641 resultados para Video games -- Psychological aspects.


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Supported living and retirement villages are becoming a significant option for older adults with impairments, with independence concerns or for forward planning in older age, but evidence as to psychological benefits for residents is sparse. This study examined the hypothesis that the multi-component advantages of moving into a supported and physically and socially accessible “extra care” independent living environment will impact on psychological and functioning measures. Using an observational longitudinal design, 161 new residents were assessed initially and three months later, in comparison to 33 older adults staying in their original homes. Initial group differences were apparent but some reduced after three months. Residents showed improvement in depression, perceived health, aspects of cognitive function, and reduced functional limitations, while controls showed increased functional limitations (worsening). Ability to recall specific autobiographical memories, known to be related to social-problem solving, depression and functioning in social relationships, predicted change in communication limitations, and cognitive change predicted changes in recreational limitations. Change in anxiety and memory predicted change in depression. Findings suggest that older adults with independent living concerns who move to an independent but supported environment can show significant benefits in psychological outcomes and reduction in perceived impact of health on functional limitations in a short period. Targets for focussed rehabilitation are indicated, but findings also validate development of untargeted general supportive environments.

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Background/aims: Objective of the current thesis is to investigate the potential impact of birth by Caesarean section (CS) on child psychological development, including autism spectrum disorder (ASD), attention-deficit/hyperactivity disorder (ADHD), behavioural difficulties and school performance. Structure/methods: Published literature to date on birth by CS, ASD and ADHD was reviewed (Chapter 2). Data from the UK Millennium Cohort Study (MCS) were analysed to determine the association between CS and ASD, ADHD and parent-reported behavioural difficulties (Chapter 3). The Swedish National Registers were used to further assess the association with ASD, ADHD and school performance (Chapters 4-6). Results: In the review, children born by CS were 23% more likely to be diagnosed with ASD after controlling for potential confounders. Only two studies reported adjusted estimates on the association between birth by CS and ADHD, results were conflicting and limited. CS was not associated with ASD, ADHD or behavioural difficulties in the UK MCS. In the Swedish National Registers, children born by CS were more likely to be diagnosed with ASD or ADHD. The association with elective CS did not persist when compared amongst siblings. There was little evidence of an association between birth by elective CS and poor school performance. Children born by elective CS had slight reduction in school performance. Conclusions: The lack of association with the elective CS in the sibling design studies indicates that the association in the population is most probably due to confounding. A small but significant association was found between birth by CS and school performance. However, the effect may have been due to residual confounding or confounding by indication and should be interpreted with caution. The overall conclusion is that birth by CS does not appear to have a causal relationship with the aspects of child psychological development investigated.

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L’objectif principal de cette thèse était de créer, d’implanter et d’évaluer l’efficacité d’un programme de remédiation cognitive, intervenant de façon comparable sur les aspects fluide (Gf) et cristallisé (Gc) de l’intelligence, au sein d’une population d’intérêt clinique, les adolescents présentant un fonctionnement intellectuel limite (FIL). Compte tenu de la forte prévalence de ce trouble, le programme de remédiation GAME (Gains et Apprentissages Multiples pour Enfant) s’est développé autour de jeux disponibles dans le commerce afin de faciliter l’accès et l’implantation de ce programme dans divers milieux. Le premier article de cette thèse, réalisé sous forme de revue systématique de la littérature, avait pour objectif de faire le point sur les études publiées utilisant le jeu comme outil de remédiation cognitive dans la population pédiatrique. L’efficacité, ainsi que la qualité du paradigme utilisé ont été évaluées, et des recommandations sur les aspects méthodologiques à respecter lors de ce type d’étude ont été proposées. Cet article a permis une meilleure compréhension des écueils à éviter et des points forts méthodologiques à intégrer lors de la création du programme de remédiation GAME. Certaines mises en garde méthodologiques relevées dans cet article ont permis d’améliorer la qualité du programme de remédiation cognitive développé dans ce projet de thèse. Compte tenu du peu d’études présentes dans la littérature scientifique concernant la population présentant un FIL (70aspects des capacités attentionnelles et de la mémoire de travail semblaient être bien compensés, possiblement via l’effet de psychostimulants. Étonnamment, le fonctionnement adaptatif n’était pas directement relié au niveau intellectuel global et était hétérogène, suggérant l’importance d’évaluer ce domaine pour rendre compte du niveau de fonctionnement des adolescents présentant un FIL dans la vie quotidienne. D’un point de vue comportemental et psychiatrique, les adolescents avec un FIL avaient plus de manifestations internalisées et externalisées atteignant un seuil cliniquement significatif que leurs pairs. Ces manifestations comportementales expliquent d’ailleurs une part importante du niveau de stress parental dans cette population. Ces résultats sont importants à considérer lors de l’orientation académique, clinique et familiale dans la prise en charge des adolescents présentant un FIL, et soulignent l’importance de proposer une évaluation neuropsychologique approfondie. Enfin, la partie centrale de cette thèse consistait à créer un programme de remédiation cognitive portant sur les aspects fluide et cristallisé de l’intelligence, champs d’intervention qui a été négligé compte tenu de la stabilité longtemps postulée de ces processus. Ce programme de remédiation, intitulé GAME, s’adressait aux adolescents présentant un FIL pur ou partiel (soit les deux indices de raisonnement étaient dans la zone limite, soit un seul des deux), et présentait deux versants, GAME-c (portant sur l’intelligence cristallisée) et GAME-f (portant sur l’intelligence fluide). Cette intervention durait seize heures réparties sur huit semaines. Les résultats indiquent que les adolescents ayant suivi GAME-f ont amélioré leur raisonnement fluide; alors que les adolescents ayant suivi GAME-c ont amélioré à la fois leur raisonnement cristallisé et fluide. Cette étude contribue à remettre en question la stabilité des processus intellectuels. C’est par contre la première fois que des améliorations de l’intelligence sont constatées dans une population d’intérêt clinique par le biais d’un entraînement direct. Enfin, les variables cognitives, adaptatives, comportementales et psychiatriques susceptibles d’influencer la qualité de l’amélioration pour chacun des programmes GAME ont fait l’objet d’analyses supplémentaires dans un dernier chapitre et permettent de conclure à la possibilité d’adapter le programme GAME à d’autres populations (ex: déficience intellectuelle). Cette thèse a donc permis de souligner la pertinence d’utiliser les jeux comme outil de remédiation cognitive de part leur versatilité dans leur utilisation, leur facilité d’accès et leur faible coût. Elle met également en avant la nécessité de développer une meilleure compréhension de la population présentant un fonctionnement intellectuel limite et d’effectuer des évaluations neuropsychologiques exhaustives auprès de cette population (cognitif, adaptatif, comportemental et psychiatrique). Enfin, elle souligne la possibilité d’améliorer par remédiation directe les intelligences fluide et cristallisée auprès d’individus avec une intelligence subnormale et suggère qu’il pourrait en être de même pour des populations présentant des déficits cognitifs, comme la déficience intellectuelle légère. Les avenues futures de recherche et les retombées cliniques de ce travail sont discutées, en lien avec les différents résultats trouvés dans ces études.

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Youth sport coaches shape the developmental sporting experience for their athletes (Camiré, Trudel, & Forneris, 2014). Specifically, coaches who form individualized, supportive relationships with their athletes can increase the development of personal and social skills (Fraser-Thomas, Côté, & Deakin, 2005). In light of the value of these relationships, increasing evidence is prompting the application of leadership theories, such as Transformational Leadership (TFL), in youth sport (Vella et al., 2013). The aim of this study was to explore coach perceptions of how and why leadership behaviours are applied in the youth sport context. Eleven coaches (Mage= 42.3, SD= 15.2) were recruited from competitive youth soccer and volleyball clubs (athletes’ Mage= 15.8, SD= 1.9) in Eastern Ontario and participated in a stimulated recall interview. During the interviews, coaches reflected upon their own coaching behaviours and provided insight into the application of leadership behaviours in youth sport. Responses were prompted by relevant video sequences from recorded practice and game sessions. A thematic content analysis revealed that; i) coaches use a variety of leadership behaviours in youth sport, ii) the use of leadership behaviours vary across sport contexts or settings, and iii) contrasting leadership styles (e.g., transactional vs. transformational) are associated with distinctive coach objectives (e.g., promoting confidence vs. establishing respect). These findings have helped identify gaps within coach education, and provide theoretical insight for applying leadership theories, and more specifically TFL, to help improve the sport experiences of young athletes.

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The relationship between violent digital games and youth behavior remains contested in the scholarly literature. To date considerable scholarship has focused on university students with fewer studies of adolescents or children. The current study examines correlational relationships between violent game exposure and bullying behaviors, antisocial attitudes, civic attitudes and civic behaviors in a sample of 304 children from the United Kingdom (Mean age = 12.81). The paper also considered motivational influences on use of violent digital games. Results indicated that violent game exposure did not correlate meaningfully with either antisocial or civic behaviors or attitudes. These results are discussed in a motivational and developmental context.

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To learn complex skills, like collaboration, learners need to acquire a concrete and consistent mental model of what it means to master this skill. If learners know their current mastery level and know their targeted mastery level, they can better determine their subsequent learning activities. Rubrics support learners in judging their skill performance as they provide textual descriptions of skills’ mastery levels with performance indicators for all constituent subskills. However, text-based rubrics have a limited capacity to support the formation of mental models with contextualized, time-related and observable behavioral aspects of a complex skill. This paper outlines the design of a study that intends to investigate the effect of rubrics with video modelling examples compared to text-based rubrics on skills acquisition and feedback provisioning. The hypothesis is that video-enhanced rubrics, compared to text based rubrics, will improve mental model formation of a complex skill and improve the feedback quality a learner receives (from e.g. teachers, peers) while practicing a skill, hence positively effecting final mastery of a skill.

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Background: Interventions to increase cooking skills (CS) and food skills (FS) as a route to improving overall diet are popular within public health. This study tested a comprehensive model of diet quality by assessing the influence of socio-demographic, knowledge- and psychological-related variables alongside perceived CS and FS abilities. The correspondence of two measures of diet quality further validated the Eating Choices Index (ECI) for use in quantitative research.
Methods: A cross-sectional survey was conducted in a quota-controlled nationally representative sample of 1049 adults aged 20–60 years drawn from the Island of Ireland. Surveys were administered in participants’ homes via computer-assisted personal interviewing (CAPI) assessing a range of socio-demographic, knowledge- and psychological-related variables alongside perceived CS and FS abilities. Regression models were used to model factors influencing diet quality. Correspondence between 2 measures of diet quality was assessed using chi-square and Pearson correlations.
Results: ECI score was significantly negatively correlated with DINE Fat intake (r = -0.24, p < 0.001), and ECI score was significantly positively correlated with DINE Fibre intake (r = 0.38, p < 0.001), demonstrating a high agreement. Findings indicated that males, younger respondents and those with no/few educational qualifications scored significantly lower on both CS and FS abilities. The relative influence of socio-demographic, knowledge, psychological variables and CS and FS abilities on dietary outcomes varied, with regression models explaining 10–20 % of diet quality variance. CS ability exerted the strongest relationship with saturated fat intake (β = -0.296, p < 0.001) and was a significant predictor of fibre intake (β = -0.113, p < 0.05), although not for healthy food choices (ECI) (β = 0.04, p > 0.05).
Conclusion: Greater CS and FS abilities may not lead directly to healthier dietary choices given the myriad of other factors implicated; however, CS appear to have differential influences on aspects of the diet, most notably in relation to lowering saturated fat intake. Findings suggest that CS and FS should not be singular targets of interventions designed to improve diet; but targeting specific sub-groups of the population e.g. males, younger adults, those with limited education might be more fruitful. A greater understanding of the interaction of factors influencing cooking and food practices within the home is needed.

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In this extended abstract, we discuss recent research at Worcester into the inclusion of AI into ‘Serious Games’. Serious Games research intends to harness the power of computer game technology to produce educational and training materials. We prefer the name ‘Immersive Environments’ (IEs) since this emphasises the human psychological dimension. Creation of compelling and convincing learning software requires a rich engagement of the learner, and a convincing learning experience. We believe that various aspects of the AI tradition can inform the production of such learning.

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Objective. Minimally invasive video-assisted thyroidectomy (MIVAT) is a technically demanding procedure and requires a surgical team skilled in both endocrine and endoscopic surgery. A time consuming learning and training period is mandatory at the beginning of the experience. The aim of our report is to focus some aspects of the learning curve of the surgeon who practices video-assisted thyroid procedures for the first time, through the analysis of our preliminary series of 36 cases. Patients and methods. From September 2004 to April 2005 we selected 36 patients for minimally invasive video-assisted surgery of the thyroid. The patients were considered eligible if they presented with a nodule not exceeding 35mm in maximum diameter; total thyroid volume within normal range; absence of biochemical and echographic signs of thyroiditis. We analyzed surgical results, conversion rate, operating time, post-operative complications, hospital stay, cosmetic outcome of the series. Results. We performed 36 total thyroidectomy. The procedure was successfully carried out in 33/36 cases. Post-operative complications included 3 transient recurrent nerve palsies and 2 transient hypocalcemias; no definitive hypoparathyroidism was registered. All patients were discharged 2 days after operation. The cosmetic result was considered excellent by most patients. Conclusions. Advances in skills and technology have enabled surgeons to reproduce most open surgical techniques with video-assistance or laparoscopically. Training is essential to acquire any new surgical technique and it should be organized in detail to exploit it completely.

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This article introduces a theoretical framework for the analysis of the player character (PC) in offline computer role-playing games (cRPGs). It derives from the assumption that the character constitutes the focal point of the game, around which all the other elements revolve. This underlying observation became the foundation of the Player Character Grid and its constituent Pivot Player Character Model, a conceptual framework illustrating the experience of gameplay as perceived through the PC’s eyes. Although video game characters have been scrutinised from many different perspectives, a systematic framework has not been introduced yet. This study aims to fill that void by proposing a model replicable across the cRPG genre. It has been largely inspired by Anne Ubersfeld’s semiological dramatic character research implemented in Reading Theatre I (1999) and is demonstrated with reference to The Witcher (CD Projekt RED 2007).

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Alternate Reality Game (ARG) represent a new genre of transmedia practice where players hunt for scattered clues, make sense of disparate information, and solve puzzles to advance an ever-evolving storyline. Players participate in ARGs using multiple communications technologies, ranging from print materials to mobile devices. However, many interaction design challenges must be addressed to weave these everyday communication tools together into an immersive, participatory experience. Transmedia design is not an everyday process. Designers must create and connect story bits across multiple media (video, audio, text) and multiple platforms (phones, computers, physical spaces). Furthermore, they must engage with players of varying skill levels. Few studies to-date have explored the design process of ARGs in learning contexts. Fewer still have focused on challenges involved in designing for youth (13-17 years old). In this study, I explore the process of designing ARGs as vehicles for promoting information literacy and participatory culture for adolescents (13-17 years old). Two ARG design scenarios, distinguished by target learning environment (formal and informal context) and target audience (adolescents), comprise the two cases that I examine. Through my analysis of these two design cases, I articulate several unique challenges faced by designers who create interactive, transmedia stories for – and with – youth. Drawing from these design challenges, I derive a repertoire of design strategies that future designers and researchers may use to create and implement ARGs for teens in learning contexts. In particular, I propose a narrative design framework that allows for the categorization of ARGs as storytelling constructs that lie along a continuum of participation and interaction. The framework can serve as an analytic tool for researchers and a guide for designers. In addition, I establish a framework of social roles that designers may employ to craft transmedia narratives before live launch and to promote and scaffold player participation after play begins. Overall, the contributions of my study include theoretical insights that may advance our understanding of narrative design and analysis as well as more practical design implications for designers and practitioners seeking to incorporate transmedia features into learning experiences that target youth.

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This research arose from the notorious need to promote oral production in the adult learners of the English Extension courses at Universidad del Valle in 2014. This qualitative research was carried out in a 60 hour course divided along 15 sessions on Saturdays, and with an adult population between the ages of 22 and 65 years old. Its main objective was to describe the impact of games aimed at promoting oral production in English with a group of adult learners. Data were collected from one demographic survey, video-recordings of classroom events during the implementation of games, students? surveys after each game and a teacher?s journal. The analysis of data showed that games did have an impact in students? performance which was related to a positive atmosphere in the classroom. Students showed progress in terms of fluency, interaction and even pronunciation; however they still showed difficulties with accuracy in their spontaneous utterances. These learners? achievements seemed to have a relation with the class atmosphere during games where students showed high level of involvement, confidence, mutual support and enjoyment.

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L’objectif principal de cette thèse était de créer, d’implanter et d’évaluer l’efficacité d’un programme de remédiation cognitive, intervenant de façon comparable sur les aspects fluide (Gf) et cristallisé (Gc) de l’intelligence, au sein d’une population d’intérêt clinique, les adolescents présentant un fonctionnement intellectuel limite (FIL). Compte tenu de la forte prévalence de ce trouble, le programme de remédiation GAME (Gains et Apprentissages Multiples pour Enfant) s’est développé autour de jeux disponibles dans le commerce afin de faciliter l’accès et l’implantation de ce programme dans divers milieux. Le premier article de cette thèse, réalisé sous forme de revue systématique de la littérature, avait pour objectif de faire le point sur les études publiées utilisant le jeu comme outil de remédiation cognitive dans la population pédiatrique. L’efficacité, ainsi que la qualité du paradigme utilisé ont été évaluées, et des recommandations sur les aspects méthodologiques à respecter lors de ce type d’étude ont été proposées. Cet article a permis une meilleure compréhension des écueils à éviter et des points forts méthodologiques à intégrer lors de la création du programme de remédiation GAME. Certaines mises en garde méthodologiques relevées dans cet article ont permis d’améliorer la qualité du programme de remédiation cognitive développé dans ce projet de thèse. Compte tenu du peu d’études présentes dans la littérature scientifique concernant la population présentant un FIL (70aspects des capacités attentionnelles et de la mémoire de travail semblaient être bien compensés, possiblement via l’effet de psychostimulants. Étonnamment, le fonctionnement adaptatif n’était pas directement relié au niveau intellectuel global et était hétérogène, suggérant l’importance d’évaluer ce domaine pour rendre compte du niveau de fonctionnement des adolescents présentant un FIL dans la vie quotidienne. D’un point de vue comportemental et psychiatrique, les adolescents avec un FIL avaient plus de manifestations internalisées et externalisées atteignant un seuil cliniquement significatif que leurs pairs. Ces manifestations comportementales expliquent d’ailleurs une part importante du niveau de stress parental dans cette population. Ces résultats sont importants à considérer lors de l’orientation académique, clinique et familiale dans la prise en charge des adolescents présentant un FIL, et soulignent l’importance de proposer une évaluation neuropsychologique approfondie. Enfin, la partie centrale de cette thèse consistait à créer un programme de remédiation cognitive portant sur les aspects fluide et cristallisé de l’intelligence, champs d’intervention qui a été négligé compte tenu de la stabilité longtemps postulée de ces processus. Ce programme de remédiation, intitulé GAME, s’adressait aux adolescents présentant un FIL pur ou partiel (soit les deux indices de raisonnement étaient dans la zone limite, soit un seul des deux), et présentait deux versants, GAME-c (portant sur l’intelligence cristallisée) et GAME-f (portant sur l’intelligence fluide). Cette intervention durait seize heures réparties sur huit semaines. Les résultats indiquent que les adolescents ayant suivi GAME-f ont amélioré leur raisonnement fluide; alors que les adolescents ayant suivi GAME-c ont amélioré à la fois leur raisonnement cristallisé et fluide. Cette étude contribue à remettre en question la stabilité des processus intellectuels. C’est par contre la première fois que des améliorations de l’intelligence sont constatées dans une population d’intérêt clinique par le biais d’un entraînement direct. Enfin, les variables cognitives, adaptatives, comportementales et psychiatriques susceptibles d’influencer la qualité de l’amélioration pour chacun des programmes GAME ont fait l’objet d’analyses supplémentaires dans un dernier chapitre et permettent de conclure à la possibilité d’adapter le programme GAME à d’autres populations (ex: déficience intellectuelle). Cette thèse a donc permis de souligner la pertinence d’utiliser les jeux comme outil de remédiation cognitive de part leur versatilité dans leur utilisation, leur facilité d’accès et leur faible coût. Elle met également en avant la nécessité de développer une meilleure compréhension de la population présentant un fonctionnement intellectuel limite et d’effectuer des évaluations neuropsychologiques exhaustives auprès de cette population (cognitif, adaptatif, comportemental et psychiatrique). Enfin, elle souligne la possibilité d’améliorer par remédiation directe les intelligences fluide et cristallisée auprès d’individus avec une intelligence subnormale et suggère qu’il pourrait en être de même pour des populations présentant des déficits cognitifs, comme la déficience intellectuelle légère. Les avenues futures de recherche et les retombées cliniques de ce travail sont discutées, en lien avec les différents résultats trouvés dans ces études.

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Image (Video) retrieval is an interesting problem of retrieving images (videos) similar to the query. Images (Videos) are represented in an input (feature) space and similar images (videos) are obtained by finding nearest neighbors in the input representation space. Numerous input representations both in real valued and binary space have been proposed for conducting faster retrieval. In this thesis, we present techniques that obtain improved input representations for retrieval in both supervised and unsupervised settings for images and videos. Supervised retrieval is a well known problem of retrieving same class images of the query. We address the practical aspects of achieving faster retrieval with binary codes as input representations for the supervised setting in the first part, where binary codes are used as addresses into hash tables. In practice, using binary codes as addresses does not guarantee fast retrieval, as similar images are not mapped to the same binary code (address). We address this problem by presenting an efficient supervised hashing (binary encoding) method that aims to explicitly map all the images of the same class ideally to a unique binary code. We refer to the binary codes of the images as `Semantic Binary Codes' and the unique code for all same class images as `Class Binary Code'. We also propose a new class­ based Hamming metric that dramatically reduces the retrieval times for larger databases, where only hamming distance is computed to the class binary codes. We also propose a Deep semantic binary code model, by replacing the output layer of a popular convolutional Neural Network (AlexNet) with the class binary codes and show that the hashing functions learned in this way outperforms the state­ of ­the art, and at the same time provide fast retrieval times. In the second part, we also address the problem of supervised retrieval by taking into account the relationship between classes. For a given query image, we want to retrieve images that preserve the relative order i.e. we want to retrieve all same class images first and then, the related classes images before different class images. We learn such relationship aware binary codes by minimizing the similarity between inner product of the binary codes and the similarity between the classes. We calculate the similarity between classes using output embedding vectors, which are vector representations of classes. Our method deviates from the other supervised binary encoding schemes as it is the first to use output embeddings for learning hashing functions. We also introduce new performance metrics that take into account the related class retrieval results and show significant gains over the state­ of­ the art. High Dimensional descriptors like Fisher Vectors or Vector of Locally Aggregated Descriptors have shown to improve the performance of many computer vision applications including retrieval. In the third part, we will discuss an unsupervised technique for compressing high dimensional vectors into high dimensional binary codes, to reduce storage complexity. In this approach, we deviate from adopting traditional hyperplane hashing functions and instead learn hyperspherical hashing functions. The proposed method overcomes the computational challenges of directly applying the spherical hashing algorithm that is intractable for compressing high dimensional vectors. A practical hierarchical model that utilizes divide and conquer techniques using the Random Select and Adjust (RSA) procedure to compress such high dimensional vectors is presented. We show that our proposed high dimensional binary codes outperform the binary codes obtained using traditional hyperplane methods for higher compression ratios. In the last part of the thesis, we propose a retrieval based solution to the Zero shot event classification problem - a setting where no training videos are available for the event. To do this, we learn a generic set of concept detectors and represent both videos and query events in the concept space. We then compute similarity between the query event and the video in the concept space and videos similar to the query event are classified as the videos belonging to the event. We show that we significantly boost the performance using concept features from other modalities.