Search results for " Video"
showing 10 items of 324 documents
Skolēnu veidotie mācību video fizikas un bioloģijas apguvē
2017
Skolēnu veidotie mācību video fizikas un bioloģijas apguvē. Bārda Rūta, darba vadītāja Dr.phys. Dudareva I., bakalaura darbs, 48 lappuses, 6 nodaļas un 11 apakšnodaļas 16 attēli, 7 tabulas, 5 pielikumi 5 lappušu apjomā, izmantoti 15 literatūras avoti. Latviešu valodā. Darbā aprakstītas skolēnu veidoto video materiālu izmantošanas iespējas fizikas un bioloģijas apguvē. Izveidots apkopojums jautājumiem fizikā un bioloģijā, kuros skolēni var veidot mācību video. Izveidots apkopojums par latviešu valodā pieejamiem mācību video tematā “Mehāniskās svārstības un viļņi”. Darbības pētījumā izstrādāti un aprobēti metodiskie materiāli tematā “Mehāniskās svārstības un viļņi”. Noskaidrota skolēnu attiek…
Video Scene analysis for a configurable hardware accelerator dedicated to Smart Camera
2012
International audience; According to the Center for Research and Prevention of Injuries report, fall-caused injuries of elderly people in UE- 27 are five times as frequent as other injury causes which reduce considerably their mobility and independence. Among the diverse applications of computer vision systems, object detection and event recognition are of the most prominent related recognition and motion analysis, that is, researchers had the idea to spread it in fall detection. The fall event, extracted automatically from the video scene represents itself, crucial information that can be used to alert emergency. In this context, visual information on the corresponding scene is highly impo…
Autentiskie video materiāli runātprasmju pilnveidei 8. klasē
2016
Diplomdarba mērķis bija pārbaudīt, kā autentiskie video materiāli ietekmē runāšanas prasmes 8. klasē. Diplomdarba autors uzskata, ka spēja izteikt viedokli ir prasme, kuru katram studentam vajadzētu prast pielietot. Turklāt, teorijas avoti apstiprina to, ka autentiskie video var iespaidot runāšanas prasmes. Izvēlētā pētījuma metode bija atsevišķa gadījuma pētījums Valsts Ģimnāzijā. Datu vākšanas metodes bija anketa, pašvērtējuma lapa skolēniem un vērtēšanas kritēriji, ko dokumentēja darba autors. Lai pārbaudītu autentisko video ietekmi, tika novadītas 3 stundas. Pētījuma rezultāti atklāja, ka skolēniem patika strādāt ar autentiskiem materiāliem un viņi velējās izpaust savu viedokli angļu va…
Žestu atpazīšana
2019
Redzes balstītu cilvēka žestu atpazīšana ir problēma, kura sevī iekļauj kadru virknes klasi- ficēšanu un noteiktā žesta atrašanu. Žestu atpazīšanai ir vairāki pielietojumi tādās jomās kā video novērošanā, video apstrādē, cilvēka - datora mijiedarbībā un citās. Darbā tiek izskatīti tagadējie sasniegumi žestu atpazīšanā, pētītas pieejamās datu kopas un izveidotas jaunas datu kopas uz UTD-MHAD [9] uzņemtiem videoklipiem. Veicot darbu, tiek padziļināti apskatītas pozu iegū- šanas metodes un esošās tehnoloģijas. Visvairāk no pozu atpazīšanas rīkiem darbā tiek apskatīta Posenet bibliotēka, kura darbojas tīmekļa pārlūkprogrammā. Tiek izv…
Sustainable Art for Sustainable Cities: A Performance and a Screening Afternoon at EDRA50 Brooklyn
2019
On the occasion of EDRA50 Brooklyn, held at NYU Tandon School of Engineering and devoted to the topic of “Sustainable Urban Environments: Research, Design and Planning for the Next 50 Years”, it was decided that a collateral program of sustainable art activities could widely enrich the conference impact and scope. Furthermore, it provided an interesting opportunity for conference attendees, mostly involved in the fields of research, education and planning, to discover projects or ideas that spring from creative practice and evaluate emerging trends such as the visual arts devoted to sustainability.
Value Co-Creation and Co-Destruction in Online Video Games : An Exploratory Study and Implications for Future Research
2018
In this empirical study we studied how players of online video games co-create and co-destroy value. From players’ perceptions we identified that value co-creation and co-destruction occur amid themes of giving feedback and building relations. Feedback encourages players but it may also be harmful in the form of verbal abuse. Building relations relates to making friends in general but also on an international level. Building relations also relates to competition that creates a bad spirit. The most intensive interplay between value co-creation and codestruction was found in gaming groups. Gaming groups motivate players to engage in intense gameplay, but at the same time they are resourcedema…
Cross-Cultural Factors in Experiencing Online Video Contents in Product Marketing
2017
Although online shops represent convenient tools to buy and sell products, they do not offer as rich multisensory experiences than physical retailing offers. Audio-visual contents could provide dynamic multisensory information and offer more engaging experiences. However, to be successful, audio-visual contents need to be adjusted to the cultural characteristics of the users. This manuscript presents a study in which Spanish and Finnish participants interacted with audiovisual products depicting videos of the brand design. Through content analysis of participants' verbalizations, the authors identified categories and subcategories that defined the representation of the video elements and th…
Preservice teachers’ training through microteaching experience
2020
The efficient teaching and the reflexive one were long recognized as desirable purposes of teachers’ training programs. Several studies demonstrated that simulated experiences inside university paths are suitable means to achieve that aim to have prepared teachers to become efficient and reflexive teachers. One of the methods more common to provide experience for teachers in training is microteaching. The video-registration and the methodologies that use of it are increasingly used in the professional training of future teachers. The teacher's professionalism requests, in addition to theoretical or disciplinary knowledge, the ability to mobilize knowledge to organize effective responses to …
Psychometric analysis of the Test of Dependence of Videogames (TDV) in Peruvian population
2017
Resumen El objetivo del presente trabajo es validar en población peruana, el Test de Dependencia de Videojuegos (TDV) (Chóliz & Marco, 2011). Los resultados obtenidos demuestran que se trata de una herramienta confiable y válida. Se encontró una sola estructura factorial, en lugar de cuatro dimensiones, como plantearon los autores del TDV. Este factor podría denominarse genéricamente: adicción a videojuegos, y podría servir como evidencia de la existencia de este trastorno, que coincidiría con el denominado ‘Trastorno de Juego por Internet’, que aparece en la Sección III del DSM-5. Los resultados hallados se discuten en relación a lo planteado por Chóliz y Marco (2011), en lo que se refiere…
Video art between aesthetic maturity and medium immersion: Patterns of change and generational shift in moving image technology
2018
This chapter addresses how technological change in the field of moving images affected the visual arts by means of various waves depending on the subsequent generations of artists, who employed the new medium according to their awareness and nativity towards the video.