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163,299 result(s) for "video technology"
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Image and video compression : fundamentals, techniques, and applications
\"Preface This book is intended primarily for courses in image compression techniques for undergraduate through postgraduate students, research scholars, and engineers working in the field. It presents the basic concepts and technologies in a student-friendly manner. The major techniques in image compression are explained with informative illustrations, and the concepts are evolved from the basics. Practical implementation is demonstrated with MATLAB
A Review of Research on the Use of 360-degree Video Technology in Language Learning
The present study is set to systematically review articles on the use of 360-degree video technology in language learning. The study selected and reviewed twenty-four articles in the following aspects: (1) tools related to 360-degree video technology; (2) languages and skills involved; (3) theories and pedagogical approaches in reviewed articles; (4) methodology of reviewed studies; (5) applications of 360-degree video technology to language learning; (6) reported findings; and (7) reported problems in reviewed studies. The results demonstrated that the tools related to 360-degree video technology can be grouped according to the following three ways of using them: (1) creating or editing videos/images, (2) obtaining videos/images, and (3) viewing videos/images. The participants in most studies recorded or edited 360-degree videos to develop their own learning content, rather than using existing one. In most studies, the participants used head-mounted displays (HMDs) to view 360-degree videos and low-cost HMDs were used more frequently. Scholars often focused on English and Chinese, and they targeted speaking and writing skills in their research. Various theories were used to frame research and the embodied cognition theory was the most popular. The most commonly used pedagogical approach was task-based learning. Fewer studies focused on students from primary or junior school. Many studies lasted for more than one month. Different language skills were mainly measured using scales or tests. Findings related to learning outcomes, learners' perceptions of using 360-degree video technology and motivation were most frequently reported in the reviewed studies. Finally, problems related to methodology, technology implementation and learning process were identified in the reviewed studies and they are reported in the present research. Based on the results, several suggestions were made and implications derived.
Console wars : Sega, Nintendo, and the battle that defined a generation
\"In the tradition of The Accidental Billionaires and Moneyball, a behind-the-scenes business thriller about how the small, scrappy Sega, led by one unlikely visionary, took on the juggernaut Nintendo and changed the face of entertainment\"-- Provided by publisher.
A Meta-analysis Evaluating the Effectiveness of Instructional Video Technologies
In the information and technology era, instructional video technologies have become popular teaching approaches and attracted academic interest. A growing body of literature has investigated various instructional video technologies and identified influencing factors on their effectiveness. However, the findings on the effectiveness of instructional video technologies are inconsistent. This study conducts a meta-analysis based on 50 included studies, evaluating the effectiveness of different instructional video technologies, effectiveness indicators, educational levels, and countries. This study examines three subgroups of instructional video technologies, finding that in-class video clips (d = 0.688, 95% CI = [0.488, 0.888]) enhance learning effectiveness more significantly than outside-class video clips (d = −0.144, 95% CI = [–0.634, 0.346]) and video games (d = 0.879, 95% CI = [–0.038, 1.796]). Instructional video technologies enhance learning motivations (d = 0.583, 95% CI = [0.123, 1.044]) and practical skill learning (d = 0.493, 95% CI = [0.010, 0.975]) more significantly than knowledge acquisition (d = 0.477, 95% CI = [0.273, 0.682]). Students in primary and middle schools (d = 0.640, 95% CI = [0.317, 0.963]) and adults (d = 0.501, 95% CI = [0.146, 0.856]) benefit from instructional video technologies more significantly than undergraduates (d = 0.438, 95% CI = [0.147, 0.728]). The effectiveness of instructional video technologies varies across countries. The findings may shed light on future study directions on instructional video technologies and promote the designs and applications of emerging video technologies in educational contexts.
The Tetris effect : the Cold War battle for the world's most addictive game
February 21, 1989. A self-made software magnate with a street hustler's flair, the privileged son of a hard-charging media mogul and a globe-trotting game programmer land in Moscow within hours of each other. Their goal? To undercut one another and strike a deal with the Soviets for the most lucrative piece of intellectual property to ever escape from behind the Iron Curtain - the rights to the game Tetris. Technology reporter Dan Ackerman brings us the gripping tale behind a game so addictive that scientists termed it the world's first 'pharmatronic'. Combining elements of a fast-paced Cold War thriller with corporate espionage, courtroom drama and international conspiracies, 'The Tetris Effect' is also the story of a one-in-a-million software startup, a unique example of an idea, a product, and an era coming together at exactly the right moment.
Five ways to increase the effectiveness of instructional video
This paper reviews five ways to increase the effectiveness of instructional video and one way not to use instructional video. People learn better from an instructional video when the onscreen instructor draws graphics on the board while lecturing (dynamic drawing principle), the onscreen instructor shifts eye gaze between the audience and the board while lecturing (gaze guidance principle), the lesson contains prompts to engage in summarizing or explaining the material (generative activity principle), a demonstration is filmed from a first-person perspective (perspective principle), or subtitles are added to a narrated video that contains speech in the learner’s second language (subtitle principle). People do not learn better from a multimedia lesson when interesting but extraneous video is added (seductive details principle). Additional work is needed to determine the conditions under which these principles apply and the underlying learning mechanisms.
Netflixھ : how Reed Hastings changed the way we watch movies & TV
Netflix was once only an idea in the mind of Reed Hastings, a businessman who has done amazing things since starting the online movie and TV company. Discover how Reed was able to make Netflix a success around the world and find out what he has planned next to keep the company on top.
Intelligent Video Semantic Extraction for Film and Television Music Teaching
As science and technology advance rapidly, video semantic understanding (VSU) technology has made significant strides. This technology has garnered widespread recognition within the music industry and piqued the interest of film and television music creators. In the realm of film music creation, VSU technology serves as a powerful tool, revolutionizing traditional approaches and steering the evolution of film and television music creation. This study employs the Spatiotemporal Pattern-based Saliency Map Generation (SMGTSM) algorithm, which generates saliency maps for each frame in an average of 45.91ms. This is notably faster than methods based on the optical flow field algorithm (81.49ms) and the random sample consensus (RANSAC) algorithm. The application of VSU technology not only enhances traditional film and television music creation methods but also significantly boosts the efficiency and quality of the creative process.
The interface envelope : gaming and the logics of affective design
\"In The Interface Envelope, James Ash develops a series of concepts to understand how digital interfaces work to shape the spatial and temporal perception of players. Drawing upon examples from videogame design and work from post-phenomenology, speculative realism, new materialism and media theory, Ash argues that interfaces create envelopes, or localised foldings of space time, around which bodily and perceptual capacities are organised for the explicit production of economic profit. Modifying and developing Bernard Stiegler's account of psychopower and Warren Neidich's account of neuropower, Ash argues the aim of interface designers and publishers is the production of envelope power. Envelope power refers to the ways that interfaces in games are designed to increase users perceptual and habitual capacities to sense difference. Examining a range of examples from specific videogames, Ash identities a series of logics that are key to producing envelope power and shows how these logics have intensified over the last thirty years. In turn, Ash suggests that the logics of interface envelopes in videogames are spreading to other types of interface. In doing so life becomes enveloped as the environments people inhabit becoming increasingly loaded with digital interfaces. Rather than simply negative, Ash develops a series of responses to the potential problematics of interface envelopes and envelope power and emphasizes their pharmacological nature\"-- Provided by publisher.
Short video apps as a health information source: an investigation of affordances, user experience and users’ intention to continue the use of TikTok
PurposeAlthough leveraging social media to access healthcare information is nothing new, a boom in short video apps offers new potential for disseminating health-related information. However, it is still unclear how short video apps might facilitate and benefit users’ consumption of health information. Furthermore, the technology features of short video apps complicate attempts to conduct research about them; as a consequence, they have been understudied. For addressing these concerns, this study adopts an affordance perspective to investigate the relationship between affordances and user experience and to examine factors that contribute to users’ intention to continue using short video apps to obtain health information.Design/methodology/approachDrawing upon affordance theory, we constructed a research model that integrates four types of affordances (livestreaming, searching, meta-voicing and recommending), three types of user experience (immersion, social presence and credibility perception), and user’s intention to continue use. We employed an online survey and obtained a sample of 372 valid responses from TikTok (DouYin) users in China. The partial least squares (PLS) method was used to analyze the data.FindingsThe study found that the user experience, in terms of social presence, immersion and credibility perception, can significantly predict users’ intention to continue using short video apps to obtain health information. Furthermore, the user experience was positively associated with the different affordances provided by the short video apps.Originality/valueThe findings of this study have several implications. First, the study contributes to the health information behavior literature by incorporating the aspect of user experience. Moreover, the study extends the application of affordance theory to users’ health information acquisition, and it carries some practical implications on how to leverage the great potential of short video apps to serve public health communication better.