Validation and Tuning of an MPEG-1 Video Model

Author(s):  
Marco Conti ◽  
Enrico Gregori
Keyword(s):  
2021 ◽  
pp. 1-15
Author(s):  
Kerri P. Morse ◽  
Charles Dukes ◽  
Michael P. Brady ◽  
Michael Frain ◽  
Mary Lou Duffy

BACKGROUND: Technology is portable, affordable, and accessible, making it a viable support option for people with disabilities in the workplace. In the past, many supported employment programs relied on natural and paid job coaching supports with little to no use of technology. OBJECTIVE: The purpose of this two-experiment study was to investigate the use of a portable multimedia device to teach seven young adults with developmental disabilities to increase independence and decrease dependence on coaching prompts while performing a food preparation task. METHODS: Participants adhered to an industry specific protocol while using an application on an iPad that provided audio and video prompts. A multiple baseline across participants was used to show effects of the intervention on task performance and reliance on prompts. RESULTS: All participants were able to follow directions delivered to complete tasks accurately, while reducing the need for simultaneous coaching prompts. Maintenance probes were added to Study 2, and for two of three participants, newly acquired skills were maintained for eight weeks. CONCLUSIONS: Results from both studies indicated that using the iPad application to video model tasks was effective in improving and maintaining accurate skill performance, while reducing the need for prompts.


2018 ◽  
Vol 37 (4) ◽  
pp. 235-244 ◽  
Author(s):  
Francie Murry

Researchers have demonstrated the positive outcomes of using video self-modeling (VSM) with students with emotional behavior disorders (EBDs). VSM typically refers to teacher-created videos demonstrating desired skills or behaviors where the student is the video model performing the skill at a level higher than his or her typical display. The purpose of this article is to demonstrate the ease and effectiveness of a student-created VSM to generate social skills use in rural general education classrooms. Included are the steps three students with EBD used to produce VSM using an e-book application as an assistive technology to promote their performance of social skills in the general education environment. Suggestions are provided for school personnel who want to implement this assistive technology strategy in the general education setting.


Author(s):  
Rizky Amelia

Students need to have various abilities to be able to face the era of the industrial revolution 4.0. The abilities and skills needed to be able to compete globally are constantly changing every decade. The FKIP Primary School Teacher Education Study Program of Lambung Mangkurat University has the same goal, namely to produce graduates who are educated, trained and skilled workers who meet the competencies required by the world of work in relevant education fields and have broad insights on the development of education. This study aims to explain the application of the BLAVO (Blended Learning Audio Video) model in Indonesian Language lectures at PGSD FKIP Universitas Lambung Mangkurat. This study uses a quantitative approach. The results showed that the lecture model that involved students in the learning process and was more present would be more interesting than the existing methods. BLAVO which combines Blogging and case-based learning is a combination of methods that involve students with current methods in which students will be more interested and passion for learning.


2020 ◽  
Vol 5 (1) ◽  
pp. 23
Author(s):  
Daru Prasetyawan ◽  
Shofwatul 'Uyun

Emosi seseorang dapat ditunjukan melalui ekspresi wajah. Ekspresi wajah manusia dapat berubah-ubah secara dinamis tanpa disadari oleh orang tersebut. Penelitian ini melakukan penentuan emosi dengan melakukan pengenalan ekspresi wajah manusia dan melakukan perekaman untuk setiap perubahan ekspresi wajah tersebut. Metode dalam penelitian ini adalah dengan melakukan klasifikasi terhadap 6 ekspresi dasar wajah manusia ditambah ekspresi netral dengan Convolutional Neural Network (CNN). Pemerataan distribusi data dilakukan untuk meningkatkan kinerja model. Dari pemodelan tersebut, dihasilkan model klasifikasi yang dapat diterapkan pada sebuah video. Model tersebut diuji menggunakan data yang terpisah dari data latih dan dievaluasi menggunakan confusion matrix. Sebagai hasil evaluasi, diperoleh akurasi 74%, rata-rata presisi 75,05%, dan rata-rata recall 74%. Di akhir penelitian ini, peneliti melakukan percobaan dengan menerapkan model klasifikasi tersebut pada beberapa video yang mewakili ekspresi seseorang di dalam video tersebut. Setiap perubahan ekspresi akan direkam dan dianalisis sehingga ditemukan emosi yang paling dominan.


Author(s):  
Jane Fulton Suri

To make effective contributions to design, human factors practitioners need ways to influence the thinking and behavior of people with very different priorities from their own. Practical insights and techniques developed in the course of work with many development teams are presented here. They are based upon three principles: facilitating empathy, making information visible, and providing inspiration. Techniques for creating empathy are emphasized and include character development, scenario-building, and role-playing. The creation of visual material includes use of graphical ways of presenting information, photography, video, model-making and sketching as data gathering and presentation tools. Throughout, suggestions are made for communicating human factors information in ways that are inspirational rather than restrictive to designers.


Author(s):  
Dan Grois ◽  
Ofer Hadar

This chapter comprehensively covers the topic of the Region-of-Interest (ROI) processing and coding for multimedia applications. The variety of end-user devices with different capabilities, ranging from cell phones with small screens and restricted processing power to high-end PCs with high-definition displays, have stimulated significant interest in effective technologies for video adaptation. Therefore, the authors make a special emphasis on the ROI processing and coding with regard to the relatively new H.264/SVC (Scalable Video Coding) standard, which have introduced various scalability domains, such as spatial, temporal, and fidelity (SNR/quality) domains. The authors’ observations and conclusions are supported by a variety of experimental results, which are compared to the conventional Joint Scalable Video Model (JSVM).


2015 ◽  
Vol 4 (2) ◽  
pp. 42-55 ◽  
Author(s):  
L. Balaji ◽  
K.K. Thyagharajan ◽  
A. Dhanalakshmi

H.264 / AVC expansion is H.264 / SVC which is applicable in environments that demand video streaming. This paper delivers an algorithm to shorten computational complexity and extend coding efficiency by determining the mode speedily. In this writing, the authors talk a fast mode resolution algorithm with less complexity unlikely the traditional joint scalable video model (JSVM). Their algorithm end mode hunt by a probability model defined. This model is address for both intra-mode and inter-mode predictions of base layer and enhancement layers in a macro block (MB). The estimated rate distortion cost (RDC) for modes among layers is custom to determine the best mode of each MB. The experimental results show that the authors' algorithm realizes 26.9% of encoding time when compared with the JSVM reference software with smallest reduction in peak signal to noise ratio (PSNR).


2002 ◽  
Vol 95 (1) ◽  
pp. 3-9 ◽  
Author(s):  
Marc S. J. Boschker ◽  
Frank C. Bakker

The purpose of this study was to evaluate whether observing an expert climber would enable inexperienced climbers to perceive and accomplish new possibilities for action and whether this would facilitate their climbing performance. The focus was on what information is obtained during observation of a motor action. Three groups of inexperienced male participants ( N=24) observed either a video model of an expert method of climbing, a video model of a novice method of climbing, or the climbing wall on video without a model. Participants subsequently climbed the wall. This procedure of observation followed by climbing was repeated five times. Analysis showed participants perceived and subsequently utilized information from the videotapes and that this resulted in faster and more fluent climbing (as assessed by the geometric entropy of the body center of gravity). The results are discussed in terms of perceiving and accomplishing opportunities For action or affordances.


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