978 resultados para Videos-hanke - Stadia
Resumo:
En el trabajo se muestra la edición de videos como recurso complementario para el análisis táctico de un equipo rival y el análisis técnico de los propios jugadores. El video correctamente editado muestra las distintas posibilidades de acciones tácticas de un equipo, resulta un apoyo a la explicación que los entrenadores suelen presentar a sus jugadores en las instancias previas a los partidos. De esta manera, la atención del jugador se concentra en las cuestiones trascendentes que el entrenador selecciona. En el trabajo, también se aborda las posibilidades de edición de videos para comparar aspectos técnicos de jugadores del equipo con otros de nivel superior
Resumo:
La edición de videos proporciona al entrenador un elemento interesante para seleccionar imágenes y momentos clave del juego. Aquí se muestra como los registros audiovisuales seleccionados resultan útiles para entrenadores y jugadores en un contexto de práctica o de rendimiento deportivo, y para profesores y estudiantes en un contexto de enseñanza. La educación superior y las prácticas vinculadas a la dirección de equipos en una liga de básquetbol son los escenarios elegidos para revelar cómo el entrenador convive con el uso de herramientas informáticas que le permiten relacionarse con sus jugadores, con colegas y con otros integrantes de la liga. Aquí se considera la asociación del uso de internet, editor de videos, y repositorios de documentos. Se analizan las ventajas del uso de esta conjunción de herramientas aplicadas al entrenamiento, la práctica y la enseñanza del básquetbol. Además, se explica el equipamiento necesario para el ingreso de la tecnología informática propuesta, vinculada a la práctica y enseñanza del básquetbol
Resumo:
Valtatien 13 osuus Lappeenrannasta Nuijamaalle kuuluu Euroopan komission päättämään Suomen kattavaan liikenneverkkoon TEN-T. Tieosuus on maan toiseksi tärkein kansainvälisen liikenteen yhteys kuljetuksille ja henkilöliikenteelle. Valtatie 13 kulkee maan poikki länsirannikolta Kokkolasta Lappeenrantaan ja siitä edelleen Nuijamaan rajanylityspaikan kautta Venäjän puolelle Viipuriin. Valtatie 13 palvelee osaltaan myös paikallista liikkumista Nuijamaan kylätaajaman ja Lappeenrannan välillä. Erityisesti Mustolan alueelle ja myös osittain Nuijamaan raja-aseman läheisyyteen suunnitellut ja jo osittain toteutuneet maankäytön kaupalliset palvelut lisäävät voimakkaasti kasvaessaan myös seudullista liikennettä suunnitteluosuudella. Nuijamaan raja-asema on ollut Suomen itärajan toiseksi vilkkain tieliikenteen rajanylityspaikka. Rajanylityspaikan kautta kulki vuonna 2015 noin miljoona ajoneuvoa ja 2,4 miljoonaa matkustajaa. Venäjän ja Suomen valtioiden välisen liikenteen kasvu on ollut voimakkainta Kaakkois-Suomessa ja sille on edelleen perusteltuja kasvuodotuksia, vaikka viime aikoina liikenne on merkittävästi vähentynyt. Myös tavaraliikenteellä on potentiaalia lisääntyä viimeaikaisesta. Suunnittelualueeseen kuuluu valtatien 13 (16,6 km) lisäksi valtatien 6 länsipuolinen valtatien 13 jatke Karjalantie (mt 3821) (1,2 km). Yleissuunnitelmassa on selvitetty valtatien 13 puutteet ja ongelmat, palvelutasotavoitteet, valtatien 13 ja muiden väylien periaateratkaisut tilantarpeineen, suhde ympäröivään maankäyttöön, vaikutukset sekä mahdollisuudet vaiheittain toteuttamiseksi. Päätavoitteena on ollut selvittää valtatien 13 ja muiden väylien kehittämisen periaatteet niin, että palvelutasopuutteet saadaan poistettua ja valtatie 13 vastaa sille asetettuja vaatimuksia liikenteen sujuvuuden ja turvallisuuden kannalta. Osana suunnitelmaa on esitetty toimenpiteet meluhaittojen torjumiseksi ja ympäristövaikutusten lieventämiseksi. Valtatie 13 parannetaan nykyisellä paikallaan korkealuokkaiseksi nelikaistaiseksi valtatieksi tarvittavine tie-, katu- ja liittymäjärjestelyineen. Vastakkaiset ajosuunnat on erotettu toisistaan rakenteellisesti ja kaikki valtatien liittymät ovat eritasoliittymiä.
Resumo:
The purpose of this study was to examine if the effects of exposure to educational videos on climate change and exposure to a view of nature could elicit environmentalist behaviours and increase one’s environmental identity. It was predicted that participants who were exposed to a view of nature and saw a video on climate change would have a higher likelihood to plant a seed and experience greater connectedness to nature. Fifty-four students (38 females, 15 males, and 1 gender fluid) with ages ranging from 18 to 47 were recruited for the experiment. A 2 (type of video) x 2 (type of view) factorial design was conducted, in which participants were randomly assigned to watch either an educational video on climate change or on popsicles, and they either had a view of outdoors or indoors. There was no significant interaction for setting and video (p = .172) on whether participants chose to plant a seed or not. Likewise, there was no significant interaction for setting and video (p = .262) on planting intentions. There was a significant effect for the video on experiencing connection to nature (p = .039, ηp2 = .08). These findings suggest that this video could change one’s perception of nature.
Resumo:
Humans have a high ability to extract visual data information acquired by sight. Trought a learning process, which starts at birth and continues throughout life, image interpretation becomes almost instinctively. At a glance, one can easily describe a scene with reasonable precision, naming its main components. Usually, this is done by extracting low-level features such as edges, shapes and textures, and associanting them to high level meanings. In this way, a semantic description of the scene is done. An example of this, is the human capacity to recognize and describe other people physical and behavioral characteristics, or biometrics. Soft-biometrics also represents inherent characteristics of human body and behaviour, but do not allow unique person identification. Computer vision area aims to develop methods capable of performing visual interpretation with performance similar to humans. This thesis aims to propose computer vison methods which allows high level information extraction from images in the form of soft biometrics. This problem is approached in two ways, unsupervised and supervised learning methods. The first seeks to group images via an automatic feature extraction learning , using both convolution techniques, evolutionary computing and clustering. In this approach employed images contains faces and people. Second approach employs convolutional neural networks, which have the ability to operate on raw images, learning both feature extraction and classification processes. Here, images are classified according to gender and clothes, divided into upper and lower parts of human body. First approach, when tested with different image datasets obtained an accuracy of approximately 80% for faces and non-faces and 70% for people and non-person. The second tested using images and videos, obtained an accuracy of about 70% for gender, 80% to the upper clothes and 90% to lower clothes. The results of these case studies, show that proposed methods are promising, allowing the realization of automatic high level information image annotation. This opens possibilities for development of applications in diverse areas such as content-based image and video search and automatica video survaillance, reducing human effort in the task of manual annotation and monitoring.
Resumo:
The article reflects on a pilot teacher training programme in Tanzania, where videos are used for implementing new teaching methods, but also for initiating a discourse about corporal punishment. The culture of instruction in Tanzania is strictly based on a teacher-centred approach which leaves all activity to the teacher and turns students into passive listeners. In most cases, teachers deal with up to 80 students in one classroom. Therefore, discipline is an important matter of instruction and many teachers still use corporal punishment that is widely accepted in Tanzania. The launched training programme has the aim of implementing learner-centred teaching methods without using corporal punishment and offers Tanzanian teachers the possibility to participate in a workshop that connects these methods with subject-related topics. In the English teaching workshop, the facilitator used filmed English lessons from a German school to discuss with the participants both the application of learner-centred methods and the absence of corporal punishment. The use of these German videos shows advantages but also limitations that are strongly related to the European versus African setting. The article discusses these dimensions on the basis of data that are generated by ethnographical observation and audiotranscripts of the piloted workshop.
Resumo:
Automatic analysis of human behaviour in large collections of videos is gaining interest, even more so with the advent of file sharing sites such as YouTube. However, challenges still exist owing to several factors such as inter- and intra-class variations, cluttered backgrounds, occlusion, camera motion, scale, view and illumination changes. This research focuses on modelling human behaviour for action recognition in videos. The developed techniques are validated on large scale benchmark datasets and applied on real-world scenarios such as soccer videos. Three major contributions are made. The first contribution is in the area of proper choice of a feature representation for videos. This involved a study of state-of-the-art techniques for action recognition, feature extraction processing and dimensional reduction techniques so as to yield the best performance with optimal computational requirements. Secondly, temporal modelling of human behaviour is performed. This involved frequency analysis and temporal integration of local information in the video frames to yield a temporal feature vector. Current practices mostly average the frame information over an entire video and neglect the temporal order. Lastly, the proposed framework is applied and further adapted to real-world scenario such as soccer videos. A dataset consisting of video sequences depicting events of players falling is created from actual match data to this end and used to experimentally evaluate the proposed framework.