898 resultados para Video semantics


Relevância:

30.00% 30.00%

Publicador:

Resumo:

Esta es una colección de 6 vídeos tutoriales que pueden ser empleados como material educativo en los cursos de fonética en el ámbito universitario. Tratan principalmente del cómo se puede obtener información desde las palabras aisladas, como se observa en las técnicas de los vídeos 1-2, pasando por datos obtenidos con participación del investigador, característica aún presente en los vídeos 3-4, hasta enunciados íntegros sin necesidad del investigador presente, tal como se ilustra en los vídeos 5-6. Se trata de establecer una reflexión entre la necesidad de identificar el grado de espontaneidad a la hora de brindar información por parte del hablante y la posibilidad (o la necesidad) de cuantificar los datos que se obtienen.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Esta es una colección de 6 vídeos tutoriales que pueden ser empleados como material educativo en los cursos de fonética en el ámbito universitario. Tratan principalmente del cómo se puede obtener información desde las palabras aisladas, como se observa en las técnicas de los vídeos 1-2, pasando por datos obtenidos con participación del investigador, característica aún presente en los vídeos 3-4, hasta enunciados íntegros sin necesidad del investigador presente, tal como se ilustra en los vídeos 5-6. Se trata de establecer una reflexión entre la necesidad de identificar el grado de espontaneidad a la hora de brindar información por parte del hablante y la posibilidad (o la necesidad) de cuantificar los datos que se obtienen.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Esta es una colección de 6 vídeos tutoriales que pueden ser empleados como material educativo en los cursos de fonética en el ámbito universitario. Tratan principalmente del cómo se puede obtener información desde las palabras aisladas, como se observa en las técnicas de los vídeos 1-2, pasando por datos obtenidos con participación del investigador, característica aún presente en los vídeos 3-4, hasta enunciados íntegros sin necesidad del investigador presente, tal como se ilustra en los vídeos 5-6. Se trata de establecer una reflexión entre la necesidad de identificar el grado de espontaneidad a la hora de brindar información por parte del hablante y la posibilidad (o la necesidad) de cuantificar los datos que se obtienen.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

This thesis proposes a computational model of how children may come to learn the meanings of words in their native language. The proposed model is divided into two separate components. One component produces semantic descriptions of visually observed events while the other correlates those descriptions with co-occurring descriptions of those events in natural language. The first part of this thesis describes three implementations of the correlation process whereby representations of the meanings of whole utterances can be decomposed into fragments assigned as representations of the meanings of individual words. The second part of this thesis describes an implemented computer program that recognizes the occurrence of simple spatial motion events in simulated video input.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

This paper sets out to explore the views and attitudes of police officers in the Greater Belfast area, concerning the process and use of video taped interviews with child witnesses, subsequently used as court evidence in child abuse cases. The information was collected by means of a postal questionnaire, completed by police officers who had all experienced joint interviews with social workers of child witnesses. With the increased use of video evidence as an alternative to the distressing experience of a child appearing in court to give evidence, the research findings and conclusions provide clear messages about future developments both nationally and internationally.

Relevância:

30.00% 30.00%

Publicador:

Relevância:

30.00% 30.00%

Publicador:

Resumo:

With the advent of new video standards such as MPEG-4 part-10 and H.264/H.26L, demands for advanced video coding, particularly in the area of variable block size video motion estimation (VBSME), are increasing. In this paper, we propose a new one-dimensional (1-D) very large-scale integration architecture for full-search VBSME (FSVBSME). The VBS sum of absolute differences (SAD) computation is performed by re-using the results of smaller sub-block computations. These are distributed and combined by incorporating a shuffling mechanism within each processing element. Whereas a conventional 1-D architecture can process only one motion vector (MV), this new architecture can process up to 41 MV sub-blocks (within a macroblock) in the same number of clock cycles.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

The present study aims to identify the framework of personal, organizational and technical variables that contribute to the viability and successful of innovative educational practices with video games within the school context to enhance the multiple intelligences. For this purpose, advantage was taken on the information previously collected through a questionnaire about the views, thoughts and experiences of a group of teachers of childhood and primary education (N=25) who voluntarily participated in a blended training activity from Center of Teachers (CEFIRE) of Valencia, around a community of practice aimed at promoting and advising projects for implementing educational video games in the classroom. The mixed methodology adopted has allowed the following: a) describe the relationship between their degree of development and daily use made of ICT in the classroom, their level of familiarity with video games,  their previous experience to integrate them for educational purposes..., and their participation in projects that focus on game-based learning; b) conduct content analysis of the opinions and thoughts expressed in a forum for teachers on innovation on and methodological strategies adopted reflected in a virtual board; and c) develop a SWOT analysis: Strengths, Weaknesses, Opportunities and Threats inherent in the implementation of experience with video games in the classroom. Among the conclusions, it is highlighted that, even though most did not have specific training or enough technological resources and the planning and implementation of innovation required them a great investment of time, their personal interest, the support given by members of the online community of practice, helped to encourage their activity, along with receptivity, positive attitude and high motivation of students with the experience. These aspects have been crucial to promote successful innovative practices with video games.

Relevância:

30.00% 30.00%

Publicador:

Relevância:

30.00% 30.00%

Publicador: