Academic literature on the topic 'Video recordings – Computer programs'

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Journal articles on the topic "Video recordings – Computer programs"

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McArthur, J., J. Bolles, J. Fine, P. Kidd, and M. Bessis. "Interactive Computer-Video Modules for Health Sciences Education." Methods of Information in Medicine 28, no. 04 (October 1989): 360–63. http://dx.doi.org/10.1055/s-0038-1636797.

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Abstract:Advances in electronic image recording and computer technologyhave resulted in a remarkable increase in the power and flexibility of interactive computer-video teaching systems. The University of Washington Health Science Videodisc Development Group first demonstrated a laser videodisc controlled by a remote central computer in 1980. Even this rudimentary unit highlighted basic medical informatics principles including: rapid accessibility; a “generic” or multi-purposed format; ease of computer control; and large collections of valid, rigorously reviewed images. Advances in medical informatics have led to the development of the following previously undescribed series of teaching units:1. The hypertext programs Hypercard, Linkway, and Guide have been used with videodiscs to develop easy-to-use instructional and reference materials. These materials demonstrate the ease with which a computer-naive instructor may develop new programs and the advantage that the intuitive nature of these programs brings to student users.2. Patient simulations using single and double screens plus pre-defined knowledge structures;3. Interactive single topic tutorials using preset knowledge structures;4. A key-word-based disc searching system;5. Electronic video microscopy;6. A series of programs developed independently by health science faculty who have purchased multi-purpose videodiscs that demonstrate the flexibility of the multi-purpose or “generic”: collection concept.
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Maccini, Paula, Joseph Calvin Gagnon, and Charles A. Hughes. "Technology-Based Practices for Secondary Students with Learning Disabilities." Learning Disability Quarterly 25, no. 4 (November 2002): 247–61. http://dx.doi.org/10.2307/1511356.

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The researchers conducted a comprehensive review of the literature on technology-based practices for secondary students identified as having learning disabilities (LD) involving instruction and/or assessment that measured some aspect of performance on a general education task or expectation (i.e., test). Technology-based practices included computer- or video-based interventions, multimedia programs, technology-based assessment, and verbatim audio recordings. Three practices appear promising for educating students with LD: (a) hypertext and hypermedia software programs; (b) videodisc instruction involving contextualized learning; and (c) multimedia software. Educational recommendations and directions for future research are offered based upon results.
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Mechling, Linda. "The Effect of Instructor-Created Video Programs to Teach Students with Disabilities: A Literature Review." Journal of Special Education Technology 20, no. 2 (March 2005): 25–36. http://dx.doi.org/10.1177/016264340502000203.

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This paper summarizes the results of a review of the empirical literature (1999–2003) focusing on the use of instructor-created video recording incorporating personalized video to teach individuals with disabilities. Twenty-four investigations were identified which provided information on several effective procedures. Six areas of research on instruction through video technology were defined and analyzed through the identified studies: (a) video feedback, (b) video modeling, (c) video self-modeling, (d) subjective point of view, (e) interactive video instruction, and (f) computer-based video instruction. Implications of the research and suggestions for future research are discussed.
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Shih, Timothy K., Ying-Hong Wang, Yi-Chun Liao, and Jung-Ken Chuang. "Video Presentation Recording and On-Line Broadcasting." Journal of Interconnection Networks 04, no. 02 (June 2003): 199–209. http://dx.doi.org/10.1142/s0219265903000829.

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Distance learning programs use on-line video records to deliver pre-recorded lectures. And, video communication systems can be used as a discussion tool. In this paper, we start our discussion on a multimedia presentation recording system which we had developed. We then present how the video recording concept can be further extended to realize an augmented video conferencing system, which can be used as a peer-to-peer discussion tool, as well as a lecture broadcasting system. We also point out that an object tracking technology can be further integrated to enhance the tool, to enable a more realistic and useful system for the discussion in distance education.
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Kefalas, Petros, and Ioanna Stamatopoulou. "Using screencasts to enhance coding skills: The case of logic programming?" Computer Science and Information Systems 15, no. 3 (2018): 775–98. http://dx.doi.org/10.2298/csis180312028k.

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Learning technologies are gradually becoming an integral part of teaching in both face-to-face and online learning. Among them, screencasts (i.e. desktop video recordings of presentations normally accompanied by the presenter?s video and narration), constitute a pedagogical tool used to create visual material to be distributed to students. Learners can then watch the videos in their own convenience and pace. The plethora of tools available makes it easier for the teachers to produce high-quality, low-cost screencasts for a number of courses. In the current paper we investigate how students perceive the impact of screencasts on their understanding and motivation in learning Logic Programming. We take the opportunity to present some tips and techniques that can be applied in any screencast production. We discuss in detail how screencasts can be used in programming courses, irrespectively of whether the latter use Imperative, Object-Oriented, or Declarative languages, and we present a number of examples to demonstrate how screencasts can facilitate learning. Furthermore, we focus particularly on Logic Programming, which lends itself to technology enhanced learning, since it requires a non-linear, out-of-the-box way of thinking towards developing programs. Finally, we evaluate our approach by presenting the opinion of students.
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Trotsko, Anna V., and Yuliia M. Korotkova. "ЗАСТОСУВАННЯ ІНФОРМАЦІЙНО-КОМУНІКАЦІЙНИХ ТЕХНОЛОГІЙ У ПРОЦЕСІ НАВЧАННЯ ІНОЗЕМНИХ МОВ: ДОСВІД УКРАЇНИ ТА ГРЕЦІЇ." Information Technologies and Learning Tools 68, no. 6 (December 27, 2018): 166. http://dx.doi.org/10.33407/itlt.v68i6.2340.

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The article is devoted to the coverage of theoretical and practical experience of using ICT in the process of teaching foreign languages in universities of Ukraine and Greece. Educational electronic foreign language resources (information and reference materials, e-books, films on DVD, libraries of electronic visual aids and databases, methodical materials on electronic media, Internet resources, combined electronic teaching aids, educational and methodical software to support lectures) are classified. The authors singled out the most recent forms of teaching (distance learning, on-line learning with the interactive elements), types of educational activities (work with audio, video, making presentations, work with computer training programs, electronic communication) and teaching aids (audio recordings, video films, multimedia presentations, computer programs, e-books, textbooks, reference books, encyclopedias, dictionaries, Internet resources, e-mail, Skype, virtual learning environments, blogs, forums), based on ICTs that are actively engaged in teaching in the native and Greek higher educational institutions. The emphasis is focused on the advantages of distance learning technologies in the process of learning foreign languages (constant access to information, significantly lower cost of training course, the possibility of consulting with a teacher at the convenient time, increasing the role and enlarging the proportion of student’s self-work, etc.), on the features of work on Moodle platform. Particular attention is paid to the characteristics of the activity of the Greek Open University with a distance learning form, in particular to the description of the master's program for the teachers of English "Didactics of English as a Foreign / International Language". The perspectives of using pedagogically valuable experience of Greece in the use of ICT in national higher education of foreign languages have been outlined.
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Kozak, Agnessa, Sonja Freitag, and Albert Nienhaus. "Evaluation of a Training Program to Reduce Stressful Trunk Postures in the Nursing Professions: A Pilot Study." Annals of Work Exposures and Health 61, no. 1 (January 1, 2017): 22–32. http://dx.doi.org/10.1093/annweh/wxw002.

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Abstract Objectives: The aim of this pilot study was to evaluate metrologically the effectiveness of a training program on the reduction of stressful trunk postures in geriatric nursing professions. Methods: A training program, consisting of instruction on body postures in nursing, practical ergonomic work methods at the bedside or in the bathroom, reorganization of work equipment, and physical exercises, was conducted in 12 wards of 6 nursing homes in Germany. The Computer-Assisted Recording and Long-Term Analysis of Musculoskeletal Loads (CUELA) measurement system was used to evaluate all movements and trunk postures adopted during work before and 6 months after the training program. In total, 23 shifts were measured. All measurements were supported by video recordings. A specific software program (WIDAAN 2.75) was used to synchronize the measurement data and video footage. Results: The median proportion of time spent in sagittal inclinations at an angle of >20° was significantly reduced (by 29%) 6 months after the intervention [from 35.4% interquartile range (27.6–43.1) to 25.3% (20.7–34.1); P < 0.001]. Very pronounced inclinations exceeding 60° [2.5% (1.1–4.6) to 1.0% (0.8–1.7); P = 0.002] and static inclinations of over 20° for >4 s [4.4% (3.0–6.7) to 3.6% (2.5–4.5); P < 0.001] were significantly reduced, by 60% and 22%, respectively. Video analysis showed that in 49% of care situations, ergonomic measures were implemented properly, either at the bedside or in the bathroom. Conclusions: Stressful trunk postures could be significantly reduced by raising awareness of the physical strains that frequently occur during a shift, by changes in work practices and by redesigning the work environment. Workplace interventions aimed at preventing or reducing low back pain in nursing personnel would probably benefit from sensitizing employees to their postures during work.
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Vlasov, A. P., M. V. Ivashko, and I. R. Svistelnyk. "Information Support of Highly-Qualified Archers’ Training." Teorìâ ta Metodika Fìzičnogo Vihovannâ 17, no. 1 (March 25, 2017): 42–47. http://dx.doi.org/10.17309/tmfv.2017.1.1185.

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The objective is to ground the ways of improving the level of technical preparedness of highly-qualified archers by means of video and multimedia technologies.Materials and methods: The research studied motor actions of 25 athletes of the national team of Ukraine in archery when they were performing training exercises indoors (exercising area) and outdoors (archery range). Each athlete’s technique of executing shooting exercises was video recorded in sequence from different angles (from above, from behind, from the front, from the left and the right sides depending on the shooting line) with a digital video camera Sony DCR-XR150E. The processing of the video materials was done with the Dartfish Connekt software package.Results: The research grounds the need to use video and multimedia technologies in the process of training of highly-qualified archers. Such methods aim at improving the skills of both coaches and athletes by helping them better understand all aspects of the training exercises execution. Multimedia means offer a delayed-in-time opportunity to watch the video recording of the training after its preliminary computer processing. It enables the coach and the athlete to focus on the analysis of the execution of the entire exercise and its elements. The paper provides examples of the use of video technologies in archers’ training practice.Conclusions: Prospects of the use of the state-of-the-art computer technologies in sports training are infinite. Computer software and hardware systems should be available for most coaches. The task of the latter is to learn to use and implement them for the benefit of themselves and athletes. The task of the scientific groups and experts is to find a most convenient way for the coach to use the innovative technologies. The task of the software developer is to model intellectual programs to help the coach effectively analyze and evaluate his archers or team when preparing them for the most important starts of the future.
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Tymchuk, Larysa. "ETHICAL DIMENSIONS OF CREATIVITY IN DESIGNING OF DIGITAL NARRATIVES." Aesthetics and Ethics of Pedagogical Action, no. 14 (September 9, 2016): 191–201. http://dx.doi.org/10.33989/2226-4051.2016.14.171616.

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The article deals with the problem of an individual’s creative expression in the process of design of digital narratives, analyzes the categories of creativity, innovation, and defines properties of creative work and related copyright issues on multimedia, web pages, digital humanistic education projects, including digital narratives. The approaches to the definition of creative works in the digital space, including: originality, individuality, innovation, aesthetic and artistic value, social significance, are characterized.The article gives valuable information on the problem of creativity in scientific context of using digital technologies by analyzing the following categories: high creativity; creativity revealed in the works; creativity as a form of an activity; creativity as a cognitive process. The article highlights the characteristic properties of a digital creature (multimedia presentation, digital narrative, computer program, and website): innovation, originality, lack of imitation, availability of specific individual properties, rare occurrence of such works; aesthetic and artistic value; social significance.Under Ukrainian law copyright issues that apply to all types of digital narrative, web pages, audio-visual materials (as well as visual and audio), computer programs are considered. The works that are considered to be creative and liable to legal protection in terms of copyright include: various types of digital narratives, computer programs, web pages, audio-visual materials characterized by individuality, originality, and independence. The ability to generate ideas, creative work, and originality of thought are revealed in these works.The principles of creativity in the design of digital narratives are defined: creative self-actualization is done by designing the content of the information message through digital technologies; digital narrative enables the presentation of one’s own “I”, i.e. thought placement of network photos, graphics, texts, video and audio recordings; digital narratives stimulate the recipients of digital creature the emergence of various kinds of possible reflexive reactions; future Masters of Education should be able to creatively design digital narratives for use them in professional activity to stimulate the development of abilities of students; the compliance of copyright acquires special significance.
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Ackerman, Larry D., and W. T. Jansen. "A film recording and image processing system for confocal microscopy." Proceedings, annual meeting, Electron Microscopy Society of America 48, no. 3 (August 12, 1990): 798–99. http://dx.doi.org/10.1017/s0424820100161552.

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Scanning confocal microscopy has developed into a very useful technique for many scientific investigations. However, commercial development has been so rapid that some recent advances in computer graphics and imaging have not been incorporated into the commercial systems. One particular concern was high quality hard copy with alpha-numeric and graphic overlays. A subsystem was developed to provide this output for the BioRad MRC-500/600 confocal imaging system.A digital film recorder, an Agfa Matrix Procolor was chosen as the principal element of hardware. This compact unit can record an image at a resolution of 4096 horizontal by 3072 vertical pixels at a cost equivalent to popular analog video film recorders. The interface is a standard IEEE 488 GPIB board. It is compatible with various film emulsions such as Kodak Ecktachrome 100 as well as many of the major graphics arts and image processing programs. The second element of hardware in this system is an ATVista 4M image processing board.
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Dissertations / Theses on the topic "Video recordings – Computer programs"

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Saavedra-Peña, Gladynel. "Saccade latency determination using video recordings from consumer-grade devices." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/120397.

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Thesis: S.M., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2018.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 87-92).
Accurate quantification of neurodegenerative disease progression and neurocognitive decline is an ongoing challenge that muddles efforts to understand and treat these conditions. The golden standard to track neurodegenerative disease progression is a neurocognitive assessment administered through a series of forms and questionnaires, both of which suffer from high retest variability. Thus, there is a need for a validated biomarker that can accurately track neurocognitive decline or disease progression unobtrusively. Clinical studies have shown that saccade latency - a measure of eye movement reaction time - can be significantly different between healthy subjects and neurodegenerative disease patients. Hence, we propose and test a system that enables measurement and tracking of saccade latency outside of the clinical environment, without relying on supplemental or special-purpose illumination. iTracker-face, a variant of a deep-learning approach that estimates gaze on mobile devices, was tailored to measure saccade latency on video sequences obtained with an iPhone 6. Additionally, our model-based approach for saccade latency estimation provides a means to automatically detect eye position traces that should not be included in further analysis (AUC = 0.92). We recorded over 20,000 saccade latencies in 30 healthy subjects and observed that there is a substantial amount of intra- and inter- subject variability in the mean saccade latency ([mu]) and associated standard deviation (sigma). Among the subjects with the most saccade latency measurements, [mu] ranged from 128 to 173 ms, while a varied from 24 to 53 ms. Our results suggest that accurate and robust saccade latency determination is feasible using consumer-grade cameras and might therefore enable unobtrusive tracking of neurodegenerative disease progression.
by Gladynel Saavedra-Peña.
S.M.
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McEuen, Matt. "Expert object recognition in video /." Link to online version, 2005. https://ritdml.rit.edu/dspace/handle/1850/1168.

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Lu, Wei-Hsin. "Understanding the effect of computer-supported, case-based instruction on third-year medical students' ethical reasoning." Diss., Columbia, Mo. : University of Missouri-Columbia, 2007. http://hdl.handle.net/10355/4658.

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Thesis (Ph. D.)--University of Missouri-Columbia, 2007.
The entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file (viewed on February 20, 2008) Vita. Includes bibliographical references.
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Gamble, Chuck. "Shadow puppets /." Online version of thesis, 1992. http://hdl.handle.net/1850/11077.

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Paskali, Jeremy C. "IVEE : interesting video event extraction /." Online version of thesis, 2006. https://ritdml.rit.edu/dspace/handle/1850/3672.

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Burlone, David J. "A biologically plausible system for detecting saliency in video /." Link to online version, 2006. https://ritdml.rit.edu/dspace/handle/1850/1923.

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Jain, Raja P. "Extraction and interaction analysis of foreground objects in panning video /." Link to online version, 2006. https://ritdml.rit.edu/dspace/handle/1850/1879.

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Case, Isaac. "Automatic object detection and tracking in video /." Online version of thesis, 2010. http://hdl.handle.net/1850/12332.

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Munn, Susan M. "3D head motion, point-of-regard and encoded gaze fixations in real scenes : next-generation portable video-based monocular eye tracking /." Online version of thesis, 2009. http://hdl.handle.net/1850/11206.

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Kholgade, Natasha Prashant. "Recognition of human activities and expressions in video sequences using shape context descriptor /." Online version of thesis, 2009. http://hdl.handle.net/1850/10743.

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Books on the topic "Video recordings – Computer programs"

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Sterling, J. A. L. Intellectual property rights in sound recordings, film and video. London: Sweet & Maxwell, 1992.

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Pogue, David. IMovie2: The missing manual. Sebastopol, CA: Pogue Press/O'Reilly, 2001.

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DVD ge ren guang die zhi zuo yi ci gao ding. Taibei Shi: Jin he zi xun gu fen you xian gong si, 2004.

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Sterling, J. A. L. Intellectual property rights in sound recordings, film and video: Protection of phonographic and cinematographic recordings and works in national and international law. London: Sweet and Maxwell, 1994.

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Sterling, J. A. L. Intellectual property rights in sound recordings, film & video: Protection of phonographic and cinematographic recordings and works in national and international law with tables of Copyright and other relevant Laws throughout the world, and appendices on performers' rights and ComputerLaw affecting recordings. London: Sweet and Maxwell, 1992.

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DVD confidential 2: The sequel. New York: McGraw Hill/Osborne, 2003.

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Bolante, Antony. Premiere Pro for Windows. Berkeley, Calif: Peachpit Press, 2004.

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Pogue, David. iMovie2: The missing manual. Sebastopol, CA: Pogue Press/O'Reilly, 2001.

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Pogue, David. iMovie 2. Beijing: Pogue Press/O'Reilly, 2001.

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Camtasia studio 6: The definitive guide. Plano, Tex: Wordware Pub., 2009.

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Book chapters on the topic "Video recordings – Computer programs"

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Macaranas, Anna, Gina Venolia, Kori Inkpen, and John Tang. "Sharing Experiences over Video: Watching Video Programs together at a Distance." In Human-Computer Interaction – INTERACT 2013, 73–90. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-40498-6_5.

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Michalczuk, Agnieszka, Adam Świtoński, Henryk Josiński, Andrzej Polański, and Konrad Wojciechowski. "Gait Identification Based on MPCA Reduction of a Video Recordings Data." In Computer Vision and Graphics, 525–32. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33564-8_63.

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Teixeira, Luís, and Luís Corte-Real. "Joint Coding of Multiple H.264 Video Programs." In Lecture Notes in Computer Science, 741–48. Berlin, Heidelberg: Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-85920-8_90.

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Patino, Luis, Murray Evans, James Ferryman, François Bremond, and Monique Thonnat. "Unsupervised Activity Extraction on Long-Term Video Recordings Employing Soft Computing Relations." In Lecture Notes in Computer Science, 91–100. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23968-7_10.

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Viitaniemi, Ville, Matti Karppa, and Jorma Laaksonen. "2D Appearance Based Techniques for Tracking the Signer Configuration in Sign Language Video Recordings." In Lecture Notes in Computer Science, 29–38. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-11755-3_4.

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Yoon, Ja-Cheon, Hyeokman Kim, Seong Soo Chun, Jung-Rim Kim, and Sanghoon Sull. "Real-Time Video Indexing System for Live Digital Broadcast TV Programs." In Lecture Notes in Computer Science, 261–69. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-27814-6_33.

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Miyamori, Hisashi, and Katsumi Tanaka. "Webified Video: Media Conversion from TV Programs to Web Content for Cross-Media Information Integration." In Lecture Notes in Computer Science, 176–85. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11546924_18.

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Kikusawa, Ritsuko, Motoko Okumoto, Takuya Kubo, and Laura Rodrigo. "Developing eLecture Materials for Hearing Impaired Students and Researchers: Designing Multiple-Video Programs and Usability Assessment." In Lecture Notes in Computer Science, 415–18. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-41267-2_58.

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Pimentel, Maria da Graça C., Renan G. Cattelan, Erick L. Melo, Giliard B. Freitas, and Cesar A. Teixeira. "Watch-and-Comment as an Approach to Collaboratively Annotate Points of Interest in Video and Interactive-TV Programs." In Human-Computer Interaction Series, 349–68. London: Springer London, 2009. http://dx.doi.org/10.1007/978-1-84882-701-1_23.

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Marshall, Jill A., Tim Erickson, and Kumaridevi Sivam. "Preservice Teachers Exploring the Nature of Science in Simulated Worlds." In K-12 STEM Education, 476–98. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-3832-5.ch024.

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This article reports an investigation of preservice teachers' interactions with a computer simulation designed to allow them to explore the nature and practices of science. Participants included 188 preservice, secondary-level, science and mathematics teachers who were enrolled in one of seven consecutive semesters in a professional development course as part of the teacher certification program at a large research university. Artifacts, including articles published in an online journal, responses to focus questions, reflections on the activity, as well as audio and video recordings of the activities themselves, were analyzed following a grounded approach. The simulation activities qualified in many respects as authentic science as identified by . Further, what these activities revealed about student beliefs in regard to the nature and practice of science correlated with their reactions toward the simulation and their views of how it might be used in high school classes.
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Conference papers on the topic "Video recordings – Computer programs"

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Einfalt, Moritz, and Rainer Lienhart. "Decoupling Video and Human Motion: Towards Practical Event Detection in Athlete Recordings." In 2020 IEEE/CVF Conference on Computer Vision and Pattern Recognition Workshops (CVPRW). IEEE, 2020. http://dx.doi.org/10.1109/cvprw50498.2020.00454.

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Gomez, Emilia, Pablo Arias, Pablo Zinemanas, and Gloria Haro. "Visual Music Transcription of Clarinet Video Recordings Trained with Audio-Based Labelled Data." In 2017 IEEE International Conference on Computer Vision Workshop (ICCVW). IEEE, 2017. http://dx.doi.org/10.1109/iccvw.2017.62.

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Ben Salah, Khawla, Mohamed Othmani, and Monji Kherallah. "Contactless Heart Rate Estimation From Facial Video Using Skin Detection and Multi-resolution Analysis." In WSCG'2021 - 29. International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision'2021. Západočeská univerzita, 2021. http://dx.doi.org/10.24132/csrn.2021.3002.31.

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This paper introduces a remote Photoplethysmography (rPPG), which is used to estimate human heart rate withoutany physical contact, has been extensively applied in multiple fields like medical diagnosis, analysis of humanemotions, rehabilitation training programs, biometric, and fitness assessments. The rPPG signals are usually ex-tracted from facial videos. However, it is still a challenging task due to several contributing factors, e.g., variationin skin tone, lighting condition, and subject’s motion. Accordingly, in this work, a novel approach based on deeplearning skin detection method and the discrete wavelet transform (DWT) is employed to precisely estimate heartrate from facial videos. In the proposed method, by implementing the DWT, the signal is decomposed into approx-imations and details parts thereby it helps in analyzing it at different frequency bands with different resolutions.The results derived from the experiments show that our proposed method outperforms the state-of-the-art methodson the UBFC-RPPG database.
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Ferreira, Andressa, Fran Oliveira, Adson Damasceno, and Mariela Cortés. "Conversational Agents for the Elderly, the Guardian Platform." In Computer on the Beach. Itajaí: Universidade do Vale do Itajaí, 2020. http://dx.doi.org/10.14210/cotb.v11n1.p293-300.

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With increasing of life expectancy innovative solutions that ensurewell-being of the seniors become most needed. In this context, inorder to deny the main difficulties reported by the senior public withthe use of mobile devices, we propose a technology entirely basedon voice interactions and we name this project of Guardian. Theessence of the project is to provide, through a mobile application, aplatform with a set of intelligent agents focused on the well-beingof the older adults. In this work the mains objectives to analyze andevaluate the usability of the Guardian and the cultural impacts ofthe technology. For the data collection, video recordings were used,a questionnaire that identifies the socio-technological profile of theresearch participants and the system usability scale (SUS).
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Paulichen, Heloiza, Kallil Zielinski, Dalcimar Casanova, and Pablo Cavalcanti. "Analysis of futsal matches using a single-camera computer vision system." In Workshop de Visão Computacional. Sociedade Brasileira de Computação - SBC, 2020. http://dx.doi.org/10.5753/wvc.2020.13494.

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The use of computer systems in sports has increased significantly in the last decade. Consequently, systems have been developed to help each athlete or team quantify their performance, such as distances traveled, speeds attained, and positions where each athlete was on the court or field. In this work, a method based on computer vision is proposed to analyse futsal matches. Videos were acquired using a single camera with a wide-angle lens, which facilitates the installation and calibration process in different matches and arenas. The approach is illustrated through video recordings of Pato Futsal team, from which the athletes were detected, their positions projected from pixels to real world coordinates their trajectories estimated. The generated data visualization aims to help coaches in their physical and tactical analysis.
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Cue, R. W., and D. E. Muir. "Engine Performance Monitoring and Troubleshooting Techniques for the CF-18 Aircraft." In ASME 1990 International Gas Turbine and Aeroengine Congress and Exposition. American Society of Mechanical Engineers, 1990. http://dx.doi.org/10.1115/90-gt-357.

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The F404-GE-400 engines of the CF-18 aircraft are the first engines of the Canadian Forces to be maintained under a formal on-condition maintenance program. In support of this program, the Canadian Forces are developing advanced troubleshooting and performance monitoring procedures based on information recorded by the aircraft In-flight Engine Condition Monitoring System (IECMS). A suite of computer programs has been developed which enables maintenance personnel to access, display and analyze in-flight event data recorded by the IECMS and to track the performance of individual engines based on “health indices” derived from the IECMS takeoff ground roll recordings. The new techniques have been under evaluation at each of the CF-18 main operating bases for a period of approximately 14 months. Results to-date indicate that the IECMS recordings provide a considerable amount of information of benefit to engine technicians and maintenance planners.
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Hoyt, J. W., and R. H. J. Sellin. "Extracting Numbers From Tracer Flow Visualization: High Attack-Angle Vanes." In ASME 2002 Joint U.S.-European Fluids Engineering Division Conference. ASMEDC, 2002. http://dx.doi.org/10.1115/fedsm2002-31170.

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High attack-angle vanes have been proposed as a means of maintaining sediment in suspension in rivers and streams. Laboratory and computer studies have, up to now, been unable to describe how the flow mechanism actually works in the sediment-suspension mode. A turbulent-flow tracer has been used to study model vanes in a small water channel at the University of Bristol. The sediment-suspension capabilities of such vanes becomes evident from their highly swirling non-symmetric Ka´rma´n vortex-type wakes. The wake patterns have been analyzed using video recordings and frame-counting software. Using the video frame rate as a time base, Strouhal numbers and velocities in the vane wake can be extracted by following the movement of particular tracer strands.
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8

AlAnsari, Noora Essa, Ali Idrissi, and Michael Grosvald. "The McGurk Effect in Qatari Arabic: Influences of Lexicality and Consonant Position." In Qatar University Annual Research Forum & Exhibition. Qatar University Press, 2020. http://dx.doi.org/10.29117/quarfe.2020.0279.

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The McGurk effect is a psycholinguistic phenomenon where an illusion is made by dubbing an auditory element of one sound on a visual element of another sound, which leads to hearing a third sound. The phenomenon demonstrates how the perception of speech does not depend on audio inputs only. Rather, it shows how seeing the shape of the mouth while producing a certain sound can influence what we hear. Thus, it proves the interaction of both vision and auditory parameters in understanding language. In addition, what is known as “lexicality – the property of a word being real or not” influences speech perception. People, unconsciously, tend to alter nonwords to real words. For example, if one said “shtrength” instead of “strength”, a listener would alter and understand it as “strength”. For the purpose of the research, these two phenomena were combined. In this study, we test how effective is the McGurk effect on the Qatari Arabic dialect, which has not been investigated before. The data used were 24 minimal pairs of real and fake words with the substitution of the phonemes: /b/ and /g/ at three different positions: first, middle, final. Videos were made by dubbing audio recordings of the sound /b/ into video recordings of the sound /g/ in order to test if this creates an illusion of the sound /d/. We ran the experiment on 25 native Qatari female students, they had to sit on a computer with headphones on, watch and hear clearly what the person on the video is saying, and then they had to preform two tasks: first, lexical decision task: decide if the word is real or fake. Second, sound discrimination task: choose what sound did they hear. In general, the participants captured audio (which means they heard /b/) were only 16% of target trials, while visual capture occurred (which means they heard /g/) 45%, and the McGurk fusion (which means they heard /d/) happened on 39%. Interestingly, perceiving McGurk fusion was gradually less common at later consonants positions. A significant effect of lexicality was also found, as fusion was more likely to occur if the results of the fusion was a real word.
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Fenrich, Peter. "Instructional Design Tips for Virtually Teaching Practical Skills." In InSITE 2004: Informing Science + IT Education Conference. Informing Science Institute, 2004. http://dx.doi.org/10.28945/2752.

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What can you do to virtually teach the hands-on skills traditionally taught in labs? If you include simulations, active experimentation, discovery-learning techniques, numerous questions with detailed feedback, video, animations, and photographs, you can effectively teach practical hands-on skills through multimedia technology. Through discussion and demonstration, this session will highlight practical tips for implementing the instructional development cycle as well as uncommon but effective instructional design strategies for teaching practical skills. Some of the highlighted programs (such as a virtual chemistry lab) have pushed the boundaries of what can be accomplished with multimedia technology. By the end of this interactive session, participants (who can range from novices to experts) should be able to identify computer-based training applications that effectively use multimedia technology, generate examples of where new media technology can be appropriately used to virtually teach hands-on skills, and decide where to incorporate the strategies shown into their computer-based training productions.
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Fenrich, Peter. "What Can You Do To Virtually Teach Hands-on Skills?" In InSITE 2005: Informing Science + IT Education Conference. Informing Science Institute, 2005. http://dx.doi.org/10.28945/2879.

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Abstract:
What can you do to virtually teach the hands-on skills traditionally taught in labs? If you include simulations, active experimentation, discovery-learning techniques, numerous questions with detailed feedback, video, animations, and photographs, you can effectively teach practical hands-on skills through multimedia technology. Through discussion and demonstration, this session will highlight practical tips for implementing the instructional development cycle as well as uncommon but effective instructional design strategies for teaching practical skills. Some of the highlighted programs (such as a virtual chemistry lab) have pushed the boundaries of what can be accomplished with multimedia technology. By the end of this interactive session, participants (who can range from novices to experts) should be able to identify computer-based training applications that effectively use multimedia technology, generate examples of where new media technology can be appropriately used to virtually teach hands-on skills, and decide where to incorporate the strategies shown into their computer-based training productions.
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