187 resultados para VIDEO


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Traditional teaching styles practiced at universities do not generally suit all students' learning styles. For a variety of reasons, students do not always engage in learning in the courses in which they are enrolled. New methods to create and deliver educational material are available, but these do not always improve learning outcomes. Acknowledging these truths and developing and delivering educational material that provides diverse ways for students to learn is a constant challenge. This study examines the use of video tutorials within a university environment in an attempt to provide a teaching model that is valuable to all students, and in particular to those students who are not engaging in learning. The results of a three-year study have demonstrated that the use of well-designed, assessment-focused, and readily available video tutorials have the potential to improve student satisfaction and grades by enabling and encouraging students to learn how they want, when they want, and at a pace that suits their needs.

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Almost every aspect of how we create, transmit, and consume video has changed, but video interfaces still mimic those from video's inception. We extend Temporal Semantic Compression for interactive video browsing, which uses an arbitrary frame-by-frame interest measure to sub-sample video in real time, with user interface elements that visualize these measures and the effect of compressing on them. We experiment with a novel interest measure for popularity, and design novel visualizations for expressing interest measures and the compression interaction. We conduct the first formative evaluation of the TSC paradigm, with 8 subjects, and report design implications arising from it.

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The Alternative Film/Video Festival in Belgrade has historically been one of a triumvirate of critical festivals, with Pula’s MAFAF (1965-1990) and Zagreb’s initiating GEFF (1963-70), servicing experimental, exploratory, avant-garde, personal film in the former Yugoslavia, at Belgrade’s Academic Film Center (AFC) within the Student City Cultural Centre (DKSG). Initiated in 1982 it was resurrected in 2003 with a dual regional and international focus after a hiatus due to the collapse of the socialist states of the former Yugoslavia. As well as a series of curated and retrospective programs each competition program is now split into international and regional halves, selected by Greg de Cuir and Zoran Saveski with production support by Milan Milosavljević. Two film workshops were also available. One on scratch film by Ivan Ladislav Galeta, the other on filming and processing led by Vassily Bourakis. Initiated by de Cuir the first Alternative Film/Video Research Forum was part of the festival this year bringing together research on alternative/ experimental/ avant-garde/ underground film and video. Although I participated in this side-bar I will concentrate here more on discussions from the festival roundtable and contextualise a small number of films, a couple from competition but mainly regional work that I would find difficult to encounter without attendance here.

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This paper examines a new problem in large scale stream data: abnormality detection which is localized to a data segmentation process. Unlike traditional abnormality detection methods which typically build one unified model across data stream, we propose that building multiple detection models focused on different coherent sections of the video stream would result in better detection performance. One key challenge is to segment the data into coherent sections as the number of segments is not known in advance and can vary greatly across cameras; and a principled way approach is required. To this end, we first employ the recently proposed infinite HMM and collapsed Gibbs inference to automatically infer data segmentation followed by constructing abnormality detection models which are localized to each segmentation. We demonstrate the superior performance of the proposed framework in a real-world surveillance camera data over 14 days.

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Background:
Research has examined the energy cost associated with playing seated and active video games (AVGs), but not whether AVGs may benefit fundamental movement skills (FMS) in typically developing children. Improving FMS proficiency is a priority given its association with physical activity. This study aimed to identify children’s and parents’ perceptions of: (1) AVGs as a tool for developing FMS and (2) whether any skills gained during AVG play had potential to transfer to real life.

Methods:
This qualitative descriptive study included 29 parents of children aged 9–10 years who participated in semi-structured telephone interviews and 34 children who participated in six group discussions at school. Interview and discussion group data were recorded, transcribed and analysed thematically.

Results:
Parents and children had different perspectives on the potential of AVGs for FMS, which largely rested on different views of ‘reality’. Parents felt AVGs were not a substitute for the ‘real thing’, and therefore had limited FMS benefits. Overall, parents thought any FMS gained through AVGs would have poor transferability to ‘real life’. In contrast, children had a more fluid and expansive view of reality which incorporated both ‘real life’ and ‘virtual’ space. Whilst children could articulate limitations of AVGs for skill learning, they still reported extensive use of AVGs as a learning tool for movement skill, and considered that skill acquisition was highly transferable.

Conclusions:
Despite contrasting beliefs from parents and children, children used AVGs for FMS learning. Future research needs to determine whether actual FMS benefits are gained through AVGs.

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Design-based research has gained currency in educational research over the past decade due to its strength to bridge the divide between theoretical research and educational practice in naturalistic settings. Design based approaches involve a process of designing mathematical tasks, observing the enacted design in classrooms and reflecting on the process from analysing the classroom artifacts. Video plays a central role in supporting teachers and teacher educators to study and reflect on students’ mathematical thinking and in capturing the dynamic of classroom teaching and learning process.

This chapter will examine and analyse practitioner’s lenses in capturing the dynamic and complexity of classroom mathematical learning using video segments, and classroom artifacts including digital photos of classroom moments and students’ work. Practitioners’ lenses are taken as a window to capture key teaching and learning moments from the lessons. Analysis of this selection of these video segments along with other classroom artifacts based on practitioners’ lenses provide insights into practitioners’ views on key teaching and learning moments in mathematics lessons.

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With urbanization and vehicle availability, there exist many traffic problems including congestion, environmental impact and safety. In order to address these problems, we propose a video driven traffic modelling system in this paper. The system can simulate real-world traffic activities in a computer, based on traffic data recorded in videos. Video processing is employed to estimate metrics such as traffic volumes. These metrics are used to update the traffic system model, which is then simulated using the Paramics™ traffic simulation platform. Video driven traffic modelling has widespread potential application in traffic systems, due to the convenience and reduced costs of model development and maintenance. Experiments are conducted in this paper to demonstrate the effectiveness of the proposed system.