Search results for "video"

showing 10 items of 1348 documents

A milestone in the era of esports: The Olympics through the lens of virtual reality

2022

Whether the International Olympic Committee (IOC) ever includes electronic sports (esports) in the official program of the Olympic Games, the popularity of competitive gaming continues to grow—sports present a modern audience powerhouse the world cannot fail to notice. By the end of 2025, the number of viewers in esports is expected to reach 640.8 million and revenue growth of 1,866.2 billion U.S. dollars (Gough, 2022). Over 170 colleges in the United States have established varsity esports teams and offer esports players' educational opportunities, including partial or full scholarships (Lyman, 2022). Esports has also found its place in schools, largely influencing the youth (Rothwell and …

esportsphysical activityvirtual realityvideo gamesOlympicsGeneral PsychologyFrontiers in Psychology
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Videopelien esteettömyysongelmat ja niiden ratkaisut

2017

Tämä kirjallisuuskatsaus käsittelee videopelien esteettömyysongelmia ja niiden mahdollisia ratkaisuja.

esteettömyysongelmavideopeliesteettömyys
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Video ja katsoja refleksiivisessä liikkeessä

2018

etnografiakirja-arvostelutperformanssita6131Kirja-arviotalkuperäiskansatvisuaalinen antropologiainstallaatiotvideoelokuvatLähikuva – audiovisuaalisen kulttuurin tieteellinen julkaisu
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Kestävän bioenergiatulevaisuuden rakentaminen : verkko-opetuksen kehittäminen

2011

Saatesanat: Verkko-opetuksesta puhutaan paljon, mutta harva opettaja vielä tietää mihin kaikkeen verkkoopetusta kannattaa käyttää, millaisia toteuttamismahdollisuuksia on olemassa ja millaisia työvälineitä verkko-opetuksessa tarvitaan. Verkko-opetuksen mahdollisuus ja olemassaolo herättää paljon kysymyksiä: Kuinka paljon resursseja tarvitaan suunnitteluun? Tarvitseeko verkkoopetuksena toteutettava kurssi ”starttirahaa”? Kuluuko opettajan oman työajan lisäksi muita resursseja? Säästyykö oma työpanos tulevaisuudessa, kun ensimmäinen verkkokurssi on kerran pidetty? Mikä on opettajan rooli? Voiko verkkokurssit tehdä opettajat jopa tarpeettomiksi?

etäopiskelukestävä kehitysCD-levytWWW-sivutvideotteleneuvottelutDVD-levytblogitmobiililaitteetsähkökirjattietokoneetsähköpostiwikitvideoneuvottelutverkko-opetusverkkojuttelubioenergia-alakeskusteluryhmättietokonepelit
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Movement Detection with Event-Based Cameras: Comparison with Frame-Based Cameras in Robot Object Tracking Using Powerlink Communication

2018

Event-based cameras are not common in industrial applications despite the fact that they can add multiple advantages for applications with moving objects. In comparison with frame-based cameras, the amount of generated data is very low while keeping the main information in the scene. For an industrial environment with interconnected systems, data reduction becomes very important to avoid network congestion and provide faster response time. However, the use of new sensors as event-based cameras is not common since they do not usually provide connectivity to industrial buses. This work develops a network node based on a Field Programmable Gate Array (FPGA), including data acquisition and trac…

event-based cameraComputer Networks and CommunicationsComputer scienceReal-time computinglcsh:TK7800-836002 engineering and technologyData acquisitionControl theoryRobustness (computer science)0202 electrical engineering electronic engineering information engineeringPowerlink busElectrical and Electronic Engineeringobject trackingEnginyeria elèctricaPowerlink FPGA controlled nodeInverse kinematicsEvent (computing)Node (networking)lcsh:Electronics020208 electrical & electronic engineeringFrame (networking)two-axis robotevent-based processingHardware and ArchitectureControl and Systems EngineeringVideo trackingSignal ProcessingRobot020201 artificial intelligence & image processingRobotsElectronics
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Effects of Exergaming in Patients with Cardiovascular Disease Compared to Conventional Cardiac Rehabilitation: A Systematic Review and Meta-Analysis.

2022

Background: Exercise-based cardiac rehabilitation (CR) programs are used for improving prognosis and quality of life in patients with cardiovascular disease (CVD). Nonetheless, adherence to these programs is low, and exercise-based CR programs based on virtual reality (i.e., exergaming) have been proposed as an alternative to conventional CR programs. However, whether exergaming programs are superior to conventional CR programs in patients with CVD is not known. Objective: This systematic review with meta-analysis was conducted to explore whether exergaming enhances exercise capacity, quality of life, mental health, motivation, and exercise adherence to a greater extent than conventional CR…

exercise capacityvirtual realityvideogamesexercise-based cardiac rehabilitationcoronary artery disease
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(Re-)Balancing the Triforce : Gender representation and androgynous masculinity in the Legend of Zelda series

2019

The Legend of Zelda series is one of the most beloved and acclaimed Japanese video game franchises in the world. The series’ protagonist is an androgynous male character, though recent conversations between Nintendo and players have focused on gender representation in the newest title in the series, Breath of the Wild. Considering these discussions, this article provides an analysis of Link, the protagonist and player character of The Legend of Zelda series. This analysis includes a discussion of the character’s androgynous design, its historical context, official Nintendo paratextual material, developer interviews, and commentary from fans and critics of the series. As an iconic androgynou…

feminismgendervideo gamesNintendoLegend of Zeldaandrogyny
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The stigma of feminism: disclosures and silences regarding female disadvantage in the video game industry in US and Finnish media stories

2021

This article examines how the issue of gender, particularly women’s (under)representation in the video game industry, is framed in US and Finnish media. Building on the notion of stigma surrounding feminism, the article examines discourse practices as acts of managing the image of feminism. The findings illustrate five stigma management strategies that offer the possibility of maintaining socially accepted ways of discussing gender inequality and portraying women in mainstream media. Using critical discourse analysis, the paper addresses how the use of these stigma management strategies connects with different contemporary feminisms. The strategies used and their ideological backgrounds var…

feminismjulkinen keskusteluwomen in gamesComputingMilieux_THECOMPUTINGPROFESSIONVisual Arts and Performing ArtsCommunicationMedia studiesStigma (botany)FeminismsukupuoliRepresentation (politics)stigmatGender StudiesfeminismipelialastigmasukupuoliroolitgenderpeliteollisuusSociologyvideo game industryVideo gameDisadvantageFeminist Media Studies
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Metodo e sistema di identificazione di oggetti presenti in una foto o in un video digitali

2009

Metodo di identificazione di oggetti in immagini digitali che consente una migliore identificazione ed anche la misurazione e l’esplorazione sia di ciò che appare sull'immagine sia di ciò che non rientra nell'inquadratura, il collegamento a pagine internet tramite l'immagine di singoli oggetti, la ricerca di oggetti e/o di categorie di oggetti all'interno di archivi di immagini. Inoltre viene descritto un sistema di identificazione di oggetti in immagini digitali che consente l’implementazione del suddetto metodo. Le forme di realizzazione preferite dell’invenzione richiedono la determinazione delle coordinate del punto di presa e/o delle inclinazioni della camera, ossia richiedono la local…

foto digitali identificazione oggetti video digitali.Settore ICAR/06 - Topografia E Cartografia
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Preference for Fractal-Scaling Properties Across Synthetic Noise Images and Artworks

2018

A large number of studies support the notion that synthetic images within a certain intermediate fractal-scaling range possess an intrinsic esthetic value. Interestingly, the fractal-scaling properties that define this intermediate range have also been found to characterize a vast collection of representational, abstract, and graphic art. While some have argued that these statistic properties only serve to maximize the visibility of the artworks’ spatial structure, others argue that they are intrinsically tied to the artworks’ esthetic appeal. In this study, we bring together these two threads of research and make a direct comparison between visual preference for varying fractal-scaling cha…

fractal dimensionmedia_common.quotation_subjectfractal-scalinglcsh:BF1-990perceptionFractal dimension050105 experimental psychology03 medical and health sciences0302 clinical medicineFractalPerceptionestheticsPsychology0501 psychology and cognitive sciencespreferenceStatisticGeneral Psychologymedia_commonOriginal Researchart05 social sciencesVisibility (geometry)Object (philosophy)Preferencelcsh:PsychologyNoise (video)Psychologycomplexity030217 neurology & neurosurgeryCognitive psychologyFrontiers in Psychology
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