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Scaffolding Online Collaborative Critiquing for Educational Video Production
Yiong Hwee Teo,Ching Sing Chai
Knowledge Management & E-Learning : an International Journal , 2009,
Abstract: In art, design and media education, learning from examples has been an established way to coach students. To derive greater benefits, teachers should get students to go beyond mere studying of examples. This paper focuses on engaging novice learners in collaborative critiquing of real examples of professional work and past student work in the context of producing an educational video project. While critiquing of such works is not new in art education, there is however scant literature on how to involve students in collaborative critiquing in an online environment involving video projects. A four-step critique model was therefore designed as procedural scaffolding and implemented in an online system, Knowledge Community. A group of Singapore pre-service teachers were engaged in online collaborative critiquing of videos before they embarked on their video projects to illustrate what constitutes good and bad video production. This research points to the value of online collaborative critiquing as a way to facilitate novice designers progress towards expertise. In this environment learners are able to look at problems through multiple perspectives, generate their own solutions and build knowledge that uses the overlapping expertise of the online community.
A Survey on Multiview Video Synthesis and Editing  [PDF]
Shaoping Lu,Taijiang Mu,Songhai Zhang
- , 2016, DOI: 10.1109/TST.2016.7787010
Abstract: Multiview video can provide more immersive perception than traditional single 2-D video. It enables both interactive free navigation applications as well as high-end autostereoscopic displays on which multiple users can perceive genuine 3-D content without glasses. The multiview format also comprises much more visual information than classical 2-D or stereo 3-D content, which makes it possible to perform various interesting editing operations both on pixel-level and object-level. This survey provides a comprehensive review of existing multiview video synthesis and editing algorithms and applications. For each topic, the related technologies in classical 2-D image and video processing are reviewed. We then continue to the discussion of recent advanced techniques for multiview video virtual view synthesis and various interactive editing applications. Due to the ongoing progress on multiview video synthesis and editing, we can foresee more and more immersive 3-D video applications will appear in the future.
OBJN and online video-publication
Isabel CF da Cruz
Online Brazilian Journal of Nursing , 2007,
Abstract: The Online Brazilian Journal of Nursing (OBJN) will be soon an online video-publication for nursing and health research.
OBJN and online video-publication
Isabel CF da Cruz
Online Brazilian Journal of Nursing , 2007,
Abstract: The Online Brazilian Journal of Nursing (OBJN) will be soon an online video-publication for nursing and health research
Typologies of the Popular Science Web Video  [PDF]
Jesús Mu?oz Morcillo,Klemens Czurda,Caroline Y. Robertson-von Trotha
Computer Science , 2015,
Abstract: The creation of popular science web videos on the Internet has increased in recent years. The diversity of formats, genres, and producers makes it difficult to formulate a universal definition of science web videos since not every producer considers him- or herself to be a science communicator in an institutional sense, and professionalism and success on video platforms no longer depend exclusively on technical excellence or production costs. Entertainment, content quality, and authenticity have become the keys to community building and success. The democratization of science video production allows a new variety of genres, styles, and forms. This article provides a first overview of the typologies and characteristics of popular science web videos. To avoid a misleading identification of science web videos with institutionally produced videos, we steer clear of the term science communication video, since many of the actual producers are not even familiar with the academic discussion on science communication, and since the subject matter does not depend on political or educational strategies. A content analysis of 200 videos from 100 online video channels was conducted. Several factors such as narrative strategies, video editing techniques, and design tendencies with regard to cinematography, the number of shots, the kind of montage used, and even the spread use of sound design and special FX point to an increasing professionalism among science communicators independent of institutional or personal commitments: in general, it can be said that supposed amateurs are creating the visual language of science video communication. This study represents an important step in understanding the essence of current popular science web videos and provides an evidence-based definition as a helpful cornerstone for further studies on science communication within this kind of new media.
Design and Implementation of a System for Interactive Video Editing
交互式视频编辑的设计与实现

WU Jian-feng,PAN Zhi-geng,ZHANG Ming-min,
吴建峰
,潘志庚,张明敏

计算机应用研究 , 2004,
Abstract: Video Editing is widely used in computer animation,movie and television technology.In this paper we present a framework for video editing to implement frame level editing.Various editing tools can be developed on the basis of such framework.We mainly introduce a fade tool which adds fade-in and fade-out graphics into a video clip and automatically eliminates overlap of two fade clips.
Smart Streaming for Online Video Services  [PDF]
Liang Chen,Yipeng Zhou,Dah Ming Chiu
Computer Science , 2013,
Abstract: Bandwidth consumption is a significant concern for online video service providers. Practical video streaming systems usually use some form of HTTP streaming (progressive download) to let users download the video at a faster rate than the video bitrate. Since users may quit before viewing the complete video, however, much of the downloaded video will be "wasted". To the extent that users' departure behavior can be predicted, we develop smart streaming that can be used to improve user QoE with limited server bandwidth or save bandwidth cost with unlimited server bandwidth. Through measurement, we extract certain user behavior properties for implementing such smart streaming, and demonstrate its advantage using prototype implementation as well as simulations.
Value Theory and Online Video Gaming  [PDF]
Derek A. Burrill
Advances in Journalism and Communication (AJC) , 2014, DOI: 10.4236/ajc.2014.23010
Abstract: Online video gaming has been an important object of study because of its complex social and cultural processes. However, few studies exist in the discipline of games studies that inspect actual gamers’ concepts of online gaming value. Value theory exists in other disciplines (economics, sociology, axiology, etc.), but has not yet been fully explored in relation to online gaming worlds. This study seeks to inspect how gamers define value and how this is expressed through their online gaming experiences. Additionally, the survey seeks to establish a link between the internal value of the games and the concept of value in the external, real world. The analysis of the survey in this paper shows that gamers establish value in online gaming in relation to value in the external.
The Physiotherapy eSkills Training Online resource improves performance of practical skills: a controlled trial
Preston Elisabeth,Ada Louise,Dean Catherine M,Stanton Rosalyn
BMC Medical Education , 2012, DOI: 10.1186/1472-6920-12-119
Abstract: Background E-learning is a common and popular mode of educational delivery, but little is known about its effectiveness in teaching practical skills. The aim of this study was to determine whether the Physiotherapy eSkills Training Online resource in addition to usual teaching improved the performance of practical skills in physiotherapy students. Method This study was a non-randomised controlled trial. The participants were graduate entry physiotherapy students enrolled in consecutive semesters of a neurological physiotherapy unit of study. The experimental group received the Physiotherapy eSkills Training Online resource as well as usual teaching. The Physiotherapy eSkills Training Online resource is an online resource incorporating (i) video-clips of patient-therapist simulations; (ii) supportive text describing the aim, rationale, equipment, key points, common errors and methods of progression; and (iii) a downloadable PDF document incorporating the online text information and a still image of the video-clip for each practical skill. The control group received usual teaching only. The primary outcomes were the overall performance of practical skills as well as their individual components, measured using a practical examination. Results The implementation of the Physiotherapy eSkills Training Online resource resulted in an increase of 1.6 out of 25 (95% CI 0.1 to 3.3) in the experimental group compared with the control group. In addition, the experimental group scored 0.5 points out of 4 (95% CI 0 to 1.1) higher than the control group for ‘effectiveness of the practical skill’ and 0.6 points out of 4 (95% CI 0.1 to 1.1) higher for ‘rationale for the practical skill’. Conclusion There was improvement in performance of practical skills in students who had access to the Physiotherapy eSkills Training Online resource in addition to usual teaching. Students considered the resource to be very useful for learning.
Online Video Business Models: YouTube vs. Hulu
Artero,Juan P.;
Palabra Clave , 2010,
Abstract: the origins and development of two of the most successful online video services in the united states: youtube and hulu, are examined in this paper. in looking into both these business stories, the case study analyzes the different commercial models implemented by the companies in question, the results in terms of web traffic and revenue, and the strategic outlook for both firms. youtube develops a model that offers free videos on a global scale, but with local idiosyncrasies in the most important markets. it offers a large quantity of videos; however, in general, they are short in duration and poor in quality. in most cases, the videos are submitted and produced by the users themselves. this has the potential for creating technological problems (video streaming capacity will have to be high performance), legal difficulties (possible violations involving protected or inappropriate content) and commercial problems (reluctance among advertisers to insert ads in low-quality videos). hulu concentrates on offering professional content free of charge and only on a national scale in the united states. the quantity of videos is much smaller; however, they generally are of longer duration and better quality. the videos are made available by the channels and the production companies that hold the rights to them. consequently, hulu faces fewer problems of a technological, legal and commercial nature, but its brand is not as well known, nor does it have the summoning power of youtube
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