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Journal articles on the topic 'First person video'

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1

Ma, Biao, and Amy R. Reibman. "Estimating the Subjective Video Stability of First-Person Videos." Electronic Imaging 2018, no. 14 (2018): 1–7. http://dx.doi.org/10.2352/issn.2470-1173.2018.14.hvei-510.

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Ma, Biao, and Amy Reibman. "Viewing Experience Model of First-Person Videos." Journal of Imaging 4, no. 9 (2018): 106. http://dx.doi.org/10.3390/jimaging4090106.

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First-Person Videos (FPVs) are recorded using wearable cameras to share the recorder’s First-Person Experience (FPE). Ideally, the FPE is conveyed by the viewing experience of the FPV. However, raw FPVs are usually too shaky to watch, which ruins the viewing experience. To solve this problem, we improve the viewing experience of FPVs by modeling it as two parts: video stability and First-Person Motion Information (FPMI). Existing video stabilization techniques can improve the video stability but damage the FPMI. We propose a Viewing Experience (VE) score, which measures both the stability and
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Fukuta, Junaid, and Justin Morgan. "First-person perspective video to enhance simulation." Clinical Teacher 15, no. 3 (2017): 231–35. http://dx.doi.org/10.1111/tct.12659.

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Sahu, Abhimanyu, and Ananda S. Chowdhury. "First person video summarization using different graph representations." Pattern Recognition Letters 146 (June 2021): 185–92. http://dx.doi.org/10.1016/j.patrec.2021.03.013.

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Andre, Luis, Pedro Pinho, Carolina Gouveia, and Caroline Loss. "Textile Antenna for First-Person View Goggles." Elektronika ir Elektrotechnika 27, no. 2 (2021): 49–54. http://dx.doi.org/10.5755/j02.eie.28841.

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Unmanned Aerial Vehicles, also known as drones, are vehicles controlled remotely. First-Person View (FPV) technology allows these vehicles to have greater versatility and be more easily piloted. The antennas currently used for video transmission are bulky and uncomfortable, so there is a need for this volume to be reduced to increase portability, being this the focus of the paper. The antenna was developed in textile materials to reduce its size and weight, as these materials allow for a better comfort and a reduced footprint. This paper presents a microstrip array adapted for the frequencies
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Wu, Sijing, Cho Kin Cheng, Jing Feng, Lisa D'Angelo, Claude Alain, and Ian Spence. "Playing a First-person Shooter Video Game Induces Neuroplastic Change." Journal of Cognitive Neuroscience 24, no. 6 (2012): 1286–93. http://dx.doi.org/10.1162/jocn_a_00192.

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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 improvemen
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Han, Zhisong, Yaling Liang, Zengqun Chen, and Zhiheng Zhou. "A two-stream network with joint spatial-temporal distance for video-based person re-identification." Journal of Intelligent & Fuzzy Systems 39, no. 3 (2020): 3769–81. http://dx.doi.org/10.3233/jifs-192067.

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Video-based person re-identification aims to match videos of pedestrians captured by non-overlapping cameras. Video provides spatial information and temporal information. However, most existing methods do not combine these two types of information well and ignore that they are of different importance in most cases. To address the above issues, we propose a two-stream network with a joint distance metric for measuring the similarity of two videos. The proposed two-stream network has several appealing properties. First, the spatial stream focuses on multiple parts of a person and outputs robust
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Gao, Changxin, Jin Wang, Leyuan Liu, Jin-Gang Yu, and Nong Sang. "Superpixel-Based Temporally Aligned Representation for Video-Based Person Re-Identification." Sensors 19, no. 18 (2019): 3861. http://dx.doi.org/10.3390/s19183861.

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Most existing person re-identification methods focus on matching still person images across non-overlapping camera views. Despite their excellent performance in some circumstances, these methods still suffer from occlusion and the changes of pose, viewpoint or lighting. Video-based re-id is a natural way to overcome these problems, by exploiting space–time information from videos. One of the most challenging problems in video-based person re-identification is temporal alignment, in addition to spatial alignment. To address the problem, we propose an effective superpixel-based temporally aligne
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Montag, Christian, Matthias Flierl, Sebastian Markett, Nora Walter, Magdalena Jurkiewicz, and Martin Reuter. "Internet Addiction and Personality in First-Person-Shooter Video Gamers." Journal of Media Psychology 23, no. 4 (2011): 163–73. http://dx.doi.org/10.1027/1864-1105/a000049.

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The present study investigated the influence on Internet addiction of numerous variables ranging from personality to psychological and physical well-being, in a large and highly ecologically valid sample of mainly male adolescent online computer gamers (first-person-shooter video gamers) in Germany. Low Self-Directedness could be linked to a high Internet Addiction Test score in the present study, and the data yielded a continuum model indicating that low Self-Directedness is highly correlated with Internet Addiction Score, not only in students but also in first-person-shooter video gamers.
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Sun, Yile, Timothy J. Hickey, Barbara Shinn-Cunningham, and Robert Sekuler. "Catching Audiovisual Interactions With a First-Person Fisherman Video Game." Perception 46, no. 7 (2016): 793–814. http://dx.doi.org/10.1177/0301006616682755.

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11

Rhinehart, Nicholas, and Kris M. Kitani. "First-Person Activity Forecasting from Video with Online Inverse Reinforcement Learning." IEEE Transactions on Pattern Analysis and Machine Intelligence 42, no. 2 (2020): 304–17. http://dx.doi.org/10.1109/tpami.2018.2873794.

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Shrestha, Buddha, Haeyong Chung, and Ramazan S. Aygün. "FaceTimeMap." International Journal of Multimedia Data Engineering and Management 10, no. 2 (2019): 37–59. http://dx.doi.org/10.4018/ijmdem.2019040103.

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In this article, the authors study bitmap indexing for temporal querying of faces that appear in videos. Since the bitmap index is originally designed to select a set of records that satisfy a value in the domain of the attribute, there is no clear strategy for how to apply it for temporal querying. Accordingly, the authors introduce a multi-level bitmap index that the authors call “FaceTimeMap” for temporal querying of faces in videos. The first level of the FaceTimeMap index is used for determining whether a person appears in a video or not, whereas the second level of the index is used for
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Hruby, Florian. "From third-person to first-person cartographies with immersive virtual environments." Proceedings of the ICA 2 (July 10, 2019): 1–7. http://dx.doi.org/10.5194/ica-proc-2-44-2019.

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<p><strong>Abstract.</strong> Recent cognitive research indicates that immersive virtual reality (VR) systems can increase the impact of visualization products through the formation of spatial presence, defined as a sense of “being there” in a virtual place. These findings make VR a highly interesting tool for cartography, but challenge the subject’s self-conception in different regards. The present article aims at highlighting the fundamental characteristics of geovisualization with immersive environments. We will approach the challenge of 1:1 representation with a typology
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Maximov, Maxim, Sang-Rok Oh, and Myong Soo Park. "Real-Time Action Recognition System from a First-Person View Video Stream." International Journal of Computer Theory and Engineering 9, no. 2 (2017): 79–86. http://dx.doi.org/10.7763/ijcte.2017.v9.1116.

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15

Hoonpongsimanont, Wirachin, Maja Feldman, Nicholas Bove, et al. "Improving feedback by using first-person video during the emergency medicine clerkship." Advances in Medical Education and Practice Volume 9 (August 2018): 559–65. http://dx.doi.org/10.2147/amep.s169511.

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Mafe, Diana Adesola. "Race and the First-Person Shooter: Challenging the Video Gamer inBioShock Infinite." Camera Obscura: Feminism, Culture, and Media Studies 30, no. 2 89 (2015): 89–123. http://dx.doi.org/10.1215/02705346-3078336.

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Novgorodtseva, A. P., and N. Yakovleva. "First-Person Video Modeling as a Way of Teaching Imitation of Children with Autism." Клиническая и специальная психология 7, no. 3 (2018): 167–76. http://dx.doi.org/10.17759/cpse.2018070310.

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The article discusses the problem of the basic factors of ASD: the deficit in the Theory of Mind (ToM) as the ability to represent Self-Other relationship, or violation of the ability to simulate, as the ability to transfer the perspective of Other’s action into the prospect of their own actions. It is hypothesized that the first-person video surveillance technique (with the instructor’s and the student's hands visible) will be more effective in teaching imitation of children with ASD than the third-person video surveillance method (where the instructor and the student are seen). The study inv
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Suhendar, Agus. "Dampak Cuaca Terhadap Quality of Service Wireless pada Sistem First Person View." Jurnal Manajemen Informatika (JAMIKA) 11, no. 1 (2021): 15–23. http://dx.doi.org/10.34010/jamika.v11i1.3328.

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Streaming is the process of sending data continuously or continuously that be broadcast overthe internet. FPV (First-person view) is a method used to control radio control vehicles from thepilot. Analysis of live video streaming service on FPV aeromodelling with standard configurationsto determine the maximum results for live video streaming service on FPV aeromodelling. Distancemeasurements and environmental conditions are also necessary to determine the performance of livevideo streaming. Then performed a Quality of Service (QoS) analysis, including measurement ofdelay, jitter, and throughpu
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Woloshyn, Vera, and Michael J. Savage. "Features of YouTube™ videos produced by individuals who self-identify with borderline personality disorder." DIGITAL HEALTH 6 (January 2020): 205520762093233. http://dx.doi.org/10.1177/2055207620932336.

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Objectives Many individuals use YouTube™ to seek out information and share first-hand experiences about mental illnesses, as well as to gain a sense of community. YouTube™ use may be especially appealing when offline supports are lacking or difficult to access, and when there is a fear of stigmatisation. Borderline personality disorder (BPD), also referred to as emotionally unstable personality disorder (EUPD), is a complex and often stigmatised mental-health disorder. The primary objective of this study was to describe the dominant messages that individuals who self-identify with the diagnosi
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Et. al., K. Ranga Narayana,. "Humanrecognition Using ‘Pso-Ofa’ In Low Resolution Videos." Turkish Journal of Computer and Mathematics Education (TURCOMAT) 12, no. 11 (2021): 697–703. http://dx.doi.org/10.17762/turcomat.v12i11.5952.

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In present scenario, tracking of target in videos with low resolution is most important task. The problem aroused due to lack of discriminatory data that have low visual visibility of the moving objects. However, earlier detection methods often extract explanations around fascinating points of space or exclude mathematical features in moving regions, resulting in limited capabilities to detect better video functions. To overcome the above problem, in this paper a novel method which recognizes a person from low resolution videos is proposed. A Three step process is implemented in which during t
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CLARK, JEFFREY, PHIL CRANDALL, and JESSICA SHABATURA. "Wearable Technology Effects on Training Outcomes of Restaurant Food Handlers." Journal of Food Protection 81, no. 8 (2018): 1220–26. http://dx.doi.org/10.4315/0362-028x.jfp-18-033.

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ABSTRACT Food safety training does not always result in behavior change, perhaps because of flaws inherent in traditional training designs. New technologies such as augmented reality headsets or head-mounted action cameras could transform the way food safety training is conducted in the food industry. Training conducted with wearable technology presents visual content in the first-person or actor's perspective, as opposed to the traditional third-person or observer perspective. This visual hands-on first-person perspective may provide an effective way of conveying information and encouraging b
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22

Berenz, Norine. "Insights into person deixis." Sign Language and Linguistics 5, no. 2 (2002): 203–27. http://dx.doi.org/10.1075/sll.5.2.06ber.

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Widely accepted analyses of personal pronouns in sign languages present systems that differ in a crucial way from pronominal systems in oral languages and violate linguistic universals proposed by Benveniste, Bühler, Lyons, and others. These analyses argue that the two necessary conversational roles — sender and recipient — are not grammaticized in first and second person pronouns, respectively. This paper presents findings of a detailed analysis of pronominal reference in video-recorded, naturally occurring Brazilian Sign Language conversations which show consistent pairings of form and meani
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Cirucci, Angela M. "First person paparazzi: Why social media should be studied more like video games." Telematics and Informatics 30, no. 1 (2013): 47–59. http://dx.doi.org/10.1016/j.tele.2012.03.006.

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24

Summers, Tim. "Epic texturing in the first-person shooter: The aesthetics of video game music." Soundtrack 5, no. 2 (2012): 131–51. http://dx.doi.org/10.1386/st.5.2.131_1.

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25

Park, Hyun Soo, and Jianbo Shi. "Force from Motion: Decoding Control Force of Activity in a First-Person Video." IEEE Transactions on Pattern Analysis and Machine Intelligence 42, no. 3 (2020): 622–35. http://dx.doi.org/10.1109/tpami.2018.2883327.

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26

Lewis, Sarah, Robb Lindgren, Shuai Wang, and Roy D. Pea. "Learning With Media." Journal of Media Psychology 31, no. 3 (2019): 128–36. http://dx.doi.org/10.1027/1864-1105/a000235.

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Abstract. Digital media, such as interactive video, games, and immersive worlds, offer rich visual perspectives, often allowing one to experience events through another’s eyes. While prior research indicates that considering alternative perspectives facilitates understanding, little is known about how media-enhanced perspectives affect learning processes for higher-order concepts that require synthesis of ideas and making inferences such as reasoning about problems in science. Two experiments used digital video of a science instructional event to investigate features of visual perspective on e
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Rizwan, Shehzad, and Awais. "Quadcopter-Based Rapid Response First-Aid Unit with Live Video Monitoring." Drones 3, no. 2 (2019): 37. http://dx.doi.org/10.3390/drones3020037.

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Air transport is the fastest way to reach areas with no direct land routes for ambulances. This paper presents the development of a quadcopter-based rapid response unit in an efficient aerial aid system to eliminate the delay time for first aid supplies. The system comprises a health monitoring and calling system for a field person working in open areas and a base station with the quadcopter. In an uncertain situation, the quadcopter is deployed from the base station towards the field person for immediate help through the specified path using constant Global System for Mobile (GSM)- and Global
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Kelly, Savannah L. "First-Year Students’ Research Challenges: Does Watching Videos on Common Struggles affect Students’ Research Self-Efficacy?" Evidence Based Library and Information Practice 12, no. 4 (2017): 158. http://dx.doi.org/10.18438/b8qq28.

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Abstract
 
 Objective – The purpose of this quantitative study was to measure the impact of providing research struggle videos on first-year students’ research self-efficacy. The three-part video series explicated and briefly addressed common first-year roadblocks related to searching, evaluating, and caring about sources. The null hypothesis tested was that students would have similar research self-efficacy scores, regardless of exposure to the video series. 
 
 Methods – The study was a quasi-experimental, nonequivalent control group design. The population included all 22
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Pilgrim, Kristen, Nicole Ventura, Amy Bingen, et al. "From a distance: Technology and the first low-residency drama therapy education program." Drama Therapy Review 6, no. 1 (2020): 27–48. http://dx.doi.org/10.1386/dtr_00014_1.

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This article examines the first-year experiences of Lesley University’s first low-residency master’s drama therapy training cohort and their advisor. Course work in this program combines predominantly online learning with several weeks of in-person learning each year, marking a departure from traditional drama therapy education. This article explores ways in which distance learning impacted this cohort in their first year of drama therapy education. Within the cohort’s reflections, specific themes related to technology, cohort experience, course instruction and work‐life balance are examined a
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Đorđević, Miljan, Milan Milivojević, and Ana Gavrovska. "DeepFake video production and SIFT-based analysis." Telfor Journal 12, no. 1 (2020): 22–27. http://dx.doi.org/10.5937/telfor2001022q.

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Nowadays advantages in face-based modification using DeepFake algorithms made it possible to replace a face of one person with a face of another person. Thus, it is possible to make not only copy-move modifications, but to implement artificial intelligence and deep learning for replacing face movements from one person to another. Still images can be converted into video sequences. Consequently, the contemporaries, historical figures or even animated characters can be lively presented. Deepfakes are becoming more and more successful and it is difficult to detect them in some cases. In this pape
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Ashraf, Mujeeba. "Violent Video Games and Their Relation to Aggressive Behaviour in Late Childhood in Pakistan." International Journal of Cyber Behavior, Psychology and Learning 10, no. 3 (2020): 47–59. http://dx.doi.org/10.4018/ijcbpl.2020070104.

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Most of the European and American literature suggests that playing violent video games can increase aggression in real-life situations in children, but the extent to which this is true in Pakistan is largely unknown. This is a correlational study that explored whether the amount of time spent playing violent themed video games was associated with aggressive behaviour and whether playing different kinds of violent themed video games could predict aggressive behaviour in late childhood. The sample of 100 children (mean age 13.37) was taken, and children were asked to fill in a diary when they pl
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Winmalar D, Haretha, Vani A K, Sudharsan R, and Hari Krishna R. "Generalized Omnipresence Detection (GOD)." Journal of Innovative Image Processing 2, no. 2 (2020): 85–92. http://dx.doi.org/10.36548/jiip.2020.2.003.

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Identification and Tracking of a person in a video are useful in applications such as video surveillance. Two levels of tracking are carried out. They are Classification and monitoring of individuals. The human body’s color histogram is used as the basis for monitoring individuals. Our project can detect a human face in a video and store the detected facial features of the Local Binary Pattern Histogram (LBPH). In a video, once a person is detected, it automatically track that individual and assigns a label to that individual. We use the stored LBPH features to track him in any other videos. I
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Szulewski, Adam, and Daniel Howes. "Combining First-Person Video and Gaze-Tracking in Medical Simulation: A Technical Feasibility Study." Scientific World Journal 2014 (2014): 1–4. http://dx.doi.org/10.1155/2014/975752.

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Crisis decision-making is an important responsibility of the resuscitation team leader but a difficult process to study. The purpose of this pilot study was to explore the potential of gaze-tracking technology to study decision-making and leadership behaviours in simulated medical emergencies. We studied five physicians with a broad range of experience in a simulated medical emergency using gaze-tracking glasses. Subjects were interviewed immediately after the scenario while viewing a first-person recording of their performance with a superimposed gaze indicator. The recordings were then studi
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Nakazawa, Atsushi, Yu Mitsuzumi, Yuki Watanabe, Ryo Kurazume, Sakiko Yoshikawa, and Miwako Honda. "First-person Video Analysis for Evaluating Skill Level in the Humanitude Tender-Care Technique." Journal of Intelligent & Robotic Systems 98, no. 1 (2019): 103–18. http://dx.doi.org/10.1007/s10846-019-01052-8.

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35

Chien, Irene. "Deviation / Red vs. Blue: The Blood Gulch Chronicles." Film Quarterly 60, no. 4 (2007): 24–29. http://dx.doi.org/10.1525/fq.2007.60.4.24.

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ABSTRACT Machinima are computer-animated films shot within video games that expose possibilities and pitfalls in the increasing convergence of cinema and video games. By satirically dramatizing the inner lives of video game characters, machinima works Deviation and Red vs. Blue undermine the cycle of combat and death that drives first-person shooters.
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Stephens, Richard, and Claire Allsop. "Effect of Manipulated State Aggression on Pain Tolerance." Psychological Reports 111, no. 1 (2012): 311–21. http://dx.doi.org/10.2466/16.02.20.pr0.111.4.311-321.

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Swearing produces a pain lessening (hypoalgesic) effect for many people; an emotional response may be the underlying mechanism. In this paper, the role of manipulated state aggression on pain tolerance and pain perception is assessed. In a repeated-measures design, pain outcomes were assessed in participants asked to play for 10 minutes a first-person shooter video game vs a golf video game. Sex differences were explored. After playing the first-person shooter video game, aggressive cognitions, aggressive affect, heart rate, and cold pressor latency were increased, and pain perception was decr
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Ahmad, Misbah, Imran Ahmed, Fakhri Alam Khan, Fawad Qayum, and Hanan Aljuaid. "Convolutional neural network–based person tracking using overhead views." International Journal of Distributed Sensor Networks 16, no. 6 (2020): 155014772093473. http://dx.doi.org/10.1177/1550147720934738.

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In video surveillance, person tracking is considered as challenging task. Numerous computer vision, machine and deep learning–based techniques have been developed in recent years. Majority of these techniques are based on frontal view images/video sequences. The advancement of convolutional neural network reforms the way of object tracking. The network layers of convolutional neural network models trained on a number of images or video sequences improve speed and accuracy of object tracking. In this work, the generalization performance of existing pre-trained deep learning models have investig
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Grossman, Ruth B., Julia Mertens, and Emily Zane. "Perceptions of self and other: Social judgments and gaze patterns to videos of adolescents with and without autism spectrum disorder." Autism 23, no. 4 (2018): 846–57. http://dx.doi.org/10.1177/1362361318788071.

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Neurotypical adults often form negative first impressions of individuals with autism spectrum disorder and are less interested in engaging with them socially. In contrast, individuals with autism spectrum disorder actively seek out the company of others who share their diagnosis. It is not clear, however, whether individuals with autism spectrum disorder form more positive first impressions of autistic peers when diagnosis is not explicitly shared. We asked adolescents with and without autism spectrum disorder to watch brief video clips of adolescents with and without autism spectrum disorder
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Prema, K., L. Leema Priyadharshini, C. Shyamala Kumari, and S. Florence. "Human intention detection with facial expressions using video analytics." International Journal of Engineering & Technology 7, no. 2.4 (2018): 14. http://dx.doi.org/10.14419/ijet.v7i2.4.10032.

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The manuscript should contain an abstract. The abstract should be self-contained and citation-free and should not exceed 200 words. The abstract should state the purpose, approach, results and conclusions of the work.The author should assume that the reader has some knowledge of the subject but has not read the paper. Thus, the abstract should be intelligible and complete in it-self (no numerical references); it should not cite figures, tables, or sections of the paper. The abstract should be written using third person instead of first person.
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Looi, Jeffrey CL, Stephen Allison, Tarun Bastiampillai, and William Pring. "Private practice metropolitan telepsychiatry in larger Australian states during the COVID-19 pandemic: an analysis of the first 2 months of new MBS telehealth item psychiatrist services." Australasian Psychiatry 28, no. 6 (2020): 644–48. http://dx.doi.org/10.1177/1039856220961906.

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Objective: Private practice psychiatry in Australia was largely office-based until the Commonwealth Government introduced new psychiatrist Medicare Benefits Schedule (MBS) telehealth items in response to the first wave of the COVID-19 pandemic. We investigate the uptake of (1) video and telephone telehealth consultations in April–May 2020, and (2) the overall changing rates of consultation, i.e. total telehealth and in-person consultations across the larger states of Australia. Method: MBS item service data were extracted for COVID-19 psychiatrist video- and telephone-telehealth item numbers a
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Sun, Rui, Qiheng Huang, Miaomiao Xia, and Jun Zhang. "Video-Based Person Re-Identification by an End-To-End Learning Architecture with Hybrid Deep Appearance-Temporal Feature." Sensors 18, no. 11 (2018): 3669. http://dx.doi.org/10.3390/s18113669.

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Video-based person re-identification is an important task with the challenges of lighting variation, low-resolution images, background clutter, occlusion, and human appearance similarity in the multi-camera visual sensor networks. In this paper, we propose a video-based person re-identification method called the end-to-end learning architecture with hybrid deep appearance-temporal feature. It can learn the appearance features of pivotal frames, the temporal features, and the independent distance metric of different features. This architecture consists of two-stream deep feature structure and t
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Ghafoor, Humaira A., Ali Javed, Aun Irtaza, Hassan Dawood, Hussain Dawood, and Ameen Banjar. "Egocentric Video Summarization Based on People Interaction Using Deep Learning." Mathematical Problems in Engineering 2018 (November 29, 2018): 1–12. http://dx.doi.org/10.1155/2018/7586417.

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The availability of wearable cameras in the consumer market has motivated the users to record their daily life activities and post them on the social media. This exponential growth of egocentric videos demand to develop automated techniques to effectively summarizes the first-person video data. Egocentric videos are commonly used to record lifelogs these days due to the availability of low cost wearable cameras. However, egocentric videos are challenging to process due to the fact that placement of camera results in a video which presents great deal of variation in object appearance, illuminat
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Avola, Danilo, Luigi Cinque, Alessio Fagioli, Gian Luca Foresti, Daniele Pannone, and Claudio Piciarelli. "Bodyprint—A Meta-Feature Based LSTM Hashing Model for Person Re-Identification." Sensors 20, no. 18 (2020): 5365. http://dx.doi.org/10.3390/s20185365.

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Person re-identification is concerned with matching people across disjointed camera views at different places and different time instants. This task results of great interest in computer vision, especially in video surveillance applications where the re-identification and tracking of persons are required on uncontrolled crowded spaces and after long time periods. The latter aspects are responsible for most of the current unsolved problems of person re-identification, in fact, the presence of many people in a location as well as the passing of hours or days give arise to important visual appear
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Barlett, Christopher P., Richard J. Harris, and Ross Baldassaro. "Longer you play, the more hostile you feel: examination of first person shooter video games and aggression during video game play." Aggressive Behavior 33, no. 6 (2007): 486–97. http://dx.doi.org/10.1002/ab.20227.

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Lee, Jee Won. "Systematic repetition of the first person singular pronoun wo in Mandarin conversation." Chinese Language and Discourse 1, no. 2 (2010): 183–219. http://dx.doi.org/10.1075/cld.1.2.02lee.

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While repetition was once thought to be “just a marker of a ‘disfluent’ or ‘sloppy’ speaker,” it has been increasingly recognized as a “human social activity, clearly part of our everyday conduct or behavior” (Schegloff 1987). The present study, using video recorded natural conversation data, aims to describe ways in which native speakers of Mandarin Chinese employ repetition of the first person pronoun wo for interactional moves. Repetition of wo is analyzed in conjunction with other interactive strategies, such as syntactic features, phonological features, pragmatic features, gesture, self-g
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Deshmukh, Amar B., and N. Usha Rani. "Optimization-Driven Kernel and Deep Convolutional Neural Network for Multi-View Face Video Super Resolution." International Journal of Digital Crime and Forensics 12, no. 3 (2020): 77–95. http://dx.doi.org/10.4018/ijdcf.2020070106.

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One of the major challenges faced by video surveillance is recognition from low-resolution videos or person identification. Image enhancement methods play a significant role in enhancing the resolution of the video. This article introduces a technique for face super resolution based on a deep convolutional neural network (Deep CNN). At first, the video frames are extracted from the input video and the face detection is performed using the Viola-Jones algorithm. The detected face image and the scaling factors are fed into the Fractional-Grey Wolf Optimizer (FGWO)-based kernel weighted regressio
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Li, Xingze, Wengang Zhou, Yun Zhou, and Houqiang Li. "Relation-Guided Spatial Attention and Temporal Refinement for Video-Based Person Re-Identification." Proceedings of the AAAI Conference on Artificial Intelligence 34, no. 07 (2020): 11434–41. http://dx.doi.org/10.1609/aaai.v34i07.6807.

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Video-based person re-identification has received considerable attention in recent years due to its significant application in video surveillance. Compared with image-based person re-identification, video-based person re-identification is characterized by a much richer context, which raises the significance of identifying informative regions and fusing the temporal information across frames. In this paper, we propose two relation-guided modules to learn reinforced feature representations for effective re-identification. First, a relation-guided spatial attention (RGSA) module is designed to ex
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Zhang, Li, Hai Bin Yu, and Zhi Wei He. "Color Feature Extraction Method in the Video Surveillance System." Advanced Materials Research 204-210 (February 2011): 178–82. http://dx.doi.org/10.4028/www.scientific.net/amr.204-210.178.

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A human color feature extraction method based on the improved Mean shift algorithm and kernel density estimation was proposed with respect to the human feature extraction in the video surveillance system with multi-cameras. It first gets suitable region partition of each person through the improved Mean shift algorithm. Afterwards, kernel density estimation is done to each region’s pixels to attain the color density function. Then, the color feature extraction of each person is realized. The proposed method could attain accurate color model because it automatically gets reasonable region divis
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Walle, Thomas, Erkin Erdal, Leon Mühlsteffen, et al. "Completion rate and impact on physician–patient relationship of video consultations in medical oncology: a randomised controlled open-label trial." ESMO Open 5, no. 6 (2020): e000912. http://dx.doi.org/10.1136/esmoopen-2020-000912.

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BackgroundMobile phone video call applications generally did not undergo testing in randomised controlled clinical trials prior to their implementation in patient care regarding the rate of successful patient visits and impact on the physician–patient relationship.MethodsThe National Center for Tumour Diseases (NCT) MOBILE trial was a monocentric open-label randomised controlled clinical trial of patients with solid tumours undergoing systemic cancer therapy with need of a follow-up visit with their consulting physician at outpatient clinics. 66 patients were 1:1 randomised to receive either a
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Zhong, Chengzhang, Amy R. Reibman, Hansel A. Mina, and Amanda J. Deering. "Multi-View Hand-Hygiene Recognition for Food Safety." Journal of Imaging 6, no. 11 (2020): 120. http://dx.doi.org/10.3390/jimaging6110120.

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A majority of foodborne illnesses result from inappropriate food handling practices. One proven practice to reduce pathogens is to perform effective hand-hygiene before all stages of food handling. In this paper, we design a multi-camera system that uses video analytics to recognize hand-hygiene actions, with the goal of improving hand-hygiene effectiveness. Our proposed two-stage system processes untrimmed video from both egocentric and third-person cameras. In the first stage, a low-cost coarse classifier efficiently localizes the hand-hygiene period; in the second stage, more complex refine
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