907 resultados para video classifcation and cataloging


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Fractal video compression is a relatively new video compression method. Its attraction is due to the high compression ratio and the simple decompression algorithm. But its computational complexity is high and as a result parallel algorithms on high performance machines become one way out. In this study we partition the matching search, which occupies the majority of the work in a fractal video compression process, into small tasks and implement them in two distributed computing environments, one using DCOM and the other using .NET Remoting technology, based on a local area network consists of loosely coupled PCs. Experimental results show that the parallel algorithm is able to achieve a high speedup in these distributed environments.

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This paper examines the use of visual technologies by political activists in protest situations to monitor police conduct. Using interview data with Australian video activists, this paper seeks to understand the motivations, techniques and outcomes of video activism, and its relationship to counter-surveillance and police accountability. Our data also indicated that there have been significant transformations in the organization and deployment of counter-surveillance methods since 2000, when there were large-scale protests against the World Economic Forum meeting in Melbourne accompanied by a coordinated campaign that sought to document police misconduct. The paper identifies and examines two inter-related aspects of this: the act of filming and the process of dissemination of this footage. It is noted that technological changes over the last decade have led to a proliferation of visual recording technologies, particularly mobile phone cameras, which have stimulated a corresponding proliferation of images. Analogous innovations in internet communications have stimulated a coterminous proliferation of potential outlets for images Video footage provides activists with a valuable tool for safety and publicity. Nevertheless, we argue, video activism can have unintended consequences, including exposure to legal risks and the amplification of official surveillance. Activists are also often unable to control the political effects of their footage or the purposes to which it is used. We conclude by assessing the impact that transformations in both protest organization and media technologies might have for counter-surveillance techniques based on visual surveillance.

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This paper describes a study that used video materials and visits to an airport to prepare children on the autism spectrum for travel by plane. Twenty parents and carers took part in the study with children aged from 3 to 16 years. The authors explain that the methods they used were based on Applied Behaviour Analysis (ABA) research; a video modeling technique called Point-Of-View Video-priming and during visits to an airport they used procedures known as Natural Environment Teaching. The findings suggest that using video and preparing children by taking them through what is likely to happen in the real environment when they travel by plane is effective and the authors suggest these strategies could be used to support children with autism with other experiences they need or would like to engage in such as visits to the dentist or hairdressers and access to leisure centres and other public spaces.

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Rapid developments in display technologies, digital printing, imaging sensors, image processing and image transmission are providing new possibilities for creating and conveying visual content. In an age in which images and video are ubiquitous and where mobile, satellite, and three-dimensional (3-D) imaging have become ordinary experiences, quantification of the performance of modern imaging systems requires appropriate approaches. At the end of the imaging chain, a human observer must decide whether images and video are of a satisfactory visual quality. Hence the measurement and modeling of perceived image quality is of crucial importance, not only in visual arts and commercial applications but also in scientific and entertainment environments. Advances in our understanding of the human visual system offer new possibilities for creating visually superior imaging systems and promise more accurate modeling of image quality. As a result, there is a profusion of new research on imaging performance and perceived quality.

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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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« Heavy Metal Generations » is the fourth volume in the series of papers drawn from the 2012 Music, Metal and Politics international conference (http://www.inter-disciplinary.net/publishing/product/heavy-metal-generations/).

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GeoNetwork opensource is a standards based, Free and Open Source catalog application to manage spatially referenced resources through the web. It is an OSGEO Project initiated by the Food and Agricultural Organization (FAO). The purpose of this presentation is to illustrate the implementation of such a catalog in national projects in France and in Switzerland. Firstly, we will present you the Geosource project undertaken by BRGM (http://www.brgm.fr/), gathering national and local authorities, national geographic survey, public organisations, associations in order to provide a metadata catalog for french users : definition of french iso profile, support for INSPIRE metadata requirements. Finally, we will present the SwissTopo geocat II project. The purpose of the project is to develop the next generation geospatial catalog for SwissTopo on the basis of GeoNetwork opensource. This both projects underline the closely collaboration between national authorities and the Geonetwork opensource community

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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 discusses a project in which a team of pre-service and experienced teachers, following a teaching development model devised by the authors, reflected on videos of the pre-service teachers teaching literacy. Using a discourse analytic approach, the paper focuses on how teachers' joint reflection contributes to student teacher identity formation. Analysis suggests that reflection, at least in the talk of this team, is a language practice with a distinctive generic structure. Using this structure, participants jointly construct professional teacher identities for themselves and others through the key devices of representation, categorization, evaluation, individualization and inclusion.

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In this habitat mapping study, multi-beam acoustic data are integrated with extensive, precisely geo-referenced video validation data in a GIS environment to classify benthic substrates and biota at a 33km2 site in the near shore waters of Victoria, Australia. Using an automated decision-tree classification method, 5 representative biotic groups were identified in the Cape Nelson survey area using a combination of multi-beam bathymetry, backscatter and derivative products. Rigorous error assessment of derived, classified maps produced high overall accuracies (>85%) for all mapping products. In addition, a discrete multivariate analysis technique (kappa analysis) was used to assess classification accuracy. High-resolution (2.5m cell-size) representation of sea floor morphology and textural characteristics provided by multi-beam bathymetry and backscatter datasets, allowed the interpretation of benthic substrates of the Cape Nelson site and the communities of sessile organisms that populate them. Non-parametric multivariate statistical analysis (ANOSIM) revealed a significant difference in biotic composition between depth strata, and between substrate types. Incorporated with other descriptive measures, these results indicate that depth and substrate are important factors in the distributional ecology of the biotic communities at the Cape Nelson study site. BIOENV analysis indicates that derivatives of both multi-beam datasets (bathymetry and backscatter) are correlated with distribution and density of biotic communities. Results from this study provide new tools for research and management of the coastal zone.

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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.