1000 resultados para video indexing


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Solo Exhibition, Framed Photograhs and Video installations as part of the 'Head On Photography Festival'

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Invitation to contribute to Alexander Harrisions' program 'What's Coming' resulted in 'Forest of Gestures' a 3 channel video projection and installation with a live feed component

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The built environment in acute care settings is a new focus in patient safety research, with few studies focusing primarily on the design of ward environments and the location and choice of material objects such as light fittings and hand-washing basins.

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The aim of the current study was to examine whether reaction time (RT) among older adults could be improved through video game training. Twenty-nine participants between the ages of 50 and 84 either played (N = 14) or did not play (N = 15) a video game, Pac-Man: Adventures in Time. All participants completed a pre- and postassessment of RT. Results from this study showed that there were no significant differences between the control and experimental groups on RT performance across time. These findings indicate that the amount of training provided may have been inadequate to improve RT skills. It is therefore important to investigate the amount of training required to allow older adults to respond faster to environmental stimuli and transfer skills to activities of daily living.

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This study presents an analysis of the application of underwater video data collected for training and validating benthic habitat distribution models. Specifically, we quantify the two major sources of error pertaining to collection of this type of reference data. A theoretical spatial error budget is developed for a positioning system used to co-register video frames to their corresponding locations at the seafloor. Second, we compare interpretation variability among trained operators assessing the same video frames between times over three hierarchical levels of a benthic classification scheme. Propagated error in the positioning system described was found to be highly correlated with depth of operation and varies from 1.5m near the surface to 5.7m in 100m of water. In order of decreasing classification hierarchy, mean overall observer agreement was found to be 98% (range 6%), 82% (range 12%) and 75% (range 17%) for the 2, 4, and 6 class levels of the scheme, respectively. Patterns in between-observer variation are related to the level of detail imposed by each hierarchical level of the classification scheme, the feature of interest, and to the amount of observer experience. © 2014 Copyright © Taylor & Francis Group, LLC.

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This paper reports on research investigating the use of video representations of first-year teachers’ experiences in undergraduate teacher education workshops that focus on the transition to teaching. The use of the video is a responsive act that draws on the notion of looking back, where graduates in their first year of teaching ‘speak to’ current students. Scenes from video footage of the theatre-based research performance The First Time shaped workshop activities and discussions in the unit. Themes ranged from pedagogical to practical, covering topics such as teacher identity discourses; epiphanic and revelatory moments of transition to becoming a teacher; and preparing for job applications and interviews. Data from the researcher’s journal, Student Evaluation of Teaching and Units (SETU) comments, and semi-structured interviews with undergraduate students upon completion of the workshops are framed within a phenomenographic paradigm. The aim in phenomenography is to describe variations of conception that people have of a particular phenomenon (Sin, 2010), in this case the video as a tool to promote critical thinking about the transition to teaching. The researcher explored her own, and participants’ experiences, and identified a range of conceptual meanings of the phenomenon. These were classified into categories according to their similarities and differences concerning the effectiveness of this specific video in assisting undergraduates in their transition to teaching. Early results reveal some similarities and many variations among participants as to the effectiveness of the video as a tool. Their conceptions of the phenomenon are individual and relational, and as such are quite varied. Emergent varied themes include: ‘I know what it is that I need to learn’; ‘Is this theory or practice?’; and ‘I don’t do drama’. Emergent similarities include: ‘Preparing for the unexpected’.

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To develop a valid and reliable video-based decision-making test to examine and monitor the decision-making performance of Australian football umpires.

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OBJECTIVES: Actual and perceived object control (commonly ball) skill proficiency is associated with higher physical activity in children and adolescents. Active video games (AVGs) encourage whole body movement to control/play the electronic gaming system and therefore provide an opportunity for screen time to become more active. The purpose of this study was to determine whether playing sports AVGs has a positive influence on young children's actual and perceived object control skills. DESIGN: Two group pre/post experimental design study. METHODS: Thirty-six children aged 6-10 years old from one school were randomly allocated to a control or intervention condition. The Test of Gross Motor Development-3 assessed object control skill. The Pictorial Scale of Perceived Competence for Young Children assessed perceived object control skill. The intervention consisted of 6×50min lunchtime AVG sessions on the Xbox Kinect. Two to three sport games were chosen for participants to play each session. General linear models with either perceived object control or actual object control skill as the outcome variables were conducted. Each base model adjusted for intervention status and pre-score of the respective outcome variable. Additional models adjusted for potential confounding variables (sex of child and game at home). RESULTS: No significant differences between the control and intervention groups were observed for both outcomes. CONCLUSIONS: This study found that playing the Xbox Kinect does not significantly influence children's perceived or actual object control skills, suggesting that the utility of the Xbox Kinect for developing perceived and actual object control skill competence is questionable.

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This study investigated prey captures in free-ranging adult female Australian fur seals (Arctocephalus pusillus doriferus) using head-mounted 3-axis accelerometers and animal-borne video cameras. Acceleration data was used to identify individual attempted prey captures (APC), and video data were used to independently verify APC and prey types. Results demonstrated that head-mounted accelerometers could detect individual APC but were unable to distinguish among prey types (fish, cephalopod, stingray) or between successful captures and unsuccessful capture attempts. Mean detection rate (true positive rate) on individual animals in the testing subset ranged from 67-100%, and mean detection on the testing subset averaged across 4 animals ranged from 82-97%. Mean False positive (FP) rate ranged from 15-67% individually in the testing subset, and 26-59% averaged across 4 animals. Surge and sway had significantly greater detection rates, but also conversely greater FP rates compared to heave. Video data also indicated that some head movements recorded by the accelerometers were unrelated to APC and that a peak in acceleration variance did not always equate to an individual prey item. The results of the present study indicate that head-mounted accelerometers provide a complementary tool for investigating foraging behaviour in pinnipeds, but that detection and FP correction factors need to be applied for reliable field application.

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Playing an adult sexual complainant’s video-recorded police interview as the basis for his or her evidence-in-chief is a reform Australia could adopt to help improve criminal justice responses to these cases. This article presents a qualitative evaluation of prosecutor’s support for this reform and their views about what conditions would determine its utility. Focus groups were held with 13 prosecutors from across New Zealand (which already has this reform) and Australia. Collectively, prosecutors supported the availability of video-evidence for adult complainants. They perceived the utility of this reform depends on the following conditions: (1) the quality of the police interview; (2) how credibly the complainant presents on video; (3) contextual factors that influence the complainant’s ability to give live evidence; and (4) the degree of stakeholder support. These findings suggest that Australia should extend video-evidence to adult complainants of sexual assault guided by careful planning aroundthese four areas.

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Background: To investigate the impact of playing sports Active Video Games on children's actual and perceived object control skills. Methods: Intervention children played Active Video Games for 6. weeks (1. h/week) in 2012. The Test of Gross Motor Development-2 assessed object control skill. The Pictorial Scale of Perceived Movement Skill Competence assessed perceived object control skill. Repeated measurements of object control and perceived object control were analysed for the whole sample, using linear mixed models, which included fixed effects for group (intervention or control) and time (pre and post) and their interaction. The first model adjusted for sex only and the second model also adjusted for age, and prior ball sports experience (yes/no). Seven mixed-gender focus discussions were conducted with intervention children after programme completion. Results: Ninety-five Australian children (55% girls; 43% intervention group) aged 4 to 8. years (M 6.2, SD 0.95) participated. Object control skill improved over time (p=0.006) but there was no significant difference (p=0.913) between groups in improvement (predicted means: control 31.80 to 33.53, SED=0.748; intervention 30.33 to 31.83, SED=0.835). A similar result held for the second model. Similarly the intervention did not change perceived object control in Model 1 (predicted means: control: 19.08 to 18.68, SED=0.362; intervention 18.67 to 18.88, SED=0.406) or Model 2. Children found the intervention enjoyable, but most did not perceive direct equivalence between Active Video Games and 'real life' activities. Conclusions: Whilst Active Video Game play may help introduce children to sport, this amount of time playing is unlikely to build skill.

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Estimating the degree of individual specialisation is likely to be sensitive to the methods used, as they record individuals' resource use over different time-periods. We combined animal-borne video cameras, GPS/TDR loggers and stable isotope values of plasma, red cells and sub-sampled whiskers to investigate individual foraging specialisation in female Australian fur seals (Arctocephalus pusillus doriferus) over various timescales. Combining these methods enabled us to (1) provide quantitative information on individuals' diet, allowing the identification of prey, (2) infer the temporal consistency of individual specialisation, and (3) assess how different methods and timescales affect our estimation of the degree of specialisation. Short-term inter-individual variation in diet was observed in the video data (mean pairwise overlap = 0.60), with the sampled population being composed of both generalist and specialist individuals (nested network). However, the brevity of the temporal window is likely to artificially increase the level of specialisation by not recording the entire diet of seals. Indeed, the correlation in isotopic values was tighter between the red cells and whiskers (mid- to long-term foraging ecology) than between plasma and red cells (short- to mid-term) (R (2) = 0.93-0.73 vs. 0.55-0.41). δ(13)C and δ(15)N values of whiskers confirmed the temporal consistency of individual specialisation. Variation in isotopic niche was consistent across seasons and years, indicating long-term habitat (WIC/TNW = 0.28) and dietary (WIC/TNW = 0.39) specialisation. The results also highlight time-averaging issues (under-estimation of the degree of specialisation) when calculating individual specialisation indices over long time-periods, so that no single timescale may provide a complete and accurate picture, emphasising the benefits of using complementary methods.