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Facilitating public speaking fear reduction by increasing the salience of disconfirmatory evidenceSmits, Jasper Antonius 28 August 2008 (has links)
Not available / text
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THE FEASIBILITY OF USING VIDEOTAPE IN THE SELECTION OF BEGINNING TEACHERSVan Metre, Edward James, 1927- January 1974 (has links)
No description available.
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Professional development in elementary science teaching using video technologySmith, Murray R. 11 1900 (has links)
Professional development and in-service training are often used as synonymous terms. However, for the purposes of this study it is useful to stipulate differences. From my experience as science consultant, inservice training has been a short term plan the objective of which is to ask teachers to change their practices after information has been presented to them. Inservice training seems to assume that teachers possess forms of professional knowledge that may lead to changes in their classroom practices. In contrast, professional development maybe defined as a long term support for teachers who seek additional knowledge to guide their classroom practices. If teachers do not possess knowledge that will assist them in classroom practices, and they wish to do so, then the opportunity to acquire this knowledge should be provided. Providing professional development opportunities to teachers in remote schools is a challenge. There are few people offering professional development opportunities and remote schools suffer when in competition with their urban counterparts. Even if experienced personnel were available, the cost of getting teachers to a central site or the presenter to remote schools is more costly than most school divisions can afford. This study explored video technology as a tool to overcome professional development problems of distance, cost and shortage of presenters involved in professional development. Central to understanding how video technology may be used to overcome professional development problems is describing how teachers respond to video technology. Video technology has the capability of presenting actual classroom practices demonstrated in vignettes. The vignettes used in this study demonstrated how teachers engage students in manipulating materials to discover scientific principles. A qualitative design was used to collect data on how teachers responded to these vignettes. The data were collected from four teachers in three phases. These phases were initial interview, classroom observation and follow up interview. During the initial interview each teacher viewed the vignettes and was interviewed. Data were also collected during a classroom visit and follow up interview. Once the data were collected and transcribed they were placed on cards and categorized by topic. The data from one teacher were cross referenced by juxtaposition the data with other data collected from that teacher. Data collected from each teacher were then cross referenced with the other teachers' data using triangulation. The data were then reported using a case study format which allowed this researcher to include his interpretations.
Three teachers reported that the vignettes were idealistic, and none of the teachers discussed the main message of the vignettes. Instead the teachers used knowledge suggestive of knowledge categories constructed by Shulman (1987) to interpret the videotaped vignettes. Further, teachers framed problems with their classroom practice after viewing the vignettes. Three teachers framed problems with grouping their students for science and explored aspects of their framed problem. The notion that teachers frame problems and explore different aspects of their problem suggests that teachers engage in a complex mental process called reflection-on-action by Schon (1983, 1987). Since vignettes prompt teachers to critically examine their practices and provide information that is useful to them in solving problems with their practice, vignettes maybe used as a professional development tool in remote schools.
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Entertaining tweens : re/presenting "the teenage girl" in "girl video games"Brown, Casson Curling 11 1900 (has links)
Research conducted during the 1990s revealed that video games increasingly
represent the medium through which children are first exposed to technology, that early
gaming can enhance future technological literacy, and that girls tend to play video games
less frequently than boys. These findings preceded efforts by feminist entrepreneurs,
followed by established video game producers, to develop ‘girl games.’ Such ‘girl-centred,’
‘girl-friendly,’ and girl-targeted video games now represent a lucrative branch of the
contemporary video game industry.
In this project, I utilized a multi-method approach to explore how ‘the ideal teen girl’
is re/constructed in three tween-airned ‘girl games.’ My discourse analysis of the
‘dominant’ messages in the games includes an examination of various available feminine
subject positions, and how ‘race,’ class, and (hetero)sexuality are implicated in these
positions. My analysis of semi-structured interviews that I conducted with eight tween girls
provides insight into their everyday readings of the ‘girl games.’
Unlike earlier research that framed girls as passive recipients of ‘damaging’
messages included in gendered texts, my findings suggest that the girls in my study engaged
in active and diverse readings of the interactive texts. The multiple ways in which the girls
recognized, identified with, resisted, and/or reworked elements of the feminine subject
positions demonstrated their management of such contradictory images of ideal girlhood.
According to my analysis, while several girls engaged in sceptical readings, none of the girls
ultimately rejected the video game messages, or linked them to the wider social order in
which they are produced, and which they work to re/produce.
My research also revealed that the girls’ identification of and with the subject
positions was shaped and augmented by knowledge they had gained from previous exposure
to associated transmediated representations (television, movies, music, and fashion
products). My research suggests that while ‘the ideal teen girl’ re/constructed for tween
garners reflects contemporary notions of girlhood, as she is active and capable, she reaffirms
Western standards of hegemonic femininity. The rules of play, beauty ideals, behaviours,
and priorities of consumption included in the games work to re/construct White, middle
class, heterogendered ‘teen femininity’ as normal and ideal.
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A system for creating lecture video clipshows2013 August 1900 (has links)
This research achieves two main goals: First it proposes a set of extensions to the existing Opencast Matterhorn lecture video capture system, which should enhance its effectiveness and enable the collection of fine-grained datasets for further research. These extensions allow users to quickly and easily create, find, tag, annotate, and share `clipshows' of their video recorded classes both publicly and privately. Second, the tracking data generated when users create or view the clipshows using these extensions are used to analyze the efficacy of the system.
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The effect of age, video, instruction complexity, and task difficulty on the performance of an assembly taskSierra, Edmundo A., Jr. 05 1900 (has links)
No description available.
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Multiple Description Coding : proposed methods and video applicationMoradi, Saeed 29 August 2007 (has links)
Multiple description coding (MDC) has received a lot of attention recently,
and has been studied widely and extended to many demanding applications such
as speech and video. MDC is a coding technique that generates correlated
descriptions of the source stream for transmitting over a diversity system
with several channels. The objective of this diversity system is to overcome
channel impairments and provide more reliability. In the context of lossy
source coding and quantization, a multiple description quantization system
usually consists of multiple channels, side encoders to quantize the source
samples and send over different channels, and side and central decoders to
reconstruct the source.
We propose two multiple description quantization schemes in
order to design the codebooks and partitions of side and central quantizers
of a multiple description system with two channels. The applied framework
originated in the multiple description quantization via Gram-Schmidt
orthogonalization approach. The basic idea of our proposed schemes is to
minimize a Lagrangian cost function by an iterative technique which jointly
designs side codebooks and partitions. Our proposed methods perform very
closely to the optimum MD quantizer with considerably less complexity.
We also propose a multiple description video coding technique motivated by
human visual perception. We employ two simple parameters as a measure of the
perceptual tolerance of discrete cosine transform (DCT) blocks against
visual distortion. We duplicate the essential information such as motion
vectors and some low-frequency DCT coefficients of prediction errors into
each description, and split the remaining high-frequency DCT coefficients
according to the calculated perceptual tolerance parameter. Our proposed
technique has very low complexity and achieves superior performance compared
to other similar techniques which do not consider perceptual distortion in
the design problem. / Thesis (Master, Electrical & Computer Engineering) -- Queen's University, 2007-08-19 03:33:10.451
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Encoding of Streaming Peripheral Information in Video GamesGrad, KEVIN 28 January 2009 (has links)
Traditional peripheral displays rely on drawing the user's attention and gaze through alerts. These displays function best when the central task does not require the user's constant attention. For tasks that require a user to always maintain focus, alert-based displays are not appropriate. We assert that conveying information to a user
without drawing his gaze, allows the user to maintain constant focus on his primary task while still receiving additional information. In this thesis we use video games to examine streaming peripheral displays as a means of presenting information without drawing gaze.
The results of our experiments showed no significant difference between user performance using our display encoded for peripheral viewing versus an unencoded display. Additionally,
we found that players were successfully able to perceive information shown on a streaming peripheral display, however, as game difficulty increased the effectiveness of the streaming peripheral display decreased. Finally, we show that as game level increases, users adopt risk-tolerant strategies. Drawing from these results, we have suggested some additional heuristics pertaining to streaming peripheral displays. Moreover, we have suggested further situations where streaming peripheral displays may be useful. / Thesis (Master, Computing) -- Queen's University, 2009-01-28 10:41:41.602
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Optimization of Rateless Code Based Video MulticastBAKHSHALI, ALI 23 December 2011 (has links)
Multimedia services have become one of the major demands in wireless systems. As a result of growing demands for media services, traffic in wireless networks are increasing. Hence, optimization of multimedia delivery systems to efficiently consume the valuable transmission resources in wireless networks has gained a lot of interest. Raptor codes, with linear encoding and decoding time complexity are one branch of fountain codes (also known as rateless codes) which have found their ways in many recent communication standards as application layer forward error correcting (FEC) codes. Various attempts have been made in order to adapt these codes to wireless channels with their time varying nature. When multimedia delivery is targeted, some other issues such as delay should also be considered. Moreover, in multicast solutions, the system has to address demands of multiple clients.
In this thesis, we investigate some optimization scenarios for wireless multimedia multicast systems wherein clients with heterogeneous channels and media quality demands subscribe to a video program. The video program is assumed as a multilayer source with possible spatial, temporal and fidelity layers. The point of optimization under various systems is to provide the clients of different quality constraints with their demanded services while imposing the minimum network/client cost (e.g. delay, power consumption, outage probability) or maximize the provided utility to the clients while considering their heterogeneous capabilities. To achieve these tasks, we study outage probability which serves as a measure to quantify the reliability of a service in a client's side. Packetized rateless multimedia multicast (PRMM) with few optimization criteria regarding the experienced delay in clients are studied and analytical solutions are obtained. A new optimization framework for rateless multimedia multicast is proposed in which, the provided utility to heterogeneous clients are maximized with respect to the clients channel and their quality demands. Application of this optimization in a rateless multimedia multicast system wherein the utility is defined based on perceptual quality experience of clients is also investigated. / Thesis (Master, Electrical & Computer Engineering) -- Queen's University, 2011-12-23 14:11:26.378
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Scalable and adaptive video multicast over the internetLi, Xue January 1998 (has links)
No description available.
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