948 resultados para Digital Video


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Las Start-ups han se consideran el medio por el cual personas independientes puedan dar a conocer sus nuevas e innovadoras ideas. Estas nuevas ideas son las que hoy en día invaden el mundo de la tecnología, mueven el mercado y la inversión por parte de diferentes empresas. El auge de los smartphones y la tecnología que manejan, han permitido que diferentes Start-ups puedan sobresalir con sus ideas y poder mostrarlas el mercado. El éxito de este modelo de negocio ha permitido que haya más competencia y variabilidad en el mercado, de igual forma ha rompido con estereotipos que muchos profesionales han tenido por años. Estas pequeñas empresas a través de las aplicaciones móviles, o “Apps”, han hecho la vida del ser humano más simple dándole soluciones digitales en el teléfono celular o diferentes artefactos tecnológicos. La relación del hombre y la tecnología ha sido objeto de estudio para la antropología digital, pues el interactuar con el mundo tecnológico el ser humano ha cambiado su estilo de vida y comportamientos. Por otro lado, los medios que las industrias digitales ofrecen, han sido de gran ayuda para poder generar un mayor contacto, o empatía, con el ser humano. De esta manera muchas empresas acuden a estas ideas creativas para que sus productos puedan generar una mayor empatía con los consumidores y así haya fidelidad hacia éstos. Esta tesis buscará dar una solución a la empresa TTidh, para que pueda promocionar y dar a conocer al público, sus videojuegos en el formato de aplicaciones móviles. La solución a este problema se dará a través de un cómic el cual se hará con el videojuego Pesty Veggies. Este tendrá tres objetos de estudio principales. El Primero será el estudio de la antropología digital, las necesidades digitales y análogas. El segundo será analizar la historia de los cómics y cómo surgió su éxito. Finalmente, la realización del comic.

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La narrativa digital es una narración con texto generado a través de ordenador y con contenidos multimedia, pues tanto la web 2.0 como las herramientas de que disponen la mayoría de los ordenadores, permiten a los estudiantes producir historias digitales que combinan texto, música, imágenes, sonidos, narración en audio y formato video. Este recurso proporciona a los educadores recursos, ideas y directrices par la utilización de herramientas digitales para crear, producir y construir relatos y otros contenidos a través de un medio electrónico.

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Resumen basado en el de la publicación

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This paper discusses an instructional video and booklet developed to improve hearing aid users’ satisfaction and to educate audiologists on the importance of proper post-fit counseling.

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This paper is a study of the effectiveness between video and toy reinforcer types to motivate infants/toddlers for hearing tests. No significant differences were found between age groups or gender. Toy reinforcers were found to produce on average two more threshold estimates compared to video reinforcers. Variety, color and animation of animals may have contributed to this difference.

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This paper presents the narration for an educational video on cochlear implants and the implantation process aimed at parents and teachers of hearing-impaired children.

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This paper examines the production of a videotape of “Little Red Riding Hood,” produced at Central Institute for the Deaf, as a supplemental tool in the teaching of fairy tales.

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This study evaluate the speech perception of hearing-impaired adults (with varying degrees of deafness) when using a video teleconferencing system (an integrated service digital network).

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This paper examines the use of video-tape as an instrument of teaching and evaluating specific skills required in sports.

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The purpose of this video is to educate people about deafness and to teach people how to communicate with people who are deaf.

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Automatic indexing and retrieval of digital data poses major challenges. The main problem arises from the ever increasing mass of digital media and the lack of efficient methods for indexing and retrieval of such data based on the semantic content rather than keywords. To enable intelligent web interactions, or even web filtering, we need to be capable of interpreting the information base in an intelligent manner. For a number of years research has been ongoing in the field of ontological engineering with the aim of using ontologies to add such (meta) knowledge to information. In this paper, we describe the architecture of a system (Dynamic REtrieval Analysis and semantic metadata Management (DREAM)) designed to automatically and intelligently index huge repositories of special effects video clips, based on their semantic content, using a network of scalable ontologies to enable intelligent retrieval. The DREAM Demonstrator has been evaluated as deployed in the film post-production phase to support the process of storage, indexing and retrieval of large data sets of special effects video clips as an exemplar application domain. This paper provides its performance and usability results and highlights the scope for future enhancements of the DREAM architecture which has proven successful in its first and possibly most challenging proving ground, namely film production, where it is already in routine use within our test bed Partners' creative processes. (C) 2009 Published by Elsevier B.V.

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Under multipath conditions, standard Video Intermediate Frequency (VIF) detectors generate a local oscillator phase error and consequently produce a dispersed non-ideal detected video signal due to the presence of additional IF carriers. The dispersed video causes problems when attempting to identify and remove the multipath interference, or ghosts, by the use of Digital Signal Processing and digital filtering. A digital phase lock system is presented which derives the correct phase for synchronous detection in the presence of multipath by using correlation information that has already been calculated as part of the deghosting process. As a result, the video deghoster system is made simpler, faster and more economical.

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Background 29 autoimmune diseases, including Rheumatoid Arthritis, gout, Crohn’s Disease, and Systematic Lupus Erythematosus affect 7.6-9.4% of the population. While effective therapy is available, many patients do not follow treatment or use medications as directed. Digital health and Web 2.0 interventions have demonstrated much promise in increasing medication and treatment adherence, but to date many Internet tools have proven disappointing. In fact, most digital interventions continue to suffer from high attrition in patient populations, are burdensome for healthcare professionals, and have relatively short life spans. Objective Digital health tools have traditionally centered on the transformation of existing interventions (such as diaries, trackers, stage-based or cognitive behavioral therapy programs, coupons, or symptom checklists) to electronic format. Advanced digital interventions have also incorporated attributes of Web 2.0 such as social networking, text messaging, and the use of video. Despite these efforts, there has not been little measurable impact in non-adherence for illnesses that require medical interventions, and research must look to other strategies or development methodologies. As a first step in investigating the feasibility of developing such a tool, the objective of the current study is to systematically rate factors of non-adherence that have been reported in past research studies. Methods Grounded Theory, recognized as a rigorous method that facilitates the emergence of new themes through systematic analysis, data collection and coding, was used to analyze quantitative, qualitative and mixed method studies addressing the following autoimmune diseases: Rheumatoid Arthritis, gout, Crohn’s Disease, Systematic Lupus Erythematosus, and inflammatory bowel disease. Studies were only included if they contained primary data addressing the relationship with non-adherence. Results Out of the 27 studies, four non-modifiable and 11 modifiable risk factors were discovered. Over one third of articles identified the following risk factors as common contributors to medication non-adherence (percent of studies reporting): patients not understanding treatment (44%), side effects (41%), age (37%), dose regimen (33%), and perceived medication ineffectiveness (33%). An unanticipated finding that emerged was the need for risk stratification tools (81%) with patient-centric approaches (67%). Conclusions This study systematically identifies and categorizes medication non-adherence risk factors in select autoimmune diseases. Findings indicate that patients understanding of their disease and the role of medication are paramount. An unexpected finding was that the majority of research articles called for the creation of tailored, patient-centric interventions that dispel personal misconceptions about disease, pharmacotherapy, and how the body responds to treatment. To our knowledge, these interventions do not yet exist in digital format. Rather than adopting a systems level approach, digital health programs should focus on cohorts with heterogeneous needs, and develop tailored interventions based on individual non-adherence patterns.

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Understanding Digital Literacies provides an accessible and timely introduction to new media literacies. It supplies readers with the theoretical and analytical tools with which to explore the linguistic and social impact of a host of new digital literacy practices. Each chapter in the volume covers a different topic, presenting an overview of the major concepts, issues, problems and debates surrounding the topic, while also encouraging students to reflect on and critically evaluate their own language and communication practices. Features include: coverage of a diverse range of digital media texts, tools and practices including blogging, hypertextual organisation, Facebook, Twitter, YouTube, Wikipedia, websites and games an extensive range of examples and case studies to illustrate each topic, such as how blogs have affected our thinking about communication, how the creation and sharing of digital images and video can bring about shifts in social roles, and how the design of multiplayer online games for children can promote different ideologies a variety of discussion questions and mini-ethnographic research projects involving exploration of various patterns of media production and communication between peers, for example in the context of Wikinomics and peer production, social networking and civic participation, and digital literacies at work end of chapter suggestions for further reading and links to key web and video resources a companion website providing supplementary material for each chapter, including summaries of key issues, additional web-based exercises, and links to further resources such as useful websites, articles, videos and blogs.