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2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Weihua Zhang ◽  
Sang-Bing Tsai

In this paper, we design a corpus-based 3D animation digital media system to improve the accuracy of 3D animation generation and realize crossplatform animation display. The corpus module extracts high-precision data through web crawling, web cleaning, Chinese word separation, and text classification steps; the character animation generation module uses the semantic description method to expand the frame information description of the extracted data, calculates the object spatial 3D coordinates, and uses the built-in animation execution script to generate 3D character animation; the improved digital media player module uses the improved digital media player to realize crossplatform display of 3D character animations using the improved digital media player. By constructing multidimensional character relationships and combining multiple visualization methods, the complex and multifaceted social relationship network is made available to users in an intuitive and more acceptable and understandable mode. Through a large number of user surveys, it is proved that the visual analysis method combining real social and virtual social proposed in this paper provides a more adequate and reliable basis for friend recommendation and social network analysis; the combination of multiple character relationships with geographical information and the use of visualization to describe multidimensional historical character relationships provides a new research perspective for the research and exploration of humanistic neighborhoods. The experimental results prove that the designed system can effectively read known contents and extract keywords and generate 3D animation based on keyword features, with a high accuracy rate, fast response time, small frame loss rate, and crossplatform display animation advantages.


2021 ◽  
pp. neurintsurg-2021-018120
Author(s):  
Alexander von Hessling ◽  
Tomás Reyes del Castillo ◽  
Lutz Lehmann ◽  
Justus Erasmus Roos ◽  
Grzegorz Karwacki

The Columbus steerable guidewire (Rapid Medical, Israel) is a 0.014 inch guidewire with a remotely controlled deflectable tip intended for neuronavigational purposes. 1 The tip can be shaped by pulling or pushing the handle. Pulling the handle decreases the radius (from 4 mm to 2 mm) and curves the tip, while pushing the handle increases the curvature radius and straightens the tip until it bends in the opposite direction. The amount of deflection is at the discretion of the operator. Video 1 The response of the Columbus guidewire to rotational movements is inferior to that of standard wires, and the tip is very soft and malleable but brings great support when bent. We present two cases where the Columbus guidewire was used. In the first case, the Columbus enabled us to probe a posterior cerebral artery arising from a giant basilar tip aneurysm without wall contact. In the second case, the Columbus was used as a secondary wire to help cannulate the pericallosal artery in a patient with a recurrent anterior complex aneurysm; this subsequently permitted successful stent-assisted coiling of the aneurysm.Video 1


Sendebar ◽  
2021 ◽  
Vol 32 ◽  
pp. 65-89
Author(s):  
Anna Matamala

This article presents a global overview of the results of the evaluation activities performed in the European project Immersive Accessibility (ImAc), which investigated how access services can be integrated into 360º videos. More specifically, the paper presents the methodological approach in ImAc testing, and reports on the results of the evaluation activities on the tools (a subtitling editor, an audio description editor, a sign language editor, and an accessibility content manager), on the media player, and on the access services (subtitling, audio description, audio subtitling, and sign language interpreting).


Author(s):  
Gayathri Devi Nagalapuram ◽  
Roopashree S ◽  
Varshashree D ◽  
Dheeraj D ◽  
Donal Jovian Nazareth

2021 ◽  
Vol 4 (4) ◽  
pp. 738
Author(s):  
Desy Rachmiati ◽  
Imam Qalyubi ◽  
Zaitun Qamariah

A podcast is a digital multimedia file that can be downloaded to a portable media player, phone, or other device via the internet. There are many audio podcast that can be used in learning listening, one of them is British Broadcasting Corporation (BBC) podcast. This research aimed to describe how the contribution and the problems in using British Broadcasting Corporation (BBC) podcast in EFL students’ listening skill. This research was conducted at IAIN Palangka Raya. The type of this study was a qualitative approach. The data was taken from interview and documentation. Eight EFL students and two lecturers in IAIN Palangka Raya were the subjects of this research. They were determined by purposive sampling technique. The findings reveal that the use of British Broadcasting Corporation (BBC) podcast give positive contribution to students’ listening skill. Based on the result of the research using British Broadcasting Corporation (BBC) podcast can develop students’ listening skill, vocabularies and they will be familiar with British accent. The problems in using the BBC podcast faced by the students were unfamiliar pronunciation, lack of vocabularies, and the speaker who spoke fast. Keywords:  Podcast, British Broadcasting Corporation (BBC) podcast, EFL students, listening skill


Author(s):  
K M Bilvika ◽  
Sneha B K ◽  
Sahana K M ◽  
Tejaswini S M Patil

In human-computer interaction or sign language interpretation, recognizing hand gestures and face detection become predominant in computer vision research. The primary goal of this proposed system is to create a system, which can identify hand gestures and facial detection to convey information for controlling media player. For those who are deaf and dumb sign language is a common, efficient and alternative way for talking, by using the hand and facial gestures we can easily understand them. Here hand and face are directly use as the input to the device for effective communication purpose of gesture identification there is no need of an intermediate medium.


Author(s):  
DSS Varshika

In this Project we try to control our media player using hand gestures with the help of OpenCV and Python. Computer applications require interaction between human and computer. This interaction needs to be unrestricted and it has made it challenging to traditional input devices such as keyboard, mouse, pen etc. Hand gesture is an important component of body languages in linguistics. Human computer interaction becomes easy with the use of the hand as a device. Use of hand gestures to operate machines would make interaction interesting. Gesture recognition has gained a lot of importance. Hand gestures are used to control various applications like windows media player, robot control, gaming etc. Use of gesture makes interaction easy, convenient and does not require any extra device. Vision and audio recognition can be used together. But audio commands may not work in noisy environments.


Author(s):  
Kanishka Singh Rathore

A music player is a computer program for playing audio files or songs encoded in MP3 format. This application will reside in the user's computer, such as iTunes, Windows Media Player and RealPlayer that are used to organize a music collection and play audio files. Our player provides an easy-to-use graphical user interface with symbols provided on the buttons to enable varied types of users to use the player efficiently. Along with the basic functionalities of a music player like playing, pausing, stopping and playing next or previous song, we have provided some interesting features which make our player intelligent. Hence, we have rightly named it ‘Brain Waves Music Player’. It has the ability to judge our sentiments and play the suitable songs accordingly. Also, the player can be controlled using gestures.


2021 ◽  
Vol 183 (3) ◽  
pp. 47-50
Author(s):  
Anshuman Pandey ◽  
Hardik Goel
Keyword(s):  

2021 ◽  
Author(s):  
Somnath M Lambe ◽  
Kailash J Karande

As all school, begins on time and if we could play automatic national anthem then it gives energy throughout a day, feels energetic whole day. As we plays it manually there should be always a person is required to turn ON/OFF media player. This manual method is hectic and it encouraged us to play it automatically. So this motivated us to design a system where national anthem plays on predefined time after playing of national anthem it should be automatically stops the playing. So considering these parameter we designed and implemented automatic national anthem player since 2016 and till date it is working smoothly. All required material such microcontroller board, media player, speaker were purchase from local market. Media player main facility of playing again from initial as supply resumes. So, each day national anthem plays from beginning point.


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