectories were filmed using four video cameras that were each placed at one of the typical positions of the four infielders. Each participant viewed temporally occluded videos for one of the four positions and were asked to say either “ball” if they would attempt to field it or the name of the bag that they would cover. The evaluation of two experienced coaches was used to assign a group coordination score for each trajectory and group decision times were calculated. Thirty groups of 4 current college baseball players were: (i) teammates (players from same team/view from own position), (ii) non-teammates (players from different teams/view from own position), or (iii) scrambled teammates (players from same team/view not from own position). Teammates performed significantly better (i.e., faster and more coordinated decisions) than the other two groups, whereas scrambled teammates performed significantly better than non-teammates. These findings suggest that team coordination is achieved through both experience with one’s teammates’ responses to particular events (e.g., a ball hit up the middle) and one’s own general action capabilities (e.g., running speed). The sensitivity of our joint decision making paradigm to group makeup provides support for its use as a method for studying team coordination. PMID:28638354
Virtual geotechnical laboratory experiments using a simulator
NASA Astrophysics Data System (ADS)
Penumadu, Dayakar; Zhao, Rongda; Frost, David
2000-04-01
The details of a test simulator that provides a realistic environment for performing virtual laboratory experimentals in soil mechanics is presented. A computer program Geo-Sim that can be used to perform virtual experiments, and allow for real-time observations of material response is presented. The results of experiments, for a given set of input parameters, are obtained with the test simulator using well-trained artificial neural-network-based soil models for different soil types and stress paths. Multimedia capabilities are integrated in Geo-Sim, using software that links and controls a laser disc player with a real-time parallel processing ability. During the simulation of a virtual experiment, relevant portions of the video image of a previously recorded test on an actual soil specimen are dispalyed along with the graphical presentation of response from the feedforward ANN model predictions. The pilot simulator developed to date includes all aspects related to performing a triaxial test on cohesionless soil under undrained and drained conditions. The benefits of the test simulator are also presented.
Playing a first-person shooter video game induces neuroplastic change.
Wu, Sijing; Cheng, Cho Kin; Feng, Jing; D'Angelo, Lisa; Alain, Claude; Spence, Ian
2012-06-01
Playing a first-person shooter (FPS) video game alters the neural processes that support spatial selective attention. Our experiment establishes a causal relationship between playing an FPS game and neuroplastic change. Twenty-five participants completed an attentional visual field task while we measured ERPs before and after playing an FPS video game for a cumulative total of 10 hr. Early visual ERPs sensitive to bottom-up attentional processes were little affected by video game playing for only 10 hr. However, participants who played the FPS video game and also showed the greatest improvement on the attentional visual field task displayed increased amplitudes in the later visual ERPs. These potentials are thought to index top-down enhancement of spatial selective attention via increased inhibition of distractors. Individual variations in learning were observed, and these differences show that not all video game players benefit equally, either behaviorally or in terms of neural change.
Mezher, Ahmad Mohamad; Igartua, Mónica Aguilar; de la Cruz Llopis, Luis J; Pallarès Segarra, Esteve; Tripp-Barba, Carolina; Urquiza-Aguiar, Luis; Forné, Jordi; Sanvicente Gargallo, Emilio
2015-04-17
The prevention of accidents is one of the most important goals of ad hoc networks in smart cities. When an accident happens, dynamic sensors (e.g., citizens with smart phones or tablets, smart vehicles and buses, etc.) could shoot a video clip of the accident and send it through the ad hoc network. With a video message, the level of seriousness of the accident could be much better evaluated by the authorities (e.g., health care units, police and ambulance drivers) rather than with just a simple text message. Besides, other citizens would be rapidly aware of the incident. In this way, smart dynamic sensors could participate in reporting a situation in the city using the ad hoc network so it would be possible to have a quick reaction warning citizens and emergency units. The deployment of an efficient routing protocol to manage video-warning messages in mobile Ad hoc Networks (MANETs) has important benefits by allowing a fast warning of the incident, which potentially can save lives. To contribute with this goal, we propose a multipath routing protocol to provide video-warning messages in MANETs using a novel game-theoretical approach. As a base for our work, we start from our previous work, where a 2-players game-theoretical routing protocol was proposed to provide video-streaming services over MANETs. In this article, we further generalize the analysis made for a general number of N players in the MANET. Simulations have been carried out to show the benefits of our proposal, taking into account the mobility of the nodes and the presence of interfering traffic. Finally, we also have tested our approach in a vehicular ad hoc network as an incipient start point to develop a novel proposal specifically designed for VANETs.
Fast and predictable video compression in software design and implementation of an H.261 codec
NASA Astrophysics Data System (ADS)
Geske, Dagmar; Hess, Robert
1998-09-01
The use of software codecs for video compression becomes commonplace in several videoconferencing applications. In order to reduce conflicts with other applications used at the same time, mechanisms for resource reservation on endsystems need to determine an upper bound for computing time used by the codec. This leads to the demand for predictable execution times of compression/decompression. Since compression schemes as H.261 inherently depend on the motion contained in the video, an adaptive admission control is required. This paper presents a data driven approach based on dynamical reduction of the number of processed macroblocks in peak situations. Besides the absolute speed is a point of interest. The question, whether and how software compression of high quality video is feasible on today's desktop computers, is examined.
Sañudo, Borja; Rueda, David; Pozo-Cruz, Borja Del; de Hoyo, Moisés; Carrasco, Luis
2016-10-01
Sañudo, B, Rueda, D, del Pozo-Cruz, B, de Hoyo, M, and Carrasco, L. Validation of a video analysis software package for quantifying movement velocity in resistance exercises. J Strength Cond Res 30(10): 2934-2941, 2016-The aim of this study was to establish the validity of a video analysis software package in measuring mean propulsive velocity (MPV) and the maximal velocity during bench press. Twenty-one healthy males (21 ± 1 year) with weight training experience were recruited, and the MPV and the maximal velocity of the concentric phase (Vmax) were compared with a linear position transducer system during a standard bench press exercise. Participants performed a 1 repetition maximum test using the supine bench press exercise. The testing procedures involved the simultaneous assessment of bench press propulsive velocity using 2 kinematic (linear position transducer and semi-automated tracking software) systems. High Pearson's correlation coefficients for MPV and Vmax between both devices (r = 0.473 to 0.993) were observed. The intraclass correlation coefficients for barbell velocity data and the kinematic data obtained from video analysis were high (>0.79). In addition, the low coefficients of variation indicate that measurements had low variability. Finally, Bland-Altman plots with the limits of agreement of the MPV and Vmax with different loads showed a negative trend, which indicated that the video analysis had higher values than the linear transducer. In conclusion, this study has demonstrated that the software used for the video analysis was an easy to use and cost-effective tool with a very high degree of concurrent validity. This software can be used to evaluate changes in velocity of training load in resistance training, which may be important for the prescription and monitoring of training programmes.
A Study and Taxonomy of Vulnerabilities in Web Based Animation and Interactivity Software
2010-12-01
Flash Player is available as a plugin for most common Web browsers (Firefox, Mozilla, Netscape, Opera) and as an ActiveX control for Internet...script or HTML via (1) a swf file that uses the asfunction: protocol or (2) the navigateToURL function when used with the Flash Player ActiveX ...malicious page or open a malicious file. 2. Coding an Exploit The specific flaw exists in the Flash Player ActiveX Control’s handling of the
The ideal elf: identity exploration in World of Warcraft.
Bessière, Katherine; Seay, A Fleming; Kiesler, Sara
2007-08-01
In this study, we examine the identity exploration possibilities presented by online multiplayer games in which players use graphics tools and character-creation software to construct an avatar, or character. We predicted World of Warcraft players would create their main character more similar to their ideal self than the players themselves were. Our results support this idea; a sample of players rated their character as having more favorable attributes that were more favorable than their own self-rated attributes. This trend was stronger among those with lower psychological well-being, who rated themselves comparatively lower than they rated their character. Our results suggest that the game world allows players the freedom to create successful virtual selves regardless of the constraints of their actual situation.
Cianchetti, Matteo; Laschi, Cecilia
2016-01-01
Open your Internet browser and search for videos showing the most advanced humanoid robots. Look at how they move and walk. Observe their motion and their interaction with the environment (the ground, users, target objects). Now, search for a video of your favorite sports player. Despite the undoubtedly great achievements of modern robotics, it will become quite evident that a lot of work still remains.
Stigma-Stop: A Serious Game against the Stigma toward Mental Health in Educational Settings
Cangas, Adolfo J.; Navarro, Noelia; Parra, José M. A.; Ojeda, Juan J.; Cangas, Diego; Piedra, Jose A.; Gallego, Jose
2017-01-01
This paper presents the results from the application of a serious game called Stigma-Stop among a group of high school students with the aim of reducing the stigma toward mental illnesses. The video game features characters with various mental disorders (schizophrenia, depression, bipolar disorder, and panic disorder with agoraphobia) and provides information about these problems. Additionally, the game asks players about whether they have ever felt the same as the characters, if they believe the characters are psychologically well, and if they think they could help these individuals. Similarly, a variety of reactions are provided for players to choose from when they encounter the characters with these problems. A total of 552 students between the ages of 14 and 18 participated in the study, and they were randomly assigned to either the experimental group, which used Stigma-Stop, or the control group, which utilized a video game completely unrelated to mental health. Both video games were used for similar lengths of time. Following the application of Stigma-Stop, a statistically significant decrease was obtained in levels of stigma toward schizophrenia, both in terms of stereotypes and, to a greater extent, its potential dangerousness. However, this was not the case in the control group. Results thus demonstrate the video game’s usefulness toward eradicating erroneous notions about serious mental disorders like schizophrenia. PMID:28878702
Stigma-Stop: A Serious Game against the Stigma toward Mental Health in Educational Settings.
Cangas, Adolfo J; Navarro, Noelia; Parra, José M A; Ojeda, Juan J; Cangas, Diego; Piedra, Jose A; Gallego, Jose
2017-01-01
This paper presents the results from the application of a serious game called Stigma-Stop among a group of high school students with the aim of reducing the stigma toward mental illnesses. The video game features characters with various mental disorders (schizophrenia, depression, bipolar disorder, and panic disorder with agoraphobia) and provides information about these problems. Additionally, the game asks players about whether they have ever felt the same as the characters, if they believe the characters are psychologically well, and if they think they could help these individuals. Similarly, a variety of reactions are provided for players to choose from when they encounter the characters with these problems. A total of 552 students between the ages of 14 and 18 participated in the study, and they were randomly assigned to either the experimental group, which used Stigma-Stop, or the control group, which utilized a video game completely unrelated to mental health. Both video games were used for similar lengths of time. Following the application of Stigma-Stop, a statistically significant decrease was obtained in levels of stigma toward schizophrenia, both in terms of stereotypes and, to a greater extent, its potential dangerousness. However, this was not the case in the control group. Results thus demonstrate the video game's usefulness toward eradicating erroneous notions about serious mental disorders like schizophrenia.
ERIC Educational Resources Information Center
Powers, Janet; Ball, Thomas S.
1983-01-01
Three mildly and moderately retarded, physically handicapped institutionalized men (17-30 years old) successfully participated in a recreation program involving adapted videogames. Doubles play fostered cooperative social interaction between players. (CL)
... HEADS UP Resources Training Custom PDFs Mobile Apps Videos Graphics Podcasts Social Media File Formats Help: How do I view different file formats (PDF, DOC, PPT, MPEG) on this site? Adobe PDF file Microsoft PowerPoint ... file Apple Quicktime file RealPlayer file Text file ...
Capsule enteroscopy; Wireless capsule endoscopy; Video capsule endoscopy (VCE); Small bowel capsule endoscopy (SBCE) ... a computer and software turns them into a video. Your provider watches the video to look for ...
Designing serious video games for health behavior change: current status and future directions.
Thompson, Debbe
2012-07-01
Serious video games for health are designed to entertain while changing a specific health behavior. This article identifies behavioral principles that can guide the development of serious video games focused on changing a variety of health behaviors, including those attempting to decrease risk of obesity and type 2 diabetes. Guidelines discussed include how to develop video games that provide a solid foundation for behavior change by enhancing a player's knowledge and skill, ways in which personal mastery experiences can be incorporated into a video game environment, using game characters and avatars to promote observational learning, creating personalized experiences through tailoring, and the importance of achieving a balance between "fun-ness" and "seriousness." The article concludes with suggestions for future research needed to inform this rapidly growing field. © 2012 Diabetes Technology Society.
High-performance software-only H.261 video compression on PC
NASA Astrophysics Data System (ADS)
Kasperovich, Leonid
1996-03-01
This paper describes an implementation of a software H.261 codec for PC, that takes an advantage of the fast computational algorithms for DCT-based video compression, which have been presented by the author at the February's 1995 SPIE/IS&T meeting. The motivation for developing the H.261 prototype system is to demonstrate a feasibility of real time software- only videoconferencing solution to operate across a wide range of network bandwidth, frame rate, and resolution of the input video. As the bandwidths of current network technology will be increased, the higher frame rate and resolution of video to be transmitted is allowed, that requires, in turn, a software codec to be able to compress pictures of CIF (352 X 288) resolution at up to 30 frame/sec. Running on Pentium 133 MHz PC the codec presented is capable to compress video in CIF format at 21 - 23 frame/sec. This result is comparable to the known hardware-based H.261 solutions, but it doesn't require any specific hardware. The methods to achieve high performance, the program optimization technique for Pentium microprocessor along with the performance profile, showing the actual contribution of the different encoding/decoding stages to the overall computational process, are presented.
Constructing spherical panoramas of a bladder phantom from endoscopic video using bundle adjustment
NASA Astrophysics Data System (ADS)
Soper, Timothy D.; Chandler, John E.; Porter, Michael P.; Seibel, Eric J.
2011-03-01
The high recurrence rate of bladder cancer requires patients to undergo frequent surveillance screenings over their lifetime following initial diagnosis and resection. Our laboratory is developing panoramic stitching software that would compile several minutes of cystoscopic video into a single panoramic image, covering the entire bladder, for review by an urolgist at a later time or remote location. Global alignment of video frames is achieved by using a bundle adjuster that simultaneously recovers both the 3D structure of the bladder as well as the scope motion using only the video frames as input. The result of the algorithm is a complete 360° spherical panorama of the outer surface. The details of the software algorithms are presented here along with results from both a virtual cystoscopy as well from real endoscopic imaging of a bladder phantom. The software successfully stitched several hundred video frames into a single panoramic with subpixel accuracy and with no knowledge of the intrinsic camera properties, such as focal length and radial distortion. In the discussion, we outline future work in development of the software as well as identifying factors pertinent to clinical translation of this technology.
Novel Sessile Drop Software for Quantitative Estimation of Slag Foaming in Carbon/Slag Interactions
NASA Astrophysics Data System (ADS)
Khanna, Rita; Rahman, Mahfuzur; Leow, Richard; Sahajwalla, Veena
2007-08-01
Novel video-processing software has been developed for the sessile drop technique for a rapid and quantitative estimation of slag foaming. The data processing was carried out in two stages: the first stage involved the initial transformation of digital video/audio signals into a format compatible with computing software, and the second stage involved the computation of slag droplet volume and area of contact in a chosen video frame. Experimental results are presented on slag foaming from synthetic graphite/slag system at 1550 °C. This technique can be used for determining the extent and stability of foam as a function of time.
Unmanned Vehicle Guidance Using Video Camera/Vehicle Model
NASA Technical Reports Server (NTRS)
Sutherland, T.
1999-01-01
A video guidance sensor (VGS) system has flown on both STS-87 and STS-95 to validate a single camera/target concept for vehicle navigation. The main part of the image algorithm was the subtraction of two consecutive images using software. For a nominal size image of 256 x 256 pixels this subtraction can take a large portion of the time between successive frames in standard rate video leaving very little time for other computations. The purpose of this project was to integrate the software subtraction into hardware to speed up the subtraction process and allow for more complex algorithms to be performed, both in hardware and software.
Near, Christopher E
2013-02-01
Content analysis of video games has consistently shown that women are portrayed much less frequently than men and in subordinate roles, often in "hypersexualized" ways. However, the relationship between portrayal of female characters and videogame sales has not previously been studied. In order to assess the cultural influence of video games on players, it is important to weight differently those games seen by the majority of players (in the millions), rather than a random sample of all games, many of which are seen by only a few thousand people. Box art adorning the front of video game boxes is a form of advertising seen by most game customers prior to purchase and should therefore predict sales if indeed particular depictions of female and male characters influence sales. Using a sample of 399 box art cases from games with ESRB ratings of Teen or Mature released in the US during the period of 2005 through 2010, this study shows that sales were positively related to sexualization of non-central female characters among cases with women present. In contrast, sales were negatively related to the presence of any central female characters (sexualized or non-sexualized) or the presence of female characters without male characters present. These findings suggest there is an economic motive for the marginalization and sexualization of women in video game box art, and that there is greater audience exposure to these stereotypical depictions than to alternative depictions because of their positive relationship to sales.
Near, Christopher E.
2012-01-01
Content analysis of video games has consistently shown that women are portrayed much less frequently than men and in subordinate roles, often in “hypersexualized” ways. However, the relationship between portrayal of female characters and videogame sales has not previously been studied. In order to assess the cultural influence of video games on players, it is important to weight differently those games seen by the majority of players (in the millions), rather than a random sample of all games, many of which are seen by only a few thousand people. Box art adorning the front of video game boxes is a form of advertising seen by most game customers prior to purchase and should therefore predict sales if indeed particular depictions of female and male characters influence sales. Using a sample of 399 box art cases from games with ESRB ratings of Teen or Mature released in the US during the period of 2005 through 2010, this study shows that sales were positively related to sexualization of non-central female characters among cases with women present. In contrast, sales were negatively related to the presence of any central female characters (sexualized or non-sexualized) or the presence of female characters without male characters present. These findings suggest there is an economic motive for the marginalization and sexualization of women in video game box art, and that there is greater audience exposure to these stereotypical depictions than to alternative depictions because of their positive relationship to sales. PMID:23467816
Educational Video Recording and Editing for The Hand Surgeon
Rehim, Shady A.; Chung, Kevin C.
2016-01-01
Digital video recordings are increasingly used across various medical and surgical disciplines including hand surgery for documentation of patient care, resident education, scientific presentations and publications. In recent years, the introduction of sophisticated computer hardware and software technology has simplified the process of digital video production and improved means of disseminating large digital data files. However, the creation of high quality surgical video footage requires basic understanding of key technical considerations, together with creativity and sound aesthetic judgment of the videographer. In this article we outline the practical steps involved with equipment preparation, video recording, editing and archiving as well as guidance for the choice of suitable hardware and software equipment. PMID:25911212
Federal Register 2010, 2011, 2012, 2013, 2014
2013-06-18
... Thereof and Associated Software AGENCY: U.S. International Trade Commission. ACTION: Notice, Institution... thereof and associated software, by reason of infringement of U.S. Patent No. 8,028,323 (``the `323 patent... mobile phones, components thereof and associated software by reason of infringement of one or more of...
Buono, Frank D; Griffiths, Mark D; Sprong, Matthew E; Lloyd, Daniel P; Sullivan, Ryan M; Upton, Thomas D
2017-12-01
Background Internet gaming disorder (IGD) was introduced in the DSM-5 as a way of identifying and diagnosing problematic video game play. However, the use of the diagnosis is constrained, as it shares criteria with other addictive orders (e.g., pathological gambling). Aims Further work is required to better understand IGD. One potential avenue of investigation is IGD's relationship to the primary reinforcing behavioral functions. This study explores the relationship between duration of video game play and the reinforcing behavioral functions that may motivate or maintain video gaming. Methods A total of 499 video game players began the online survey, with complete data from 453 participants (85% white and 28% female), were analyzed. Individuals were placed into five groups based on self-reported hours of video gaming per week, and completed the Video Game Functional Assessment - Revised (VGFA-R). Results The results demonstrated the escape and social attention function were significant in predicting duration of video game play, whereas sensory and tangible were not significant. Conclusion Future implications of the VGFA-R and behaviorally based research are discussed.
Digital image processing of bone - Problems and potentials
NASA Technical Reports Server (NTRS)
Morey, E. R.; Wronski, T. J.
1980-01-01
The development of a digital image processing system for bone histomorphometry and fluorescent marker monitoring is discussed. The system in question is capable of making measurements of UV or light microscope features on a video screen with either video or computer-generated images, and comprises a microscope, low-light-level video camera, video digitizer and display terminal, color monitor, and PDP 11/34 computer. Capabilities demonstrated in the analysis of an undecalcified rat tibia include the measurement of perimeter and total bone area, and the generation of microscope images, false color images, digitized images and contoured images for further analysis. Software development will be based on an existing software library, specifically the mini-VICAR system developed at JPL. It is noted that the potentials of the system in terms of speed and reliability far exceed any problems associated with hardware and software development.
Concussion in professional football: reconstruction of game impacts and injuries.
Pellman, Elliot J; Viano, David C; Tucker, Andrew M; Casson, Ira R; Waeckerle, Joe F
2003-10-01
Concussion in professional football was studied with respect to impact types and injury biomechanics. A combination of video surveillance and laboratory reconstruction of game impacts was used to evaluate concussion biomechanics. Between 1996 and 2001, videotapes of concussions and significant head impacts were collected from National Football League games. There were clear views of the direction and location of the helmet impact for 182 cases. In 31 cases, the speed of impact could be determined with analysis of multiple videos. Those cases were reconstructed in laboratory tests using helmeted Hybrid III dummies and the same impact velocity, direction, and head kinematics as in the game. Translational and rotational accelerations were measured, to define concussion biomechanics. Several studies were performed to ensure the accuracy and reproducibility of the video analysis and laboratory methods used. Concussed players experienced head impacts of 9.3 +/- 1.9 m/s (20.8 +/- 4.2 miles/h). There was a rapid change in head velocity of 7.2 +/- 1.8 m/s (16.1 +/- 4.0 miles/h), which was significantly greater than that for uninjured struck players (5.0 +/- 1.1 m/s, 11.2 +/- 2.5 miles/h; t = 2.9, P < 0.005) or striking players (4.0 +/- 1.2 m/s, 8.9 +/- 2.7 miles/h; t = 7.6, P < 0.001). The peak head acceleration in concussion was 98 +/- 28 g with a 15-millisecond half-sine duration, which was statistically greater than the 60 +/- 24 g for uninjured struck players (t = 3.1, P < 0.005). Concussion was primarily related to translational acceleration resulting from impacts on the facemask or side, or falls on the back of the helmet. Concussion could be assessed with the severity index or head injury criterion (the conventional measures of head injury risk). Nominal tolerance levels for concussion were a severity index of 300 and a head injury criterion of 250. Concussion occurs with considerable head impact velocity and velocity changes in professional football. Current National Operating Committee on Standards for Athletic Equipment standards primarily address impacts to the periphery and crown of the helmet, whereas players are experiencing injuries in impacts to the facemask, side, and back of the helmet. New tests are needed to assess the performance of helmets in reducing concussion risks involving high-velocity and long-duration injury biomechanics.
Normative data for the Functional Movement Screen in male Gaelic field sports.
Fox, Domhnaill; O'Malley, Edwenia; Blake, Catherine
2014-08-01
To determine normative values for the Functional Movement Screen (FMS) in Elite and Sub-Elite male Gaelic Football and Hurling players. A cross sectional study of functional movement in Gaelic games at Elite and Sub-Elite level. Players were video recorded completing the Functional Movement Screen Tool and scored post-test. Comparisons were analysed using Mann-Whitney U tests. Field testing in team gym facility and university biomechanics laboratory. A total of 62 players were tested. This consisted of 41 Hurling, and 21 Gaelic Football players. 30 of these participants were deemed Elite and 32 were deemed Sub-Elite. The mean age of the sample was 22.15 ± 3.02 years. Functional Movement Screen (FMS). The FMS mean score for the sample was 15.56 ± 1.46. The Elite group (15.8 ± 1.58) scored higher than the Sub-Elite group (15.34 ± 1.31) but there was no significant difference between groups. This study provides normative reference values for Gaelic Players. Elite Gaelic Players perform no better than a young, active population in the FMS indicating a potential problem with the FMS as a measure. Copyright © 2013 Elsevier Ltd. All rights reserved.
The NonCommissioned Officer Professional Development Study. Volume 2. Appendices
1986-02-01
ism) SP t.o" .R (4010"r M #steeI 1 SIP code) PART I *ALL. PUBLICATIONS (EXCEPT PSTL AND SC4M) AND &LANK PORNS ICM PA@s PARA. LmaNI FIGURE ?Ait...network. Simply stated, it is a televised training media usin* satellites. The SOA mission is to examine the use and effectiveness of video -teletraining...of a video disc player under microprocessor control and TV monitor type display, and uses a variety ofinput/output devices to permit delivery of
Split-Step Timing of Professional and Junior Tennis Players
Leskosek, Bojan; Filipcic, Tjasa
2017-01-01
Abstract The purpose of the study was to determine the timing of a split-step in three categories of tennis players in four groups of strokes. Subjects were divided into three groups: male and female junior, and male professional tennis players. During two tournaments, all matches were recorded with two fixed video cameras. For every stroke, the timing of the split-step between the opponent’s impact point when hitting the ball and the player’s split-step was measured. A two-way analysis of variance (ANOVA) was used to determine the differences between groups of strokes, players and the interaction Player x Stroke Group. A Tukey post-hoc test was employed to determine specific differences. The results revealed differences between players in detecting the opponent’s movement, stroke and ball flight, which were reflected in different split-step timings. Each tennis player has his/her own timing mechanism which they adapt to various game situations. Response times differ significantly depending on the game situation. On average, they are the lowest in the serve, and then gradually rise from the return of the serve to baseline game, reaching the highest values in specific game situations. Players react faster in the first serve than in the second one and in the return of the serve, the response times are lower after the return of the second serve PMID:28210342
Neural bases of selective attention in action video game players.
Bavelier, D; Achtman, R L; Mani, M; Föcker, J
2012-05-15
Over the past few years, the very act of playing action video games has been shown to enhance several different aspects of visual selective attention, yet little is known about the neural mechanisms that mediate such attentional benefits. A review of the aspects of attention enhanced in action game players suggests there are changes in the mechanisms that control attention allocation and its efficiency (Hubert-Wallander, Green, & Bavelier, 2010). The present study used brain imaging to test this hypothesis by comparing attentional network recruitment and distractor processing in action gamers versus non-gamers as attentional demands increased. Moving distractors were found to elicit lesser activation of the visual motion-sensitive area (MT/MST) in gamers as compared to non-gamers, suggestive of a better early filtering of irrelevant information in gamers. As expected, a fronto-parietal network of areas showed greater recruitment as attentional demands increased in non-gamers. In contrast, gamers barely engaged this network as attentional demands increased. This reduced activity in the fronto-parietal network that is hypothesized to control the flexible allocation of top-down attention is compatible with the proposal that action game players may allocate attentional resources more automatically, possibly allowing more efficient early filtering of irrelevant information. Copyright © 2011 Elsevier Ltd. All rights reserved.
Parallax Player: a stereoscopic format converter
NASA Astrophysics Data System (ADS)
Feldman, Mark H.; Lipton, Lenny
2003-05-01
The Parallax Player is a software application that is, in essence, a stereoscopic format converter. Various formats may be inputted and outputted. In addition to being able to take any one of a wide variety of different formats and play them back on many different kinds of PCs and display screens. The Parallax Player has built into it the capability to produce ersatz stereo from a planar still or movie image. The player handles two basic forms of digital content - still images, and movies. It is assumed that all data is digital, either created by means of a photographic film process and later digitized, or directly captured or authored in a digital form. In its current implementation, running on a number of Windows Operating Systems, The Parallax Player reads in a broad selection of contemporary file formats.
Video library for video imaging detection at intersection stop lines.
DOT National Transportation Integrated Search
2010-04-01
The objective of this activity was to record video that could be used for controlled : evaluation of video image vehicle detection system (VIVDS) products and software upgrades to : existing products based on a list of conditions that might be diffic...
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Palliative Care Eases Symptoms, Enhances Lives
... and more emotional support. Read More "Palliative Care" Articles Increasing the quality of life for patients and families… / Video Tells a Mother's Story of Caring Support / Palliative Care Eases Symptoms, Enhances Lives Spring 2014 Issue: ... Viewers & Players Friends of the National Library of Medicine (FNLM)
The use of hypermedia to increase the productivity of software development teams
NASA Technical Reports Server (NTRS)
Coles, L. Stephen
1991-01-01
Rapid progress in low-cost commercial PC-class multimedia workstation technology will potentially have a dramatic impact on the productivity of distributed work groups of 50-100 software developers. Hypermedia/multimedia involves the seamless integration in a graphical user interface (GUI) of a wide variety of data structures, including high-resolution graphics, maps, images, voice, and full-motion video. Hypermedia will normally require the manipulation of large dynamic files for which relational data base technology and SQL servers are essential. Basic machine architecture, special-purpose video boards, video equipment, optical memory, software needed for animation, network technology, and the anticipated increase in productivity that will result for the introduction of hypermedia technology are covered. It is suggested that the cost of the hardware and software to support an individual multimedia workstation will be on the order of $10,000.
"Physics on Stage" Festival Video Now Available
NASA Astrophysics Data System (ADS)
2001-01-01
ESO Video Clip 01/01 is issued on the web in conjunction with the release of an 18-min documentary video from the Science Festival of the "Physics On Stage" programme. This unique event took place during November 6-11, 2000, on the CERN premises at the French-Swiss border near Geneva, and formed part of the European Science and Technology Week 2000, an initiative by the European Commission to raise the public awareness of science in Europe. Physics On Stage and the Science Festival were jointly organised by CERN, ESA and ESO, in collaboration with the European Physical Society (EPS) and the European Association for Astronomy Education (EAAE) and national organisations in about 25 European countries. During this final phase of the yearlong Physics On Stage programme, more than 500 physics teachers, government officials and media representatives gathered at CERN to discuss different aspects of physics education. The meeting was particular timely in view of the current decline of interest in physics and technology by Europe's citizens, especially schoolchildren. It included spectacular demonstrations of new educational materials and methods. An 18-min video is now available that documents this event. It conveys the great enthusiasm of the many participants who spent an extremely fruitful week, meeting and exchanging information with colleagues from all over the continent. It shows the various types of activities that took place, from the central "fair" with national and organisational booths to the exciting performances and other dramatic presentations. Based of the outcome of 13 workshops that focussed on different subject matters, a series of very useful recommendations was passed at the final session. The Science Festival was also visited by several high-ranking officials, including the European Commissioner for Research, Phillipe Busquin. Full reports from the Festival will soon become available from the International Steering Committee..More information is available on the "Physics on Stage" webpages at CERN , ESA and ESO ). Note also the brief account published in the December 2000 issue of the ESO Messenger. The present video clip is available in four versions: two MPEG files and two streamer-versions of different sizes; the latter require RealPlayer software. Video Clip 01/01 may be freely reproduced. Tapes of this video clip and the 18-min video, suitable for transmission and in full professional quality (Betacam, etc.), are available for broadcasters upon request ; please contact the ESO EPR Department for more details. Most of the ESO PR Video Clips at the ESO website provide "animated" illustrations of the ongoing work and events at the European Southern Observatory. The most recent clip was: ESO PR Video Clip 06/00 about Fourth Light at Paranal! (4 September 2000) . General information is available on the web about ESO videos.
Sunderland Software City: An Innovative Approach to Knowledge Exchange in the North East of England
ERIC Educational Resources Information Center
Hall, Lynne; Irons, Alastair; MacIntyre, John; Sellers, Charles; Smith, Peter
2010-01-01
This paper presents a collaborative initiative within the North East of England which aims to grow and sustain a software industry, based on the strengths of regional players, including in particular the local university. The project Sunderland Software City has the ambitious aim of developing the people, the infrastructure and the business and…
Norm-Aware Socio-Technical Systems
NASA Astrophysics Data System (ADS)
Savarimuthu, Bastin Tony Roy; Ghose, Aditya
The following sections are included: * Introduction * The Need for Norm-Aware Systems * Norms in human societies * Why should software systems be norm-aware? * Case Studies of Norm-Aware Socio-Technical Systems * Human-computer interactions * Virtual environments and multi-player online games * Extracting norms from big data and software repositories * Norms and Sustainability * Sustainability and green ICT * Norm awareness through software systems * Where To, From Here? * Conclusions
How musical are music video game players?
Pasinski, Amanda C; Hannon, Erin E; Snyder, Joel S
2016-10-01
Numerous studies have shown that formal musical training is associated with sensory, motor, and cognitive advantages in individuals of various ages. However, the nature of the observed differences between musicians and nonmusicians is poorly understood, and little is known about the listening skills of individuals who engage in alternative types of everyday musical activities. Here, we show that people who have frequently played music video games outperform nonmusicians controls on a battery of music perception tests. These findings reveal that enhanced musical aptitude can be found among individuals who play music video games, raising the possibility that music video games could potentially enhance music perception skills in individuals across a broad spectrum of society who are otherwise unable to invest the time and/or money required to learn a musical instrument.
Semantic Shot Classification in Sports Video
NASA Astrophysics Data System (ADS)
Duan, Ling-Yu; Xu, Min; Tian, Qi
2003-01-01
In this paper, we present a unified framework for semantic shot classification in sports videos. Unlike previous approaches, which focus on clustering by aggregating shots with similar low-level features, the proposed scheme makes use of domain knowledge of a specific sport to perform a top-down video shot classification, including identification of video shot classes for each sport, and supervised learning and classification of the given sports video with low-level and middle-level features extracted from the sports video. It is observed that for each sport we can predefine a small number of semantic shot classes, about 5~10, which covers 90~95% of sports broadcasting video. With the supervised learning method, we can map the low-level features to middle-level semantic video shot attributes such as dominant object motion (a player), camera motion patterns, and court shape, etc. On the basis of the appropriate fusion of those middle-level shot classes, we classify video shots into the predefined video shot classes, each of which has a clear semantic meaning. The proposed method has been tested over 4 types of sports videos: tennis, basketball, volleyball and soccer. Good classification accuracy of 85~95% has been achieved. With correctly classified sports video shots, further structural and temporal analysis, such as event detection, video skimming, table of content, etc, will be greatly facilitated.
Moxley, John; Zediker, Mark; Chu, Steven; Deutch, Paul
2018-05-30
The third annual ARPA-E Energy Innovation Summit was held in Washington D.C. in February, 2012. The event brought together key players from across the energy ecosystem - researchers, entrepreneurs, investors, corporate executives, and government officials - to share ideas for developing and deploying the next generation of energy technologies. A few videos were selected for showing during the Summit to attendees. These "performer videos" highlight innovative research that is ongoing and related to the main topics of the Summit's sessions. Featured in this video from Foro Energy are Joel Moxley, Founder and CEO, Mark Zediker, Founder and CTO, and Paul Deutch, President and COO. Steven Chu, Secretary of Energy, also appears briefly in this video to praise the accomplishment of a high powered laser that can transmit that power long distances for faster and more powerful drilling of geothermal, oil, and gas wells.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Moxley, John; Zediker, Mark; Chu, Steven
The third annual ARPA-E Energy Innovation Summit was held in Washington D.C. in February, 2012. The event brought together key players from across the energy ecosystem - researchers, entrepreneurs, investors, corporate executives, and government officials - to share ideas for developing and deploying the next generation of energy technologies. A few videos were selected for showing during the Summit to attendees. These "performer videos" highlight innovative research that is ongoing and related to the main topics of the Summit's sessions. Featured in this video from Foro Energy are Joel Moxley, Founder and CEO, Mark Zediker, Founder and CTO, and Paulmore » Deutch, President and COO. Steven Chu, Secretary of Energy, also appears briefly in this video to praise the accomplishment of a high powered laser that can transmit that power long distances for faster and more powerful drilling of geothermal, oil, and gas wells.« less
Playing for real: video games and stories for health-related behavior change.
Baranowski, Tom; Buday, Richard; Thompson, Debbe I; Baranowski, Janice
2008-01-01
Video games provide extensive player involvement for large numbers of children and adults, and thereby provide a channel for delivering health behavior change experiences and messages in an engaging and entertaining format. Twenty-seven articles were identified on 25 video games that promoted health-related behavior change through December 2006. Most of the articles demonstrated positive health-related changes from playing the video games. Variability in what was reported about the games and measures employed precluded systematically relating characteristics of the games to outcomes. Many of these games merged the immersive, attention-maintaining properties of stories and fantasy, the engaging properties of interactivity, and behavior-change technology (e.g., tailored messages, goal setting). Stories in video games allow for modeling, vicarious identifying experiences, and learning a story's "moral," among other change possibilities. Research is needed on the optimal use of game-based stories, fantasy, interactivity, and behavior change technology in promoting health-related behavior change.
Do Stereotypic Images in Video Games Affect Attitudes and Behavior? Adolescents' Perspectives.
Henning, Alexandra; Brenick, Alaina; Killen, Melanie; O'Connor, Alexander; Collins, Michael J
This study examined adolescents' attitudes about video games along with their self-reported play frequency. Ninth and eleventh grade students (N = 361), approximately evenly divided by grade and gender, were surveyed about whether video games have stereotypic images, involve harmful consequences or affect one's attitudes, whether game playing should be regulated by parents or the government, and whether game playing is a personal choice. Adolescents who played video games frequently showed decreased concern about the effects that games with negatively stereotyped images may have on the players' attitudes compared to adolescents who played games infrequently or not at all. With age, adolescents were more likely to view images as negative, but were also less likely to recognize stereotypic images of females as harmful and more likely to judge video-game playing as a personal choice. The paper discusses other findings in relation to research on adolescents' social cognitive judgments.
ERIC Educational Resources Information Center
Dunbar, Laura
2014-01-01
This article is an introduction to video screen capture. Basic information of two software programs, QuickTime for Mac and BlueBerry Flashback Express for PC, are also discussed. Practical applications for video screen capture are given.
Demonstration-Based Training (DBT) in the Design of a Video Tutorial for Software Training
ERIC Educational Resources Information Center
van der Meij, Hans; van der Meij, Jan
2016-01-01
This study investigates the design and effectiveness of a video tutorial for software training. In accordance with demonstration-based training, the tutorial consisted of a series of task demonstrations, with instructional features added to enhance learning. An experiment is reported in which a demonstration-only control condition was compared…
ALSC 2011 Notable Videos, Recordings & Interactive Software
ERIC Educational Resources Information Center
School Library Journal, 2011
2011-01-01
This article presents the Notable Children's Videos, Recordings, and Interactive Software for Kids lists which are compiled annually by committees of the Association for Library Service to children (ALSC), a division of the American Library Association (ALA). These lists were released in January 2011 at the ALA Midwinter meeting in San Diego,…
Operator selection for unmanned aerial systems: comparing video game players and pilots.
McKinley, R Andy; McIntire, Lindsey K; Funke, Margaret A
2011-06-01
Popular unmanned aerial system (UAS) platforms such as the MQ-1 Predator and MQ-9 Reaper have experienced accelerated operations tempos that have outpaced current operator training regimens, leading to a shortage of qualified UAS operators. To find a surrogate to replace pilots of manned aircraft as UAS operators, this study evaluated video game players (VGPs), pilots, and a control group on a set of UAS operation relevant cognitive tasks. There were 30 participants who volunteered for this study and were divided into 3 groups: experienced pilots (P), experienced VGPs, and a control group (C). Each was trained on eight cognitive performance tasks relevant to unmanned flight tasks. The results indicated that pilots significantly outperform the VGP and control groups on multi-attribute cognitive tasks (Tank mean: VGP = 465 +/- 1.046 vs. P = 203 +/- 0.237 vs. C = 351 +/- 0.601). However, the VGPs outperformed pilots on cognitive tests related to visually acquiring, identifying, and tracking targets (final score: VGP = 594.28 +/- 8.708 vs. P = 563.33 +/- 8.787 vs. C = 568.21 +/- 8.224). Likewise, both VGPs and pilots performed similarly on the UAS landing task, but outperformed the control group (glide slope: VGP = 40.982 +/- 3.244 vs. P = 30.461 +/- 2.251 vs. C = 57.060 +/- 4.407). Cognitive skills learned in video game play may transfer to novel environments and improve performance in UAS tasks over individuals with no video game experience.
Scabies: Workplace Frequently Asked Questions (FAQs)
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Gender effects in gaming research: a case for regression residuals?
Pfister, Roland
2011-10-01
Numerous recent studies have examined the impact of video gaming on various dependent variables, including the players' affective reactions, positive as well as detrimental cognitive effects, and real-world aggression. These target variables are typically analyzed as a function of game characteristics and player attributes-especially gender. However, findings on the uneven distribution of gaming experience between males and females, on the one hand, and the effect of gaming experience on several target variables, on the other hand, point at a possible confound when gaming experiments are analyzed with a standard analysis of variance. This study uses simulated data to exemplify analysis of regression residuals as a potentially beneficial data analysis strategy for such datasets. As the actual impact of gaming experience on each of the various dependent variables differs, the ultimate benefits of analysis of regression residuals entirely depend on the research question, but it offers a powerful statistical approach to video game research whenever gaming experience is a confounding factor.
Domahidi, Emese; Quandt, Thorsten
2014-01-01
Abstract Some researchers believe that online gaming spaces can be socially accommodating environments for socially inhibited individuals, such as the socially inept, socially anxious, or shy. While previous research has examined, and found, significant links between these populations and online video game play, it remains unknown to what extent these spaces are contributing to tangible social benefits for the socially inhibited. The current study addresses this question by evaluating the link between gaming-related friendships and shyness, as quantified by emotional sensitivity. Drawing from a representative sample of German game players, the results indicate that emotionally sensitive players are using online gaming spaces differently from their less emotionally sensitive counterparts and reporting tangible differences in their in-game friendship networks. This suggests that online games hold the potential to be socially advantageous for shy individuals by allowing them to overcome their traditional social difficulties and generate new friendships as well as strengthen old ones. PMID:24660878
Kowert, Rachel; Domahidi, Emese; Quandt, Thorsten
2014-07-01
Some researchers believe that online gaming spaces can be socially accommodating environments for socially inhibited individuals, such as the socially inept, socially anxious, or shy. While previous research has examined, and found, significant links between these populations and online video game play, it remains unknown to what extent these spaces are contributing to tangible social benefits for the socially inhibited. The current study addresses this question by evaluating the link between gaming-related friendships and shyness, as quantified by emotional sensitivity. Drawing from a representative sample of German game players, the results indicate that emotionally sensitive players are using online gaming spaces differently from their less emotionally sensitive counterparts and reporting tangible differences in their in-game friendship networks. This suggests that online games hold the potential to be socially advantageous for shy individuals by allowing them to overcome their traditional social difficulties and generate new friendships as well as strengthen old ones.
ERIC Educational Resources Information Center
Lowe, John B.
1988-01-01
If the CD-ROM revolution is likened to gambling, players are information providers and consumers; the stakes are development, production, distribution, hardware, and software costs; and betting is represented by the costs of updating disks and hardware and software maintenance, and by pricing. Strategy should take into account cost savings,…
The virtual brain: 30 years of video-game play and cognitive abilities.
Latham, Andrew J; Patston, Lucy L M; Tippett, Lynette J
2013-09-13
Forty years have passed since video-games were first made widely available to the public and subsequently playing games has become a favorite past-time for many. Players continuously engage with dynamic visual displays with success contingent on the time-pressured deployment, and flexible allocation, of attention as well as precise bimanual movements. Evidence to date suggests that both brief and extensive exposure to video-game play can result in a broad range of enhancements to various cognitive faculties that generalize beyond the original context. Despite promise, video-game research is host to a number of methodological issues that require addressing before progress can be made in this area. Here an effort is made to consolidate the past 30 years of literature examining the effects of video-game play on cognitive faculties and, more recently, neural systems. Future work is required to identify the mechanism that allows the act of video-game play to generate such a broad range of generalized enhancements.
The virtual brain: 30 years of video-game play and cognitive abilities
Latham, Andrew J.; Patston, Lucy L. M.; Tippett, Lynette J.
2013-01-01
Forty years have passed since video-games were first made widely available to the public and subsequently playing games has become a favorite past-time for many. Players continuously engage with dynamic visual displays with success contingent on the time-pressured deployment, and flexible allocation, of attention as well as precise bimanual movements. Evidence to date suggests that both brief and extensive exposure to video-game play can result in a broad range of enhancements to various cognitive faculties that generalize beyond the original context. Despite promise, video-game research is host to a number of methodological issues that require addressing before progress can be made in this area. Here an effort is made to consolidate the past 30 years of literature examining the effects of video-game play on cognitive faculties and, more recently, neural systems. Future work is required to identify the mechanism that allows the act of video-game play to generate such a broad range of generalized enhancements. PMID:24062712
2012 ARPA-E Energy Innovation Summit: Profiling Sheetak: Low Cost - Solid State Cooling
Pokharna, Himanshu; Ghoshal, Uttam
2018-05-30
The third annual ARPA-E Energy Innovation Summit was held in Washington D.C. in February, 2012. The event brought together key players from across the energy ecosystem - researchers, entrepreneurs, investors, corporate executives, and government officials - to share ideas for developing and deploying the next generation of energy technologies. A few videos were selected for showing during the Summit to attendees. These "performer videos" highlight innovative research that is ongoing and related to the main topics of the Summit's sessions. Featured in this video are David Marcus, Founder of General Compression, and Eric Ingersoll, CEO of General Compression. Himanshu Pokharna, Vice President of Sheetak Uttam Ghoshal, President and CEO of Sheetak.
Wind Tunnel Test of NASA’s Most Powerful Rocket (360° Animation)
2018-01-08
What are wind tunnels? And how do they help researchers design and test next-generation aircraft and spacecraft? This interactive 360° animation takes you inside the Unitary Plan Wind Tunnel at NASA’s Ames Research Center in Silicon Valley. The facility is one of seven wind tunnels located at Ames for exploring the complex physics of flight. The video features a four percent scale model of NASA’s most powerful rocket, the Space Launch System, or SLS. Two SLS models--one silver and one pink--appear in the video. The latter is coated with a special paint to track surface pressure readings during testing. Once built, the SLS rocket will be capable of sending astronauts on bold new missions into deep space. How to watch 360 content in VR? YouTube and Google Cardboard 1. Open YouTube on your mobile device and select the video. 2. Click the Google Cardboard icon on the bottom right. 3. Insert the mobile device into the Google Cardboard device. 4. Watch through the headset. Samsung Gear VR 1. Download the 360 mp4 video file. 2. Create a folder in the root directory of your device or SD Card called “MilkVR” 3. Put the video file in that folder. 4. Open the Samsung VR application from the Oculus App 5. Insert the phone into the Gear VR 6. Put on the VR headset. 7. Navigate to the section called “Sideloaded” 8. Select the video from “Storage 1”. 9. The optimal viewing format is 360 x 360. Change the format by selecting thing format icon on the bottom right. PlayStation VR 1. Download the 360 mp4 video file from NASA.gov. 2. Create a folder on a USB drive, formatted in FAT32 or exFat. 3. Copy the video file into that folder. 4. Insert the USB drive in the PlayStation 4 5. Connect the PlayStation VR headset to the PlayStation 4 and turn on the power. 6. Put on the VR headset. 7. Open the PlayStation Media Player (updated to v2.50 or higher). 8. Be sure the Media Player is set to “VR Mode” by holding the “Option” button to enable it. 9. Open the video file and watch the video.
Action video game training reduces the Simon Effect.
Hutchinson, Claire V; Barrett, Doug J K; Nitka, Aleksander; Raynes, Kerry
2016-04-01
A number of studies have shown that training on action video games improves various aspects of visual cognition including selective attention and inhibitory control. Here, we demonstrate that action video game play can also reduce the Simon Effect, and, hence, may have the potential to improve response selection during the planning and execution of goal-directed action. Non-game-players were randomly assigned to one of four groups; two trained on a first-person-shooter game (Call of Duty) on either Microsoft Xbox or Nintendo DS, one trained on a visual training game for Nintendo DS, and a control group who received no training. Response times were used to contrast performance before and after training on a behavioral assay designed to manipulate stimulus-response compatibility (the Simon Task). The results revealed significantly faster response times and a reduced cost of stimulus-response incompatibility in the groups trained on the first-person-shooter game. No benefit of training was observed in the control group or the group trained on the visual training game. These findings are consistent with previous evidence that action game play elicits plastic changes in the neural circuits that serve attentional control, and suggest training may facilitate goal-directed action by improving players' ability to resolve conflict during response selection and execution.
Effectiveness of a Video-Feedback and Questioning Programme to Develop Cognitive Expertise in Sport
García-González, Luis; Moreno, M. Perla; Moreno, Alberto; Gil, Alexander; del Villar, Fernando
2013-01-01
The importance within sport expertise of cognitive factors has been emphasised in many research studies. Adaptations that take place in athletes’ long-term memories are going to condition their decision-making and performance, and training programmes must be developed that improve these adaptations. In our study, we provide a tactical-cognitive training programme based on video-feedback and questioning in order to improve tactical knowledge in tennis players and verify its effect when transferred to athletes’ decision-making. 11 intermediate tennis players participated in this study (12.9±0.7 years old), distributed into two groups (experimental, n = 5; control, n = 6). Tactical knowledge was measured by problem representation and strategy planning with a verbal protocol. Decision-making was measured by a systematic observation instrument. Results confirm the effectiveness of a combination of video-feedback and questioning on cognitive expertise, developing adaptations in long-term memory that produce an improvement in the quality of tactical knowledge (content, sophistication and structure). This, in turn, is transferred to the athletes’ decision-making capacity, leading to a higher percentage of successful decisions made during game play. Finally, we emphasise the need to develop effective programmes to develop cognitive expertise and improve athletes' performance, and include it in athletes’ formative stages. PMID:24340012
The SCEC/UseIT Intern Program: Creating Open-Source Visualization Software Using Diverse Resources
NASA Astrophysics Data System (ADS)
Francoeur, H.; Callaghan, S.; Perry, S.; Jordan, T.
2004-12-01
The Southern California Earthquake Center undergraduate IT intern program (SCEC UseIT) conducts IT research to benefit collaborative earth science research. Through this program, interns have developed real-time, interactive, 3D visualization software using open-source tools. Dubbed LA3D, a distribution of this software is now in use by the seismic community. LA3D enables the user to interactively view Southern California datasets and models of importance to earthquake scientists, such as faults, earthquakes, fault blocks, digital elevation models, and seismic hazard maps. LA3D is now being extended to support visualizations anywhere on the planet. The new software, called SCEC-VIDEO (Virtual Interactive Display of Earth Objects), makes use of a modular, plugin-based software architecture which supports easy development and integration of new data sets. Currently SCEC-VIDEO is in beta testing, with a full open-source release slated for the future. Both LA3D and SCEC-VIDEO were developed using a wide variety of software technologies. These, which included relational databases, web services, software management technologies, and 3-D graphics in Java, were necessary to integrate the heterogeneous array of data sources which comprise our software. Currently the interns are working to integrate new technologies and larger data sets to increase software functionality and value. In addition, both LA3D and SCEC-VIDEO allow the user to script and create movies. Thus program interns with computer science backgrounds have been writing software while interns with other interests, such as cinema, geology, and education, have been making movies that have proved of great use in scientific talks, media interviews, and education. Thus, SCEC UseIT incorporates a wide variety of scientific and human resources to create products of value to the scientific and outreach communities. The program plans to continue with its interdisciplinary approach, increasing the relevance of the software and expanding its use in the scientific community.
"Life in the Universe" Final Event Video Now Available
NASA Astrophysics Data System (ADS)
2002-02-01
ESO Video Clip 01/02 is issued on the web in conjunction with the release of a 20-min documentary video from the Final Event of the "Life in the Universe" programme. This unique event took place in November 2001 at CERN in Geneva, as part of the 2001 European Science and Technology Week, an initiative by the European Commission to raise the public awareness of science in Europe. The "Life in the Universe" programme comprised competitions in 23 European countries to identify the best projects from school students. The projects could be scientific or a piece of art, a theatrical performance, poetry or even a musical performance. The only restriction was that the final work must be based on scientific evidence. Winning teams from each country were invited to a "Final Event" at CERN on 8-11 November, 2001 to present their projects to a panel of International Experts during a special three-day event devoted to understanding the possibility of other life forms existing in our Universe. This Final Event also included a spectacular 90-min webcast from CERN with the highlights of the programme. The video describes the Final Event and the enthusiastic atmosphere when more than 200 young students and teachers from all over Europe met with some of the world's leading scientific experts of the field. The present video clip, with excerpts from the film, is available in four versions: two MPEG files and two streamer-versions of different sizes; the latter require RealPlayer software. Video Clip 01/02 may be freely reproduced. The 20-min video is available on request from ESO, for viewing in VHS and, for broadcasters, in Betacam-SP format. Please contact the ESO EPR Department for more details. Life in the Universe was jointly organised by the European Organisation for Nuclear Research (CERN) , the European Space Agency (ESA) and the European Southern Observatory (ESO) , in co-operation with the European Association for Astronomy Education (EAAE). Other research organisations were associated with the programme, e.g., the European Molecular Biology Laboratory (EMBL) and the European Synchrotron Radiation Facility (ESRF). Detailed information about the "Life in the Universe" programme can be found at the website b>http://www.lifeinuniverse.org and a webcast of this 90-min closing session in one of the large experimental halls at CERN is available on the web via that page. Most of the ESO PR Video Clips at the ESO website provide "animated" illustrations of the ongoing work and events at the European Southern Observatory. The most recent clip was: ESO PR Video Clips 08a-b/01 about The Eagle's EGGs (20 December 2001) . General information is available on the web about ESO videos.
Predictors of individual player match performance in junior Australian football.
Tangalos, Christie; Robertson, Samuel J; Spittle, Michael; Gastin, Paul B
2015-10-01
Player match statistics in junior Australian football (AF) are not well documented, and contributors to success are poorly understood. A clearer understanding of the relationships between fitness and skill in younger players participating at the foundation level of the performance pathway in AF has implications for the development of coaching priorities (eg, physical or technical). To investigate the relationships between indices of fitness (speed, power, and endurance) and skill (coach rating) on player performance (disposals and effective disposals) in junior AF. Junior male AF players (N = 156, 10-15 y old) were recruited from 12 teams of a single amateur recreational AF club located in metropolitan Victoria. All players were tested for fitness (20-m sprint, vertical jump, 20-m shuttle run) and rated by their coach on a 6-point Likert scale for skill (within a team in comparison with their teammates). Player performance was assessed during a single match in which disposals and their effectiveness were coded from a video recording. Coach rating of skill displayed the strongest correlations and, combined with 20-m shuttle test, showed a good ability to predict the number of both disposals and effective disposals. None of the skill or fitness attributes adequately explained the percentage of effective disposals. The influence of team did not meaningfully contribute to the performance of any of the models. Skill development should be considered a high priority by coaches in junior AF.
Bahr, Martin A; Bahr, Roald
2014-09-01
Male sex, total training volume (number of hours per week) and match exposure (number of sets played per week) are risk factors for jumper's knee among young elite volleyball players. However, it is not known whether jump frequency differs among players on the same squad. To examine interindividual and sex differences in jump frequency during training and matches in young elite volleyball players. Observational study. Norwegian elite volleyball boarding school training programme. Student-athletes (26 boys and 18 girls, 16-18 years). Individual jump counts were recorded based on visual analysis of video recordings obtained from 1 week of volleyball training (9 training sessions for boys and 10 for girls, 14.1 h and 17.8 h of training, respectively) and 10 matches (5.9 h for boys (16 sets) and 7.7 h for girls (21 sets). A total of 11,943 jumps were recorded, 4138 during matches and 7805 during training. As training attendance and jump frequency varied substantially between players, the total exposure in training ranged from 50 to 666 jumps/week among boys and from 11 to 251 jumps/week among girls. On average, this corresponded to 35.7 jumps/h for boys and 13.7 jumps/h for girls (Student t test, p=0.002). Total jump exposure during matches ranged between 1 and 339 jumps among boys and between 0 and 379 jumps among girls, corresponding to an average jump frequency of 62.2 jumps/h for boys and 41.9 jumps/h for girls (Student t test, p<0.039). The interindividual differences in jump frequency were substantially greater than any differences observed among player functions. Jump frequency has substantial interindividual and sex differences during training and matches in young elite volleyball players. Total jump volume may represent a more important risk factor for jumper's knee than total training volume, warranting further research attention. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.
Child Sacrifice: Black America's Price of Paying the Media Piper.
ERIC Educational Resources Information Center
Orange, Carolyn M.; George, Amiso M.
2000-01-01
Explores the sacrifice of African American children to the broadcast media and video games in terms of the players ("media pipers"), the messages ("piping"), and the consequences to children. Proposes some solutions for the problems associated with excessive television viewing and undesirable programming. (SLD)
FastStats: Chronic Liver Disease and Cirrhosis
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Trolling New Media: Violent Extremist Groups Recruiting Through Social Media
2015-12-01
MASTER OF ARTS IN SECURITY STUDIES (HOMELAND SECURITY AND DEFENSE) from the NAVAL POSTGRADUATE SCHOOL December 2015 Approved by...55 B. COUNTERTERRORISM EFFORTS ...................................................58 C. FUTURE AREAS OF STUDY ...Kuffar video .....................26 Figure 4. Player from Under Ash assaulting military forces .....................................32 Figure 5
Code of Federal Regulations, 2014 CFR
2014-04-01
... display the following: (i) The purchase or wager amount; (ii) Game results; and (iii) Any player credit balance. (2) Between plays of any game and until the start of the next play, or until the player selects a new game option such as purchase or wager amount or card selection, whichever is earlier, if not...
Code of Federal Regulations, 2013 CFR
2013-04-01
... display the following: (i) The purchase or wager amount; (ii) Game results; and (iii) Any player credit balance. (2) Between plays of any game and until the start of the next play, or until the player selects a new game option such as purchase or wager amount or card selection, whichever is earlier, if not...
Analysis of male volleyball players' motor activities during a top level match.
Mroczek, Dariusz; Januszkiewicz, Aleksander; Kawczyński, Adam S; Borysiuk, Zbigniew; Chmura, Jan
2014-08-01
The present study aims to assess motor activity of volleyball players using an original video recording method developed by the authors. Twenty-eight volleyball players taking part in 4 matches of the Polish Volleyball League were examined. The recorded data were analyzed in view of the mean total distance covered by volleyball players on different court positions during a match, set, and rally. The results showed that volleyball players cover the mean total distance of 1221 ± 327 m (mean ± SD) in a 3-set match, and 1757 ± 462 m in a 4-set match. A statistically significant difference (p ≤ 0.005) was found between the distance covered by the middle blockers and setters, defenders, spikers, and libero players in a match and in a set. The study revealed a tendency to lengthen the distance by the players in the final sets, which is indicative of the extended time of individual rallies. The mean distance covered in a single rally amounted to 10.92 ± 0.9 m in 4 matches (between 9.12 and 12.56 m). Considering the limited size of the field of play, volleyball players cover relatively long distances during a match and individual sets, with the shortest distance covered by middle blockers, and the longest by setters. From a practical application point of view, detailed topographic analysis of a player's movements on the court as well as precise data on the time of activity and rest breaks provide the coach with valuable information on the ways of development of arrhythmic, changing and dynamic training loads.
Trajectories of problem video gaming among adult regular gamers: an 18-month longitudinal study.
King, Daniel L; Delfabbro, Paul H; Griffiths, Mark D
2013-01-01
A three-wave, longitudinal study examined the long-term trajectory of problem gaming symptoms among adult regular video gamers. Potential changes in problem gaming status were assessed at two intervals using an online survey over an 18-month period. Participants (N=117) were recruited by an advertisement posted on the public forums of multiple Australian video game-related websites. Inclusion criteria were being of adult age and having a video gaming history of at least 1 hour of gaming every week over the past 3 months. Two groups of adult video gamers were identified: those players who did (N=37) and those who did not (N=80) identify as having a serious gaming problem at the initial survey intake. The results showed that regular gamers who self-identified as having a video gaming problem at baseline reported more severe problem gaming symptoms than normal gamers, at all time points. However, both groups experienced a significant decline in problem gaming symptoms over an 18-month period, controlling for age, video gaming activity, and psychopathological symptoms.
Jin, Hua; Xu, Guiping; Zhang, John X; Ye, Zuoer; Wang, Shufang; Zhao, Lun; Lin, Chong-De; Mo, Lei
2010-12-01
One basic question in brain plasticity research is whether individual life experience in the normal population can affect very early sensory-perceptual processing. Athletes provide a possible model to explore plasticity of the visual cortex as athletic training in confrontational ball games is quite often accompanied by training of the visual system. We asked professional badminton players to watch video clips related to their training experience and predict where the ball would land and examined whether they differed from non-player controls in the elicited C1, a visual evoked potential indexing V1 activity. Compared with controls, the players made judgments significantly more accurately, albeit not faster. An early ERP component peaking around 65 ms post-stimulus with a scalp topography centering at the occipital pole (electrode Oz) was observed in both groups and interpreted as the C1 component. With comparable latency, amplitudes of this component were significantly enhanced for the players than for the non-players, suggesting that it can be modulated by long-term physical training. The results present a clear case of experience-induced brain plasticity in primary visual cortex for very early sensory processing. Copyright © 2010 Elsevier B.V. All rights reserved.
In-network adaptation of SHVC video in software-defined networks
NASA Astrophysics Data System (ADS)
Awobuluyi, Olatunde; Nightingale, James; Wang, Qi; Alcaraz Calero, Jose Maria; Grecos, Christos
2016-04-01
Software Defined Networks (SDN), when combined with Network Function Virtualization (NFV) represents a paradigm shift in how future networks will behave and be managed. SDN's are expected to provide the underpinning technologies for future innovations such as 5G mobile networks and the Internet of Everything. The SDN architecture offers features that facilitate an abstracted and centralized global network view in which packet forwarding or dropping decisions are based on application flows. Software Defined Networks facilitate a wide range of network management tasks, including the adaptation of real-time video streams as they traverse the network. SHVC, the scalable extension to the recent H.265 standard is a new video encoding standard that supports ultra-high definition video streams with spatial resolutions of up to 7680×4320 and frame rates of 60fps or more. The massive increase in bandwidth required to deliver these U-HD video streams dwarfs the bandwidth requirements of current high definition (HD) video. Such large bandwidth increases pose very significant challenges for network operators. In this paper we go substantially beyond the limited number of existing implementations and proposals for video streaming in SDN's all of which have primarily focused on traffic engineering solutions such as load balancing. By implementing and empirically evaluating an SDN enabled Media Adaptation Network Entity (MANE) we provide a valuable empirical insight into the benefits and limitations of SDN enabled video adaptation for real time video applications. The SDN-MANE is the video adaptation component of our Video Quality Assurance Manager (VQAM) SDN control plane application, which also includes an SDN monitoring component to acquire network metrics and a decision making engine using algorithms to determine the optimum adaptation strategy for any real time video application flow given the current network conditions. Our proposed VQAM application has been implemented and evaluated on an SDN allowing us to provide important benchmarks for video streaming over SDN and for SDN control plane latency.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Teuton, Jeremy R.; Griswold, Richard L.; Mehdi, Beata L.
Precise analysis of both (S)TEM images and video are time and labor intensive processes. As an example, determining when crystal growth and shrinkage occurs during the dynamic process of Li dendrite deposition and stripping involves manually scanning through each frame in the video to extract a specific set of frames/images. For large numbers of images, this process can be very time consuming, so a fast and accurate automated method is desirable. Given this need, we developed software that uses analysis of video compression statistics for detecting and characterizing events in large data sets. This software works by converting the datamore » into a series of images which it compresses into an MPEG-2 video using the open source “avconv” utility [1]. The software does not use the video itself, but rather analyzes the video statistics from the first pass of the video encoding that avconv records in the log file. This file contains statistics for each frame of the video including the frame quality, intra-texture and predicted texture bits, forward and backward motion vector resolution, among others. In all, avconv records 15 statistics for each frame. By combining different statistics, we have been able to detect events in various types of data. We have developed an interactive tool for exploring the data and the statistics that aids the analyst in selecting useful statistics for each analysis. Going forward, an algorithm for detecting and possibly describing events automatically can be written based on statistic(s) for each data type.« less
Did You Just See that? Online Video Sites Can Jumpstart Lessons
ERIC Educational Resources Information Center
Oishi, Lindsay
2007-01-01
Free video sharing Web sites like www.youtube.com allow millions of people to witness videos that are free and can be viewed immediately without having to download any software. These videos do not provide content, but they can stimulate the interest that makes curriculum relevant or "jumpstart" lessons. The YouTube video blog of World War II…
Physiological and skill demands of 'on-side' and 'off-side' games.
Gabbett, Tim J; Jenkins, David G; Abernethy, Bruce
2010-11-01
This study investigated the physiological and skill demands of 'on-side' and 'off-side' games in elite rugby league players. Sixteen male rugby league players participated in 'on-side' and 'off-side' games. Both small-sided games were played in a 40- × 40-m playing area. The 'off-side' game permitted players to have 3 'plays' while in possession of the ball. Players were permitted to pass backward or forward (to an 'off-side' player). The 'on-side' game also permitted players to have 3 'plays' while in possession of the ball. However, players were only permitted to pass backward to players in an 'on-side' position. Heart rate and movement patterns (via global positioning system) were recorded continuously throughout both games. Data were collected on the distance covered, number of high-acceleration and velocity efforts, and recovery between efforts. Video footage was also taken to track the performance of the players. Post hoc inspection of the footage was undertaken to count the number of possessions and the number and quality of disposals. In comparison to 'on-side' games, 'off-side' games had a greater number of involvements ("touches"), passes, and effective passes. However, the cognitive demands of 'on-side' games were greater than 'off-side' games. 'Off-side' games resulted in a greater total distance covered, greater distance covered in mild and moderate accelerations, and greater distance covered in low, moderate, and high-velocity efforts. There were also a greater number of short duration recovery periods between efforts in 'off-side' games. The results of this study demonstrate that 'off-side' games provide greater physiological and skill demands than 'on-side' games. 'Off-side' games may provide a practical alternative to 'on-side' games for the development of skill and fitness in elite rugby league players.
Positional demands of international rugby union: evaluation of player actions and movements.
Quarrie, Kenneth L; Hopkins, Will G; Anthony, Mike J; Gill, Nicholas D
2013-07-01
In rugby union, published analyses of actions and movements of players during matches have been limited to small samples of games at regional or national level. To analyse movements and activities of players in international rugby union matches with a sample size sufficient to clearly delineate positional roles. Observational study. Actions of 763 players were coded from video recordings of 90 international matches played by the New Zealand national team (the All Blacks) from 2004 to 2010. Movements of players were coded for 27 of these matches via a semi-automated player-tracking system. Movements and activities of all players from both teams were coded. Cluster analysis of activities and time-motion variables produced five subgroups of forwards (props, hookers, locks, flankers, Number 8 forwards) and five subgroups of backs (scrum-half, fly-half, midfield backs, wings and fullbacks). Forwards sustained much higher contact loads per match than backs, via scrums, rucks, tackles and mauls. Mean distance covered per match ranged from 5400 to 6300m, with backs generally running further than forwards. There were marked differences between positional groups in the amount of distance covered at various speeds. The amount of play per match varies by position due to differences in rates at which players are substituted. The distance covered by players at relatively fast running speeds (in excess of 5ms(-1)) appears to be higher during international matches than when competing at lower levels of the professional game. The specific match demands for positional groups need to be considered when managing player workloads. Copyright © 2012 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.
Association of Problem Gambling with Type of Gambling Among Italian General Population.
Scalese, Marco; Bastiani, Luca; Salvadori, Stefano; Gori, Mercedes; Lewis, Isabella; Jarre, Paolo; Molinaro, Sabrina
2016-09-01
The origin of gambling disorders is uncertain; however, research has shown a tendency to focus on specific types of games as a potential important risk factor. The principal aim of this study is to examine the relationships between types of gambling practices and gambling disorder. The data were extracted from IPSAD-Italia(®) 2010-2011 (Italian Population Survey on Alcohol and other Drugs), a survey among the Italian general population which collects socio-cultural information, information about the use of drugs, legal substances and gambling habits. In order to identify the "problem gambler" we used the Problem Gambling Severity Index. Three groups are considered in this analysis: no-risk gamblers, low-risk gamblers, moderate-risk/problem gamblers. Type of gambling practice was considered among two types of gambler: one-game players and multi-games players. 1.9 % of multi-game players were considered problem gamblers, only 0.6 % of one-game players were problem gamblers (p < 0.001). The percentage of players who were low and moderate-risk gamblers was approximately double among multi-game players, with 14.4 % low-risk and 5.8 % moderate-risk; compared with 7.7 % low-risk and 2.5 % moderate risk among one-game players. Results of ordinal logistic regression analysis confirmed that higher level of gambling severity was associated with multi-game players (OR = 2.23, p < 0.0001). Video-poker/slot-machines show the highest association with gambling severity among both one-game players and multi-game players, with scores of OR equal to 4.3 and 4.5 respectively. These findings suggest a popular perception of risk associated with this type of gambling for the development of gambling problems.
Mezher, Ahmad Mohamad; Igartua, Mónica Aguilar; de la Cruz Llopis, Luis J.; Segarra, Esteve Pallarès; Tripp-Barba, Carolina; Urquiza-Aguiar, Luis; Forné, Jordi; Gargallo, Emilio Sanvicente
2015-01-01
The prevention of accidents is one of the most important goals of ad hoc networks in smart cities. When an accident happens, dynamic sensors (e.g., citizens with smart phones or tablets, smart vehicles and buses, etc.) could shoot a video clip of the accident and send it through the ad hoc network. With a video message, the level of seriousness of the accident could be much better evaluated by the authorities (e.g., health care units, police and ambulance drivers) rather than with just a simple text message. Besides, other citizens would be rapidly aware of the incident. In this way, smart dynamic sensors could participate in reporting a situation in the city using the ad hoc network so it would be possible to have a quick reaction warning citizens and emergency units. The deployment of an efficient routing protocol to manage video-warning messages in mobile Ad hoc Networks (MANETs) has important benefits by allowing a fast warning of the incident, which potentially can save lives. To contribute with this goal, we propose a multipath routing protocol to provide video-warning messages in MANETs using a novel game-theoretical approach. As a base for our work, we start from our previous work, where a 2-players game-theoretical routing protocol was proposed to provide video-streaming services over MANETs. In this article, we further generalize the analysis made for a general number of N players in the MANET. Simulations have been carried out to show the benefits of our proposal, taking into account the mobility of the nodes and the presence of interfering traffic.Finally, we also have tested our approach in a vehicular ad hoc network as an incipient start point to develop a novel proposal specifically designed for VANETs. PMID:25897496
Energy expenditure during tennis play: a preliminary video analysis and metabolic model approach.
Botton, Florent; Hautier, Christophe; Eclache, Jean-Paul
2011-11-01
The aim of this study was to estimate, using video analysis, what proportion of the total energy expenditure during a tennis match is accounted for by aerobic and anaerobic metabolism, respectively. The method proposed involved estimating the metabolic power (MP) of 5 activities, which are inherent to tennis: walking, running, hitting the ball, serving, and sitting down to rest. The energy expenditure concerned was calculated by sequencing the activity by video analysis. A bioenergetic model calculated the aerobic energy expenditure (EEO2mod) in terms of MP, and the anaerobic energy expenditure was calculated by subtracting this (MP - EEO2mod). Eight tennis players took part in the experiment as subjects (mean ± SD: age 25.2 ± 1.9 years, weight 79.3 ± 10.8 kg, VO2max 54.4 ± 5.1 ml·kg(-1)·min(-1)). The players started off by participating in 2 games while wearing the K4b2, with their activity profile measured by the video analysis system, and then by playing a set without equipment but with video analysis. There was no significant difference between calculated and measured oxygen consumptions over the 16 games (p = 0.763), and these data were strongly related (r = 0.93, p < 0.0001). The EEO2mod was quite weak over all the games (49.4 ± 4.8% VO2max), whereas the MP during points was up to 2 or 3 times the VO2max. Anaerobic metabolism reached 32% of the total energy expenditure across all the games 67% for points and 95% for hitting the ball. This method provided a good estimation of aerobic energy expenditure and made it possible to calculate the anaerobic energy expenditure. This could make it possible to estimate the metabolic intensity of training sessions and matches using video analysis.
Winning the game: brain processes in expert, young elite and amateur table tennis players.
Wolf, Sebastian; Brölz, Ellen; Scholz, David; Ramos-Murguialday, Ander; Keune, Philipp M; Hautzinger, Martin; Birbaumer, Niels; Strehl, Ute
2014-01-01
(1) compared with amateurs and young elite, expert table tennis players are characterized by enhanced cortical activation in the motor and fronto-parietal cortex during motor imagery in response to table tennis videos; (2) in elite athletes, world rank points are associated with stronger cortical activation. To this aim, electroencephalographic data were recorded in 14 expert, 15 amateur and 15 young elite right-handed table tennis players. All subjects watched videos of a serve and imagined themselves responding with a specific table tennis stroke. With reference to a baseline period, power decrease/increase of the sensorimotor rhythm (SMR) during the pretask- and task period indexed the cortical activation/deactivation (event-related desynchronization/synchronization, ERD/ERS). Regarding hypothesis (1), 8-10 Hz SMR ERD was stronger in elite athletes than in amateurs with an intermediate ERD in young elite athletes in the motor cortex. Regarding hypothesis (2), there was no correlation between ERD/ERS in the motor cortex and world rank points in elite experts, but a weaker ERD in the fronto-parietal cortex was associated with higher world rank points. These results suggest that motor skill in table tennis is associated with focused excitability of the motor cortex during reaction, movement planning and execution with high attentional demands. Among elite experts, less activation of the fronto-parietal attention network may be necessary to become a world champion.
Moral-Muñoz, José A; Esteban-Moreno, Bernabé; Arroyo-Morales, Manuel; Cobo, Manuel J; Herrera-Viedma, Enrique
2015-09-01
The objective of this study was to determine the level of agreement between face-to-face hamstring flexibility measurements and free software video analysis in adolescents. Reduced hamstring flexibility is common in adolescents (75% of boys and 35% of girls aged 10). The length of the hamstring muscle has an important role in both the effectiveness and the efficiency of basic human movements, and reduced hamstring flexibility is related to various musculoskeletal conditions. There are various approaches to measuring hamstring flexibility with high reliability; the most commonly used approaches in the scientific literature are the sit-and-reach test, hip joint angle (HJA), and active knee extension. The assessment of hamstring flexibility using video analysis could help with adolescent flexibility follow-up. Fifty-four adolescents from a local school participated in a descriptive study of repeated measures using a crossover design. Active knee extension and HJA were measured with an inclinometer and were simultaneously recorded with a video camera. Each video was downloaded to a computer and subsequently analyzed using Kinovea 0.8.15, a free software application for movement analysis. All outcome measures showed reliability estimates with α > 0.90. The lowest reliability was obtained for HJA (α = 0.91). The preliminary findings support the use of a free software tool for assessing hamstring flexibility, offering health professionals a useful tool for adolescent flexibility follow-up.
Developing a Promotional Video
ERIC Educational Resources Information Center
Epley, Hannah K.
2014-01-01
There is a need for Extension professionals to show clientele the benefits of their program. This article shares how promotional videos are one way of reaching audiences online. An example is given on how a promotional video has been used and developed using iMovie software. Tips are offered for how professionals can create a promotional video and…
ERIC Educational Resources Information Center
Mirriahi, Negin; Liaqat, Daniyal; Dawson, Shane; Gaševic, Dragan
2016-01-01
This study explores the types of learning profiles that evolve from student use of video annotation software for reflective learning. The data traces from student use of the software were analysed across four undergraduate courses with differing instructional conditions. That is, the use of graded or non-graded self-reflective annotations. Using…
Brunner, J; Krummenauer, F; Lehr, H A
2000-04-01
Study end-points in microcirculation research are usually video-taped images rather than numeric computer print-outs. Analysis of these video-taped images for the quantification of microcirculatory parameters usually requires computer-based image analysis systems. Most software programs for image analysis are custom-made, expensive, and limited in their applicability to selected parameters and study end-points. We demonstrate herein that an inexpensive, commercially available computer software (Adobe Photoshop), run on a Macintosh G3 computer with inbuilt graphic capture board provides versatile, easy to use tools for the quantification of digitized video images. Using images obtained by intravital fluorescence microscopy from the pre- and postischemic muscle microcirculation in the skinfold chamber model in hamsters, Photoshop allows simple and rapid quantification (i) of microvessel diameters, (ii) of the functional capillary density and (iii) of postischemic leakage of FITC-labeled high molecular weight dextran from postcapillary venules. We present evidence of the technical accuracy of the software tools and of a high degree of interobserver reliability. Inexpensive commercially available imaging programs (i.e., Adobe Photoshop) provide versatile tools for image analysis with a wide range of potential applications in microcirculation research.
Affect-Based Adaptation of an Applied Video Game for Educational Purposes
ERIC Educational Resources Information Center
Bontchev, Boyan; Vassileva, Dessislava
2017-01-01
Purpose: This paper aims to clarify how affect-based adaptation can improve implicit recognition of playing style of individuals during game sessions. This study presents the "Rush for Gold" game using dynamic difficulty adjustment of tasks based on both player performance and affectation inferred through electrodermal activity and…
RunJumpCode: An Educational Game for Educating Programming
ERIC Educational Resources Information Center
Hinds, Matthew; Baghaei, Nilufar; Ragon, Pedrito; Lambert, Jonathon; Rajakaruna, Tharindu; Houghton, Travers; Dacey, Simon
2017-01-01
Programming promotes critical thinking, problem solving and analytic skills through creating solutions that can solve everyday problems. However, learning programming can be a daunting experience for a lot of students. "RunJumpCode" is an educational 2D platformer video game, designed and developed in Unity, to teach players the…
Players and Thinkers and Learners
ERIC Educational Resources Information Center
Frye, Jonathan
2012-01-01
The stronghold that games have on our society has made it imperative that educators understand the impact that video games can have. Owens (2012) presented two frames for how the press discussed the popular game "Spore," which incorporates elements of science topics. One frame suggested that the game teaches children about intelligent design,…
ERIC Educational Resources Information Center
Giles, Rebecca McMahon
2006-01-01
Exposure to cell phones, DVD players, video games, computers, digital cameras, and iPods has made today's young people more technologically advanced than those of any previous generation. As a result, parents are now concerned that their children are spending too much time in front of the computer. In this article, the author focuses her…
Media Manual (How to Use Media Equipment).
ERIC Educational Resources Information Center
Jones, Nancy
Using a workbook format, this guide explains the use of seven types of audiovisual equipment: overhead projector, Bell and Howell 16mm motion picture projector, Dukane filmstrip projector, record player, Kodak slide projector, Wollensak 2552 tape recorder, and JVC videocassette color video system. An introductory section includes (1) a media…
Intrateam Communication and Performance in Doubles Tennis
ERIC Educational Resources Information Center
Lausic, Domagoj; Tennebaum, Gershon; Eccles, David; Jeong, Allan; Johnson, Tristan
2009-01-01
Verbal and nonverbal communication is a critical mediator of performance in team sports and yet there is little extant research in sports that involves direct measures of communication. Our study explored communication within NCAA Division I female tennis doubles teams. Video and audio recordings of players during doubles tennis matches captured…
Reinventing Schools: The Technology Is Now!
ERIC Educational Resources Information Center
Ellmore, Douglas A., Sr.; Olson, Steve E.; Smith, Phillip M.
1995-01-01
Today's children have grown up immersed in a world of computers and other information technologies. They play video games; they listen to music on digital compact disks; they help their families program the computerized controls of videocassette players. With all of the exciting innovations in computer technology, children have the opportunity to…
Gaming the Classroom Viewing Learning through the Lens Self Determination Theory
ERIC Educational Resources Information Center
Szymanski, Antonia; Benus, Matthew
2015-01-01
Educators, designers and curriculum creators are interested in developing educational experiences that replicate the fun aspect of video games to increase student intrinsic motivation. This aspect, which compels players to engage with the game and persist despite failing, has the potential to increase student academic success. Researchers used…
Hutchison, Michael G; Comper, Paul; Meeuwisse, Willem H; Echemendia, Ruben J
2015-04-01
Concussions in sports are a growing cause of concern, as these injuries can have debilitating short-term effects and little is known about the potential long-term consequences. This work aims to describe how concussions occur in the National Hockey League. Case series of medically diagnosed concussions for regular season games over a 3.5-year period during the 2006-2010 seasons. Digital video records were coded and analysed using a standardised protocol. 88% (n=174/197) of concussions involved player-to-opponent contact. 16 diagnosed concussions were a result of fighting. Of the 158 concussions that involved player-to-opponent body contact, the most common mechanisms were direct contact to the head initiated by the shoulder 42% of the time (n=66/158), by the elbow 15% (n=24/158) and by gloves in 5% of cases (n=8/158). When the results of anatomical location are combined with initial contact, almost half of these events (n=74/158) were classified as direct contact to the lateral aspect of the head. The predominant mechanism of concussion was consistently characterised by player-to-opponent contact, typically directed to the head by the shoulder, elbow or gloves. Also, several important characteristics were apparent: (1) contact was often to the lateral aspect of the head; (2) the player who suffered a concussion was often not in possession of the puck and (3) no penalty was called on the play. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.
Event-related potential effects of superior action anticipation in professional badminton players.
Jin, Hua; Xu, Guiping; Zhang, John X; Gao, Hongwei; Ye, Zuoer; Wang, Pin; Lin, Huiyan; Mo, Lei; Lin, Chong-De
2011-04-04
The ability to predict the trajectory of a ball based on the opponent's body kinematics has been shown to be critical to high-performing athletes in many sports. However, little is known about the neural correlates underlying such superior ability in action anticipation. The present event-related potential study compared brain responses from professional badminton players and non-player controls when they watched video clips of badminton games and predicted a ball's landing position. Replicating literature findings, the players made significantly more accurate judgments than the controls and showed better action anticipation. Correspondingly, they showed enlarged amplitudes of two ERP components, a P300 peaking around 350ms post-stimulus with a parietal scalp distribution and a P2 peaking around 250ms with a posterior-occipital distribution. The P300 effect was interpreted to reflect primed access and/or directing of attention to game-related memory representations in the players facilitating their online judgment of related actions. The P2 effect was suggested to reflect some generic learning effects. The results identify clear neural responses that differentiate between different levels of action anticipation associated with sports expertise. Copyright © 2011 Elsevier Ireland Ltd. All rights reserved.
ERIC Educational Resources Information Center
McConnell, Terry
2004-01-01
Monica Adams, head librarian at Robinson Secondary in Fairfax country, Virginia, states that librarians should have the technical knowledge to support projects related to digital video editing. The process of digital video editing and the cables, storage issues and the computer system with software is described.
Use of active video games to increase physical activity in children: a (virtual) reality?
Foley, Louise; Maddison, Ralph
2010-02-01
There has been increased research interest in the use of active video games (in which players physically interact with images onscreen) as a means to promote physical activity in children. The aim of this review was to assess active video games as a means of increasing energy expenditure and physical activity behavior in children. Studies were obtained from computerized searches of multiple electronic bibliographic databases. The last search was conducted in December 2008. Eleven studies focused on the quantification of the energy cost associated with playing active video games, and eight studies focused on the utility of active video games as an intervention to increase physical activity in children. Compared with traditional nonactive video games, active video games elicited greater energy expenditure, which was similar in intensity to mild to moderate intensity physical activity. The intervention studies indicate that active video games may have the potential to increase free-living physical activity and improve body composition in children; however, methodological limitations prevent definitive conclusions. Future research should focus on larger, methodologically sound intervention trials to provide definitive answers as to whether this technology is effective in promoting long-term physical activity in children.
Accelerating a MPEG-4 video decoder through custom software/hardware co-design
NASA Astrophysics Data System (ADS)
Díaz, Jorge L.; Barreto, Dacil; García, Luz; Marrero, Gustavo; Carballo, Pedro P.; Núñez, Antonio
2007-05-01
In this paper we present a novel methodology to accelerate an MPEG-4 video decoder using software/hardware co-design for wireless DAB/DMB networks. Software support includes the services provided by the embedded kernel μC/OS-II, and the application tasks mapped to software. Hardware support includes several custom co-processors and a communication architecture with bridges to the main system bus and with a dual port SRAM. Synchronization among tasks is achieved at two levels, by a hardware protocol and by kernel level scheduling services. Our reference application is an MPEG-4 video decoder composed of several software functions and written using a special C++ library named CASSE. Profiling and space exploration techniques were used previously over the Advanced Simple Profile (ASP) MPEG-4 decoder to determinate the best HW/SW partition developed here. This research is part of the ARTEMI project and its main goal is the establishment of methodologies for the design of real-time complex digital systems using Programmable Logic Devices with embedded microprocessors as target technology and the design of multimedia systems for broadcasting networks as reference application.
Crowd-Sourced Help with Emergent Knowledge for Optimized Formal Verification (CHEKOFV)
2016-03-01
up game Binary Fission, which was deployed during Phase Two of CHEKOFV. Xylem: The Code of Plants is a casual game for players using mobile ...there are the design and engineering challenges of building a game infrastructure that integrates verification technology with crowd participation...the backend processes that annotate the originating software. Allowing players to construct their own equations opened up the flexibility to receive
Brenick, Alaina; Henning, Alexandra; Killen, Melanie; O'Connor, Alexander; Collins, Michael
2015-01-01
The aim of this study was to assess adolescents' evaluations of, and reasoning about, gender stereotypes in video games. Female (N = 46) and male (N = 41), predominantly European-American, mean age = 19 years, were interviewed about their knowledge of game usage, awareness and evaluation of stereotypes, beliefs about the influences of games on the players, and authority jurisdiction over 3 different types of games: games with negative male stereotypes, and games with negative female stereotypes, and gender-neutral games. Gender differences were found for how participants evaluated these games. Males were more likely than females to find stereotypes acceptable. Results are discussed in terms of social reasoning, video game playing, and gender differences. PMID:25722501
2012 ARPA-E Energy Innovation Summit: Profiling Sheetak: Low Cost - Solid State Cooling
DOE Office of Scientific and Technical Information (OSTI.GOV)
Pokharna, Himanshu; Ghoshal, Uttam
The third annual ARPA-E Energy Innovation Summit was held in Washington D.C. in February, 2012. The event brought together key players from across the energy ecosystem - researchers, entrepreneurs, investors, corporate executives, and government officials - to share ideas for developing and deploying the next generation of energy technologies. A few videos were selected for showing during the Summit to attendees. These "performer videos" highlight innovative research that is ongoing and related to the main topics of the Summit's sessions. Featured in this video are David Marcus, Founder of General Compression, and Eric Ingersoll, CEO of General Compression. Himanshu Pokharna,more » Vice President of Sheetak Uttam Ghoshal, President and CEO of Sheetak.« less
Action video game play facilitates the development of better perceptual templates.
Bejjanki, Vikranth R; Zhang, Ruyuan; Li, Renjie; Pouget, Alexandre; Green, C Shawn; Lu, Zhong-Lin; Bavelier, Daphne
2014-11-25
The field of perceptual learning has identified changes in perceptual templates as a powerful mechanism mediating the learning of statistical regularities in our environment. By measuring threshold-vs.-contrast curves using an orientation identification task under varying levels of external noise, the perceptual template model (PTM) allows one to disentangle various sources of signal-to-noise changes that can alter performance. We use the PTM approach to elucidate the mechanism that underlies the wide range of improvements noted after action video game play. We show that action video game players make use of improved perceptual templates compared with nonvideo game players, and we confirm a causal role for action video game play in inducing such improvements through a 50-h training study. Then, by adapting a recent neural model to this task, we demonstrate how such improved perceptual templates can arise from reweighting the connectivity between visual areas. Finally, we establish that action gamers do not enter the perceptual task with improved perceptual templates. Instead, although performance in action gamers is initially indistinguishable from that of nongamers, action gamers more rapidly learn the proper template as they experience the task. Taken together, our results establish for the first time to our knowledge the development of enhanced perceptual templates following action game play. Because such an improvement can facilitate the inference of the proper generative model for the task at hand, unlike perceptual learning that is quite specific, it thus elucidates a general learning mechanism that can account for the various behavioral benefits noted after action game play.
Mathiak, Krystyna A; Klasen, Martin; Weber, René; Ackermann, Hermann; Shergill, Sukhwinder S; Mathiak, Klaus
2011-07-12
Violent content in video games evokes many concerns but there is little research concerning its rewarding aspects. It was demonstrated that playing a video game leads to striatal dopamine release. It is unclear, however, which aspects of the game cause this reward system activation and if violent content contributes to it. We combined functional Magnetic Resonance Imaging (fMRI) with individual affect measures to address the neuronal correlates of violence in a video game. Thirteen male German volunteers played a first-person shooter game (Tactical Ops: Assault on Terror) during fMRI measurement. We defined success as eliminating opponents, and failure as being eliminated themselves. Affect was measured directly before and after game play using the Positive and Negative Affect Schedule (PANAS). Failure and success events evoked increased activity in visual cortex but only failure decreased activity in orbitofrontal cortex and caudate nucleus. A negative correlation between negative affect and responses to failure was evident in the right temporal pole (rTP). The deactivation of the caudate nucleus during failure is in accordance with its role in reward-prediction error: it occurred whenever subject missed an expected reward (being eliminated rather than eliminating the opponent). We found no indication that violence events were directly rewarding for the players. We addressed subjective evaluations of affect change due to gameplay to study the reward system. Subjects reporting greater negative affect after playing the game had less rTP activity associated with failure. The rTP may therefore be involved in evaluating the failure events in a social context, to regulate the players' mood.
Do Red and Blue Uniforms Matter in Football and Handball Penalties?
Krenn, Bjoern; Pernhaupt, Niklas; Handsteiner, Markus
2017-01-01
Past research has revealed ambiguous results on the impact of red uniforms in sports competition. The current study was aimed at analyzing the role of red and blue uniforms in football and handball penalties. Two experiments were conducted using a within subjects design, where participants rated uniform color-manipulated video clips. In the first study, participants (n = 39) watched footage of football players kicking a penalty, whereas in the second study (n = 118) videos of handball penalty takers, handball goalkeepers and football goalkeepers preparing themselves to score/save a penalty were shown. Participants rated player’s/goalkeeper’s level of confidence and the expected position of the ball crossing the goal line in the first experiment and additionally the probability of scoring the penalty against the goalkeepers in the second experiment. The videos stopped at the point where the ball was leaving the foot and hand respectively. Results did not show any beneficial impact of red uniforms. Rather, football players wearing blue were rated to kick the ball higher. The study contradicts any positive effect of red versus blue uniforms in the context of football and handball penalties, which emphasizes the need of searching for potential moderators of color’s impact on human behavior. Key points In two video-based experiments no potential advantage of wearing red versus blue in football and handball penalties for either goalkeepers or penalty takers was found. The roles of contextual variables differing in various sports are discussed as potential moderator of color’s impact on human behavior. PMID:29238258
Action video game play facilitates the development of better perceptual templates
Bejjanki, Vikranth R.; Zhang, Ruyuan; Li, Renjie; Pouget, Alexandre; Green, C. Shawn; Lu, Zhong-Lin; Bavelier, Daphne
2014-01-01
The field of perceptual learning has identified changes in perceptual templates as a powerful mechanism mediating the learning of statistical regularities in our environment. By measuring threshold-vs.-contrast curves using an orientation identification task under varying levels of external noise, the perceptual template model (PTM) allows one to disentangle various sources of signal-to-noise changes that can alter performance. We use the PTM approach to elucidate the mechanism that underlies the wide range of improvements noted after action video game play. We show that action video game players make use of improved perceptual templates compared with nonvideo game players, and we confirm a causal role for action video game play in inducing such improvements through a 50-h training study. Then, by adapting a recent neural model to this task, we demonstrate how such improved perceptual templates can arise from reweighting the connectivity between visual areas. Finally, we establish that action gamers do not enter the perceptual task with improved perceptual templates. Instead, although performance in action gamers is initially indistinguishable from that of nongamers, action gamers more rapidly learn the proper template as they experience the task. Taken together, our results establish for the first time to our knowledge the development of enhanced perceptual templates following action game play. Because such an improvement can facilitate the inference of the proper generative model for the task at hand, unlike perceptual learning that is quite specific, it thus elucidates a general learning mechanism that can account for the various behavioral benefits noted after action game play. PMID:25385590
Microvax-based data management and reduction system for the regional planetary image facilities
NASA Technical Reports Server (NTRS)
Arvidson, R.; Guinness, E.; Slavney, S.; Weiss, B.
1987-01-01
Presented is a progress report for the Regional Planetary Image Facilities (RPIF) prototype image data management and reduction system being jointly implemented by Washington University and the USGS, Flagstaff. The system will consist of a MicroVAX with a high capacity (approx 300 megabyte) disk drive, a compact disk player, an image display buffer, a videodisk player, USGS image processing software, and SYSTEM 1032 - a commercial relational database management package. The USGS, Flagstaff, will transfer their image processing software including radiometric and geometric calibration routines, to the MicroVAX environment. Washington University will have primary responsibility for developing the database management aspects of the system and for integrating the various aspects into a working system.
1999-06-01
Two scientists at NASA's Marshall Space Flight Center,atmospheric scientist Paul Meyer and solar physicist Dr. David Hathaway, developed promising new software, called Video Image Stabilization and Registration (VISAR). VISAR may help law enforcement agencies catch criminals by improving the quality of video recorded at crime scenes. In this photograph, the single frame at left, taken at night, was brightened in order to enhance details and reduce noise or snow. To further overcome the video defects in one frame, Law enforcement officials can use VISAR software to add information from multiple frames to reveal a person. Images from less than a second of videotape were added together to create the clarified image at right. VISAR stabilizes camera motion in the horizontal and vertical as well as rotation and zoom effects producing clearer images of moving objects, smoothes jagged edges, enhances still images, and reduces video noise or snow. VISAR could also have applications in medical and meteorological imaging. It could steady images of ultrasounds, which are infamous for their grainy, blurred quality. The software can be used for defense application by improving recornaissance video imagery made by military vehicles, aircraft, and ships traveling in harsh, rugged environments.
ERIC Educational Resources Information Center
Bueno de Mesquita, Paul; Dean, Ross F.; Young, Betty J.
2010-01-01
Advances in digital video technology create opportunities for more detailed qualitative analyses of actual teaching practice in science and other subject areas. User-friendly digital cameras and highly developed, flexible video-analysis software programs have made the tasks of video capture, editing, transcription, and subsequent data analysis…
Video Analysis of Rolling Cylinders
ERIC Educational Resources Information Center
Phommarach, S.; Wattanakasiwich, P.; Johnston, I.
2012-01-01
In this work, we studied the rolling motion of solid and hollow cylinders down an inclined plane at different angles. The motions were captured on video at 300 frames s[superscript -1], and the videos were analyzed frame by frame using video analysis software. Data from the real motion were compared with the theory of rolling down an inclined…
High-Speed Video Analysis of Damped Harmonic Motion
ERIC Educational Resources Information Center
Poonyawatpornkul, J.; Wattanakasiwich, P.
2013-01-01
In this paper, we acquire and analyse high-speed videos of a spring-mass system oscillating in glycerin at different temperatures. Three cases of damped harmonic oscillation are investigated and analysed by using high-speed video at a rate of 120 frames s[superscript -1] and Tracker Video Analysis (Tracker) software. We present empirical data for…
Geoscience Videos and Their Role in Supporting Student Learning
ERIC Educational Resources Information Center
Wiggen, Jennifer; McDonnell, David
2017-01-01
A series of short (5 to 7 minutes long) geoscience videos were created to support student learning in a flipped class setting for an introductory geology class at North Carolina State University. Videos were made using a stylus, tablet, microphone, and video editing software. Essentially, we narrate a slide, sketch a diagram, or explain a figure…
Tolchinsky, Anatol; Jefferson, Stephen D
2011-09-01
Although numerous benefits have been uncovered related to moderate video game play, research suggests that problematic video game playing behaviors can cause problems in the lives of some video game players. To further our understanding of this phenomenon, we investigated how problematic video game playing symptoms are related to an assortment of variables, including time management skills and attention-deficit/hyperactivity disorder (ADHD) symptoms. Additionally, we tested several simple mediation/moderation models to better explain previous theories that posit simple correlations between these variables. As expected, the results from the present study indicated that time management skills appeared to mediate the relationship between ADHD symptoms and problematic play endorsement (though only for men). Unexpectedly, we found that ADHD symptoms appeared to mediate the relation between time management skills and problematic play behaviors; however, this was only found for women in our sample. Finally, future implications are discussed.
Playing for Real: Video Games and Stories for Health-Related Behavior Change
Baranowski, Tom; Buday, Richard; Thompson, Debbe I.; Baranowski, Janice
2008-01-01
Background Video games provide extensive player involvement for large numbers of children and adults, and thereby provide a channel for delivering health behavior change experiences and messages in an engaging and entertaining format. Method Twenty-seven articles were identified on 25 video games that promoted health-related behavior change through December 2006. Results Most of the articles demonstrated positive health-related changes from playing the video games. Variability in what was reported about the games and measures employed precluded systematically relating characteristics of the games to outcomes. Many of these games merged the immersive, attention-maintaining properties of stories and fantasy, the engaging properties of interactivity, and behavior-change technology (e.g., tailored messages, goal setting). Stories in video games allow for modeling, vicarious identifying experiences, and learning a story’s “moral,” among other change possibilities. Conclusions Research is needed on the optimal use of game-based stories, fantasy, interactivity, and behavior change technology in promoting health-related behavior change. PMID:18083454
Seeing Change in Time: Video Games to Teach about Temporal Change in Scientific Phenomena
NASA Astrophysics Data System (ADS)
Corredor, Javier; Gaydos, Matthew; Squire, Kurt
2014-06-01
This article explores how learning biological concepts can be facilitated by playing a video game that depicts interactions and processes at the subcellular level. Particularly, this article reviews the effects of a real-time strategy game that requires players to control the behavior of a virus and interact with cell structures in a way that resembles the actual behavior of biological agents. The evaluation of the video game presented here aims at showing that video games have representational advantages that facilitate the construction of dynamic mental models. Ultimately, the article shows that when video game's characteristics come in contact with expert knowledge during game design, the game becomes an excellent medium for supporting the learning of disciplinary content related to dynamic processes. In particular, results show that students who participated in a game-based intervention aimed at teaching biology described a higher number of temporal-dependent interactions as measured by the coding of verbal protocols and drawings than students who used texts and diagrams to learn the same topic.
Pathological video-game use among youth ages 8 to 18: a national study.
Gentile, Douglas
2009-05-01
Researchers have studied whether some youth are "addicted" to video games, but previous studies have been based on regional convenience samples. Using a national sample, this study gathered information about video-gaming habits and parental involvement in gaming, to determine the percentage of youth who meet clinical-style criteria for pathological gaming. A Harris poll surveyed a randomly selected sample of 1,178 American youth ages 8 to 18. About 8% of video-game players in this sample exhibited pathological patterns of play. Several indicators documented convergent and divergent validity of the results: Pathological gamers spent twice as much time playing as nonpathological gamers and received poorer grades in school; pathological gaming also showed comorbidity with attention problems. Pathological status significantly predicted poorer school performance even after controlling for sex, age, and weekly amount of video-game play. These results confirm that pathological gaming can be measured reliably, that the construct demonstrates validity, and that it is not simply isomorphic with a high amount of play.
A system for the real-time display of radar and video images of targets
NASA Technical Reports Server (NTRS)
Allen, W. W.; Burnside, W. D.
1990-01-01
Described here is a software and hardware system for the real-time display of radar and video images for use in a measurement range. The main purpose is to give the reader a clear idea of the software and hardware design and its functions. This system is designed around a Tektronix XD88-30 graphics workstation, used to display radar images superimposed on video images of the actual target. The system's purpose is to provide a platform for tha analysis and documentation of radar images and their associated targets in a menu-driven, user oriented environment.
NASA Astrophysics Data System (ADS)
Holmes, Jon L.; Gettys, Nancy S.
2000-01-01
We begin 2000 with a message about our plans for JCE Software and what you will be seeing in this column as the year progresses. Floppy Disk --> CD-ROM Most software today is distributed on CD-ROM or by downloading from the Internet. Several new computers no longer include a floppy disk drive as "standard equipment". Today's software no longer fits on one or two floppies (the installation software alone can require two disks) and the cost of reproducing and distributing several disks is prohibitive. In short, distribution of software on floppy disks is no longer practical. Therefore, JCE Software will distribute all new software publications on CD-ROM rather than on disks. Regular Issues --> Collections Distribution of all our software on CD-ROM allows us to extend our concept of software collections that we started with the General Chemistry Collection. Such collections will contain all the previously published software that is still "in print" (i.e., is compatible with current operating systems and hardware) and any new programs that fall under the topic of the collection. Proposed topics in addition to General Chemistry currently include Advanced Chemistry, Instrument and Laboratory Simulations, and Spectroscopy. Eventually, all regular issues will be replaced by these collections, which will be updated annually or semiannually with new programs and updates to existing programs. Abstracts for all new programs will continue to appear in this column when a collection or its update is ready for publication. We will continue to offer special issues of single larger programs (e.g. Periodic Table Live!, Chemistry Comes Alive! volumes) on CD-ROM and video on videotape. Connect with Your Students outside Class JCE Software has always offered network licenses to allow instructors to make our software available to students in computer labs, but that model no longer fits the way many instructors and students work with computers. Many students (or their families) own a personal computer allowing them much more flexibility than a campus computer lab. Many instructors utilize the World Wide Web, creating HTML pages for students to use. JCE Software has options available to take advantage of both of these developments. Software Adoption To provide students who own computers access to JCE Software programs, consider adopting one or more of our CD-ROMs as you would a textbook. The General Chemistry Collection has been adopted by several general chemistry courses. We can arrange to bundle CDs with laboratory manuals or to be sold separately to students through the campus bookstore. The cost per CD can be quite low (as little as $5) when large numbers are ordered, making this a cost-effective method of allowing students access to the software they need whenever and wherever they desire. Web-Ready Publications Several JCE Software programs use HTML to present the material. Viewed with the ubiquitous Internet Browser, HTML is compatible with both Mac OS and Windows (as well most other current operating systems) and provides a flexible hypermedia interface that is familiar to an increasing number of instructors and students. HTML-based publications are also ready for use on local intranets, with appropriate licensing, and can be readily incorporated into other HTML-based materials. Already published in this format are: Chemistry Comes Alive!, Volumes 1 and 2 (Special Issues 18 and 21), Flying over Atoms (Special Issue 19), and Periodic Table Live! Second Edition (Special Issue 17). Solid State Resources Second Edition (Special Issue 12) and Chemistry Comes Alive!, Volume 3 (Special Issue 23) will be available soon. Other submissions being developed in HTML format include ChemPages Laboratory and Multimedia General Chemistry Problems. Contact the JCE Software office to learn about licensing alternatives that take advantage of the World Wide Web. Periodic Table Live! 2nd ed. is one of JCE Software's "Web-ready" publications. Publication Plans for 2000 We have several exciting new issues planned for publication in the coming year. Chemistry Comes Alive! The Chemistry Comes Alive! (CCA!) series continues with additional CD-ROMs for Mac OS and Windows. Each volume in this series contains video and animations of chemical reactions that can be easily incorporated into your own computer-based presentations. Our digital video now uses state-of-the-art compression that yields higher quality video with smaller file sizes and data rates more suited for WWW delivery. Video for Periodic Table Live! 2nd edition, Chemistry Comes Alive! Volumes 3, ChemPages Laboratory, and Multimedia General Chemistry Problems use this new format. We will be releasing updates of CCA! Volumes 1 and 2 to take advantage of this new technology. We are very pleased with the results and think you will be also. The reaction of aluminum with chlorine is included in Chemistry Comes Alive! Volume 3. ChemPages Laboratory ChemPages Laboratory, developed by the New Traditions Curriculum Project at the University of Wisconsin-Madison, is an HTML-based CD-ROM for Mac OS and Windows that contains lessons and tutorials to prepare introductory chemistry students to work in the laboratory. It includes text, photographs, computer graphics, animations, digital video, and voice narration to introduce students to the laboratory equipment and procedures. ChemPages Laboratory teaches introductory chemistry students about laboratory instruments, equipment, and procedures. Versatile Video Video demonstrating the "drinking bird" is included in the Chemistry Comes Alive! video collection. Video from this collection can be incorporated into many other projects. As an example, David Whisnant has used the drinking bird in his Multimedia General Chemistry Problems, where students view the video and are asked to explain why the bird bobs up and down. JCE Software anticipates publication of Multimedia General Chemistry Problems on CD-ROM for Mac OS and Windows in 2000. It will be "Web-ready". General Chemistry Collection, 4th Edition The General Chemistry Collection will be revised early in the summer and CDs will be shipped in time for fall adoptions. The 4th edition will include JCE Software publications for general chemistry published in 1999, as well as any programs for general chemistry accepted in 2000. Regular Issues We have had many recent submissions and submissions of work in progress. In 2000 we will work with the authors and our peer-reviewers to complete and publish these submissions individually or as part of a software collection on CD-ROM. An Invitation In collaboration with JCE Online we plan to make available in 2000 more support files for JCE Software. These will include not only troubleshooting tips and technical support notes, but also supporting information submitted by users such as lessons, specific assignments, and activities using JCE Software publications. All JCE Software users are invited to contribute to this area. Get in touch with JCE Software and let us know how you are using our materials so that we can share your ideas with others! Although the word software is in our name, many of our publications are not traditional software. We also publish video on videotape, videodisc, and CD-ROM and electronic documents (Mathcad and Mathematica, spreadsheet files and macros, HTML documents, and PowerPoint presentations). Most chemistry instructors who use a computer in their teaching have created or considered creating one or more of these for their classes. If you have an original computer presentation, electronic document, animation, video, or any other item that is not printed text it is probably an appropriate submission for JCE Software. By publishing your work in any branch of the Journal of Chemical Education, you will share your efforts with chemistry instructors and students all over the world and get professional recognition for your achievements. All JCE Software publications are Y2K compliant.
Using virtual reality to analyze sports performance.
Bideau, Benoit; Kulpa, Richard; Vignais, Nicolas; Brault, Sébastien; Multon, Franck; Craig, Cathy
2010-01-01
Improving performance in sports can be difficult because many biomechanical, physiological, and psychological factors come into play during competition. A better understanding of the perception-action loop employed by athletes is necessary. This requires isolating contributing factors to determine their role in player performance. Because of its inherent limitations, video playback doesn't permit such in-depth analysis. Interactive, immersive virtual reality (VR) can overcome these limitations and foster a better understanding of sports performance from a behavioral-neuroscience perspective. Two case studies using VR technology and a sophisticated animation engine demonstrate how to use information from visual displays to inform a player's future course of action.
Method of encouraging attention by correlating video game difficulty with attention level
NASA Technical Reports Server (NTRS)
Pope, Alan T. (Inventor); Bogart, Edward H. (Inventor)
1994-01-01
A method of encouraging attention in persons such as those suffering from Attention Deficit Disorder is provided by correlating the level of difficulty of a video game with the level of attention in a subject. A conventional video game comprises a video display which depicts objects for interaction with a player and a difficulty adjuster which increases the difficulty level, e.g., action speed and/or evasiveness of the depicted object, in a predetermined manner. The electrical activity of the brain is measured at selected sites to determine levels of awareness, e.g., activity in the beta, theta, and alpha states. A value is generated based on this measured electrical signal which is indicative of the level of awareness. The difficulty level of the game is increased as the awareness level value decreases and is decreased as this awareness level value increases.
Impact of video games on plasticity of the hippocampus.
West, G L; Konishi, K; Diarra, M; Benady-Chorney, J; Drisdelle, B L; Dahmani, L; Sodums, D J; Lepore, F; Jolicoeur, P; Bohbot, V D
2017-08-08
The hippocampus is critical to healthy cognition, yet results in the current study show that action video game players have reduced grey matter within the hippocampus. A subsequent randomised longitudinal training experiment demonstrated that first-person shooting games reduce grey matter within the hippocampus in participants using non-spatial memory strategies. Conversely, participants who use hippocampus-dependent spatial strategies showed increased grey matter in the hippocampus after training. A control group that trained on 3D-platform games displayed growth in either the hippocampus or the functionally connected entorhinal cortex. A third study replicated the effect of action video game training on grey matter in the hippocampus. These results show that video games can be beneficial or detrimental to the hippocampal system depending on the navigation strategy that a person employs and the genre of the game.Molecular Psychiatry advance online publication, 8 August 2017; doi:10.1038/mp.2017.155.
A Hands-on Guide to Video Podcasting
NASA Astrophysics Data System (ADS)
Christensen, L. L.; Hurt, R.
2008-02-01
Video podcasting, or vodcasting, is the latest evolution of the podcast revolution. The market for on demand multimedia content spans the gamut, ranging from portable media players to computers, and increasingly to televisions through home media centres. This new mode of accessing content is rapidly growing in popularity, particularly among younger audiences. Vodcasting allows a direct link between consumer and content producer, bypassing traditional media networks, making it ideal for EPO efforts. Even modest budgets can yield compelling astronomy vodcasts that will appeal to a large audience. Gateways like the iTunes Store and video community websites such as Veoh and YouTube have created new content markets where none existed before. This paper highlights the key steps for producing a vodcast and shows some statistics from two leading astronomy vodcasts. The reader will see how to make (or improve) a science video podcast and learn about some of the latest developments in this rapidly-evolving field.
Improving physics instruction by analyzing video games
NASA Astrophysics Data System (ADS)
Beatty, Ian D.
2013-01-01
Video games can be very powerful teaching systems, and game designers have become adept at optimizing player engagement while scaffolding development of complex skills and situated knowledge. One implication is that we might create games to teach physics. Another, which I explore here, is that we might learn to improve classroom physics instruction by studying effective games. James Gee, in his book What Video Games Have to Teach Us About Learning and Literacy (2007), articulates 36 principles that make good video games highly effective as learning environments. In this theoretical work, I identify 16 themes running through Gee's principles, and explore how these themes and Gee's principles could be applied to the design of an on-campus physics course. I argue that the process pushes us to confront aspects of learning that physics instructors and even physics education researchers generally neglect, and suggest some novel ideas for course design.
Hawkins, R D; Fuller, C W
1996-01-01
OBJECTIVE: To assess the risks to footballers' health and safety during competitive international matches, with identification of the most common causes of injury. METHODS: Videos of 44 of the 52 matches played during the 1994 World Cup finals staged in the USA were analysed. During each match, several relevant variables were recorded, including the number of fouls, injuries, treatments, times of incidents, identity of players treated or injured, and the injury mechanism. Additional information on players' injuries was obtained from the extensive media coverage of the event. RESULTS: Only 29% of injuries resulted from foul play, whereas 71% of injuries to players occurred where no foul play was adjudged by the referee to have taken place (P < 0.01). Defenders were found to be proportionately subjected to a greater risk of injury than other players (P < 0.05). Fifteen per cent of all injuries were judged to be at least moderate, resulting in the player missing at least one match. Frequency of moderate injury was 1026 injuries per 100,000 hours played. CONCLUSIONS: The major causes of injuries during international football matches were not found to be associated with foul play, as judged by the referees. However, in those cases where injuries occurred without a foul being committed, almost 50% involved player to player contact. This gives some cause for concern and is worth further investigation. Images Figure 2 PMID:8799605
Balancing the playing field: collaborative gaming for physical training.
Mace, Michael; Kinany, Nawal; Rinne, Paul; Rayner, Anthony; Bentley, Paul; Burdet, Etienne
2017-11-20
Multiplayer video games promoting exercise-based rehabilitation may facilitate motor learning, by increasing motivation through social interaction. However, a major design challenge is to enable meaningful inter-subject interaction, whilst allowing for significant skill differences between players. We present a novel motor-training paradigm that allows real-time collaboration and performance enhancement, across a wide range of inter-subject skill mismatches, including disabled vs. able-bodied partnerships. A virtual task consisting of a dynamic ball on a beam, is controlled at each end using independent digital force-sensing handgrips. Interaction is mediated through simulated physical coupling and locally-redundant control. Game performance was measured in 16 healthy-healthy and 16 patient-expert dyads, where patients were hemiparetic stroke survivors using their impaired arm. Dual-player was compared to single-player performance, in terms of score, target tracking, stability, effort and smoothness; and questionnaires probing user-experience and engagement. Performance of less-able subjects (as ranked from single-player ability) was enhanced by dual-player mode, by an amount proportionate to the partnership's mismatch. The more abled partners' performances decreased by a similar amount. Such zero-sum interactions were observed for both healthy-healthy and patient-expert interactions. Dual-player was preferred by the majority of players independent of baseline ability and subject group; healthy subjects also felt more challenged, and patients more skilled. This is the first demonstration of implicit skill balancing in a truly collaborative virtual training task leading to heightened engagement, across both healthy subjects and stroke patients.
NASA Technical Reports Server (NTRS)
Cohen, Tamar E.; Lees, David S.; Deans, Matthew C.; Lim, Darlene S. S.; Lee, Yeon Jin Grace
2018-01-01
Exploration Ground Data Systems (xGDS) supports rapid scientific decision making by synchronizing video in context with map, instrument data visualization, geo-located notes and any other collected data. xGDS is an open source web-based software suite developed at NASA Ames Research Center to support remote science operations in analog missions and prototype solutions for remote planetary exploration. (See Appendix B) Typical video systems are designed to play or stream video only, independent of other data collected in the context of the video. Providing customizable displays for monitoring live video and data as well as replaying recorded video and data helps end users build up a rich situational awareness. xGDS was designed to support remote field exploration with unreliable networks. Commercial digital recording systems operate under the assumption that there is a stable and reliable network between the source of the video and the recording system. In many field deployments and space exploration scenarios, this is not the case - there are both anticipated and unexpected network losses. xGDS' Video Module handles these interruptions, storing the available video, organizing and characterizing the dropouts, and presenting the video for streaming or replay to the end user including visualization of the dropouts. Scientific instruments often require custom or expensive software to analyze and visualize collected data. This limits the speed at which the data can be visualized and limits access to the data to those users with the software. xGDS' Instrument Module integrates with instruments that collect and broadcast data in a single snapshot or that continually collect and broadcast a stream of data. While seeing a visualization of collected instrument data is informative, showing the context for the collected data, other data collected nearby along with events indicating current status helps remote science teams build a better understanding of the environment. Further, sharing geo-located, tagged notes recorded by the scientists and others on the team spurs deeper analysis of the data.
Motion sickness, console video games, and head-mounted displays.
Merhi, Omar; Faugloire, Elise; Flanagan, Moira; Stoffregen, Thomas A
2007-10-01
We evaluated the nauseogenic properties of commercial console video games (i.e., games that are sold to the public) when presented through a head-mounted display. Anecdotal reports suggest that motion sickness may occur among players of contemporary commercial console video games. Participants played standard console video games using an Xbox game system. We varied the participants' posture (standing vs. sitting) and the game (two Xbox games). Participants played for up to 50 min and were asked to discontinue if they experienced any symptoms of motion sickness. Sickness occurred in all conditions, but it was more common during standing. During seated play there were significant differences in head motion between sick and well participants before the onset of motion sickness. The results indicate that commercial console video game systems can induce motion sickness when presented via a head-mounted display and support the hypothesis that motion sickness is preceded by instability in the control of seated posture. Potential applications of this research include changes in the design of console video games and recommendations for how such systems should be used.
An optimized video system for augmented reality in endodontics: a feasibility study.
Bruellmann, D D; Tjaden, H; Schwanecke, U; Barth, P
2013-03-01
We propose an augmented reality system for the reliable detection of root canals in video sequences based on a k-nearest neighbor color classification and introduce a simple geometric criterion for teeth. The new software was implemented using C++, Qt, and the image processing library OpenCV. Teeth are detected in video images to restrict the segmentation of the root canal orifices by using a k-nearest neighbor algorithm. The location of the root canal orifices were determined using Euclidean distance-based image segmentation. A set of 126 human teeth with known and verified locations of the root canal orifices was used for evaluation. The software detects root canals orifices for automatic classification of the teeth in video images and stores location and size of the found structures. Overall 287 of 305 root canals were correctly detected. The overall sensitivity was about 94 %. Classification accuracy for molars ranged from 65.0 to 81.2 % and from 85.7 to 96.7 % for premolars. The realized software shows that observations made in anatomical studies can be exploited to automate real-time detection of root canal orifices and tooth classification with a software system. Automatic storage of location, size, and orientation of the found structures with this software can be used for future anatomical studies. Thus, statistical tables with canal locations will be derived, which can improve anatomical knowledge of the teeth to alleviate root canal detection in the future. For this purpose the software is freely available at: http://www.dental-imaging.zahnmedizin.uni-mainz.de/.
Video Image Stabilization and Registration (VISAR) Software
NASA Technical Reports Server (NTRS)
1999-01-01
Two scientists at NASA Marshall Space Flight Center, atmospheric scientist Paul Meyer (left) and solar physicist Dr. David Hathaway, have developed promising new software, called Video Image Stabilization and Registration (VISAR), that may help law enforcement agencies to catch criminals by improving the quality of video recorded at crime scenes, VISAR stabilizes camera motion in the horizontal and vertical as well as rotation and zoom effects; produces clearer images of moving objects; smoothes jagged edges; enhances still images; and reduces video noise of snow. VISAR could also have applications in medical and meteorological imaging. It could steady images of Ultrasounds which are infamous for their grainy, blurred quality. It would be especially useful for tornadoes, tracking whirling objects and helping to determine the tornado's wind speed. This image shows two scientists reviewing an enhanced video image of a license plate taken from a moving automobile.
Highly efficient simulation environment for HDTV video decoder in VLSI design
NASA Astrophysics Data System (ADS)
Mao, Xun; Wang, Wei; Gong, Huimin; He, Yan L.; Lou, Jian; Yu, Lu; Yao, Qingdong; Pirsch, Peter
2002-01-01
With the increase of the complex of VLSI such as the SoC (System on Chip) of MPEG-2 Video decoder with HDTV scalability especially, simulation and verification of the full design, even as high as the behavior level in HDL, often proves to be very slow, costly and it is difficult to perform full verification until late in the design process. Therefore, they become bottleneck of the procedure of HDTV video decoder design, and influence it's time-to-market mostly. In this paper, the architecture of Hardware/Software Interface of HDTV video decoder is studied, and a Hardware-Software Mixed Simulation (HSMS) platform is proposed to check and correct error in the early design stage, based on the algorithm of MPEG-2 video decoding. The application of HSMS to target system could be achieved by employing several introduced approaches. Those approaches speed up the simulation and verification task without decreasing performance.
Serious Games for Health: Features, Challenges, Next Steps.
Blumberg, Moderators Fran C; Burke, Lauren C; Hodent, Participants Celia; Evans, Michael A; Lane, H Chad; Schell, Jesse
2014-10-01
As articles in this journal have demonstrated over the past 3 years, serious game development continues to flourish as a vehicle for formal and informal health education. How best to characterize a "serious" game remains somewhat elusive in the literature. Many researchers and practitioners view serious games as capitalizing on computer technology and state-of-the-art video graphics as an enjoyable means by which to provide and promote instruction and training, or to facilitate attitude change among its players. We invited four distinguished researchers and practitioners to further discuss with us how they view the characteristics of serious games for health, how those characteristics differ from those for academic purposes, the challenges posed for serious game development among players of different ages, and next steps for the development and empirical examination of the effectiveness of serious games for players' psychological and physical well-being.
Reportable STDs in Young People 15-24 Years of Age, by State
... STD 101 in a Box Home Script for Sex in the City Video STD Clinical Slides STD Clinical Slides STD Picture ... include: line graphs by year; pie charts for sex; bar charts by state and country; bar charts for age, race/ethnicity, and transmission ... Quicktime file RealPlayer file Text file ...
25 CFR 543.2 - What are the definitions for this part?
Code of Federal Regulations, 2013 CFR
2013-04-01
..., mechanical, or other technologic form, that function together to aid the play of one or more Class II games... a particular game, player interface, shift, or other period. Count room. A secured room where the... validated directly by a voucher system. Dedicated camera. A video camera that continuously records a...