998 resultados para video projection


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The aim of this study was to explore the effects of repeat viewing on comprehension of explicitly and implicitly presented information in an animated movie. Seventy-three pre-school children watched an animated film and were tested for comprehension after either their single or fifth viewing. Only children’s comprehension of explicitly presented information was facilitated by repeat viewing. However, post hoc analyses revealed that children’s explicit and implicit comprehension of a central character Thunderbolt significantly increased across viewing conditions, whereas, repeat viewing only facilitated children’s explicit comprehension of the central character Patch. The theoretical and practical implications of these findings are discussed.

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The experiment reported here was concerned with the effect of repeat- viewing and adult co-viewing on the comprehension of an animated feature length movie. Four- to six-year-old children watched a movie on video either once or five times, and either with their mother present or on their own. The findings revealed that, after controlling for language skills and interest in the type of video watched, children who watched five times had higher comprehension scores than children who watched only once. Furthermore, children who watched the video repeatedly were also better at character identification and at identifying the good and bad qualities of one of the main characters in the movie. The presence of a mother, who was explicitly asked to co- view the movie with her child, did not facilitate comprehension. The findings are discussed in terms of the educational benefits of repeat viewing. Theoretical implications are also noted.

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The experiments reported here were concerned with the development of delayed self-recognition. Children were videotaped playing a game and were marked covertly with a sticker on their forehead while doing so. The findings, of both a cross-sectional sample and a prospective longitudinal one, revealed that 3- but not 2.5-year-old children reached to remove this sticker reliably during video playback only after they had been trained to use the video to guide their search for an object that was not directly visible to the unaided eye. It appears that by 3 years of age children understand that their briefly delayed self video-representation is related to their present self. In contrast, while 2.5-year-olds can use delayed vid of information to locate objects in space that cannot be seen by the unaided eye, they cannot use this type of information to locate an object that pertains to a part of self that is not directly visible, such as a sticker on one’s hair. The findings are discussed in terms of the emergence of an extended
sense of self.

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This research investigated the impact of playing violent videogames. Aggressive or anxious responses were most likely: when the player perceived the violence in the games to be extreme, when the player experienced a heightened sense of becoming 'absorbed' into the game, and during a relatively brief exposure to the game. The portfolio explores the use of manualised interventions in psychology research and practice. Four illustrative case studies regarding the efficacy and effectiveness of adapting manualised interventions for clients with chronic health conditions are presented.

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In the imaginary and reflexive space of video storytelling, one story generates another. As an autobiographical video memoir, Lorne story is fashioned as a hybrid form of postcard and director's video notebook: it examines the stories we tell ourselves, and the stories we tell others - in the presence of video.

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This research investigated responses of grandchildren of Holocaust survivors ("third generation") to Holocaust video-testimony. The analysis revealed that video-testimony can transmit memories of survival experiences to viewers, enabling them to "work through" their positions as witnesses and make active decisions relating to remembrance.

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This paper reports on insights into students’ understanding of the concept of rate of change, provided by examining the gestures made, by 25 Year 10 students, in videorecorded interviews. Detailed analysis, of both the sound and images, illuminates the meaning of rate-related gestures. Findings indicate that students often use the symbols and metaphors of gesture to complement, supplement, or even contradict verbal descriptions. Many students demonstrated, by the combination of their words and gestures, a sound qualitative understanding of constant rate, with a few attempting to quantify rate. The interpretation of gestures may provide teachers with a better understanding of the progress in their students’ thinking.

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This study examined the effects of game situation information, manipulated in terms of time and score, on decisions made in a video-based perceptual test in basketball. The participants were undergraduate university students (n=159) who viewed 21 offensive basketball plays, under two test conditions (low decision criticality; high decision criticality). To manipulate the conditions, prior to each clip, the
participants were presented with a description of the remaining time and score differential. High decision criticality situations were characterised by a remaining time of 60 seconds or less and score differentials of 2 points or less. Low decision criticality situations were characterised by remaining time of 5 minutes or more and score differentials of 5 points or more. The participants indicated their decision (pass, shoot, dribble) after the visual display had been occluded for each clip. The results indicated that decision profiles differed under the low and high decision criticality conditions. More pass decisions were made under high decision criticality situations and more shoot decisions under low decision criticality situations. These variations differed according to the type of main sport played but not for the basketball competition level. It was concluded that game situation information does influence decision making and should be considered in video-based testing and training.

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My mother experienced the final part of the Second World War displaced and separated from her family and particularily her husband. (His name was on Oscar Schindler's List; her name was, and then wasn't). This dislocation from her husband was one trauma within a larger set of daily traumas. In 1997, as part of the Shoah Foundation Visual History series, my mother narrated her individualized video testimony, once again, separated from her family. This paper examines the methodologies of this video testimony in relation to two connected questions: was my mother re-traumatized by the process of providing her testemony, and by narrating and recording her video testimony, did she, unwittingly, 'transmit' her traumas, and those of her generation to my generation?

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The overall aim of the experiment reported here was to establish whether self-recognition in live video can be facilitated when live video training is provided to children aged 2-2.5 years. While the majority of children failed the test of live self-recognition prior to video training, more than half exhibited live self-recognition post video training. Children who failed the live video self-recognition tasks passed the test of mirror self-recognition. The findings are discussed in light of a video deficit and the potential role of pre-test training in facilitating self-recognition in live video by young children.

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Objectives: Methods for converting inactive video gaming to active video gaming have gained popularity in recent years. This study compared the physiological cost of a new peripheral device that used steps to power video gaming in an interactive manner against sedentary video gaming and self-paced ambulatory activity of university students (aged 19-29 years).
Methods: Nineteen adults (9 male, 10 female) performed six 10-minute activities, namely self-paced leisurely walking, self-paced brisk walking, self-paced jogging, two forms of sedentary video gaming, and step-powered video gaming. Activities were performed in a random order. Physiological cost during the activities was measured using Actiheart.
Results: Energy expenditure during step-powered video gaming (388.8 kcal.h-1) was comparable to the energy expended during brisk walking (373.8 kcal.h-1), and elicited a higher energy cost than sedentary video gaming (124.1 kcal.h-1) but a lower energy cost than jogging (694.5 kcal.h-1).
Conclusion: Overall, step-powered video gaming could be used as an entertaining and appealing tool to increase physical activity, though it should not be used as a complete substitute for traditional exercise, such as jogging.

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The effective management of our marine ecosystems requires the capability to identify, characterise and predict the distribution of benthic biological communities within the overall seascape architecture. The rapid expansion of seabed mapping studies has seen an increase in the application of automated classification techniques to efficiently map benthic habitats, and the need of techniques to assess confidence of model outputs. We use towed video observations and 11 seafloor complexity variables derived from multibeam echosounder (MBES) bathymetry and backscatter to predict the distribution of 8 dominant benthic biological communities in a 54 km2 site, off the central coast of Victoria, Australia. The same training and evaluation datasets were used to compare the accuracies of a Maximum Likelihood Classifier (MLC) and two new generation decision tree methods, QUEST (Quick Unbiased Efficient Statistical Tree) and CRUISE (Classification Rule with Unbiased Interaction Selection and Estimation), for predicting dominant biological communities. The QUEST classifier produced significantly better results than CRUISE and MLC model runs, with an overall accuracy of 80% (Kappa 0.75). We found that the level of accuracy with the size of training set varies for different algorithms. The QUEST results generally increased in a linear fashion, CRUISE performed well with smaller training data sets, and MLC performed least favourably overall, generating anomalous results with changes to training size. We also demonstrate how predicted habitat maps can provide insights into habitat spatial complexity on the continental shelf. Significant variation between patch-size and habitat types and significant correlations between patch size and depth were also observed.