924 resultados para Video recording


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Desarrollo empresarial y creación de empresa

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The strength and nature of the video game practice effect on tests of visual and perceptual skills were examined using high functioning Grades Four and Five students who had been tested with the WISC-R .for the purpose of gifted identification and placement. The control group, who did not own and .play video games on a sustained basis, and the experimental group, who did own a video game system and had some mastery of video games, including the -Nintendo game, "Tetris", were each composed of 18 juniorg:r;-ade students and were chosen from pre-existing conditions. The experimental group corresponded to the control group in terms of age, sex, and community. Data on the Verbal and Performance I.Q. Scores were· collected for both groups and the author was interested in the difference between the Verbal and Performance Scores within each group, anticipating a P > V outcome for the experimental group. The results showed a significant P > V difference in the experimental, video game playing group, as expected, but no significant difference between the Performance $cores of the control and experimental groups. The results, thus, indicated lower Verbal I.Q. Scores in the experimental group relat'ive to 'the control group.' The study conclu~ed that information about a sUbject's video game experience and "learhing style pref~rence is important for a clear interpretation of the Verbal and Performance I.Q. Scores of the WISC-R. Although the time spent on video game play may, 'indeed, increase P~rformance Scores relative to Verbal Scores for an individual, the possibilities exist that the time borrowed and spent away from language based activities may retard verbal growth and/or that the cognitive style associated with some Performance I.Q.subtests may have a negative effect on the approach to the tasks on the Verbal I.Q. Scale. The study also discussed the possibility that exposure to ,the video game experience, in pre-puberty, can provide spatial instruction which will result in improved spatial skills. strong spatial skills have been linked to improved performance and preference in mathematics, science, and engineering and it was suggested that appropriate video game play might be a way to involve girls more in the fields of mathematics and science.

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The implementation of imagery and video feedback programs has become an important tool for aiding athletes in achieving peak performance (Halliwell, 1990). The purpose of the study was to determine the effect of strategic imagery training and video feedback on immediate performance. Participants were two university goaltenders. An alternating treatment design (ATD; Barlow & Hayes, 1979; Tawney & Gast, 1984) was employed. The strategies were investigated using three plays originating from the right side by a right-handed shooting defenceman from the blueline. The baseline condition consisted of six practices and was used to establish a stable and "ideal" measure of performance. The intervention conditions included alternating the use of strategic imagery (Cognitive general; Paivio, 1985) and video feedback. Both participants demonstrated an increase in the frequency of Cognitive general use. Specific and global performance measures were assessed to determine the relative effectiveness of the interventions. Poor inter-rater reliability resulted in the elimination of specific performance measures. Consequently, only the global measure (i.e., save percentage) was used in subsequent analyses. Visual inspection of participant save percentage was conducted to determine the benefits of the intervention. Strategic imagery training resulted in performance improvements for both participants. Video feedback facilitated performance for Participant 2, but not Participant 1. Results are discussed with respect to imagery and video interventions and the challenges associated with applied research. KEYWORDS: imagery, video, goaltenders, alternating treatment design.

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In 1997, Paul Gilroy was able to write: "I have been asking myself, whatever happened to breakdancing" (21), a form of vernacular dance associated with urban youth that emerged in the 1970s. However, in the last decade, breakdancing has experienced a massive renaissance in movies (You Got Served), commercials ("Gotta Have My Pops!") and documentaries (the acclaimed Freshest Kids). In this thesis, 1 explore the historical development of global b-boy/bgirl culture through a qualitative study involving dancers and their modes of communication. Widespread circulation of breakdancing images peaked in the mid-1980s, and subsequently b-boy/b-girl culture largely disappeared from the mediated landscape. The dance did not reemerge into the mainstream of North American popular culture until the late 1990s. 1 argue that the development of major transnational networks between b-boys and b-girls during the 1990s was a key factor in the return of 'b-boying/b-girling' (known formerly as breakdancing). Street dancers toured, traveled and competed internationally throughout this decade. They also began to create 'underground' video documentaries and travel video 'magazines.' These video artefacts circulated extensively around the globe through alternative distribution channels (including the backpacks of traveling dancers). 1 argue that underground video artefacts helped to produce 'imagined affinities' between dancers in various nations. Imagined affinities are identifications expressed by a cultural producer who shares an embodied activity with other practitioners through either mediated texts or travels through new places. These 'imagined affinities' helped to sustain b-boy/b-girl culture by generating visual/audio representations of popularity for the dance movement across geographical regions.

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Experimental research has shown that playing violent video games produces higher levels of aggressive cognition, aggressive affect, physiological arousal, and aggressive behavior (in the short-term) than non-violent video games (see Anderson, Gentile & Buckley, 2007). However, there are two major limitations with these studies. First, the majority of experimental studies that have compared the effects of violent versus non-violent video games on aggression have failed to equate these games in terms of competitiveness, difficulty, and pace of action. Thus, although the common finding is that violent video games produce higher levels of aggression than nonviolent video games, other unmatched factors beyond the actual violent content may be responsible for the elevated levels of aggression. Second, previous experimental studies have tended to use a measure of aggression that may also measure competitiveness, leading to questions about whether violent video games are related to aggression or competitiveness. The present thesis addressed these two issues by fIrst equating a violent and non-violent video game on competitiveness, difficulty and pace of action in Experiment I , and then comparing the effect of each game on aggressive behavior using an unambiguous measure of aggressive behavior (i.e., the Hot Sauce Paradigm). We found that video game violence was not sufficient to elevate aggressive behavior compared to a non-violent video game. Practical implications and directions for future research are discussed.

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In this study of 109 adolescents from the eighth grade of seven public elementary schools in Ontario, the relationship among adolescents’ violent video game playing patterns, habits and attitudes, their levels of moral reasoning, and their attitudes towards violence in real life was investigated. In addition, gender differences were addressed. The mixed-methodology was employed combining qualitative and quantitative data. The research results confirmed that playing video games in general is a very popular activity among those adolescents. Significant negative relationship was found between adolescents’ amount of time playing violent video games during the day and their scores on The Sociomoral Reflection Measure. Significant difference was also found between adolescents who play violent video games and those who do not play violent video games on their scores on The Attitudes Towards Violence Scale. Boys and girls significantly differed in the amount of playing video games during the day, the reasons for playing video games, their favourite video game choices, and their favourite video game character choices. Boys and girls also significantly differed on their choices of personality traits of selected video game characters, the identification with video game characters, and their mood experiences while playing video games. The findings are put into the educational context and the context of normal development, and suggestions are given for parents, for educators, and for future violent video game research.

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The link between video game play and aggression is an important issue as video games The link between video game play and aggression is an important issue as video games are the fastest growing form of entertainment in the world. Past research on this association has been focused primarily on the link between video game violence and aggression; however, this research has confounded the effect of video game violence versus competition on aggression. The main goal of the current dissertation, therefore, was to examine the short- and long-term associations between competitive video game play and aggression. In addition, the longitudinal work on this association to date has been limited to adolescent samples, but not young adults. Thus, the second goal of the dissertation research was to investigate whether video game play predicts aggression in the long-term among young adults in addition to adolescents. To address these goals, three studies were conducted. Study 1 consisted of a series of experiments examining the short-term effect of video game violence versus competition on aggression. Study 2 examined the long-term association between competitive video game play and aggression among adolescents, and Study 3 examined this long-term link among young adults, in addition to adolescents. Taken together, the results of the three dissertation studies converged to suggest that video game competition, rather than violence, may be a stronger predictor of aggression in both the short- and long-term. Overall, the current research represents an important advance in our understanding of the association between video game play and aggression, and leads to a new direction in the video game and aggression literature. are the fastest growing form of entertainment in the world. Past research on this association has been focused primarily on the link between video game violence and aggression; however, this research has confounded the effect of video game violence versus competition on aggression. The main goal of the current dissertation, therefore, was to examine the short- and long-term associations between competitive video game play and aggression. In addition, the longitudinal work on this association to date has been limited to adolescent samples, but not young adults. Thus, the second goal of the dissertation research was to investigate whether video game play predicts aggression in the long-term among young adults in addition to adolescents. To address these goals, three studies were conducted. Study 1 consisted of a series of experiments examining the short-term effect of video game violence versus competition on aggression. Study 2 examined the long-term association between competitive video game play and aggression among adolescents, and Study 3 examined this long-term link among young adults, in addition to adolescents. Taken together, the results of the three dissertation studies converged to suggest that video game competition, rather than violence, may be a stronger predictor of aggression in both the short- and long-term. Overall, the current research represents an important advance in our understanding of the association between video game play and aggression, and leads to a new direction in the video game and aggression literature.

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The increasing variety and complexity of video games allows players to choose how to behave and represent themselves within these virtual environments. The focus of this dissertation was to examine the connections between the personality traits (specifically, HEXACO traits and psychopathic traits) of video game players and player-created and controlled game-characters (i.e., avatars), and the link between traits and behavior in video games. In Study 1 (n = 198), the connections between player personality traits and behavior in a Massively Multiplayer Online Roleplaying Game (World of Warcraft) were examined. Six behavior components were found (i.e., Player-versus-Player, Social Player-versus-Environment, Working, Helping, Immersion, and Core Content), and each was related to relevant personality traits. For example, Player-versus-Player behaviors were negatively related to Honesty-Humility and positively related to psychopathic traits, and Immersion behaviors (i.e., exploring, role-playing) were positively related to Openness to Experience. In Study 2 (n = 219), the connections between player personality traits and in-game behavior in video games were examined in university students. Four behavior components were found (i.e., Aggressing, Winning, Creating, and Helping), and each was related to at least one personality trait. For example, Aggressing was negatively related to Honesty-Humility and positively related to psychopathic traits. In Study 3 (n = 90), the connections between player personality traits and avatar personality traits were examined in World of Warcraft. Positive player-avatar correlations were observed for all personality traits except Extraversion. Significant mean differences between players and avatars were observed for all traits except Conscientiousness; avatars had higher mean scores on Extraversion and psychopathic traits, but lower mean scores on the remaining traits. In Study 4, the connections between player personality traits, avatar traits, and observed behaviors in a life-simulation video game (The Sims 3) were examined in university students (n = 93). Participants created two avatars and used these avatars to play The Sims 3. Results showed that the selection of certain avatar traits was related to relevant player personality traits (e.g., participants who chose the Friendly avatar trait were higher in Honesty-Humility, Emotionality, and Agreeableness, and lower in psychopathic traits). Selection of certain character-interaction behaviors was related to relevant player personality traits (e.g., participants with higher levels of psychopathic traits used more Mean and fewer Friendly interactions). Together, the results of the four studies suggest that individuals generally behave and represent themselves in video games in ways that are consistent with their real-world tendencies.

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Pour respecter les droits d'auteur, la version électronique de ce mémoire à été dépouillée de ses documents visuels et audio-visuels. La version intégrale du mémoire a été déposée au Service de la gestion des documents et des archives de l'Université de Montréal.

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Ce mémoire propose une analyse critique du discours de l’enregistrement sonore à domicile (home recording). Dans la foulée des propos mettant de l’avant l’ «accessibilité» et la «démocratisation» de l’enregistrement sonore, ce mémoire analyse les relations de savoir/pouvoir produites et légitimées par le discours, ce qu’elles permettent et contraignent, autorisent et excluent. Le corpus à l’étude est issu de la presse musicale ainsi que de forums de discussion en ligne relevant de sites spécialisés. Les méthodes utilisées sont inspirées de l’approche du discours développées par Michel Foucault et de ce que Johnson et. al. (2004) appellent l’interprétation critique. L’analyse met en évidence les deux principaux sujets du discours de l’enregistrement sonore à la maison : les professionnels de l’enregistrement et les «pros» de l’enregistrement à domicile, deux groupes constitués d’hommes financièrement aisés. Les règles qui régissent l’enregistrement à domicile semblent reprendre, en les adaptant, celles régissant les studios professionnels. Ce mémoire suggère que la «démocratisation» telle qu'énoncée dans ce discours articule l'«accessibilité contemporaine» à certains savoirs et certaines technologies à des exclusions singulières – comme des femmes et des personnes de moyens limités – qui rendent ce discours possible. Être dans le vrai, dans ce discours, c’est échanger, argumenter, discuter et prescrire des façons de faire et de dire qui font des studios professionnels l’espace des normes et des légitimités. Mots clés: enregistrement, musique, maison, domicile, studio, démocratisation, technologie, l'analyse du discours, relations de pouvoir/savoir, Michel Foucault.

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Si la manière de produire une image depuis la reproductibilité technique a toujours été profondément déterminée par la captation d’une réalité physique, le numérique (qui constitue une méthode d’inscription visuelle distincte) devrait, en théorie, modifier la relation du spectateur à ces « nouvelles images ». Toutefois, en pratique, le spectateur fait-il l’expérience des images numériques d’une manière différente de celles issues de la captation? Afin de répondre à cette question, ce mémoire analyse, à l’aide de l’approche sémio-pragmatique, comment le spectateur a conditionné son regard à travers les techniques de la captation (photographie, cinéma et vidéo). Ensuite, cette étude compare les habitudes et les attentes visuelles engendrées par ces techniques aux images numériques. Enfin, cette étude situe le problème de la rupture dans une perspective plus large que celle des techniques afin de poser le questionnement dans toute une tradition de la représentation artistique.

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La douleur est une expérience multidimensionnelle comportant des aspects sensoriels, émotionnels et cognitifs. Théoriquement, des méthodes de mesures comportementales, physiologiques, neurophysiologiques et sensorielles peuvent quantifier la douleur. Peu d’études ont étudié la validation des mesures utilisées en médecine vétérinaire. La recherche combine les travaux de Maîtrise et de Doctorat, traite en partie de la validité de méthodes. Dans cet objectif, nos travaux de recherche étudiaient la validité de méthodes comportementales, physiologiques et neurophysiologiques usuelles pour la mesure de la douleur en comparant les expressions de douleur (vache et chien) chez des animaux contrôle par comparaison à des animaux sous analgésie préventive ou sous traitement curatif suivant une douleur induite par chirurgie (modèles de douleur viscérale bovine ou orthopédique canine) ou causée par une maladie naturelle (arthrose canine). Une première étude comparait les mesures de la douleur entre les vaches du groupe placebo et celles sous analgésie postopératoire sur une durée de 21 jours suivant l’induction d’une douleur viscérale chronique. Les vaches du groupe placebo ont présenté une plus forte sensibilité à la douleur et une diminution de la noradrénaline et de la transthyrétine mesurées dans le liquide cérébro-spinal, une diminution de l’activité motrice (AM) (moindre que dans les groupes avec analgésie), de l’agitation enregistrée par vidéo-analyse et une augmentation du stress selon la mesure de l’activité électrodermique (AED). Les méthodes d’intérêt identifiées étaient les marqueurs spinaux, la mesure de la sensibilisation, de comportements par vidéo-analyse et de l’AM par bio-télémétrie. En utilisant des méthodes semblables à celles précédemment décrites, deux études expérimentales de douleur orthopédique ont été réalisées afin de comparer les réponses à la douleur entre des chiens traités avec une analgésie préventive (opioïdes et anti-inflammatoires, étude #2) ou un biphosphonate (tiludronate, étude #3) par comparaison à des chiens contrôles. Seules les échelles de douleur étaient différentes entre les études de recherche. Pour l’étude #2, les ii chiens sous analgésie ont présenté de plus faibles scores de douleur mesurés avec l’échelle de douleur nommée 4A-VET et ceci simultanément à une faible réponse de l’AED une heure après la chirurgie de trochléoplastie. La fréquence du comportement spontané de ‘la marche avec plein appui de la patte opérée’ mesurée à l’aide de la vidéo-analyse augmentait chez les chiens sous analgésie préventive 24 heures après la chirurgie. L’étude #3 démontrait surtout l’apparition de sensibilisation centrale (à la fois par l’évaluation sensorielle quantitative et les marqueurs spinaux) chez les chiens contrôle, 56 jours après l’induction d’arthrose chirurgicale. Ainsi, les chiens traités avec le tiludronate ont présenté une différence sur la substance P et la transthyrétine cérébro-spinale, une diminution de la sensibilisation périphérique, plus d’appui de la patte opérée lors de la marche selon la mesure du pic de force verticale (PFV), une augmentation de la fréquence de ‘la marche avec plein appui de la patte opérée’. La sensibilisation centrale était associée à la diminution de PFV, et une augmentation de l’AED et du comportement spontané de ‘la marche avec plein appui de la patte opérée’. Pour l’étude #4, la validité et la sensibilité des méthodes ont été évaluées dans une condition d’arthrose naturelle chez des chiens traités avec une diète enrichie en moule verte, un produit ayant des effets anti-inflammatoires et chondroprotecteurs attendus. Les chiens traités présentaient une diminution des scores de douleur via l’échelle nommée CSOM, une augmentation de PFV et une augmentation de l’AM. Dans l’ensemble, les résultats confirment que la vidéo-analyse évaluait la douleur de façon objective et pour des modèles différents de douleur et les marqueurs spinaux sont prometteurs. Le PFV était spécifique de la douleur orthopédique. La sensibilisation était présente lors de douleur pathologique. L’AED n’est pas valide pour la mesure de la douleur. La baisse d’AM suggèrerait un comportement de douleur. Les études étaient exploratoires pour les échelles de douleur en raison de leur niveau (débutant) de développement et du manque d’informations sur les qualités métrologiques de ces mesures.

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À mesure que la population des personnes agées dans les pays industrialisés augmente au fil de années, les ressources nécessaires au maintien du niveau de vie de ces personnes augmentent aussi. Des statistiques montrent que les chutes sont l’une des principales causes d’hospitalisation chez les personnes agées, et, de plus, il a été démontré que le risque de chute d’une personne agée a une correlation avec sa capacité de maintien de l’équilibre en étant debout. Il est donc d’intérêt de développer un système automatisé pour analyser l’équilibre chez une personne, comme moyen d’évaluation objective. Dans cette étude, nous avons proposé l’implémentation d’un tel système. En se basant sur une installation simple contenant une seule caméra sur un trépied, on a développé un algorithme utilisant une implémentation de la méthode de détection d’objet de Viola-Jones, ainsi qu’un appariement de gabarit, pour suivre autant le mouvement latéral que celui antérieur-postérieur d’un sujet. On a obtenu des bons résultats avec les deux types de suivi, cependant l’algorithme est sensible aux conditions d’éclairage, ainsi qu’à toute source de bruit présent dans les images. Il y aurait de l’intérêt, comme développement futur, d’intégrer les deux types de suivi, pour ainsi obtenir un seul ensemble de données facile à interpréter.