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1

Nguyen, Dien, Tuan Le, Sangsoon Lee, and Eun-Seok Ryu. "SHVC Tile-Based 360-Degree Video Streaming for Mobile VR: PC Offloading Over mmWave." Sensors 18, no. 11 (November 1, 2018): 3728. http://dx.doi.org/10.3390/s18113728.

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360-degree video streaming for high-quality virtual reality (VR) is challenging for current wireless systems because of the huge bandwidth it requires. However, millimeter wave (mmWave) communications in the 60 GHz band has gained considerable interest from the industry and academia because it promises gigabit wireless connectivity in the huge unlicensed bandwidth (i.e., up to 7 GHz). This massive unlicensed bandwidth offers great potential for addressing the demand for 360-degree video streaming. This paper investigates the problem of 360-degree video streaming for mobile VR using the SHVC, the scalable of High-Efficiency Video Coding (HEVC) standard and PC offloading over 60 GHz networks. We present a conceptual architecture based on advanced tiled-SHVC and mmWave communications. This architecture comprises two main parts. (1) Tile-based SHVC for 360-degree video streaming and optimizing parallel decoding. (2) Personal Computer (PC) offloading mechanism for transmitting uncompressed video (viewport only). The experimental results show that our tiled extractor method reduces the bandwidth required for 360-degree video streaming by more than 47% and the tile partitioning mechanism was improved by up to 25% in terms of the decoding time. The PC offloading mechanism was also successful in offloading 360-degree decoded (or viewport only) video to mobile devices using mmWave communication and the proposed transmission schemes.
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Guo, Chengjun, Ying Cui, and Zhi Liu. "Optimal Multicast of Tiled 360 VR Video." IEEE Wireless Communications Letters 8, no. 1 (February 2019): 145–48. http://dx.doi.org/10.1109/lwc.2018.2864151.

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Kim, Hyun-Wook, and Sung-Hyun Yang. "Region of interest–based segmented tiled adaptive streaming using head-mounted display tracking sensing data." International Journal of Distributed Sensor Networks 15, no. 12 (December 2019): 155014771989453. http://dx.doi.org/10.1177/1550147719894533.

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To support 360 virtual reality video streaming services, high resolutions of over 8K and network streaming technology that guarantees consistent quality of service are required. To this end, we propose 360 virtual reality video player technology and a streaming protocol based on MPEG Dynamic Adaptive Streaming over HTTP Spatial Representation Description to support the player. The player renders the downsized video as the base layer, which has a quarter of the resolution of the original video, and high-quality video tiles consisting of tiles obtained from the tiled-encoded high-quality video (over 16K resolution) as the enhanced layer. Furthermore, we implemented the system and conducted experiments to measure the network bandwidth for 16K video streaming and switching latency arising from changes in the viewport. From the results, we confirmed that the player has a switching latency of less than 1000 ms and a maximum network download bandwidth requirement of 100 Mbps.
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Jeppsson, Mattis, Håvard N. Espeland, Tomas Kupka, Ragnar Langseth, Andreas Petlund, Qiaoqiao Peng, Chuansong Xue, et al. "Efficient Live and On-Demand Tiled HEVC 360 VR Video Streaming." International Journal of Semantic Computing 13, no. 03 (September 2019): 367–91. http://dx.doi.org/10.1142/s1793351x19400166.

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360∘ panorama video displayed through Virtual Reality (VR) glasses or large screens offers immersive user experiences, but as such technology becomes commonplace, the need for efficient streaming methods of such high-bitrate videos arises. In this respect, the attention that 360∘ panorama video has received lately is huge. Many methods have already been proposed, and in this paper, we shed more light on the different trade-offs in order to save bandwidth while preserving the video quality in the user’s field-of-view (FoV). Using 360∘ VR content delivered to a Gear VR head-mounted display with a Samsung Galaxy S7 and to a Huawei Q22 set-top-box, we have tested various tiling schemes analyzing the tile layout, the tiling and encoding overheads, mechanisms for faster quality switching beyond the DASH segment boundaries and quality selection configurations. In this paper, we present an efficient end-to-end design and real-world implementation of such a 360∘ streaming system. Furthermore, in addition to researching an on-demand system, we also go beyond the existing on-demand solutions and present a live streaming system which strikes a trade-off between bandwidth usage and the video quality in the user’s FoV. We have created an architecture that combines RTP and DASH, and our system multiplexes a single HEVC hardware decoder to provide faster quality switching than at the traditional GOP boundaries. We demonstrate the performance and illustrate the trade-offs through real-world experiments where we can report comparable bandwidth savings to existing on-demand approaches, but with faster quality switches when the FoV changes.
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Guo, Chengjun, Ying Cui, and Zhi Liu. "Optimal Multicast of Tiled 360 VR Video in OFDMA Systems." IEEE Communications Letters 22, no. 12 (December 2018): 2563–66. http://dx.doi.org/10.1109/lcomm.2018.2873005.

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Kimball, Jason, Tom Wypych, and Falko Kuester. "Low bandwidth desktop and video streaming for collaborative tiled display environments." Future Generation Computer Systems 54 (January 2016): 336–43. http://dx.doi.org/10.1016/j.future.2015.07.009.

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7

Guo, Chengjun, Lingzhi Zhao, Ying Cui, Zhi Liu, and Derrick Wing Kwan Ng. "Power-Efficient Wireless Streaming of Multi-Quality Tiled 360 VR Video in MIMO-OFDMA Systems." IEEE Transactions on Wireless Communications 20, no. 8 (August 2021): 5408–22. http://dx.doi.org/10.1109/twc.2021.3067803.

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Barton, Ashlee. "Re-presenting a dance moment." idea journal 17, no. 02 (December 1, 2020): 265–74. http://dx.doi.org/10.37113/ij.v17i02.350.

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This visual essay deconstructs a four-second experience within a dance performance, In and out of time, which was performed at Dancehouse (Melbourne, AUS) in 2018. It captures the body’s movement as still moments and re-presents them through a tiled image and a video ‘flip-book’ work. Together with language, the visual essay aims to reveal how, over time, the memory of this experience has become magnified and thickened, drawing out new ways of knowing in relation to an embodied experience each time it is recollected.
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Merolla, Paul A., John V. Arthur, Rodrigo Alvarez-Icaza, Andrew S. Cassidy, Jun Sawada, Filipp Akopyan, Bryan L. Jackson, et al. "A million spiking-neuron integrated circuit with a scalable communication network and interface." Science 345, no. 6197 (August 7, 2014): 668–73. http://dx.doi.org/10.1126/science.1254642.

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Inspired by the brain’s structure, we have developed an efficient, scalable, and flexible non–von Neumann architecture that leverages contemporary silicon technology. To demonstrate, we built a 5.4-billion-transistor chip with 4096 neurosynaptic cores interconnected via an intrachip network that integrates 1 million programmable spiking neurons and 256 million configurable synapses. Chips can be tiled in two dimensions via an interchip communication interface, seamlessly scaling the architecture to a cortexlike sheet of arbitrary size. The architecture is well suited to many applications that use complex neural networks in real time, for example, multiobject detection and classification. With 400-pixel-by-240-pixel video input at 30 frames per second, the chip consumes 63 milliwatts.
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Ebara, Yasuo. "Evaluation study on realistic sensation in tele-communication environment with ultra-resolution video by multiple cameras on tiled display wall." Artificial Life and Robotics 22, no. 1 (November 14, 2016): 24–30. http://dx.doi.org/10.1007/s10015-016-0335-0.

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Abu Taha, Mohammed, Wassim Hamidouche, Naty Sidaty, Marko Viitanen, Jarno Vanne, Safwan El Assad, and Olivier Deforges. "Privacy Protection in Real Time HEVC Standard Using Chaotic System." Cryptography 4, no. 2 (June 24, 2020): 18. http://dx.doi.org/10.3390/cryptography4020018.

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Video protection and access control have gathered steam over recent years. However, the most common methods encrypt the whole video bit stream as unique data without taking into account the structure of the compressed video. These full encryption solutions are time and power consuming and, thus, are not aligned with the real-time applications. In this paper, we propose a Selective Encryption (SE) solution for Region of Interest (ROI) security based on the tile concept in High Efficiency Video Coding (HEVC) standards and selective encryption of all sensitive parts in videos. The SE solution depends on a chaos-based stream cipher that encrypts a set of HEVC syntax elements normatively, that is, the bit stream can be decoded with a standard HEVC decoder, and a secret key is only required for ROI decryption. The proposed ROI encryption solution relies on the independent tile concept in HEVC that splits the video frame into independent rectangular areas. Tiles are used to pull out the ROI from the background and only the tiles figuring the ROI are encrypted. In inter coding, the independence of tiles is guaranteed by limiting the motion vectors of non-ROI to use only the unencrypted tiles in the reference frames. Experimental results have shown that the encryption solution performs secure video encryption in a real time context, with a diminutive bit rate and complexity overheads.
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Park, Jounsup. "Multi-Session Multicasting for 360-Degree Video Multicast over OFDMA Systems." International Journal of Digital Multimedia Broadcasting 2021 (June 16, 2021): 1–19. http://dx.doi.org/10.1155/2021/5560312.

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360-degree video content provides a rich and immersive multimedia experience to viewers by allowing viewers to the video from any angle. However, 360-degree videos require much higher bandwidth to be delivered over mobile networks compared to conventional videos. Multicasting of the videos is one of the solutions to efficiently utilize the limited bandwidth since many viewers share the wireless spectrum resource for popular videos, such as sports events or musical concerts. LTE eMBMS assigns the videos to the video sessions, and multiple viewers can subscribe to the same video allocated to the video sessions. Moreover, the tiling of the 360-degree video makes it possible to control the regional quality of the video. The tiles that are likely to be seen by many viewers should have higher quality than other tiles to satisfy more viewers. In this paper, we proposed the Multi-Session Multicast (MSM) system to optimally allocate the wireless resources to tiles with different qualities to maximize the expected user experience. The experimental results show that the proposed MSM system provides higher quality videos to viewers using limited wireless resources.
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Urata, Yuichiro, Masanori Koike, Kazuhisa Yamagishi, Noritsugu Egi, and Jun Okamoto. "Extension of ITU-T P.1203 model to Tile-based Omnidirectional Video Streaming." Electronic Imaging 2021, no. 11 (January 18, 2021): 161–1. http://dx.doi.org/10.2352/issn.2470-1173.2021.11.hvei-161.

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Omnidirectional video (ODV) streaming has become widespread. Since the data size of ODV is extremely large, tilebased streaming has been developed to compress the data. In this coding technology, high-quality tiles encoded at a higher bitrate for the users’ viewing direction and low-quality tiles encoded at a lower bitrate for the whole environment are sent to the client, and a player decodes these tiles. As a result, quality degrades due to coding, streaming, and the client’s buffer. Therefore, to provide high-quality tile-based ODV streaming services, qualityof- experience needs to be monitored by comprehensively evaluating the quality degradations. By taking into account the quality degradation due to the low-quality tiles, the ITU-T Recommendation P.1203 model, which can be used for monitoring the quality of 2D video streaming services, is extended to tile-based ODV streaming services. Our model is demonstrated to estimate quality with sufficiently high accuracy.
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Garcia, Henrique D., Mylène C. Q. Farias, Ravi Prakash, and Marcelo M. Carvalho. "Statistical characterization of tile decoding time of HEVC-encoded 360° video." Electronic Imaging 2020, no. 9 (January 26, 2020): 285–1. http://dx.doi.org/10.2352/issn.2470-1173.2020.9.iqsp-285.

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In this paper, we present a statistical characterization of tile decoding time of 360° videos encoded via HEVC that considers different tiling patterns and quality levels (i.e., bitrates). In particular, we present results for probability density function estimation of tile decoding time based on a series of experiments carried out over a set of 360° videos with different spatial and temporal characteristics. Additionally, we investigate the extent to which tile decoding time is correlated with tile bitrate (at chunk level), so that DASH-based video streaming can make possible use of such an information to infer tile decoding time. The results of this work may help in the design of queueing or control theory-based adaptive bitrate (ABR) algorithms for 360° video streaming.
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Shukla, Abhishek. "COVID-19 pandemic: An analysis of popular YouTube videos as an alternative health information platform." Health Informatics Journal 27, no. 2 (April 2021): 146045822199487. http://dx.doi.org/10.1177/1460458221994878.

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Dispersal of COVID-19 related information from YouTube plays a vital role in containing the pandemic and diminishes associated anxiety in the population. This study investigated the characteristics of popular YouTube videos related to COVID-19 outbreak. YouTube videos were searched using the COVID-19 related specific keywords with the eligibility of at least 1 million views. The videos were classified as types of videos (News, TV Shows, Educational, and Documentary) and sentiment-based titled videos (Positive and Negative). Total viewership, length of videos, comments, likes, subscribers of the channel, and the number of days since upload was recorded as video and user engagement characteristics. A total of 93 videos were found eligible to include in the study. About 44.1% of videos were educational and 32.3% of videos were news updates related to COVID-19. Furthermore, 45.7% of videos had a positive sentiment-based title whereas 53.2% of videos had a negative sentiment-based title. Viewer’s comment responses were classified into nine various categories; most frequent comments were sarcastic/humorous (21.5%) category. Results revealed the differences in audience behavior in response to different types of videos and sentiment-based titled videos. YouTube has a significant amount of informative COVID-19 videos and incorporating certain characteristics can increase YouTube video popularity.
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Perera, Asanka G., Fatema-Tuz-Zohra Khanam, Ali Al-Naji, and Javaan Chahl. "Detection and Localisation of Life Signs from the Air Using Image Registration and Spatio-Temporal Filtering." Remote Sensing 12, no. 3 (February 9, 2020): 577. http://dx.doi.org/10.3390/rs12030577.

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In search and rescue operations, it is crucial to rapidly identify those people who are alive from those who are not. If this information is known, emergency teams can prioritize their operations to save more lives. However, in some natural disasters the people may be lying on the ground covered with dust, debris, or ashes making them difficult to detect by video analysis that is tuned to human shapes. We present a novel method to estimate the locations of people from aerial video using image and signal processing designed to detect breathing movements. We have shown that this method can successfully detect clearly visible people and people who are fully occluded by debris. First, the aerial videos were stabilized using the key points of adjacent image frames. Next, the stabilized video was decomposed into tile videos and the temporal frequency bands of interest were motion magnified while the other frequencies were suppressed. Image differencing and temporal filtering were performed on each tile video to detect potential breathing signals. Finally, the detected frequencies were remapped to the image frame creating a life signs map that indicates possible human locations. The proposed method was validated with both aerial and ground recorded videos in a controlled environment. Based on the dataset, the results showed good reliability for aerial videos and no errors for ground recorded videos where the average precision measures for aerial videos and ground recorded videos were 0.913 and 1 respectively.
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Marchevsky, Alberto M., Yan Wan, Premi Thomas, Lalita Krishnan, Helen Evans-Simon, and Helene Haber. "Virtual Microscopy as a Tool for Proficiency Testing in Cytopathology: A Model Using Multiple Digital Images of Papanicolaou Tests." Archives of Pathology & Laboratory Medicine 127, no. 10 (October 1, 2003): 1320–24. http://dx.doi.org/10.5858/2003-127-1320-vmaatf.

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Abstract Background.—Modern digital cameras can acquire images from cytologic slides at sufficient resolution to allow for digital enlargement and scrolling on a video monitor, allowing for the simulation of microscopy using a computer. Objective.—The purpose of this study was to develop a tool for proficiency testing in cytopathology using multiple digital images of Papanicolaou tests. Methods.—Nine images were photographed from each of 10 Papanicolaou tests at ×100 optical magnification, 3400 × 2300-pixel resolution, using a light microscope and a digital camera. All images from each case were tiled in a single canvas with Photoshop 4.0 software. Two cytopathologists and 3 cytotechnologists interpreted these “virtual slides” using a computer and graded diagnostic codes (PAP program, College of American Pathologists). Subjects were retested a year later using the glass slides from the same cases and routine microscopy. Both test results, by diagnostic code, were compared with the McNemar test of symmetry. Results.—The 5 test subjects provided 42 and 50 correct diagnostic codes by “virtual microscopy” and light microscopy, respectively. No significant asymmetry in results obtained by virtual microscopy and light microscopy was encountered with the McNemar test of symmetry. All test answers were correctly classified by selection series, using both virtual microscopy and light microscopy, and the responses would have been graded as 100% by current PAP program scoring guidelines. This suggests that virtual microscopy could be used for proficiency testing purposes. Conclusions.—A simple virtual microscopy method designed to challenge participants to locate and diagnose cells of interest was effective for the administration of standardized proficiency tests. Virtual microscopy methods that rely on single-plane images to locate and diagnose cells of interest could provide effective proficiency testing tools prior to the development of more computationally intensive systems that represent an entire Papanicolaou test at multiple focal planes.
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Saugmann Andersen, Rune. "Video, algorithms and security: How digital video platforms produce post-sovereign security articulations." Security Dialogue 48, no. 4 (July 10, 2017): 354–72. http://dx.doi.org/10.1177/0967010617709875.

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Digital videos increasingly sustain new and older imagined communities (and enmities), and make battlefields, unfolding terror plots and emergencies public. Yet digital videos mediate security articulations following logics that are radically different from those of journalistically edited media, with consequences for how we should think of security articulation in new visual media. This article analyses how, in digital video, the combination of visible facts and the remediation logics of algorithmically governed video platforms – such as YouTube and Facebook – allow for new types of security articulations. It argues that digital video can be understood as a semiotic composite where the material semiotics of media technologies, calculated publics and spectators combines with the political semiotics of audio-visual media to condition how video articulations work as political agency. A powerful video-mediated security articulation, the #neda videos from the 2009 Iranian post-election crisis, illustrates how security articulation in digital video is not tied to the authority of a speaker and does not contain the promise of an immediate, illocutionary security effect. Drawing on securitization theory and Butler’s critique of speech act theory, this article understands such video articulations as post-sovereign security articulations.
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Saponara, Sergio, and Luca Fanucci. "Homogeneous and Heterogeneous MPSoC Architectures with Network-On-Chip Connectivity for Low-Power and Real-Time Multimedia Signal Processing." VLSI Design 2012 (August 14, 2012): 1–17. http://dx.doi.org/10.1155/2012/450302.

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Two multiprocessor system-on-chip (MPSoC) architectures are proposed and compared in the paper with reference to audio and video processing applications. One architecture exploits a homogeneous topology; it consists of 8 identical tiles, each made of a 32-bit RISC core enhanced by a 64-bit DSP coprocessor with local memory. The other MPSoC architecture exploits a heterogeneous-tile topology with on-chip distributed memory resources; the tiles act as application specific processors supporting a different class of algorithms. In both architectures, the multiple tiles are interconnected by a network-on-chip (NoC) infrastructure, through network interfaces and routers, which allows parallel operations of the multiple tiles. The functional performances and the implementation complexity of the NoC-based MPSoC architectures are assessed by synthesis results in submicron CMOS technology. Among the large set of supported algorithms, two case studies are considered: the real-time implementation of an H.264/MPEG AVC video codec and of a low-distortion digital audio amplifier. The heterogeneous architecture ensures a higher power efficiency and a smaller area occupation and is more suited for low-power multimedia processing, such as in mobile devices. The homogeneous scheme allows for a higher flexibility and easier system scalability and is more suited for general-purpose DSP tasks in power-supplied devices.
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Wahyuni, Diana, Yanto Yanto, and Sri Narti. "AN ANALYSIS OF VIEWERS’ RECEPTION ON THE VIDEO MESSAGE “ SAYA MUALAF BILA” ON DEDDY CORBUZIER YOUTUBE CHANNEL." SENGKUNI Journal (Social Science and Humanities Studies) 1, no. 2 (December 21, 2020): 131–42. http://dx.doi.org/10.37638/sengkuni.1.2.131-142.

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Youtube is one part of social networking that can create a very close interaction and communication relationship between its users. Inside the YouTube social media account, the account is created by people who basically want to be a part of YouTube content creators. Many people out there who like to play Youtube but do not have the channel account. YouTube channel accounts are made with a variety of content, there are accounts that specialize in making videos of one's daily life, specialist accounts for opinion videos related to issues that are currently hot, specialist accounts for motivational videos, specialist accounts for culinary videos, specialist accounts for videos prank videos and more. What will be the focus of the researcher in this study is the video titled "Saya Mualaf Bila" with views of 3.2 million to this day, views mean that is the frequency of a video is seen. This research method uses purposive sampling supported by Stuart Hall's reception theory. The video is 15 minutes 21 seconds length, in the video Deddy Corbuzer is talking to a religious leader known as Gus Miftah. Deddy Corbuzer talks about religious issues that are rife in Indonesia, causing divisions. The results of this study are the analysis of audience or viewers’ reception of the video message "Saya Mualaf Bila" on Deddy Courbuzier’s YouTube Channel account and the most dominant reception is the interpretation of opposition.
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Edwards, Thomas G. "Source-Timed SDN Video Switching of Packetized Video." SMPTE Motion Imaging Journal 124, no. 4 (May 2015): 56–62. http://dx.doi.org/10.5594/j18550.

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Ruberg, Bonnie, and Amanda L. L. Cullen. "Feeling for an Audience." Digital Culture & Society 5, no. 2 (December 1, 2019): 85–102. http://dx.doi.org/10.14361/dcs-2019-0206.

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Abstract The practice of live streaming video games is becoming increasingly popular worldwide (Taylor 2018). Live streaming represents more than entertainment; it is expanding the practice of turning play into work. Though it is commonly misconstrued as “just playing video games,” live streaming requires a great deal of behind-the-scenes labor, especially for women, who often face additional challenges as professionals within video game culture (AnyKey 2015). In this article, we shed light on one important aspect of the gendered work of video game live streaming: emotional labor. To do so, we present observations and insights drawn from our analysis of instructional videos created by women live streamers and posted to YouTube. These videos focus on “tips and tricks” for how aspiring streamers can become successful on Twitch. Building from these videos, we articulate the various forms that emotional labor takes for video game live streamers and the gendered implications of this labor. Within these videos, we identify key recurring topics, such as how streamers work to cultivate feelings in viewers, perform feelings, manage their own feelings, and use feelings to build personal brands and communities for their streams. Drawing from existing work on video games and labor, we move this scholarly conversation in important new directions by highlighting the role of emotional labor as a key facet of video game live streaming and insisting on the importance of attending to how the intersection of play and work is tied to identity.
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Octarensa, Vista, and Muhammad Aras. "Semiotic Analysis of Video COVID-19 by World Health Organization." International Journal of Innovative Science and Research Technology 5, no. 7 (July 19, 2020): 145–51. http://dx.doi.org/10.38124/ijisrt20jul158.

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Purpose: This research discusses the semiotic social analysis in a video titled "COVID-19" released by the World Health Organization. COVID-19 is a virus that has become a global pandemic. Very rapid spread makes the WHO issued recommendations to minimize outside activities in the form of social campaigns against the community. World Health Organization released a video titled "COVID-19" on the official youtube channel. The research approach: using a semiotic analysis method with the constructivist paradigm. Semiotic is a sign of science that has consisted of two elements, Signifier and Signified. In a social campaign video, it has a distinct meaning of communication. In this study, semiotics will explain the meaning of visual communication in videos released by the World Health Organization. The results of the study: indicate that semiotic analysis can reveal the signification meaning of the sign in the video campaign. World Health Organization can emphasize the word StayIn and convince people to continue to do social distancing. The World Health Organization explains that by doing five acts, everyone can be heroic against the pandemic. The five acts can be done by hiding in-home, laying down, playing games, staring on anythings. Simple acts can bring a significant impact to all.
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Saif, Shahela, Samabia Tehseen, and Sumaira Kausar. "A Survey of the Techniques for The Identification and Classification of Human Actions from Visual Data." Sensors 18, no. 11 (November 15, 2018): 3979. http://dx.doi.org/10.3390/s18113979.

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Recognition of human actions form videos has been an active area of research because it has applications in various domains. The results of work in this field are used in video surveillance, automatic video labeling and human-computer interaction, among others. Any advancements in this field are tied to advances in the interrelated fields of object recognition, spatio- temporal video analysis and semantic segmentation. Activity recognition is a challenging task since it faces many problems such as occlusion, view point variation, background differences and clutter and illumination variations. Scientific achievements in the field have been numerous and rapid as the applications are far reaching. In this survey, we cover the growth of the field from the earliest solutions, where handcrafted features were used, to later deep learning approaches that use millions of images and videos to learn features automatically. By this discussion, we intend to highlight the major breakthroughs and the directions the future research might take while benefiting from the state-of-the-art methods.
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Chan, Chia-Hsin, Chun-Chuan Tu, and Wen-Jiin Tsai. "Improve load balancing and coding efficiency of tiles in high efficiency video coding by adaptive tile boundary." Journal of Electronic Imaging 26, no. 1 (January 12, 2017): 013006. http://dx.doi.org/10.1117/1.jei.26.1.013006.

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Vannini, Phillip, and Lindsay M. Stewart. "The GoPro gaze." cultural geographies 24, no. 1 (July 7, 2016): 149–55. http://dx.doi.org/10.1177/1474474016647369.

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During 2014–2015, we produced a short video documentary, titled The Art of Wild, which focused on the audiovisual practices of outdoor adventurers. This short written report reflects on an idea inspired by the video: the GoPro gaze. Enacted by increasingly sophisticated, portable and affordable recording audiovisual technologies such as the GoPro Hero camera, the ‘GoPro gaze’ entails not just the pursuit of pleasures derived from adventure and nature-based travel, but also the production and distribution of professional-quality independent videos for Internet audiences. Based on a series of ‘go-along’ interviews with adventure travelers/athletes/artists, this article and the accompanying video prompt us to reflect on how the affective pleasures and technological affordances of the ‘GoPro gaze’ trouble the established idea of the ‘tourist gaze’.
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Kobayashi, T., M. Kubota, T. Kumura, H. Satoh, and T. Ishida. "A tilted sendust sputtered ferrite video head." Journal of the Magnetics Society of Japan 10, no. 2 (1986): 101–4. http://dx.doi.org/10.3379/jmsjmag.10.101.

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Kobayashi, T., M. Kubota, H. Satoh, T. Kumura, K. Yamauchi, and S. Takahashi. "A tilted sendust sputtered ferrite video head." IEEE Transactions on Magnetics 21, no. 5 (September 1985): 1536–38. http://dx.doi.org/10.1109/tmag.1985.1064053.

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Kobayashi, T., M. Kubota, T. Kumura, H. Satoh, and T. Ishida. "A Tilted Sendust Sputtered Ferrite Video Head." IEEE Translation Journal on Magnetics in Japan 2, no. 7 (July 1987): 661–62. http://dx.doi.org/10.1109/tjmj.1987.4549567.

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Ledezma G., María Isabel. "Las “perspectivas caleidoscópicas” en los videos musicales Afterlife y Porno: from the Reflektor Tapes de Arcade Fire." Catedral Tomada. Revista de crítica literaria latinoamericana 5, no. 9 (January 5, 2018): 441–59. http://dx.doi.org/10.5195/ct/2017.260.

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This paper develops the “kaleidoscope perspective” notion over two musical videos from the Canadian rock band Arcade Fire titled Afterlife and Porno: from the Reflektor Tapes. These audiovisual works show three important topics: the Orfeo and Euridice myth, the black racial theme (“la negritud”) in the Haitian and Brazilian culture, and the ritualistic process related to Afro-Caribbean community i.e. the Vudu and the Santeria candomblé practice. The way how these topics are inserted in the musical video narrative invites to suppose that there is a constant game of appropriations and distances, at the same time, which emulates the kaleidoscope dynamic, and it is used by the videos with artistic goals. The final result of the “kaleidoscope perspective” is the presentation of two videos that are beyond of the promotional use to become in artistic works that vindicate the Afro-Caribbean identity practice.
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Obradors, Matilde, Irene Da Rocha, and Ana Fernández-Aballí. "Approach to the new videographies analysis: Case study of immigrant representations in the Social Innovation Laboratory videos (SIL UBIQA)." Semiotica 2018, no. 224 (September 25, 2018): 85–110. http://dx.doi.org/10.1515/sem-2015-0151.

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AbstractIn this paper, we propose a methodology of analysis for new videographies based on an analytical grid. We base our epistemological starting point on various critical cultural study authors, a semiotic analysis, and a critical discourse analysis. We apply the grid to a case study composed of a series of videos titled Identibuzz: Hybrid identities, which was created within UBIQA, a Basque social innovation laboratory. In order to fully grasp the results of the analysis, we briefly outline some data referring to transnational migrations in Spain as well as the representation of immigrants in Spanish mainstream media. We then compare the representations of immigrants in the videos to that in mainstream media to analyze the dissection between new videographies and more traditional video genres.
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Shin, Jung Hwan, Ri Yu, Jed Noel Ong, Chan Young Lee, Seung Ho Jeon, Hwanpil Park, Han-Joon Kim, Jehee Lee, and Beomseok Jeon. "Quantitative Gait Analysis Using a Pose-Estimation Algorithm with a Single 2D-Video of Parkinson’s Disease Patients." Journal of Parkinson's Disease 11, no. 3 (August 2, 2021): 1271–83. http://dx.doi.org/10.3233/jpd-212544.

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Background: Clinician-based rating scales or questionnaires for gait in Parkinson’s disease (PD) are subjective and sensor-based analysis is limited in accessibility. Objective: To develop an easily accessible and objective tool to evaluate gait in PD patients, we analyzed gait from a single 2-dimensional (2D) video. Methods: We prospectively recorded 2D videos of PD patients (n = 16) and healthy controls (n = 15) performing the timed up and go test (TUG). The gait was simultaneously evaluated with a pressure-sensor (GAITRite). We estimated the 3D position of toes and heels with a deep-learning based pose-estimation algorithm and calculated gait parameters including step length, step length variability, gait velocity and step cadence which was validated with the result from the GAITRite. We further calculated the time and steps required for turning. Then, we applied the algorithm to previously recorded and archived videos of PD patients (n = 32) performing the TUG. Results: From the validation experiment, gait parameters derived from video tracking were in excellent agreement with the parameters obtained with the GAITRite. (Intraclass correlation coefficient > 0.9). From the analysis with the archived videos, step length, gait velocity, number of steps, and the time required for turning were significantly correlated (Absolute R > 0.4, p < 0.005) with the Freezing of gait questionnaire, Unified PD Rating scale part III total score, HY stage and postural instability. Furthermore, the video-based tracking objectively measured significant improvement of step length, gait velocity, steps and the time required for turning with antiparkinsonian medication. Conclusion: 2D video-based tracking could objectively evaluate gait in PD patients.
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Lehner, Rachael. "Creating Mathematical Lessons Using TED-Ed." Mathematics Teacher 110, no. 6 (February 2017): 466–69. http://dx.doi.org/10.5951/mathteacher.110.6.0466.

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TED-Ed is a free web-based video service tied to the well-known TED Talks. TED-Ed allows instructors to use videos on the website for students to view as homework assignments. It also has options for educators to build lessons around videos and include their own questions, resources, notes, and discussion board posts. Because the lessons have four sections—Watch, Think, Dig Deeper, and Discuss—students are given multiple opportunities to interact with the content and to reflect on their understanding. In the Discuss section, for example, students are able to respond to a question posted on a discussion board. TED-Ed gives educators the freedom to create personal lessons that can be used for homework, extension assignments, make-up quiz assignments, or projectbased instruction.
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Concolato, Cyril, Jean Le Feuvre, Franck Denoual, Frederic Maze, Eric Nassor, Nael Ouedraogo, and Jonathan Taquet. "Adaptive Streaming of HEVC Tiled Videos Using MPEG-DASH." IEEE Transactions on Circuits and Systems for Video Technology 28, no. 8 (August 2018): 1981–92. http://dx.doi.org/10.1109/tcsvt.2017.2688491.

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Yang, Junchao, Jiangtao Luo, Feng Lin, and Junxia Wang. "Content-Sensing Based Resource Allocation for Delay-Sensitive VR Video Uploading in 5G H-CRAN." Sensors 19, no. 3 (February 8, 2019): 697. http://dx.doi.org/10.3390/s19030697.

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Virtual reality (VR) is emerging as one of key applications in future fifth-generation (5G)networks. Uploading VR video in 5G network is expected to boom in near future, as generalconsumers could generate high-quality VR videos with portable 360-degree cameras and arewilling to share with others. Heterogeneous networks integrating with 5G cloud-radio accessnetworks (H-CRAN) provides high transmission rate for VR video uploading. To address themotion characteristic of UE (User Equipments) and small cell feature of 5G H-CRAN, in this paperwe proposed a content-sensing based resource allocation scheme for delay-sensitive VR videouploading in 5G H-CRAN, in which the source coding rate of uploading VR video is determinedby the centralized RA scheduling. This scheme jointly optimizes g-NB group resource allocation,RHH/g-NB association, sub-channel assignment, power allocation, and tile encoding rate assignmentas formulated in a mixed-integer nonlinear problem (MINLP). To solve the problem, a three stagealgorithm is proposed. Dynamic g-NB group resource allocation is first performed according to theUE density of each group. Then, joint RRH/g-NB association, sub-channel allocation and powerallocation is performed by an iterative process. Finally, encoding tile rate is assigned to optimizethe target objective by adopting convex optimization toolbox. The simulation results show that ourproposed algorithm ensures the total utility of system under the constraint of maximum transmissiondelay and power, which also with low complexity and faster convergence.
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Gruzd, Anatoliy, and Jaigris Hodson. "Making Sweet Music Together: The Affordances of Networked Media for Building Performance Capital by YouTube Musicians." Social Media + Society 7, no. 2 (April 2021): 205630512110255. http://dx.doi.org/10.1177/20563051211025511.

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Following Miller, who looked at offline performance capital for musicians and discovered important gender and genre impacts, we examined the role of gender and genre in the development of performance capital for YouTube top cover song artists. This case study suggests that online performance capital on YouTube is slightly different than offline performance capital, and benefits from the affordances of networked media, and specifically YouTube. While there is some gender-based homophily in channel linking behaviors, there are also connections between weakly tied individuals with respect to video category, meaning that musicians are linking to others outside of the music community and vice versa. While music video channels tend to link to other music video channels, and non-music channels tend to link to other non-music channels, the most popular videos tend to post from multiple categories including both music and non-music. Findings suggest that being a long-time poster and having a rich and diverse network are likely elements of building performance capital for YouTube musicians.
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Glasser, Leanne, Emily Young, and Pauline Sameshima. "The Supermodel Astronaut Challenge: traversing frames of mind." Qualitative Research Journal 19, no. 4 (November 11, 2019): 415–25. http://dx.doi.org/10.1108/qrj-02-2019-0023.

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Purpose The Supermodel Astronaut (SMA) Challenge began with a group of women in a graduate class who joined together to take the pledge “I Am Enough.” The goals of the pledge are to practice positive affirmative actions of self-acceptance, self-grace, self-improvement and positive encouragement of oneself and others. The paper aims to discuss this issue. Design/methodology/approach The SMA Challenge involves an online video pledge to encourage women and girls to demonstrate their opposition to the promotion of singular ideals of body perpetuated through media. Various individuals and groups have created music videos titled SMA to the soundtrack created by Ellen Tift (the originator of the project). Findings Here, framed by Daignault’s (1983) theories on curriculum construction, the authors critically reflect on their support of the idea of the video, but also their apprehension and insecurities in participating in the video production. Originality/value From reflections, writings and dialogic discussions, they determined five embodied frames of mind that supported them in traversing the liminal space of new learning: imagining the possible, learning in doing, settling in vulnerability, journeying through empowerment and heightening self-reflection.
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Hooft, Jeroen Van der, Maria Torres Vega, Stefano Petrangeli, Tim Wauters, and Filip De Turck. "Tile-based Adaptive Streaming for Virtual Reality Video." ACM Transactions on Multimedia Computing, Communications, and Applications 15, no. 4 (January 10, 2020): 1–24. http://dx.doi.org/10.1145/3362101.

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Furini, Marco. "On introducing timed tag-clouds in video lectures indexing." Multimedia Tools and Applications 77, no. 1 (January 6, 2017): 967–84. http://dx.doi.org/10.1007/s11042-016-4282-5.

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Pinto, José Pedro, and Paula Viana. "Improving Youtube video retrieval by integrating crowdsourced timed metadata." Journal of Intelligent & Fuzzy Systems 37, no. 6 (December 23, 2019): 7207–21. http://dx.doi.org/10.3233/jifs-179333.

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Storch, Iago, Daniel Palomino, Bruno Zatt, and Luciano Agostini. "Speedup evaluation of HEVC parallel video coding using Tiles." Journal of Real-Time Image Processing 17, no. 5 (July 31, 2019): 1469–86. http://dx.doi.org/10.1007/s11554-019-00900-y.

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Abebe, Tatek. "Storytelling through Popular Music: Social Memory, Reconciliation, and Intergenerational Healing in Oromia/Ethiopia." Humanities 10, no. 2 (April 21, 2021): 70. http://dx.doi.org/10.3390/h10020070.

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Drawing on a popular music video titled ‘Beelbaa’ by a young Oromo artist, Jambo Jote, this article discusses the moments and contexts that compel young people to speak up in subtle and poetic ways. By interpreting the content of the lyrics, doing a visual analysis of the music video, and connecting both to contemporary discourses, it explores how researching social memory through music can be used as a lens to understand Ethiopian society, politics, and history. The article draws attention to alternative spaces of resistance as well as sites of intergenerational connections such as lyrics, music videos, songs, and online discussions. I argue that storytelling through music not only bridges differences on problematic and sometimes highly polarized discourses engendered by selective remembering and forgetting of national history, but that it is also indispensable for reconciliation and peaceful coexistence. Tuning into young people’s music can touch us in ways that are real, immediate, and therapeutic, making it possible for our collective wounds to heal. I further demonstrate that as musical storytelling appeals to multiple generations, it can facilitate mediation, truce, and intergenerational understanding.
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Pasqualin, Côme, François Gannier, Angèle Yu, Claire O. Malécot, Pierre Bredeloux, and Véronique Maupoil. "SarcOptiM for ImageJ: high-frequency online sarcomere length computing on stimulated cardiomyocytes." American Journal of Physiology-Cell Physiology 311, no. 2 (August 1, 2016): C277—C283. http://dx.doi.org/10.1152/ajpcell.00094.2016.

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Accurate measurement of cardiomyocyte contraction is a critical issue for scientists working on cardiac physiology and physiopathology of diseases implying contraction impairment. Cardiomyocytes contraction can be quantified by measuring sarcomere length, but few tools are available for this, and none is freely distributed. We developed a plug-in (SarcOptiM) for the ImageJ/Fiji image analysis platform developed by the National Institutes of Health. SarcOptiM computes sarcomere length via fast Fourier transform analysis of video frames captured or displayed in ImageJ and thus is not tied to a dedicated video camera. It can work in real time or offline, the latter overcoming rotating motion or displacement-related artifacts. SarcOptiM includes a simulator and video generator of cardiomyocyte contraction. Acquisition parameters, such as pixel size and camera frame rate, were tested with both experimental recordings of rat ventricular cardiomyocytes and synthetic videos. It is freely distributed, and its source code is available. It works under Windows, Mac, or Linux operating systems. The camera speed is the limiting factor, since the algorithm can compute online sarcomere shortening at frame rates >10 kHz. In conclusion, SarcOptiM is a free and validated user-friendly tool for studying cardiomyocyte contraction in all species, including human.
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Jayaraman, Dinesh, and Kristen Grauman. "Learning Image Representations Tied to Egomotion from Unlabeled Video." International Journal of Computer Vision 125, no. 1-3 (March 4, 2017): 136–61. http://dx.doi.org/10.1007/s11263-017-1001-2.

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Yasuda, Yasuhiko, Hideyoshi Tominaga, Hiroaki Yoshii, Hiroshi Yasuda, Kunihiko Niwa, Hideo Yamamoto, and Kazunnri Shimamura. "5. Panel Discussion Titled 'Video Technologies Towards Broadband ISDN Era." Journal of the Institute of Television Engineers of Japan 43, no. 3 (1989): 246–52. http://dx.doi.org/10.3169/itej1978.43.246.

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Beiguelman, Giselle. "Odiolândia (Hateland)." Transfers 8, no. 1 (March 1, 2018): 118–24. http://dx.doi.org/10.3167/trans.2018.080110.

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Odiolândia (Hateland) is a video installation that showcases online comments from videos published on social networks about police actions carried out by the São Paulo municipal and state governments in an area of São Paulo, Brazil, known as Cracolândia (Crackland) between 21 May and 11 June 2017. The first operation took place at five in the morning and involved five hundred armed police officers who allegedly arrested the drug dealers who operate in the region. In practical terms, it resulted in the removal and dispersion of crack users and the demolition of houses. It is important to stress that the area occupied by Cracolândia also coincides with an urban renovation project. It is titled Nova Luz, a public-private redevelopment project for that neighborhood that will displace and evict the poor local population from that area.
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Gopinath, Gabrielle. "Skin Deep: Surfacing with Leigh-Ann Pahapill." Contemporaneity: Historical Presence in Visual Culture 3 (June 5, 2014): 133–37. http://dx.doi.org/10.5195/contemp.2014.114.

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Turkdogan, Sena, Gabriel Schnitman, Tianci Wang, Raphael Gotlieb, Jeffrey How, and Walter Henri Gotlieb. "Development of a Digital Patient Education Tool for Patients With Cancer During the COVID-19 Pandemic." JMIR Cancer 7, no. 2 (June 21, 2021): e23637. http://dx.doi.org/10.2196/23637.

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Background Due to the COVID-19 pandemic, a large portion of oncology consultations have been conducted remotely. The maladaptation or compromise of care could negatively impact oncology patients and their disease management. Objective We aimed to describe the development and implementation process of a web-based, animated patient education tool that supports oncology patients remotely in the context of fewer in-person interactions with health care providers. Methods The platform created presents multilingual oncology care instructions. Animations concerning cancer care and mental health during the COVID-19 pandemic as well as immunotherapy and chemotherapy guides were the major areas of focus and represented 6 final produced video guides. Results The videos were watched 1244 times in a period of 6 months. The most watched animation was the COVID-19 & Oncology guide (viewed 565 times), followed by the video concerning general treatment orientations (viewed 249 times) and the video titled “Chemotherapy” (viewed 205 times). Although viewers were equally distributed among the age groups, most were aged 25 to 34 years (342/1244, 27.5%) and were females (745/1244, 59.9%). Conclusions The implementation of a patient education platform can be designed to prepare patients and their caregivers for their treatment and thus improve outcomes and satisfaction by using a methodical and collaborative approach. Multimedia tools allow a portion of a patient’s care to occur in a home setting, thereby freeing them from the need for hospital resources.
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Na, TaeHeum, and JongWon Kim. "Real-time Group Video Sharing tied with Online Social Networks." Proceedings of the Asia-Pacific Advanced Network 36 (December 23, 2013): 115. http://dx.doi.org/10.7125/apan.36.16.

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KARTSEVA, EKATERINA A. "SCREEN FORMS AT BIENNIALS OF CONTEMPORARY ART." Art and Science of Television 16, no. 3 (2020): 11–30. http://dx.doi.org/10.30628/1994-9529-2020-16.3-11-30.

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Video today is a popular tool for artists of postmodern, poststructuralist, post-conceptual orientations. These practices have not yet developed their economic model and have spread mainly through biennials and festivals of contemporary art, as the main form of their comprehension and display. At the same time, “video art”, “video installations”, “video sculptures”, “video performances”, “films” at the exhibitions are far from an exhaustive list of strategies, stating a cinematic turn in contemporary art, where videos are considered among the basic tools of a contemporary artist and curator. It gets increasingly difficult to imagine exhibitions that resonate with the public and critics without video. From an avant-garde countercultural practice, video has become the mainstream of contemporary exhibition projects and is presented in exhibitions in many variations. The article analyzes the strategies for including video in the expositions of national pavilions at the 58th Venice Biennale, among which the production of video content in the genre of documentary filming, investigative journalism, artistic mystification, and interactive installation can be distinguished. Artists both create their own content and use footage content from the Internet. The main awards of the Biennale are won by large—scale projects that dialogize fine art with cinema and theater. For the implementation of artistic ideas curators of biennial projects attract professional directors, screenwriters, sound and light specialists. The biennials of contemporary art, by analogy with the term screen culture, can be attributed to the large format in contemporary art. At them, video goes beyond the small screens with the help of full-screen interactive installations, projections on buildings, films timed to exhibitions are broadcast on YouTube and Netflix. As the coronavirus pandemic has shown, the search for new tactics using screen forms is sometimes the only way out for a large exhibition practice in a situation where it is impossible to conduct international projects and comply with new regulations. The Riga Biennale of Contemporary Art, Steirischer herbst in Graz, followed this path. The exhibition is moving closer to film production. New optical and bodily models are being formed. The contemplative essence of art is being replaced by new ways of human perception of information, space and time, built on the convergence of communication means—video, music, dance, the interpenetration of objective and virtual realities.
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