804 resultados para CGI, HDRI, video
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Obiettivo di questo lavoro di tesi è realizzare un cortometraggio integrando scene reali con immagini prodotte mediante CGI, prestando attenzione al fotorealismo del video finale.
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This paper discusses an instructional video and booklet developed to improve hearing aid users’ satisfaction and to educate audiologists on the importance of proper post-fit counseling.
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This paper is a study of the effectiveness between video and toy reinforcer types to motivate infants/toddlers for hearing tests. No significant differences were found between age groups or gender. Toy reinforcers were found to produce on average two more threshold estimates compared to video reinforcers. Variety, color and animation of animals may have contributed to this difference.
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This paper presents the narration for an educational video on cochlear implants and the implantation process aimed at parents and teachers of hearing-impaired children.
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This paper examines the production of a videotape of “Little Red Riding Hood,” produced at Central Institute for the Deaf, as a supplemental tool in the teaching of fairy tales.
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This study evaluate the speech perception of hearing-impaired adults (with varying degrees of deafness) when using a video teleconferencing system (an integrated service digital network).
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This paper examines the use of video-tape as an instrument of teaching and evaluating specific skills required in sports.
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The purpose of this video is to educate people about deafness and to teach people how to communicate with people who are deaf.
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Indirect laryngoscopy allows practitioners to “see around the corner” of a patient’s airway during intubation. Inadequate airway management is a major contributor to patient injury, morbidity and mortality. The purpose of the present study was to evaluate the video quality of commercially available video laryngoscopy systems. A team of four investigators at the University of Nebraska at Omaha and the Peter Kiewit Institute performed intubation simulations using a number of video laryngoscopy systems. Testing was done with a Laerdal Difficult Airway Manikin (Laerdal Medical Corp., Wappingers Falls, NY) in a setting that simulated difficult airways, adverse lighting conditions and various system configurations (e.g., maximizing screen contrast, minimizing screen brightness, maximizing screen color hue, etc.).
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Students are now involved in a vastly different textual landscape than many English scholars, one that relies on the “reading” and interpretation of multiple channels of simultaneous information. As a response to these new kinds of literate practices, my dissertation adds to the growing body of research on multimodal literacies, narratology in new media, and rhetoric through an examination of the place of video games in English teaching and research. I describe in this dissertation a hybridized theoretical basis for incorporating video games in English classrooms. This framework for textual analysis includes elements from narrative theory in literary study, rhetorical theory, and literacy theory, and when combined to account for the multiple modalities and complexities of gaming, can provide new insights about those theories and practices across all kinds of media, whether in written texts, films, or video games. In creating this framework, I hope to encourage students to view texts from a meta-level perspective, encompassing textual construction, use, and interpretation. In order to foster meta-level learning in an English course, I use specific theoretical frameworks from the fields of literary studies, narratology, film theory, aural theory, reader-response criticism, game studies, and multiliteracies theory to analyze a particular video game: World of Goo. These theoretical frameworks inform pedagogical practices used in the classroom for textual analysis of multiple media. Examining a video game from these perspectives, I use analytical methods from each, including close reading, explication, textual analysis, and individual elements of multiliteracies theory and pedagogy. In undertaking an in-depth analysis of World of Goo, I demonstrate the possibilities for classroom instruction with a complex blend of theories and pedagogies in English courses. This blend of theories and practices is meant to foster literacy learning across media, helping students develop metaknowledge of their own literate practices in multiple modes. Finally, I outline a design for a multiliteracies course that would allow English scholars to use video games along with other texts to interrogate texts as systems of information. In doing so, students can hopefully view and transform systems in their own lives as audiences, citizens, and workers.
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Introduction As students become more connected with the internet and other current technologies, the school of nursing has continued to investigate more innovative, meaningful, and effective uses of technology. One particular technology whose use has increased is the portable music/video player. Like the cell phone, mp3 players and iPods have become a standard accessory for students. To capitalize on this popular technology the School has started several pilot projects involving podcasting under graduate and graduate nursing classes and has also been involved in one research project using video iPods. [See PDF for complete abstract]
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Purpose: To assess the relationship between student utilization of learning resources, including streaming video (SV), and their performance in the pre-clinical curriculum. [See PDF for complete abstract]
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The use of technology has increased in several teaching institutions. These technologies include podcasting, webbased teaching and simulation. The purpose of this project is to compare student performance between students who are taught nursing skills by faculty demonstration and those taught nursing skills delivered via video iPods. [See PDF for complete abstract]