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Search Results: 1 - 10 of 4844 matches for " Online Video "
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Online Video Editing and Production Skills  [PDF]
Xiaoyan Lu
Intelligent Information Management (IIM) , 2012, DOI: 10.4236/iim.2012.45026
Abstract: Internet video is a video service that can be uploaded on the Internet and played online. As online video post-production of the key aspects related to the editing work is often the final stage of artistic effects, the acquisition of a certain amount of online video editing skills is important. It will make people relatively independent of the picture and sound that mixed together organically, and be more conducive to the recognition of formation system, the color of the web video and audio clips.
Sensemaking: A Proposal for a Real-Time on the Fly Video Streaming Platform  [PDF]
Jane de Almeida, Maria Amelia Eliseo, Cicero Inacio da Silva, Helena Prates, Vic Von Poser, Brett Stalbaum, Nilton Gomes Furtado
Creative Education (CE) , 2016, DOI: 10.4236/ce.2016.716238
Abstract: The massive amount of data produced by the streaming and storage of videos generated from classes, medical procedures and other science and educational films using UHD technologies is creating huge databases that are not fully used. For example, the preparation of a surgery and the setup of a class which are streamed in real time are parts of videos that could be extracted from the final version before being saved in the system. Usually online video platforms only permit users to edit streamed videos after the end of the streaming. This article describes a project of a video editor called Sensemaking that can be applied to the educational field, allowing users to edit on the fly videos that are being streamed in real time by creating an online editor feature to manage in real time the video input, providing the users with a tool to produce an educational or scientific movie. By using the Sensemaking system, it will be possible to produce a movie which will be a record and at the same time an educational product with audio, images, logos and animations at the end of the streaming session. This editor will be initially integrated to the Video@RNP Platform, a database of videos dedicated to educational and research institutions in Brazil. The Video@RNP Platform is operated and developed by the National Education and Research Network (RNP) with financial support from the Education and Science, Technology, Innovations and Communications (MCTIC) Ministries in Brazil.
Recommendations for Big Data in Online Video Quality of Experience Assessment  [PDF]
Ethan Court, Kapilan Radhakrishnan, Kemi Ademoye, Stephen Hole
Journal of Computer and Communications (JCC) , 2016, DOI: 10.4236/jcc.2016.45004
Abstract:

Real-time video application usage is increasing rapidly. Hence, accurate and efficient assessment of video Quality of Experience (QoE) is a crucial concern for end-users and communication service providers. After considering the relevant literature on QoS, QoE and characteristics of video trans-missions, this paper investigates the role of big data in video QoE assessment. The impact of QoS parameters on video QoE are established based on test-bed experiments. Essentially big data is employed as a method to establish a sensible mapping between network QoS parameters and the resulting video QoE. Ultimately, based on the outcome of experiments, recommendations/re- quirements are made for a Big Data-driven QoE model.

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.
Online Videoconferencing Products: Update
Douglas Burton,Tim Kitchen
International Review of Research in Open and Distance Learning , 2011,
Abstract: Software allowing real-time online video connectivity is rapidly evolving. The ability to connect students, staff, and guest speakers instantaneously carries great benefits for the online distance education classroom. This evaluation report compares four software applications at opposite ends of the cost spectrum: DimDim, Elluminate VCS, TokBox, and Vyew. Their benefits and shortcomings are contrasted, and efficient educational scenarios for them are suggested.
Television in a New Media Environment
Viktorija Car
Medijske Studije , 2010,
Abstract: The first decade of the 21st century has brought about comprehensive changes for media and communications in general. The new multimedia landscape has broken traditional boarders between telecommunications, the audiovisual industry, and information technology. Still, the border between traditional and new media is quite defined, yet there exists a tendency to mitigate it. Changes in media content production will play the dominant role in that process, as well the fact that the three-step flows of communication encompass new configurations of one-to-one, one-to-many, and many-to-many communication across the online/offline divide. In such processes of development and transformation, video content, once reserved exclusively for film and television using the one-way channel of communication (from content provider to viewers), now plays an increasingly important role. New media provides opportunities for video content to use three-step flows of communication, which subsequently enables space for new video genres and formats. This article presents the results of the study entitled, ”Media Accountability”, and compares them with the author’s own research on television news and with Forrester’s research on youth as a media audience. Finally, this article provides insights on the future of television as a medium and its existence as a traditional medium.
Open education videos in the classroom: exploring the opportunities and barriers to the use of YouTube in teaching introductory sociology
Elaine Tan,Nick Pearce
Research in Learning Technology , 2011, DOI: 10.3402/rlt.v19i3.7783
Abstract: The use of open education resources has become more commonplace in classroom teaching and this has been an observable and growing trend. The accessibility of the same materials further reinforces the change in roles of the teacher, from gatekeeper of knowledge to learning facilitator. Our research question is that if a student has free and easy access to the same materials that are being used to teach them in class, how does this affect their perceptions when they are presented with this material in the classroom environment? What are their perceptions regarding the perceived value for money, efficacy and authority of the material? This research specifically investigated the use of open education videos in the classroom environment and their incorporation into an associated space in the virtual learning environment. The research questions of this investigation surrounded the practical, technical and pedagogical issues that arise from the incorporation of these resources within class and online course materials as well as exploring student perceptions about the use of this material in the class and online.
Technical Evaluation Report 50: Optimizing Conferencing Freeware
Jon Baggaley,Jim Klass,Norine Wark,Jim Depow
International Review of Research in Open and Distance Learning , 2005,
Abstract: The increasing range of options provided by two popular conferencing freeware products, Yahoo Messenger and MSN Messenger, are discussed. Each tool contains features designed primarily for entertainment purposes, which can be customized for use in online education. This report provides suggestions for optimizing the educational potential of the two products: e.g., generating automated statements for conference moderators to use in controlling conference sessions, and for all participants to use in overcoming the high-bandwidth obstacle of online video transmission.
An Investigation into the Questionable Practice of Using Excessive Massively Multiplayer Online Game Play as a Marker of Pathological Video Game Dependence among Adolescent and Young Adult Male Players  [PDF]
Soonhwa Seok, Boaventura DaCosta
Psychology (PSYCH) , 2014, DOI: 10.4236/psych.2014.54039
Abstract:

The present study explored pathological online video game dependence among adolescent and young adult males in the context of excessive massively multiplayer online game (MMOG) play. Psychological criteria distinguishing high engagement from addiction were used, as a means of examining MMOG play in the context of an excessive and addictive activity. This is a distinction that has been lost in the previous research, setting this study apart from other studies investigating frequency of play in the context of video game addiction. A total of 1121 male students in grades 7 through 12 across 12 schools in and around Seoul, South Korea, participated. The study used a 65-item questionnaire developed to examine constructs related to online video game play. Findings revealed no statistically significant differences between those classified as addicted and those classified as highly engaged with regard to items designed to measure frequency of MMOG play. Furthermore, in comparison to those classified as addicted, those classified as highly engaged reported a higher average number of hours per week they felt was an acceptable amount of time dedicated to game play. All in all, the findings revealed that those classified as highly engaged spent a significant portion of their time playing in massively multiplayer online worlds alongside those classified as addicted. These findings help illustrate the difficulties in using frequency of online video game play, even if viewed as excessive, as a criterion for identifying pathological dependence.

Flow Experience While Computer Gaming: Empirical Study  [PDF]
Alexander Voiskounsky, Shilu Wang
Open Journal of Social Sciences (JSS) , 2014, DOI: 10.4236/jss.2014.28001
Abstract:

Video/computer/online gaming acquired great popularity. A series of studies show that gaming is accompanied by flow experience (the term coined M. Csikszentmihalyi), which is associated with intrinsic motivation, creativity and life happiness. The study was held with Chinese adolescent and adult gamers (N = 1574). A 24-item questionnaire (available in English, Russian and French) was adapted to be used within a Chinese population. The results show that Chinese gamers experience low level of Flow during gameplay sessions; males experience flow more frequently compared to females; adolescents experience flow more often than adults. Chinese gamers seldom express facts of immersion during play sessions. In sum, Chinese players seldom regard playing video/compu- ter/online games a reasonable way to attain intrinsic motivation and flow. This result is discussed and supposedly rooted in the social ideals of collectivism in Chinese culture, according to which individuality is not encouraged.

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