805 resultados para Video summarization
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Since 1980s, Western linguists and specialists on second language acquisition have emphasized the importance of enhancing students’ intercultural communication competence in foreign language education. At the same time, the demand for intercultural communicative competence increased along with the advances of communication technology with its increasingly global reach and the process of globalization itself.In the field of distance language education, these changes have resulted in a shift of focus from the production and distribution of learning materials towards communication and learning as a social process, facilitated by various internet-based platforms. The current focus on learners interacting and communicating synchronously trough videoconferencing is known as the fourth generation of distance language education. Despite the fact that teaching of Chinese as a foreign language (CFL) faces the same or even greater challenges as teaching other languages, the intercultural communication perspective is still quite a new trend in CFL and its implementation and evaluation are still under development. Moreover, the advocates of the new trends in CFL have so far focused almost exclusively on classroom-based courses, neglecting the distance mode of CFL and leaving it as an open field for others to explore. In this under-researched context, Dalarna University (Sweden), where I currently work, started to provide web-based courses of the Chinese language in 2007. Since 2010, the Chinese language courses have been available only in the distance form, using the same teaching materials as the previous campus-based courses. The textbooks used in both settings basically followed the functional nationalism approach. However, in order to catch up with the main trend of foreign-language education, we felt a need to implement the cross-cultural dimension into the distance courses as well. Therefore in 2010, a pilot study has been carried out to explore opportunities and challenges for implementing a cross-cultural perspective into existing courses and evaluating the effectiveness of this implementation based on the feedback of the students and on the experience of the teacher/researcher.
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Abstract NGL 2015 Workshop Användning av OER och video i undervisning och lärande Sten Sundin Hållbus Totte Mattsson Open Educational Resources; OER, även kallat öppna lärresurser, är resurser som finns tillgängliga på Internet som kan användas fritt och i många fall också bearbetas fritt. Fördelarna med OER i allmänhet är att kunna återanvända andra personers expertkunskap och material. Många lärresurser håller en hög kvalitet och är även mycket pedagogiska. Detta förbättrar lärandet och innebär nya möjligheter i undervisningen som en lärare själv annars inte skulle kunnat åstadkomma, som t.ex. att själv göra tidskrävande videoinspelningar. Att undervisa med mer stöd av video, bilder och icketextbaserad information kan även gynna studenters olika lärstilar. Denna workshop syftar till att introducera användning av OER och video för lärare som inte är bekanta med OERbegreppet och som i större utsträckning önskar använda video i undervisningen. Under workshopen kommer deltagarna att arbeta i grupp med relevanta söktjänster för att hitta och undersöka användbara OER eller videoresurser. Länkar och anteckningar från sökningarna kommer att delas till övriga workshopdeltagare på en webbaserad samarbetsyta som kommer att vara tillgänglig även efter workshopen Plan för workshopen ● Introduktion. Fördelar med att använda OER och video i undervisning och lärande. (5 min) ● Min användning av lär och videoresurser idag (gruppdiskussion). Vad är mina tidigare erfarenheter inom området? Hur hittar jag lär och videoresurser för min undervisning? Beskriv hur din nuvarande situation ser ut (15 min) ● Presentation av OER och video i undervisning och varför detta är viktigt för lärare. Olika typer av OER, Creative Commonslicenser, samt hur man hittar OER och andra kostnadsfria lärresurser. Exempel på söktjänster, samt samlingar med OER och videoresurser som kan undersökas. Användning och redigering av YouTubevideos (10 min) ● Arbete i mindre grupper om 2-4 personer. Grupperna har tillgång till listor med passande sökverktyg för att hitta användbara OER och videoresurser. De resurser som har hittats sparas på en gemensam plats med webbverktyget Padlet (50 min) ● Sammanfattning. Alla resultat från sessionen kommer att finnas tillgängliga på en Padletyta som finns kvar efter workshopen så att deltagarna kan fortsätta att dela idéer och undersöka resurser som har hittats. (10 min) Målgrupp Lärare, bibliotekarier och andra utbildare som är intresserade av att öka sina kunskaper om frågor kring OER och video i undervisning och lärande
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Wooden railway sleeper inspections in Sweden are currently performed manually by a human operator; such inspections are based on visual analysis. Machine vision based approach has been done to emulate the visual abilities of human operator to enable automation of the process. Through this process bad sleepers are identified, and a spot is marked on it with specific color (blue in the current case) on the rail so that the maintenance operators are able to identify the spot and replace the sleeper. The motive of this thesis is to help the operators to identify those sleepers which are marked by color (spots), using an “Intelligent Vehicle” which is capable of running on the track. Capturing video while running on the track and segmenting the object of interest (spot) through this vehicle; we can automate this work and minimize the human intuitions. The video acquisition process depends on camera position and source light to obtain fine brightness in acquisition, we have tested 4 different types of combinations (camera position and source light) here to record the video and test the validity of proposed method. A sequence of real time rail frames are extracted from these videos and further processing (depending upon the data acquisition process) is done to identify the spots. After identification of spot each frame is divided in to 9 regions to know the particular region where the spot lies to avoid overlapping with noise, and so on. The proposed method will generate the information regarding in which region the spot lies, based on nine regions in each frame. From the generated results we have made some classification regarding data collection techniques, efficiency, time and speed. In this report, extensive experiments using image sequences from particular camera are reported and the experiments were done using intelligent vehicle as well as test vehicle and the results shows that we have achieved 95% success in identifying the spots when we use video as it is, in other method were we can skip some frames in pre-processing to increase the speed of video but the segmentation results we reduced to 85% and the time was very less compared to previous one. This shows the validity of proposed method in identification of spots lying on wooden railway sleepers where we can compromise between time and efficiency to get the desired result.
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The aim was to evaluate results and experiences from development of new technology, a training program and implementation of strategies for the use of a video exposure monitoring method, PIMEX. Starting point of this study is an increased incidence of asthma among workers in the aluminium industry. Exposure peaks of fumes are supposed to play an important role. PIMEX makes it possible to link used work practice, use of control technology, and so forth to peaks. Nine companies participated in the project, which was divided into three parts, development of PIMEX technology, production of training material, and training in use of equipment and related strategies. The use of the video exposure monitoring method PIMEX offers prerequisites supporting workers participation in safety activities. The experiences from the project reveal the importance of good timing of primary training, technology development, technical support, and follow up training. In spite of a delay of delivery of the new technology, representatives from the participating companies declared that the experiences showed that PIMEX gave an important contribution for effective control of hazards in the companies. Eight out of nine smelters used the PIMEX method as a part of a strategy for control of workers exposure to fumes in potrooms. Possibilities to conduct effective control measures were identified. This article describes experiences from implementation of a, for this branch, new method supporting workers participation for workplace improvements.
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This research will discuss some experiences from a four year school research study. It was conducted in cooperation with teachers from four municipalities in Dalarna. The aim of the research was to examine teachers´ professional development when they participated in collaborative discussions based on video recordings and video edited material from specific lessons in their own practice. The study had two foci one was to investigate methods and tools that teachers can use to develop their ability to assess their students while working on multimodal tasks. The other was to examine how video can be used by teachers wanting to obtain knowledge about assessing students. The study is based on several theories about when teachers collaborate to create new knowledge. The first is the design theoretical approach – where visual ethnography and a semiotic approach contribute to problematize the use and mixture of different modes. A basic assumption of the framework here is that meanings are made and communicated in mathematics through a wide range of semiotic modes. By using video as an essential tool in the research the framework theories concerning visual ethnography, video documentation and individuals as reflective practitioners were also needed. The findings can be divided into the following themes: the use of tasks for assessment, collaborative discussion, equipment, ethical dilemmas. Collaborative discussions were evaluated as a meaningful way of sharing knowledge. The use of video recordings in association with these discussions raised important ethical issues. Working with the assessment framework was of great interest to the teachers but it took a lot of time from their ordinary work. In this way the project highlighted more general aspects of school development. The research also concerns teachers´ use of collaborative discussions in assessment work, multimodal tasks in mathematics and video as a research tool in general.
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Denna uppsats har för avsikt att beskriva och redogöra för området videoscenografi och hur en videoscenograf arbetar. Videoscenografer har 90- och 00-talets snabba utveckling av prestanda inom datakraften att tacka för sin funktion, i en värld som kräver alltmer av kreatören frågar jag mig hur videoscenografen ser på sin omvärld. Videoscenografen verkar i området mellan det konstnärliga, scentekniska och grafiska. Deras position är fortfarande under förvirring just eftersom deras arbetsfält är så brett. Uppsatsen klargör för läsaren vad det är de sysslar med inom en scenkonstproduktion och varför videoscenografin är en sak för framtiden. Video inom scenkonstproduktioner blir allt viktigare, samtidigt som dekormålares arbete blir allt mindre, men endå tvingas videoscenografen att utföra sitt arbete under trängda förhållanden, med full ljussättning på scen, eller samtidigt som repetitioner pågår där de riskerar att störa en kreativ process. Insynen i vad de sysslar med är högst begränsad eftersom det är ett ungt yrke, med så pass få utövare. Denna uppsats klargör för varför videoscenografens arbete är viktigt och varför de bör ges mer tid att utföra sitt arbete.
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Dissertação apresentada ao Programa de Mestrado em Comunicação da Universidade Municipal de São Caetano do Sul - USCS
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Vídeos são dos principais meios de difusão de conhecimento, informação e entretenimento existentes. Todavia, apesar da boa qualidade e da boa aceitação do público, os vídeos atuais ainda restringem o espectador a um único ponto de vista. Atualmente, alguns estudos estão sendo desenvolvidos visando oferecer ao espectador maior liberdade para decidir de onde ele gostaria de assistir a cena. O tipo de vídeo a ser produzido por essas iniciativas tem sido chamado genericamente de vídeo 3D. Esse trabalho propõe uma arquitetura para captura e exibição de vídeos 3D em tempo real utilizando as informações de cor e profundidade da cena, capturadas para cada pixel de cada quadro do vídeo. A informação de profundidade pode ser obtida utilizando-se câmeras 3D, algoritmos de extração de disparidade a partir de estéreo, ou com auxílio de luz estruturada. A partir da informação de profundidade é possível calcular novos pontos de vista da cena utilizando um algoritmo de warping 3D. Devido a não disponibilidade de câmeras 3D durante a realização deste trabalho, a arquitetura proposta foi validada utilizando um ambiente sintético construído usando técnicas de computação gráfica. Este protótipo também foi utilizado para analisar diversos algoritmos de visão computacional que utilizam imagens estereoscópias para a extração da profundidade de cenas em tempo real. O uso de um ambiente controlado permitiu uma análise bastante criteriosa da qualidade dos mapas de profundidade produzidos por estes algoritmos, nos levando a concluir que eles ainda não são apropriados para uso de aplicações que necessitem da captura de vídeo 3D em tempo real.
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Image stitching is the process of joining several images to obtain a bigger view of a scene. It is used, for example, in tourism to transmit to the viewer the sensation of being in another place. I am presenting an inexpensive solution for automatic real time video and image stitching with two web cameras as the video/image sources. The proposed solution relies on the usage of several markers in the scene as reference points for the stitching algorithm. The implemented algorithm is divided in four main steps, the marker detection, camera pose determination (in reference to the markers), video/image size and 3d transformation, and image translation. Wii remote controllers are used to support several steps in the process. The built‐in IR camera provides clean marker detection, which facilitates the camera pose determination. The only restriction in the algorithm is that markers have to be in the field of view when capturing the scene. Several tests where made to evaluate the final algorithm. The algorithm is able to perform video stitching with a frame rate between 8 and 13 fps. The joining of the two videos/images is good with minor misalignments in objects at the same depth of the marker,misalignments in the background and foreground are bigger. The capture process is simple enough so anyone can perform a stitching with a very short explanation. Although real‐time video stitching can be achieved by this affordable approach, there are few shortcomings in current version. For example, contrast inconsistency along the stitching line could be reduced by applying a color correction algorithm to every source videos. In addition, the misalignments in stitched images due to camera lens distortion could be eased by optical correction algorithm. The work was developed in Apple’s Quartz Composer, a visual programming environment. A library of extended functions was developed using Xcode tools also from Apple.
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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
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The aim of this Study was to compare the learning process of a highly complex ballet skill following demonstrations of point light and video models 16 participants divided into point light and video groups (ns = 8) performed 160 trials of a pirouette equally distributed in blocks of 20 trials alternating periods of demonstration and practice with a retention test a day later Measures of head and trunk oscillation coordination d1 parity from the model and movement time difference showed similarities between video and point light groups ballet experts evaluations indicated superiority of performance in the video over the point light group Results are discussed in terms of the task requirements of dissociation between head and trunk rotations focusing on the hypothesis of sufficiency and higher relevance of information contained in biological motion models applied to learning of complex motor skills