Search results for "video"
showing 10 items of 1348 documents
Measuring trunk orientation with a CMOS camera: feasibility and accuracy.
2007
International audience; The purpose of this study was to develop and validate a new tool to objectively quantify trunk orientation at the bedside, especially dedicated to the measurement of the lateropulsion in acute and subacute stroke patients. We developed software to analyze 2D movement with a CMOS camera (Logitech Quickcam Pro 4000) and to calculate the orientation of a segment defined by two color markers. First, the accuracy, reproducibility and noise when measuring segment orientations were evaluated with the CMOS camera placed in different positions, and second trunk orientation was measured in static and in dynamic conditions both with a CMOS camera and with a gold standard 3D vid…
[Management of patients with lymphatic diseases and lipoedema during the COVID-19 pandemic. Recommendations of the Spanish Group of Lymphology].
2020
Resumen La pandemia de COVID-19 es un desafío para el manejo de las patologías no COVID como la enfermedad linfática y el lipedema. La Telemedicina puede evitar la propagación del coronavirus. Se necesita un sistema que nos ayude a determinar la prioridad clínica y la selección de la asistencia presencial o telemática para cada paciente y la forma de realizarlas durante la pandemia. El Grupo Español de Linfología (GEL) ha realizado un documento de consenso con recomendaciones basadas en la bibliografía y experiencia clínica, como guía de práctica clínica en el manejo de anomalías linfáticas y lipedema durante la pandemia de COVID-19. Estas recomendaciones deben adaptarse a las característic…
Experiencing Commercial Videos for Online Shopping
2018
In recent years online shopping has become a popular and convenient instrument for companies to buy and sell products. However, the design of these web-shops does not offer the rich multisensory experiences than physical retailing offers. In the paper we argue that audio-visual contents could provide dynamic multisensory information to offer more engaging experiences to the consumer, but to achieve this goal, audio-visual contents need to be adjusted to the cultural characteristics of the users. Despite controversies regarding universalism of the emotional experiences induced by perceptual processes, we present evidence that suggests cultural modulations of videos experiences. In the report…
Higher education instructors' intention to use educational video games: an fsQCA approach
2019
Educational video games (EVGs) offer instructors a myriad of opportunities to motivate and engage students in the learning process. Nevertheless, instructors can be influenced by barriers that prevent them from using EVGs in their courses (e.g. lack of expertise with EVGs). Instructors can also be influenced by different drivers that might increase their intention to use EVGs. This research analyses the effects of four variables (perceived usefulness, perceived ease of use, attention, and relevance) as factors contributing or preventing the use of EVGs by instructors serving in Higher Education institutions. Data of 170 instructors, who were surveyed through an online questionnaire using a …
Providing assessment feedback to pre-service teachers : a study of examiners’ comments
2020
This article reports a study of written feedback comments in the context of teacher education. While feedback is believed to have the potential to improve students’ learning, the provision will res...
Videogames and Inclusive Education project in Palermo Secondary School
2017
Attempting to support videogames for education and learning purposes has prompted considerable attention over the last years. The great variety of digital games available has provided much for educators and researchers to explore, resulting in intense disputes that many games have benefits both in and out of the classroom for learners of secondary school. Many games have been revealed as strong educational tools for their design as well as their effective implementation in the classroom. Thus far, research on the impact and outcomes of this pedagogy is somewhat limited, but promising. Further projects and evaluations are required to provide the support needed in order to encourage more teac…
Other-Repetition as a Resource for Participation in the Activity of Playing a Video Game
2009
This article offers an empirically based contribution to the growing body of studies using Conversation Analysis (CA) as a tool for analyzing second/foreign language learning in and through interaction. Building on a sociointeractional view of learning as grounded in the structures of participation in social activities, we apply CA methods to examine the affordances offered by interaction during the activity of playing a video game for additional language learning. We focus on one type of interactional practice, lexical and prosodic repetition, as a recurring resource through which players attend to the game and collaboratively build their understanding and experience of game events. We arg…
Collaborative Game‐play as a Site for Participation and Situated Learning of a Second Language
2009
This paper addresses additional language learning as rooted in participation in the social activity of collaborative game‐play. Building on a social‐interactional view of learning, it analyses some of the detailed practices through which players attend to a video game as the material and semiotic structure that shapes play and creates affordances for additional language learning. We describe how players engage with the language resources offered by the game, drawing on the vocabulary, constructions, prosodic features and utterances modelled on game dialogue, in building their own actions during collaborative play. With these resources, the players display their ongoing engagement with the g…
Depth-Aware Multi-object Tracking in Spherical Videos
2022
This paper deals with the multi-object tracking (MOT) problem in videos acquired by 360-degree cameras. Targets are tracked by a frame-by-frame association strategy. At each frame, candidate targets are detected by a pre-trained state-of-the-art deep model. Associations to the targets known till the previous frame are found by solving a data association problem considering the locations of the targets in the scene. In case of a missing detection, a Kalman filter is used to track the target. Differently than works at the state-of-the-art, the proposed tracker considers the depth of the targets in the scene. The distance of the targets from the camera can be estimated by geometrical facts pec…
Toward a real-time tracking of dense point-sampled geometry
2012
4 pages; International audience; In this paper, we address the problem of tracking temporal deformations between two arbitrary densely sampled point-based surfaces. We propose an intuitive and efficient resolution to the point matching problem within two frames of a sequence. The proposed method utilizes two distinct space partition trees, one for each point cloud, which both are defined on a unique discrete space. Our method takes advantage of multi-resolution concerns, voxel adjacency relations, and a specific distance function. Experimental results obtained from both simulated and real reconstructed data sets demonstrate that the proposed method can handle efficiently the tracking proces…