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Journal articles on the topic 'Simulation and video'

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1

Jian, Zhong, and Zheng Zhe. "A Video-Based Theodolite Simulation System." Advanced Materials Research 798-799 (September 2013): 272–75. http://dx.doi.org/10.4028/www.scientific.net/amr.798-799.272.

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In this paper we realized a Video-based theodolite simulation system, simulating and modeling theodolite servo control system with Simulink, build the model of theodolite movement. Split the recording video into images, and projected it onto the virtual coordinate system, then stitching images by SIFT method, the result panorama is used as background. We propose a algorithm based on gradient histogram, detect the target from the video image, then superimposed it on the background. System achieve a high degree of simulation, and reproduced the mandate process of the theodolite.
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Russell, Christopher M. P. "360-degree videos: a new visualization technique for astrophysical simulations." Proceedings of the International Astronomical Union 12, S329 (November 2016): 366–68. http://dx.doi.org/10.1017/s1743921317003180.

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Abstract360-degree videos are a new type of movie that renders over all 4π steradian. Video sharing sites such as YouTube now allow this unique content to be shared via virtual reality (VR) goggles, hand-held smartphones/tablets, and computers. Creating 360° videos from astrophysical simulations is not only a new way to view these simulations as you are immersed in them, but is also a way to create engaging content for outreach to the public. We present what we believe is the first 360° video of an astrophysical simulation: a hydrodynamics calculation of the central parsec of the Galactic centre. We also describe how to create such movies, and briefly comment on what new science can be extracted from astrophysical simulations using 360° videos.
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Morgan, Pamela J., Doreen Cleave-Hogg, Jodi McIlroy, and James Hugh Devitt. "Simulation Technology." Anesthesiology 96, no. 1 (January 1, 2002): 10–16. http://dx.doi.org/10.1097/00000542-200201000-00008.

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Background The availability of simulator technology at the University of Toronto (Toronto, Ontario, Canada) provided the opportunity to compare the efficacy of video-assisted and simulator-assisted learning. Methods After ethics approval from the University of Toronto, all final-year medical students were invited to participate in the current randomized trial comparing video-based to simulator-based education using three scenarios. After an introduction to the simulator environment, a 5-min performance-based pretest was administered in the simulator operating room requiring management of a critical event. A posttest was administered after students had participated in either a faculty-facilitated video or simulator teaching session. Standardized 12-point checklist performance protocols were used for assessment purposes. As well, students answered focused questions related to the educational sessions on a final examination. Student opinions regarding the value of the teaching sessions were obtained. Results One hundred forty-four medical students participated in the study (scenario 1, n = 43; scenario 2, n = 48; scenario 3, n = 53). There was a significant improvement in posttest scores over pretest scores in all scenarios. There was no statistically significant difference in scores between simulator or video teaching methods. There were no differences in final examination marks when the two educational methods were compared. Student opinions indicated that the experiential simulator sessions were more enjoyable and valuable than the video teaching sessions. Conclusions Both simulator and video types of faculty-facilitated education offer a valuable learning experience. Future work is needed that addresses the long-term effects of experiential learning in the retention of knowledge and acquired skills.
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Yu, Ri, Hwangpil Park, and Jehee Lee. "Figure Skating Simulation from Video." Computer Graphics Forum 38, no. 7 (October 2019): 225–34. http://dx.doi.org/10.1111/cgf.13831.

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Farooq, Omer, and Makani Purva. "In situ simulation toolkit video." BMJ Simulation and Technology Enhanced Learning 3, no. 2 (January 11, 2017): 82. http://dx.doi.org/10.1136/bmjstel-2016-000168.

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Li, Fa-Ming, Xiao-Wu Chen, Bin Zhou, Fei-Xiang Lu, Kan Guo, and Qiang Fu. "Monocular Video Guided Garment Simulation." Journal of Computer Science and Technology 30, no. 3 (May 2015): 528–39. http://dx.doi.org/10.1007/s11390-015-1543-0.

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Whitfill, Travis, Marc Auerbach, Maria Carmen G. Diaz, Barbara Walsh, Daniel J. Scherzer, Isabel T. Gross, and Mark X. Cicero. "Cost-effectiveness of a video game versus live simulation for disaster training." BMJ Simulation and Technology Enhanced Learning 6, no. 5 (October 4, 2019): 268–73. http://dx.doi.org/10.1136/bmjstel-2019-000497.

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IntroductionDisaster triage training for emergency medical service (EMS) providers is unstandardised. We hypothesised that disaster triage training with the paediatric disaster triage (PDT) video game ‘60 s to Survival’ would be a cost-effective alternative to live simulation-based PDT training.MethodsWe synthesised data for a cost-effectiveness analysis from two previous studies. The video game data were from the intervention arm of a randomised controlled trial that compared triage accuracy in a live simulation scenario of exposed vs unexposed groups to the video game. The live simulation and feedback data were from a prospective cohort study evaluating live simulation and feedback for improving disaster triage skills. Postintervention scores of triage accuracy were measured for participants via live simulations and compared between both groups. Cost-effectiveness between the live simulation and video game groups was assessed using (1) A net benefit regression model at various willingness-to-pay (WTP) values. (2) A cost-effectiveness acceptability curve (CEAC).ResultsThe total cost for the live simulation and feedback training programme was $81 313.50 and the cost for the video game was $67 822. Incremental net benefit values at various WTP values revealed positive incremental net benefit values, indicating that the video game is more cost-effective compared with live simulation and feedback. Moreover, the CEAC revealed a high probability (>0.6) at various WTP values that the video game is more cost-effective.ConclusionsA video game-based simulation disaster triage training programme was more cost-effective than a live simulation and feedback-based programme. Video game-based training could be a simple, scalable and sustainable solution to training EMS providers.
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Ianì, Francesco, Teresa Limata, Giuliana Mazzoni, and Monica Bucciarelli. "Observer’s body posture affects processing of other humans’ actions." Quarterly Journal of Experimental Psychology 74, no. 9 (March 29, 2021): 1595–604. http://dx.doi.org/10.1177/17470218211003518.

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Action observation triggers by default a mental simulation of action unfolding in time. We assumed that this simulation is “embodied”: the body is the medium through which observer’s sensorimotor modalities simulate the observed action. The participants in two experiments observed videos, each depicting the central part of an action performed by an actress on an object (e.g., answering the phone) and soon after each video they observed a photo portraying a state of the action not observed in the video, either depicting the initial part or the final part of the whole action. Their task was to evaluate whether the photo portrayed something before (backward photo) or after the action in the video (forward photo). Results showed that evaluation of forward photos was faster than evaluation of backward photos (Experiment 1). Crucially, participants’ body posture modulated this effect: keeping the hands crossed behind the back interfered with forward simulations (Experiment 2). These results speak about the role of the observer’s body posture in processing other people’s actions.
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Zhu, Juan, and Shuyan Zhang. "Design of video tracking simulation platform." Journal of Computational Methods in Sciences and Engineering 16, no. 2 (June 6, 2016): 337–48. http://dx.doi.org/10.3233/jcm-160621.

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Kim, Han-Kil, Sang-Woong Joo, Hun-Hee Kim, and Hoe-Kyung Jung. "3D Video Simulation System Using GPS." Journal of the Korea Institute of Information and Communication Engineering 18, no. 4 (April 30, 2014): 855–60. http://dx.doi.org/10.6109/jkiice.2014.18.4.855.

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Rivet, Emily Burke, Renee Cholyway, Cherie Edwards, Matthew Wishnoff, Omar Raza, Susan Haynes, and Moshe Feldman. "Video‐mediated breaking bad news simulation." Clinical Teacher 18, no. 4 (June 7, 2021): 424–30. http://dx.doi.org/10.1111/tct.13387.

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Rashid, Md Mamunur. "Multimedia Image Processing Lab Experiment/Simulation." American International Journal of Sciences and Engineering Research 3, no. 1 (January 1, 2020): 1–13. http://dx.doi.org/10.46545/aijser.v3i1.129.

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Image Processing in Multimedia Applications treats a number of critical topics in multimedia systems, with respect to image and video processing techniques and their implementations. These techniques include the Image and video compression techniques and standards, and Image and video indexing and retrieval techniques. Image Processing is an important tool to develop a Multimedia system design.
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Pundaraja and Manjunath. "SIMULATION BASED VIDEO COMPRESSION THROUGH DIGITAL COMMUNICATION SYSTEM." International Journal of Research -GRANTHAALAYAH 5, no. 4RACEEE (April 30, 2017): 85–91. http://dx.doi.org/10.29121/granthaalayah.v5.i4raceee.2017.3329.

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The paper is about the transmission, compression, detection of the video based on simulation for the various communication applications. The video and image compression overcomes the problem of reducing the amount of data required to the information that has to be transmitted and this saves the bandwidth required for transmission of data and memory which is required for storage purpose. Hence video compression reduces the volume of the video data with a small change in quality of the video. Compressed video transmission can be done over a channel by huffman coding for the source at transmitter side and then channel codes is done by technique called hamming. The data which is to be sent through channel is a BPSK modulated so the received data is demodulated followed by the channel decoding, source decoding using inverse of the techniques used in the transmitter side to obtain the original transmitted video. The above procedure is done for the input video taken by camera and this compressed video can be transmitted then detected at receiver by digital communication system(DCS) which is simulated in the MATLAB.
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Kageyama, Akira, and Naohisa Sakamoto. "4D street view: a video-based visualization method." PeerJ Computer Science 6 (November 9, 2020): e305. http://dx.doi.org/10.7717/peerj-cs.305.

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We propose a new visualization method for massive supercomputer simulations. The key idea is to scatter multiple omnidirectional cameras to record the simulation via in situ visualization. After the simulations are complete, researchers can interactively explore the data collection of the recorded videos by navigating along a path in four-dimensional spacetime. We demonstrate the feasibility of this method by applying it to three different fluid and magnetohydrodynamics simulations using up to 1,000 omnidirectional cameras.
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Yates, Evan, Roger Chirurgi, Frosso Adamakos, Rania Habal, Rajnish Jaiswal, Hossein Kalantari, and Getaw Worku Hassen. "Development and Utilization of 3D Printed Material for Thoracotomy Simulation." Emergency Medicine International 2018 (November 15, 2018): 1–8. http://dx.doi.org/10.1155/2018/9712647.

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Medical simulation is a widely used training modality that is particularly useful for procedures that are technically difficult or rare. The use of simulations for educational purposes has increased dramatically over the years, with most emergency medicine (EM) programs primarily using mannequin-based simulations to teach medical students and residents. As an alternative to using mannequin, we built a 3D printed models for practicing invasive procedures. Repeated simulations may help further increase comfort levels in performing an emergency department (ED) thoracotomy in particular, and perhaps this can be extrapolated to all invasive procedures. Using this model, a simulation training conducted with EM residents at an inner city teaching hospital showed improved confidence. A total of 21 residents participated in each of the three surveys [(1) initially, (2) after watching the educational video, and (3) after participating in the simulation]. Their comfort levels increased from baseline after watching the educational video (9.5%). The comfort level further improved from baseline after performing the hands on simulation (71.4%).
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Garrido Abenza, Pedro Pablo, Manuel P. Malumbres, Pablo Piñol, and Otoniel López Granado. "A Simulation Tool for Evaluating Video Streaming Architectures in Vehicular Network Scenarios." Electronics 9, no. 11 (November 22, 2020): 1970. http://dx.doi.org/10.3390/electronics9111970.

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An integrated simulation tool called Video Delivery Simulation Framework over Vehicular Networks (VDSF-VN) is presented. This framework is intended to allow users to conduct experiments related to video transmission in vehicular networks by means of simulation. Research on this topic requires the use of many independent tools, such as traffic and network simulators, intermediate frameworks, video encoders and decoders, converters, platform-dependent scripting languages, data visualisation packages and spreadsheets, and some other tasks are performed manually. The lack of tools necessary to carry out all these tasks in an integrated and efficient way formed the motivation for the development of the VDSF-VN framework. It is managed via two user-friendly applications, GatcomSUMO and GatcomVideo, which allow all the necessary tasks to be accomplished. The first is primarily used to build the network scenario and set up the traffic flows, whereas the second involves the delivery process of the whole video, encoding/decoding video, running simulations, and processing all the experimental results to automatically provide the requested figures, tables and reports. This multiplatform framework is intended to fill the existing gap in this field, and has been successfully used in several experimental tests of vehicular networks.
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Wong, Christina, and Lisa Purdy. "Teaching Professionalism: Comparing Written and Video Case-Studies." Journal of Medical Education and Curricular Development 8 (January 2021): 238212052110207. http://dx.doi.org/10.1177/23821205211020740.

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Purpose: Professionalism is a difficult concept to teach to healthcare professionals. Case-studies in written and video format have demonstrated to be effective teaching tools to improve a student’s knowledge, but little is known about their impact on student behaviour. The purpose of this research study was to investigate and compare the impact of the 2 teaching tools on a student’s behaviour during a simulation. Method: A 3-stage mixed method study was conducted with senior Medical Laboratory Science (MLS) undergraduate students. All students were randomly divided into a Written Group or Video Group to attend a mandatory professionalism workshop focused on bullying and gossip. Twenty-six students completed the voluntary assignment and 21 students participated in the voluntary group simulations. Thematic analysis was performed on the assignments and simulation. Frequencies of themes were calculated. A Group Simulation Assessment Rubric was used to score simulations and calculate an adjusted group performance average (AGPA). Results: The assignment demonstrates that students from both groups obtained a theoretical understanding of how to resolve gossip and bullying. From the Written Group and Video Group, 70%/18% of students discouraged/resolved gossiping and 80%/63% prevented bullying. The mean AGPA for the Written Group and Video Group was 5.4 and 4.9 respectively ( t(5) = 1.5, P = .2). Discussion: Students can successfully apply knowledge they have gained in written and video case-studies focused on the professionalism topics of bullying and gossip to a hypothetical situation. However, a discrepancy in their actions was found during the simulations. The data from the study suggests that written and video case-studies do not have different impacts on a student’s behaviour.
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Kennedy-Malone, Laurie M., Karen Amirehsani, Rachel Zimmer, and Joshua Borders. "PROGRESSIVE CARE OF AN AGING WOMAN: INTERACTIVE VIDEO SIMULATION CASES SPANNING 15 YEARS." Innovation in Aging 3, Supplement_1 (November 2019): S974. http://dx.doi.org/10.1093/geroni/igz038.3530.

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Abstract As a means of enhancing experiential educational opportunities for adult-gerontology nurse practitioner students who are prepared to manage the complex care of older adults, interactive simulation videos were developed using the eLearning authoring tool H5P to create learning experiences for students that can be used either in face to face classroom experiences or embedded in learning management systems. H5P is a web-based authoring tool that helps faculty build interactive course content. H5P activities provide instant feedback to students, allowing them to self-assess their understanding of the dynamic video simulation case. With funding through the Health Resources and Service Administration Advanced Nursing Education Workforce grant, four video simulation cases were developed that address emerging chronic care conditions in an older women who aged 15 years presenting initially with signs of hypothyroidism, progressed to early frailty, through moderate dementia and eventually along with her daughter face end of life health care issues. Partnering with the university instructional design experts, nurse practitioner faculty created questions that were inserted throughout the video as a means of keeping students engaged in problem-solving and decision making. A faculty handbook that described the case scenario with the interactive questions with suggested discussion questions was developed for each video simulation. The adult-gerontology primary care nurse practitioner competencies addressed in each case are identified in the handbook. Recommendations for the interactive question format will be presented and QR codes with access to direct viewing of the videos will be presented on the poster.
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Solomon, Brian, Costas Bizekis, Sophia L. Dellis, Jessica S. Donington, Aaron Oliker, Leora B. Balsam, Michael Zervos, Aubrey C. Galloway, Harvey Pass, and Eugene A. Grossi. "Simulating video-assisted thoracoscopic lobectomy: A virtual reality cognitive task simulation." Journal of Thoracic and Cardiovascular Surgery 141, no. 1 (January 2011): 249–55. http://dx.doi.org/10.1016/j.jtcvs.2010.09.014.

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Zhang, Qing, Jing Tong, Huamin Wang, Zhigeng Pan, and Ruigang Yang. "Simulation Guided Hair Dynamics Modeling from Video." Computer Graphics Forum 31, no. 7 (September 2012): 2003–10. http://dx.doi.org/10.1111/j.1467-8659.2012.03192.x.

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Fukuta, Junaid, and Justin Morgan. "First-person perspective video to enhance simulation." Clinical Teacher 15, no. 3 (May 10, 2017): 231–35. http://dx.doi.org/10.1111/tct.12659.

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Hoznek, András, Laurent Salomon, Alexandre de la Taille, René Yiou, Dimitrios Vordos, Stéphane Larre, and Clément-Claude Abbou. "Simulation training in video-assisted urologic surgery." Current Urology Reports 7, no. 2 (April 2006): 107–13. http://dx.doi.org/10.1007/s11934-006-0068-z.

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Wang, Ming Wei, Jian Zhong Lin, and Qi Wang. "Research on MPEG Video Stream Transmission Performance Based on NS-2." Applied Mechanics and Materials 443 (October 2013): 412–16. http://dx.doi.org/10.4028/www.scientific.net/amm.443.412.

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Following the deployment of network multimedia applications, such as video conference, simulation research on video stream characteristic is more and more important. MPEG standard encodes the video sequences to frame I, P, and B, and has higher compression rate and bandwidth saving character. MPEG video traffic characteristic and simulation methods are researched in this paper. Network simulation version 2(NS-2) kernels is extended using C/C++ programming language. An MPEG video traffic generator modules and simulation interfaces are designed in NS-2 kernel. Simulation results show that the proposed extension method is feasible and effective.
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Li, Zhi, and De-qing Tan. "Two-Stage Dynamic Pricing and Advertising Strategies for Online Video Services." Discrete Dynamics in Nature and Society 2017 (2017): 1–8. http://dx.doi.org/10.1155/2017/1349315.

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As the demands for online video services increase intensively, the selection of business models has drawn the great attention of online providers. Among them, pay-per-view mode and advertising mode are two important resource modes, where the reasonable fee charge and suitable volume of ads need to be determined. This paper establishes an analytical framework studying the optimal dynamic pricing and advertising strategies for online providers; it shows how the strategies are influenced by the videos available time and the viewers’ emotional factor. We create the two-stage strategy of revenue models involving a single fee mode and a mixed fee-free mode and find out the optimal fee charge and advertising level of online video services. According to the results, the optimal video price and ads volume dynamically vary over time. The viewer’s aversion level to advertising has direct effects on both the volume of ads and the number of viewers who have selected low-quality content. The optimal volume of ads decreases with the increase of ads-aversion coefficient, while increasing as the quality of videos increases. The results also indicate that, in the long run, a pure fee mode or free mode is the optimal strategy for online providers.
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Jiménez-Rodríguez, Diana, and Oscar Arrogante. "Simulated Video Consultations as a Learning Tool in Undergraduate Nursing: Students’ Perceptions." Healthcare 8, no. 3 (August 20, 2020): 280. http://dx.doi.org/10.3390/healthcare8030280.

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Simulated video consultations, a teaching tool based on high-fidelity simulations, were implemented in response to the necessary adaptation of high-fidelity clinical simulation sessions to the online or virtual modality during the university closure due to the COVID-19 confinement. The purpose of our study was to explore the undergraduate nursing students’ satisfaction and perceptions about simulated video consultations using the high-fidelity simulation methodology. A mixed-method was utilized with 93 undergraduate nursing students using a validated satisfaction questionnaire (quantitative data), which included an observations section (qualitative data). Of the total sample, 97.8% of the students expressed a high overall satisfaction with simulated video consultations, highlighting their practical utility and positive learning outcomes. From the students’ comments, two main themes and their related categories emerged: advantages (satisfaction and enjoyment, learning, and calmness during simulated scenarios), and disadvantages (technical issues and technical skills development). Simulated video consultations may be considered as one more high-fidelity simulation teaching option. Nursing students should be trained in this modality of healthcare to face the challenge brought on by its increased use in healthcare services, beyond the specific adaptation of clinical simulation sessions due to the closure of universities during this pandemic.
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Weller, Jennifer, Robert Henderson, Craig S. Webster, Boaz Shulruf, Jane Torrie, Elaine Davies, Kaylene Henderson, Chris Frampton, and Alan F. Merry. "Building the Evidence on Simulation Validity." Anesthesiology 120, no. 1 (January 1, 2014): 142–48. http://dx.doi.org/10.1097/aln.0b013e3182a44bc5.

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Abstract Background: Effective teamwork is important for patient safety, and verbal communication underpins many dimensions of teamwork. The validity of the simulated environment would be supported if it elicited similar verbal communications to the real setting. The authors hypothesized that anesthesiologists would exhibit similar verbal communication patterns in routine operating room (OR) cases and routine simulated cases. The authors further hypothesized that anesthesiologists would exhibit different communication patterns in routine cases (real or simulated) and simulated cases involving a crisis. Methods: Key communications relevant to teamwork were coded from video recordings of anesthesiologists in the OR, routine simulation and crisis simulation and percentages were compared. Results: The authors recorded comparable videos of 20 anesthesiologists in the two simulations, and 17 of these anesthesiologists in the OR, generating 400 coded events in the OR, 683 in the routine simulation, and 1,419 in the crisis simulation. The authors found no significant differences in communication patterns in the OR and the routine simulations. The authors did find significant differences in communication patterns between the crisis simulation and both the OR and the routine simulations. Participants rated team communication as realistic and considered their communications occurred with a similar frequency in the simulations as in comparable cases in the OR. Conclusion: The similarity of teamwork-related communications elicited from anesthesiologists in simulated cases and the real setting lends support for the ecological validity of the simulation environment and its value in teamwork training. Different communication patterns and frequencies under the challenge of a crisis support the use of simulation to assess crisis management skills.
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Kassutto, Stacey M., Joshua B. Kayser, Meeta P. Kerlin, Mark Upton, Gregg Lipschik, Andrew J. Epstein, C. Jessica Dine, and William Schweickert. "Google Glass Video Capture of Cardiopulmonary Resuscitation Events: A Pilot Simulation Study." Journal of Graduate Medical Education 9, no. 6 (December 1, 2017): 748–54. http://dx.doi.org/10.4300/jgme-d-17-00155.1.

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ABSTRACT Background Video recording of resuscitation from fixed camera locations has been used to assess adherence to guidelines and provide feedback on performance. However, inpatient cardiac arrests often happen in unpredictable locations and crowded rooms, making video recording of these events problematic. Objective We sought to understand the feasibility of Google Glass (GG) as a method for recording inpatient cardiac arrests and capturing salient resuscitation factors for post-event review. Methods This observational study involved recording simulated cardiac arrest events on inpatient medical wards. Each simulation was reviewed by 3 methods: in-room physician direct observation, stationary video camera (SVC), and GG. Nurse and physician specialists analyzed the videos for global visibility and audibility, as well as recording quality of predefined resuscitation events and behaviors. Resident code leaders were surveyed regarding attitudes toward GG use in the clinical emergency setting. Results Of 11 simulated cardiac arrest events, 9 were successfully recorded by all observation methods (1 GG failure, 1 SVC failure). GG was judged slightly better than SVC recording for average global visualization (3.95 versus 3.15, P = .0003) and average global audibility (4.77 versus 4.42, P = .002). Of the GG videos, 19% had limitations in overall interpretability compared with 35% of SVC recordings (P = .039). All 10 survey respondents agreed that GG was easy to use; however, 2 found it distracting and 3 were uncomfortable with future use during actual resuscitations. Conclusions GG is a feasible and acceptable method for capturing simulated resuscitation events in the inpatient setting.
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Lafta, Sameer Abdul-Sattar, Aktham Hasan Ali, Marwah M. Kareem, Yasser A. Hussein, and Adnan H. Ali. "Performance simulation of broadband multimedia wireless networks simulation based on OPNET." Indonesian Journal of Electrical Engineering and Computer Science 17, no. 1 (January 1, 2020): 1. http://dx.doi.org/10.11591/ijeecs.v17.i1.pp1-9.

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<p>As the rapid growth of multimedia application over the Internet, it is essential to preserve the Quality of Service (QoS), which is certifying the guaranteed service through the Internet and representing the biggest challenges for the current IP based services. Multimedia traffic usage has been increased in relation to the streaming media such as video conferencing using OPNET, the performance can be simulated based on heavy and light scenarios for video conferencing including web traffic. The overall WLAN load data are obtained for such scenarios, also the performance of simulated overall Delay in the three scenario networks is measured<strong><em>.</em></strong></p>
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Fan, Hua, Gang Wang, Min Lv, Xiao Xian Wen, and Yu Peng Zhou. "HD Video Online Recognition Based on DCT Spread Spectrum Watermarking Algorithm." Applied Mechanics and Materials 599-601 (August 2014): 1535–38. http://dx.doi.org/10.4028/www.scientific.net/amm.599-601.1535.

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In order to guarantee the programs play correctly and protect the digital video copyright, this paper gets a method on high-definition video (HD video) online recognition with strong robustness through analyzing the TV monitoring system requirements and video characters, based on the DCT algorithm. This method will embed the watermark after obtaining the embedding positions by analyzing video frames. It can improve the robustness to compression, noise and filtering by using Arnold scramble and spread spectrum technology. It is a real-time measure to extract watermark and recognize it in HD videos. This method shows of good performance to online recognition in HD video’s watermark extracting and recognizing in theoretical analysis and simulation experiment.
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Landis, Bruce W., Theodore A. Petritsch, Peyton S. McLeod, Herman F. Huang, and Martin Guttenplan. "Video Simulation of Pedestrian Crossings at Signalized Intersections." Transportation Research Record: Journal of the Transportation Research Board 1920, no. 1 (January 2005): 49–55. http://dx.doi.org/10.1177/0361198105192000106.

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This paper compares users’ accommodation-based pedestrian level-of-service (LOS) ratings of signalized intersections in a video simulation environment and the physical roadway environment. Video simulation and walking course responses were compared with the use of data obtained from Walk for Science 2004, in which the participants reported their perceived level of safety and comfort as pedestrians. These data were used to test the hypothesis that subjects rate intersections’ LOSs differently in a controlled (video simulation) environment than they do by walking along a real-world course and experiencing real-time traffic conditions. The results for intersections common to both experiences (549 observations) indicated a statistically significant difference in the respective ratings (t = 2.34). Accordingly, a calibration factor was developed to adjust the participants’ scores from the video event to what they would have scored in the real-time field event. The adjusted video simulation data were then used to refine a field-calibrated model for pedestrian LOS at intersections (which is discussed in detail in another paper). Although further hypothesis testing may be conducted, the resulting general model for the pedestrian LOS at intersections is highly reliable, has a high correlation coefficient ( R2 = .73) with the average observations, and is transferable to the vast majority of metropolitan areas in the United States. This video simulation research design can serve as a model for similar datagathering initiatives in the future as the effort to calibrate the modeling of video simulation data to field-based perception data continues.
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Yates, Kim M., Craig S. Webster, Tanisha Jowsey, and Jennifer M. Weller. "In situ simulation training in emergency departments: what patients really want to know." BMJ Simulation and Technology Enhanced Learning 1, no. 1 (May 18, 2015): 33–39. http://dx.doi.org/10.1136/bmjstel-2014-000004.

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ObjectivesDespite the use of in situ simulation in the emergency department (ED) for training staff to better manage critical events, little is known about how such training is experienced by patients in the ED during these simulations. We therefore aimed to explore ED patient knowledge and perceptions about staff training for emergencies, as well as their views about simulation generally, and in the ED setting specifically.MethodsIn this qualitative study, we used an interpretive approach involving video elicitation and semistructured interviews with patients who were waiting for treatment in the ED. Patients who agreed to participate were asked about their knowledge of simulation and were then shown a short video of a simulated resuscitation from cardiac arrest. We asked participants open-ended questions about their perspectives on the film and their views and about simulation training in the ED. Interviews were audio recorded, transcribed and analysed using thematic analysis.ResultsWe interviewed 15 participants. Most had little or no prior knowledge of simulation training. Watching the video elicited emotional responses in some participants, and pragmatic responses concerning staff training in others, with most participants viewing simulation training as useful and necessary. Participants said that to avoid unnecessary stress, they would prefer to be notified of when simulations were occurring, and what they could expect to see and hear during simulations. Most participants predicted that they would be willing to wait slightly longer (approximately 30 min) to see a doctor while simulation training was conducted, provided they did not require urgent medical attention.ConclusionsPatient-centred care and care partnerships between patients and healthcare professionals underpin New Zealand healthcare and medical education ideologies. This requires effective communication between all parties, as evident in our study of in situ simulation training in the ED.
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Qu, Zhong, and Teng Fei Gao. "An Improved Algorithm of Keyframe Extraction for Video Summarization." Advanced Materials Research 225-226 (April 2011): 807–11. http://dx.doi.org/10.4028/www.scientific.net/amr.225-226.807.

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Video segmentation and keyframe extraction are the basis of Content-based Video Retrieval (CBVR), in which keyframe selection plays the central role in CBVR. In this paper, as the initialization of keyframe extraction, we proposed an improved approach of key-frame extraction for video summarization. In our approach, videos were firstly segmented into shots according to video content, by our improved histogram-based method, with the use of histogram intersection and nonuniform partitioning and weighting. Then, within each shot, keyframes were determined with the calculation of image entropy as a reflection of the quantity of image information in HSV color space of every frame. Our simulation results in section 4 prove that extracted key frames with our method are compact and faithful to the original video.
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Li, Jun Ru, and Wen Rui Li. "The Simulation Analysis of Network Video Teaching Flow in School." Applied Mechanics and Materials 687-691 (November 2014): 2792–95. http://dx.doi.org/10.4028/www.scientific.net/amm.687-691.2792.

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With the development and popularization of computer, network video teaching is the new medium of school teaching. But because the scale of network video teaching system and broadband carrying capacity are limited, network video is hard to satisfy the massive need in school, thereby it could lead to sharp drop in network video teaching quality. Through establishing a simulation platform based on OPNET, the article analyse the video teaching system under network construction of school network; compare and discuss a optimization program of network current-limiting; and make a simulation test on optimization program of network cureent-limiting. The result show that through selecting right optimization program of network cureent-limiting, we can make s big promotion in system carrying capacity, and enhance the user’s video-teaching experience.
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Liu, Meng, Sheng Dong Yang, and Yang Wang. "Research on the Application of Multimedia Simulation Technology." Advanced Materials Research 846-847 (November 2013): 1780–83. http://dx.doi.org/10.4028/www.scientific.net/amr.846-847.1780.

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The multimedia technology has been widely applied to many engineering fields. However, because the data contained in video content is very large, it is always being a difficult problem of computer data analysis and processing to analyze the video. Based on the content analysis, this paper takes use of many technologies aimed at the problem of video, such as analysis and processing of multimedia, simulation classification of computer and computer vision and so on. At the same time, combined with the model of color information semantics and the real target tracking principle, this paper builds model and designs the algorithm for the video simulation. At last, this paper makes trajectory extraction and recognition for the real process goals of football, establishing the simulation process of football. Through the numerical simulation, it is found that frames extracted from the video capture are different from each other in the process of real football game and the recognition rate and accuracy of simulation trajectory are also not the same. Among them, when frame is 85, the effects of recognition rate and accuracy are best, which respectively reach 80% and 89%. Thus, it gains a better simulation effect.
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Rochmawati, Erna, Fahni Haris, Resti Yulianti Sutrisno, and Wulan Noviani. "THE USE OF ONLINE VIDEO SIMULATION ON STUDENT’S COMPETENCE, MOTIVATION AND ANXIETY LEVEL." Jurnal Pendidikan Kedokteran Indonesia: The Indonesian Journal of Medical Education 10, no. 1 (March 31, 2021): 36. http://dx.doi.org/10.22146/jpki.57319.

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Background: Nursing student often experience anxiety and lack of motivation during their training program particularly during examination, and this may affect the achievement of learning outcomes. Teaching methods that might increase motivation and potentially increase learning outcomes have been developed, including video simulation and online learning. The purpose of the study was to investigate the effects of integrating video simulation into online learning on students’ motivation, anxiety level and competence. Methods: A pre-test/post-test one group design was utilized. Two video simulations containing nursing skills were integrated into the e-learning system which can be accessed for three weeks by 76 respondents who took Basic Nursing course. The level of motivation and anxiety were measured before and after the intervention, while the competence was measured after the intervention. Results: The majority of students passed the skills examination. This study indicates a significant increase of students’ motivation after the intervention (p value < 0.001), but the level of anxiety among respondents increased. Conclusion: The integration of video simulation into e-learning system can enhance student’s skills performance and motivation. Although there is also an increase in anxiety, findings of the study can be applied to other subjects and nursing skills with attention to aspects that cause student anxiety.
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Hou, Yanzhao, Nan Hu, Qimei Cui, and Xiaofeng Tao. "Performance analysis of scalable video transmission in machine-type-communication caching network." International Journal of Distributed Sensor Networks 15, no. 1 (January 2019): 155014771881585. http://dx.doi.org/10.1177/1550147718815851.

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In this article, different from the traditional Device-to-Device caching wireless cellular networks, we consider the scalable video coding performance in cache-based machine-type communication network, where popular videos encoded by scalable video coding method can be cached at machine-type devices with limited memory space. We conduct a comprehensive analysis of the caching hit probability using stochastic geometry, which measures the probability of requested video files cached by nearby local devices and the user satisfaction index, which is essential to delay sensitive video streams. Simulation results prove the derivation of the performance metrics to be correct, using Random cache method and Popularity Priority cache method. It is also demonstrated that scalable video coding–based caching method can be applied according to different user requirements as well as video-type requests, to achieve a better performance.
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Ghavami, Reyhaneh, Alireza Abdollahpouri, Zhila Bahrami, and Parham Moradi. "Popularity Prediction of Videos in IPTV Systems." Journal of University of Human Development 1, no. 3 (August 31, 2015): 385. http://dx.doi.org/10.21928/juhd.v1n3y2015.pp385-389.

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Video on demand (VoD) service in IPTV is a bandwidth-hungry application. It has been argued that the distribution of popularity of videos can be well measured using a Zipf-like distribution in which top 10% of the videos account for nearly 90% of requests. In this article, we propose a neural network based method to predict the popularity of videos in an IPTV system. The popularity prediction can be used by service providers for video placement in content delivery systems or hierarchical servers and hence it can lead to bandwidth save. Simulation-based performance evaluation of our proposed method confirms a significant accuracy in the prediction of the popularity of the videos.
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Przylucki, Slawomir, and Dariusz Czerwinski. "The simulation study on the multipath adaptive video transmission." MATEC Web of Conferences 252 (2019): 05018. http://dx.doi.org/10.1051/matecconf/201925205018.

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The article presents simulation studies of multipath video transmission implemented as a live monitoring system based on adaptive streaming mechanisms. The transmission network consists of the Wi-Fi infrastructure and a single LTE cell. Both wireless networks are used during the operation of the video monitoring system. The analysis of the obtained results allows us to compare the features of two currently used multipath transmission protocols, MultiPath Quick UDP Internet Connections (MPQUIC) and MultiPath TCP (MPTCP) in the context of their use in adaptive video streaming systems. Also, the article contains a summary of the perceived advantages and disadvantages of using several transmission networks simultaneously for the implementation of video surveillance and monitoring systems.
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Sugasawa, Masayuki, and Kohtaro Ohba. "Simulation Analysis on Miniature Shutter Unit using Electromagnet for Digital Still Cameras/Video Cameras." Abstracts of the international conference on advanced mechatronics : toward evolutionary fusion of IT and mechatronics : ICAM 2010.5 (2010): 780–86. http://dx.doi.org/10.1299/jsmeicam.2010.5.780.

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Vindašius, Antanas. "SIMULATION AND EMULIATION IN NCTUNS." Mokslas - Lietuvos ateitis 2, no. 1 (February 28, 2010): 73–76. http://dx.doi.org/10.3846/mla.2010.016.

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The features of NCTUns simulation environment are presented along with developed models, showing the advantages of this simulation tool. NCTUns gives the ability to reuse kernel TCP/IP stack and therefore to simplify and speedup the simulations, also to make use of any UNIX commands or programs. Presented wireless multihop transmission model for delay and jitter investigation, also wireless multihop video transmission model. Model, employing emulation, enables to evaluate the impact of simulated network not only on flow characteristics, but also on live application reception.
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Stanley, Mary Jo, Jennifer Serratos, Wendy Matthew, Dinorah Fernandez, and Michelle Dang. "Integrating Video Simulation Scenarios Into Online Nursing Instruction." Journal of Nursing Education 57, no. 4 (April 1, 2018): 245–49. http://dx.doi.org/10.3928/01484834-20180322-11.

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Haidari, Tamim, Lars Konge, and René Horsleben Petersen. "Simulation for the video-assisted thoracic surgery surgeon." Video-Assisted Thoracic Surgery 4 (May 2019): 12. http://dx.doi.org/10.21037/vats.2019.05.03.

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43

Bunker, T. D., J. Cooper, P. Gibbins, and S. Grange. "Video simulation for training in minimally invasive surgery." Journal of Telemedicine and Telecare 3, no. 1_suppl (June 1997): 94–95. http://dx.doi.org/10.1258/1357633971930607.

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Cooper, Jeffrey B., Deborah Barron, Richard Blum, J. Kenneth Davison, David Feinstein, Jordan Halasz, Daniel Raemer, and Roger Russell. "Video teleconferencing with realistic simulation for medical education." Journal of Clinical Anesthesia 12, no. 3 (May 2000): 256–61. http://dx.doi.org/10.1016/s0952-8180(00)00148-3.

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Cortes, Nelson, Elaine Blount, Stacie Ringleb, and James A. Onate. "Soccer-specific video simulation for improving movement assessment." Sports Biomechanics 10, no. 1 (March 2011): 22–34. http://dx.doi.org/10.1080/14763141.2010.547591.

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46

Roberts, Julia D., Alison E. While, and Joanne M. Fitzpatrick. "Clinical problem-solving using video simulation: an investigation." Medical Education 29, no. 5 (September 1995): 347–54. http://dx.doi.org/10.1111/j.1365-2923.1995.tb00024.x.

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47

Yorgin, Peter, and Kim Yaeger. "Educational video created in a medical simulation facility." Medical Education 41, no. 11 (November 2007): 1092. http://dx.doi.org/10.1111/j.1365-2923.2007.02869.x.

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48

Stevens, Scott M. "Intelligent interactive video simulation of a code inspection." Communications of the ACM 32, no. 7 (July 1989): 832–43. http://dx.doi.org/10.1145/65445.65450.

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49

Satherley, B., J. Oakley, C. Harrison, and C. Xydeas. "Simulation of photon-limited images using video data." Electronics Letters 32, no. 6 (1996): 535. http://dx.doi.org/10.1049/el:19960391.

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50

Keshavarz, Behrang, and Heiko Hecht. "Stereoscopic Viewing Enhances Visually Induced Motion Sickness but Sound Does Not." Presence: Teleoperators and Virtual Environments 21, no. 2 (April 2012): 213–28. http://dx.doi.org/10.1162/pres_a_00102.

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Optic flow in visual displays or virtual environments often induces motion sickness (MS). We conducted two studies to analyze the effects of stereopsis, background sound, and realism (video vs. simulation) on the severity of MS and related feelings of immersion and vection. In Experiment 1, 79 participants watched either a 15-min-long video clip taken during a real roller coaster ride, or a precise simulation of the same ride. Additionally, half of the participants watched the movie in 2D, and the other half in 3D. MS was measured using the Simulator Sickness Questionnaire (SSQ) and the Fast Motion Sickness Scale (FMS). Results showed a significant interaction for both variables, indicating highest sickness scores for the real roller coaster video presented in 3D, while all other videos provoked less MS and did not differ among one another. In Experiment 2, 69 subjects were exposed to a video captured during a bicycle ride. Viewing mode (3D vs. 2D) and sound (on vs. off) were varied between subjects. Response measures were the same as in Experiment 1. Results showed a significant effect of stereopsis; MS was more severe for 3D presentation. Sound did not have a significant effect. Taken together, stereoscopic viewing played a crucial role in MS in both experiments. Our findings imply that stereoscopic videos can amplify visual discomfort and should be handled with care.
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