Results for ' Video training'

987 found
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  1. Action Video Game Training for Healthy Adults: A Meta-Analytic Study.Ping Wang, Han-Hui Liu, Xing-Ting Zhu, Tian Meng, Hui-Jie Li & Xi-Nian Zuo - 2016 - Frontiers in Psychology 7.
  2.  31
    Video Game Training Enhances Visuospatial Working Memory and Episodic Memory in Older Adults.Pilar Toril, José M. Reales, Julia Mayas & Soledad Ballesteros - 2016 - Frontiers in Human Neuroscience 10.
  3.  24
    Video game training and the reward system.Robert C. Lorenz, Tobias Gleich, Jã¼Rgen Gallinat & Simone Kühn - 2015 - Frontiers in Human Neuroscience 9.
  4.  33
    Editorial: Cognitive and Brain Plasticity Induced by Physical Exercise, Cognitive Training, Video Games, and Combined Interventions.Soledad Ballesteros, Claudia Voelcker-Rehage & Louis Bherer - 2018 - Frontiers in Human Neuroscience 12.
  5.  20
    The Effectiveness of Interventions for Developmental Dyslexia: Rhythmic Reading Training Compared With Hemisphere-Specific Stimulation and Action Video Games.Alice Cancer, Silvia Bonacina, Alessandro Antonietti, Antonio Salandi, Massimo Molteni & Maria Luisa Lorusso - 2020 - Frontiers in Psychology 11.
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  6.  18
    Exploring the Effectiveness of Immersive Video for Training Decision-Making Capability in Elite, Youth Basketball Players.Derek Panchuk, Markus J. Klusemann & Stephen M. Hadlow - 2018 - Frontiers in Psychology 9.
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  7.  9
    Video-feedback Intervention to promote Positive Parenting and Sensitive Discipline as a new psychological method of development support in Poland.Magdalena Miotk-Mrozowska & Małgorzata Wójtowicz-Dacka - 2016 - Polish Psychological Bulletin 47 (3):250-257.
    This article will introduce a new method that has been available in Poland since 2015, based on video recordings, for families with children up to 5 years of age - the Video-feedback Intervention to promote Positive Parenting and Sensitive Discipline. The authors first discuss the current framework of development support psychology in Poland. Next, there is a review of methods based on video training. General information about the VIPP-SD intervention program is presented in the following part (...)
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  8.  12
    Uncovering the layers of diversity: A semiotic analysis of the corporate training video series ‘Valuing Diversity’.Jacqueline M. Layng - 1998 - Semiotica 119 (3-4):251-268.
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  9.  6
    Video in Social Science Research: Functions and Forms.Kaye Haw & Mark Hadfield - 2011 - Routledge.
    In this digital age the use of video in social science research has become commonplace. As sophistication has increased along with usability, as spiralling staff costs push out direct observation, the researchers training today are grasping video as a means of coming to terms with the continued pressure to produce accessible research. However, the ‘fit’ of technology with research is far from simple. Ideally placed to offer guidance to developing researchers, this new text draws together the theoretical, (...)
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  10. Resistance Training.Alex Madva - 2020 - The Philosophers' Magazine 91:40-45.
    The summer of 2020 witnessed perhaps the largest protests in American history in response to police and vigilante brutality against the black community. New protests are still erupting every time another suppressed video, such as of Daniel Prude, surfaces, or another killing, such as Breonna Taylor’s, goes unpunished. As communities demand meaningful reform, the point – or pointlessness – of “implicit bias training” takes on renewed urgency. Implicit bias trainings aim to raise awareness about the unwitting or unwilling (...)
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  11. Training in compensatory strategies enhances rapport in interactions involving people with Möebius Syndrome.John Michael, Kathleen Bogart, Kristian Tylen, Joel Krueger, Morten Bech, John R. Ostergaard & Riccardo Fusaroli - 2015 - Frontiers in Neurology 6 (213):1-11.
    In the exploratory study reported here, we tested the efficacy of an intervention designed to train teenagers with Möbius syndrome (MS) to increase the use of alternative communication strategies (e.g., gestures) to compensate for their lack of facial expressivity. Specifically, we expected the intervention to increase the level of rapport experienced in social interactions by our participants. In addition, we aimed to identify the mechanisms responsible for any such increase in rapport. In the study, five teenagers with MS interacted with (...)
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  12.  9
    Training in Rhythmic Gymnastics During the Pandemic.Marta Bobo-Arce, Elena Sierra-Palmeiro, María A. Fernández-Villarino & Hardy Fink - 2021 - Frontiers in Psychology 12:658872.
    The pandemic caused by the COVID 19 Virus creates an unprecedented situation of global confinement altering the development of competition and sports training at all levels of participation and in all sports, including rhythmic gymnastics (RG). To avoid possible effects of physical, technical and psychological detraining, coaches looked for home training alternatives. The objectives of the study were to know how rhythmic gymnastics training developed during the lockdown period (the conditions, type of training, performance monitoring means, (...)
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  13.  5
    Training speech and language therapy students to corpus building: why? How?Stéphanie Caët - 2018 - Corpus 19.
    Cet article rend compte d’une expérience pédagogique consistant à proposer à des étudiants de 2e année en orthophonie de constituer leur propre corpus de productions orales ou multimodales (enregistrement audio ou vidéo et transcription de cet enregistrement). Il met en évidence un certain nombre de questionnements auxquels cet exercice conduit les étudiants et souligne les liens avec leur pratique future.
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  14.  51
    Applying Aspects of the Expert Performance Approach to Better Understand the Structure of Skill and Mechanisms of Skill Acquisition in Video Games.Walter R. Boot, Anna Sumner, Tyler J. Towne, Paola Rodriguez & K. Anders Ericsson - 2017 - Topics in Cognitive Science 9 (2):413-436.
    Video games are ideal platforms for the study of skill acquisition for a variety of reasons. However, our understanding of the development of skill and the cognitive representations that support skilled performance can be limited by a focus on game scores. We present an alternative approach to the study of skill acquisition in video games based on the tools of the Expert Performance Approach. Our investigation was motivated by a detailed analysis of the behaviors responsible for the superior (...)
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  15. Virtual decisions: video game ethics, Just Consequentialism, and ethics on the fly.Don Gotterbarn & James Moor - 2009 - Acm Sigcas Computers and Society 39 (3):27-42.
    Video games are ethically controversial. Some video games are effective training tools for learning various skills and approaches to problem-solving, but some video games are notorious for promoting discriminatory and barbaric behavior. We consider such ethical pros and cons of video games, but we also present a more fundamental ethical issue about video games. Most video games have a bias toward self-centered decision-making. Often the decision-making driver is not the impact of the decision (...)
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  16.  39
    Applying Aspects of the Expert Performance Approach to Better Understand the Structure of Skill and Mechanisms of Skill Acquisition in Video Games.Walter R. Boot, Anna Sumner, Tyler J. Towne, Paola Rodriguez & K. Anders Ericsson - 2016 - Topics in Cognitive Science 8 (4).
    Video games are ideal platforms for the study of skill acquisition for a variety of reasons. However, our understanding of the development of skill and the cognitive representations that support skilled performance can be limited by a focus on game scores. We present an alternative approach to the study of skill acquisition in video games based on the tools of the Expert Performance Approach. Our investigation was motivated by a detailed analysis of the behaviors responsible for the superior (...)
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  17.  9
    Virtual Reality Video Image Classification Based on Texture Features.Guofang Qin & Guoliang Qin - 2021 - Complexity 2021:1-11.
    As one of the most widely used methods in deep learning technology, convolutional neural networks have powerful feature extraction capabilities and nonlinear data fitting capabilities. However, the convolutional neural network method still has disadvantages such as complex network model, too long training time and excessive consumption of computing resources, slow convergence speed, network overfitting, and classification accuracy that needs to be improved. Therefore, this article proposes a dense convolutional neural network classification algorithm based on texture features for images in (...)
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  18.  7
    Long-Term BCI Training of a Tetraplegic User: Adaptive Riemannian Classifiers and User Training.Camille Benaroch, Khadijeh Sadatnejad, Aline Roc, Aurélien Appriou, Thibaut Monseigne, Smeety Pramij, Jelena Mladenovic, Léa Pillette, Camille Jeunet & Fabien Lotte - 2021 - Frontiers in Human Neuroscience 15:635653.
    While often presented as promising assistive technologies for motor-impaired users, electroencephalography (EEG)-based Brain-Computer Interfaces (BCIs) remain barely used outside laboratories due to low reliability in real-life conditions. There is thus a need to design long-term reliable BCIs that can be used outside-of-the-lab by end-users, e.g., severely motor-impaired ones. Therefore, we propose and evaluate the design of a multi-class Mental Task (MT)-based BCI for longitudinal training (20 sessions over 3 months) of a tetraplegic user for the CYBATHLON BCI series 2019. (...)
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  19. The precision of experienced action video-game players: Line bisection reveals reduced leftward response bias.Andrew J. Latham, Lucy L. M. Patston & Lynette J. Tippett - 2014 - Attention, Perception, and Psychophysics 76 (8):2193-2198.
    Twenty-two experienced action video-game players (AVGPs) and 18 non-VGPs were tested on a pen-and-paper line bisection task that was untimed. Typically, right-handers bisect lines 2 % to the left of true centre, a bias thought to reflect the dominance of the right-hemisphere for visuospatial attention. Expertise may affect this bias, with expert musicians showing no bias in line bisection performance. Our results show that experienced-AVGPs also bisect lines with no bias with their right hand and a significantly reduced bias (...)
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  20. The virtual brain: 30 years of video-game play and cognitive abilities.Andrew J. Latham, Lucy L. M. Patston & Lynette J. Tippett - 2013 - Frontiers in Psychology 4.
    Forty years have passed since video-games were first made widely available to the public and subsequently playing games has become a favorite past-time for many. Players continuously engage with dynamic visual displays with success contingent on the time-pressured deployment, and flexible allocation, of attention as well as precise bimanual movements. Evidence to date suggests that both brief and extensive exposure to video-game play can result in a broad range of enhancements to various cognitive faculties that generalize beyond the (...)
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  21.  4
    Realistic Speech-Driven Talking Video Generation with Personalized Pose.Xu Zhang & Liguo Weng - 2020 - Complexity 2020:1-8.
    In this work, we propose a method to transform a speaker’s speech information into a target character’s talking video; the method could make the mouth shape synchronization, expression, and body posture more realistic in the synthesized speaker video. This is a challenging task because changes of mouth shape and posture are coupled with audio semantic information. The model training is difficult to converge, and the model effect is unstable in complex scenes. Existing speech-driven speaker methods cannot solve (...)
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  22. Training Teachers for "Philosophy for Children": Beyond Coaching.Michael Schleifer, P. Lebuis & Daniel A. Caron - 1990 - Analytic Teaching and Philosophical Praxis 11 (1).
    The present article is an attempt to put together our collective reflections about the experiences of the past three years with teachres we have introduced to the "philosophy for children" program. Each of us has some experience working with an element of supervision, and we have brought our problems together at our weekly research meetings. We have also been involved in analyzing video recordings of experienced teachers, with the aim of clarifying what we mean by a good philosophical discussion.
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  23.  11
    God in the Machine: Video Games and Religion.Liel Leibovitz - 2014 - Templeton Press.
    If he were alive today, what might Heidegger say about _Halo, _the popular video game franchise? What would Augustine think about _Assassin’s Creed _? What could Maimonides teach us about Nintendo’s eponymous hero, Mario? While some critics might dismiss such inquiries outright, protesting that these great thinkers would never concern themselves with a medium so crude and mindless as video games, it is impor­tant to recognize that games like these are, in fact, becoming the defining medium of our (...)
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  24.  10
    God in the Machine: Video Games as Spiritual Pursuit.Liel Leibovitz - 2014 - Templeton Press.
    If he were alive today, what might Heidegger say about _Halo, _the popular video game franchise? What would Augustine think about _Assassin’s Creed _? What could Maimonides teach us about Nintendo’s eponymous hero, Mario? While some critics might dismiss such inquiries outright, protesting that these great thinkers would never concern themselves with a medium so crude and mindless as video games, it is impor­tant to recognize that games like these are, in fact, becoming the defining medium of our (...)
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  25.  9
    Information transmission in action video gaming experts: Inferences from the lateralized readiness potential.Jiaxin Xie, Ruifang Cui, Weiyi Ma, Jingqing Lu, Lin Wang, Shaofei Ying, Dezhong Yao, Diankun Gong, Guojian Yan & Tiejun Liu - 2022 - Frontiers in Human Neuroscience 16.
    Research showed that action real-time strategy gaming experience is related to cognitive and neural plasticity, including visual selective attention and working memory, executive control, and information processing. This study explored the relationship between ARSG experience and information transmission in the auditory channel. Using an auditory, two-choice, go/no-go task and lateralized readiness potential as the index to partial information transmission, this study examined information transmission patterns in ARSG experts and amateurs. Results showed that experts had a higher accuracy rate than amateurs. (...)
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  26. Earlier visual N1 latencies in expert video-game players: a temporal basis of enhanced visuospatial performance.Andrew J. Latham, Lucy L. M. Patston, Christine Westermann, Ian J. Kirk & Lynette J. Tippett - 2013 - PLoS ONE 8 (9).
    Increasing behavioural evidence suggests that expert video game players (VGPs) show enhanced visual attention and visuospatial abilities, but what underlies these enhancements remains unclear. We administered the Poffenberger paradigm with concurrent electroencephalogram (EEG) recording to assess occipital N1 latencies and interhemispheric transfer time (IHTT) in expert VGPs. Participants comprised 15 right-handed male expert VGPs and 16 non-VGP controls matched for age, handedness, IQ and years of education. Expert VGPs began playing before age 10, had a minimum 8 years experience, (...)
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  27.  94
    Effects of Training Programs on Decision-Making in Youth Team Sports Players: A Systematic Review and Meta-Analysis.Ana Filipa Silva, Rodrigo Ramirez-Campillo, Hugo Sarmento, José Afonso & Filipe Manuel Clemente - 2021 - Frontiers in Psychology 12:663867.
    BackgroundThe use of dedicated training programs for improving decision-making (DM) in team sports players has grown in the last several years. Approaches such as imagery training, video-based training, or game-based drills are some of the interventions used in youth players in order to improve DM. However, no systematic reviews or meta-analyses have been conducted to summarize the main evidence regarding the effects of these programs on the players and identify the magnitude of the effects compared to (...)
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  28.  17
    A Novel Efficient Algorithm for Locating and Tracking Object Parts in Low Resolution Videos.Arvin Agah & David O. Johnson - 2011 - Journal of Intelligent Systems 20 (1):79-100.
    In this paper, a novel efficient algorithm is presented for locating and tracking object parts in low resolution videos using Lowe's SIFT keypoints with a nearest neighbor object detection approach. Our interest lies in using this information as one step in the process of automatically programming service, household, or personal robots to perform the skills that are being taught in easily obtainable instructional videos. In the reported experiments, the system looked for 14 parts of inanimate and animate objects in 40 (...)
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  29.  7
    Acquisition of a Joystick-Operated Video Task by Pigs (Sus scrofa).Candace C. Croney & Sarah T. Boysen - 2021 - Frontiers in Psychology 12:631755.
    The ability of two Panepinto micro pigs and two Yorkshire pigs (Sus scrofa) to acquire a joystick-operated video-game task was investigated. Subjects were trained to manipulate a joystick that controlled movement of a cursor displayed on a computer monitor. The pigs were required to move the cursor to make contact with three-, two-, or one-walled targets randomly allocated for position on the monitor, and a reward was provided if the cursor collided with a target. The video-task acquisition required (...)
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  30.  87
    Towards a More Efficient Training Process in High-Level Female Volleyball From a Match Analysis Intervention Program Based on the Constraint-Led Approach: The Voice of the Players.Carmen Fernández-Echeverría, Isabel Mesquita, Jara González-Silva & M. Perla Moreno - 2021 - Frontiers in Psychology 12.
    The aim of the research was to know the perception of high-level volleyball players of the changes produced in the efficiency of the training process, after a match analysis intervention program based on the Constraint-led Approach. The sample consisted of 11 players from a women's volleyball team. The protocol of the intervention program consisted of providing objective, contextualised and systematic information to the coach that would allow understanding the different real game contexts. We used semi-structured interviews to assess players' (...)
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  31.  6
    Long Multi-Stage Training for a Motor-Impaired User in a BCI Competition.Federica Turi, Maureen Clerc & Théodore Papadopoulo - 2021 - Frontiers in Human Neuroscience 15.
    In a Mental Imagery Brain-Computer Interface the user has to perform a specific mental task that generates electroencephalography components, which can be translated in commands to control a BCI system. The development of a high-performance MI-BCI requires a long training, lasting several weeks or months, in order to improve the ability of the user to manage his/her mental tasks. This works aims to present the design of a MI-BCI combining mental imaginary and cognitive tasks for a severely motor impaired (...)
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  32.  11
    Did You Get That? Predicting Learners’ Comprehension of a Video Lecture from Visualizations of Their Gaze Data.Ellen M. Kok, Halszka Jarodzka, Matt Sibbald & Tamara van Gog - 2023 - Cognitive Science 47 (2):e13247.
    In online lectures, unlike in face-to-face lectures, teachers lack access to (nonverbal) cues to check if their students are still “with them” and comprehend the lecture. The increasing availability of low-cost eye-trackers provides a promising solution. These devices measure unobtrusively where students look and can visualize these data to teachers. These visualizations might inform teachers about students’ level of “with-me-ness” (i.e., do students look at the information that the teacher is currently talking about) and comprehension of the lecture, provided that (...)
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  33.  5
    Fostering Self-Regulated Learning in Online Environments: Positive Effects of a Web-Based Training With Peer Feedback on Learning Behavior.Henrik Bellhäuser, Patrick Liborius & Bernhard Schmitz - 2022 - Frontiers in Psychology 13.
    Although training in self-regulated learning is effective in improving performance, human trainers can reach only a few people at a time. We developed a web-based training for potentially unlimited numbers of participants based on the process model of SRL by Schmitz and Wiese. A prior study observed positive effects on self-reported SRL and self-efficacy. In the present randomized controlled trial, we investigated an improved version of the web-based training, augmented by the application of peer feedback groups. Prospective (...)
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  34.  2
    Community Case Study: Stack Up’s Overwatch Program, an Online Suicide Prevention and Peer Support Program for Video Gamers.Michelle Colder Carras, Mathew Bergendahl & Alain B. Labrique - 2021 - Frontiers in Psychology 12.
    Traditional mental health services are often not enough to meet the needs of people at risk for suicide, especially in populations where help-seeking is stigmatized. Stack Up, a non-profit veteran organization whose goal is to use video games to bring veterans together, recognized a need in its gaming-focused online community and created the Overwatch Program. This suicide prevention and crisis intervention program is delivered entirely through the Internet by trained community members through Discord text and voice chat. By combining (...)
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  35.  10
    Can BCG vaccine protect against COVID‐19 via trained immunity and tolerogenesis?Preetam Basak, Naresh Sachdeva & Devi Dayal - 2021 - Bioessays 43 (3):2000200.
    As the number of infections and mortalities from the SARS‐CoV‐2 pandemic continues to rise, the development of an effective therapy against COVID‐19 becomes ever more urgent. A few reports showing a positive correlation between BCG vaccination and reduced COVID‐19 mortality have ushered in some hope. BCG has been suggested to confer a broad level of nonspecific protection against several pathogens, mainly via eliciting “trained immunity” in innate immune cells. Secondly, BCG has also been proven to provide benefits in autoimmune diseases (...)
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  36. Reviewing Games of Empire: Global Capitalism and Video Games.Simon Ferrari & Ian Bogost - 2013 - Continent 3 (1):50-52.
    Nick Dyer-Witheford and Greig de Peuter. Games of Empire: Global Capitalism and Video Games . Minneapolis: University of Minnesota Press. 2009. 320pp. pbk. $19.95 ISBN-13: 978-0816666119. In Games of Empire , Nick Dyer-Witheford and Greig de Peuter expand an earlier study of “the video game industry as an aspect of an emerging postindustrial, post-Fordist capitalism” (xxix) to argue that videogames are “exemplary media of Empire” (xxix). Their notion of “Empire” is based on Michael Hardt and Antonio Negri’s Empire (...)
     
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  37.  13
    Dynamic Warping Network for Semantic Video Segmentation.Jiangyun Li, Yikai Zhao, Xingjian He, Xinxin Zhu & Jing Liu - 2021 - Complexity 2021:1-10.
    A major challenge for semantic video segmentation is how to exploit the spatiotemporal information and produce consistent results for a video sequence. Many previous works utilize the precomputed optical flow to warp the feature maps across adjacent frames. However, the imprecise optical flow and the warping operation without any learnable parameters may not achieve accurate feature warping and only bring a slight improvement. In this paper, we propose a novel framework named Dynamic Warping Network to adaptively warp the (...)
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  38.  13
    Research on the Influence of New Media Technology on Internet Short Video Content Production under Artificial Intelligence Background.Zhiqin Lu & Inyong Nam - 2021 - Complexity 2021:1-14.
    With the rapid development of the Internet and smart phone technology, a large number of short videos are shared through social platforms. Therefore, video content analysis is a very important and popular work in machine learning and artificial intelligence currently. However, it is very difficult to analyze all aspects of video content originally produced by large-scale users. How to screen out bad and illegal content from short videos published by a large number of users, select high-quality videos to (...)
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  39. The user's needs for trained manpower in fluid power by Max F. Covert.Apprentice Training - 1965 - In Karl W. Linsenmann (ed.), Proceedings. St. Louis, Lutheran Academy for Scholarship. pp. 110.
     
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  40.  12
    Organization of the Educational Process on Natural Science Training in Higher Education Institutions on the Basis of Innovation and Heuristics.Valentyna Bilyk, Serhii Yashchuk, Tetiana Marchak, Serhii Tkachenko & Viktoriia Goncharova - 2021 - Postmodern Openings 12 (2).
    The relentless informational variability in the field of natural sciences, today's need for the training of highly competent, versatile, apologetic future specialists, as well as the low motivation of psychology students to teach natural disciplines, was established by us in the process of their questioning, require the search for new, non-standard solutions in the organization of natural science training of future psychologists in institutions of higher education. We believe that one of the effective ways to solve this problem (...)
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  41. Capture of 3D Human Motion Pose in Virtual Reality Based on Video Recognition.Qiang Fu, Xingui Zhang, Jinxiu Xu & Haimin Zhang - 2020 - Complexity 2020:1-17.
    Motion pose capture technology can effectively solve the problem of difficulty in defining character motion in the process of 3D animation production and greatly reduce the workload of character motion control, thereby improving the efficiency of animation development and the fidelity of character motion. Motion gesture capture technology is widely used in virtual reality systems, virtual training grounds, and real-time tracking of the motion trajectories of general objects. This paper proposes an attitude estimation algorithm adapted to be embedded. The (...)
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  42.  6
    Asking questions getting answers: A sociopragmatic approach to vocational training interaction.Laurent Filliettaz - 2011 - Pragmatics and Society 2 (2):234-259.
    Adopting a sociopragmatic and interactional perspective, the paper proposes to investigate how apprentices engage in questioning practices and how trainers respond to these questions. A detailed empirical analysis of audio/video data collected in the context of Swiss training companies establishes that answers provided by trainers in response to questions do not constitute the dominant form of questioning work observed. Alternative interactional patterns that stress the tensions connected with questioning in the workplace context and the complexity of the social (...)
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  43.  22
    Exploring the influence of task assignment and output modalities on computerized training for autism.Ouriel Grynszpan, Jean-Claude Martin & Jacqueline Nadel - 2007 - Interaction Studies 8 (2):241-266.
    Our exploratory research aims at suggesting design principles for educational software dedicated to people with high functioning autism. In order to explore the efficiency of educational games, we developed an experimental protocol to study the influence of the specific constraints of the learning areas as well as Human Computer Interface modalities. We designed computer games that were tested with 10 teenagers diagnosed with high functioning autism, during 13 sessions, at the rate of one session per week. Participants’ skills were assessed (...)
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  44.  12
    Exploring the influence of task assignment and output modalities on computerized training for autism.Ouriel Grynszpan, Jean-Claude Martin & Jacqueline Nadel - 2007 - Interaction Studies. Social Behaviour and Communication in Biological and Artificial Systemsinteraction Studies / Social Behaviour and Communication in Biological and Artificial Systemsinteraction Studies 8 (2):241-266.
    Our exploratory research aims at suggesting design principles for educational software dedicated to people with high functioning autism. In order to explore the efficiency of educational games, we developed an experimental protocol to study the influence of the specific constraints of the learning areas as well as Human Computer Interface modalities. We designed computer games that were tested with 10 teenagers diagnosed with high functioning autism, during 13 sessions, at the rate of one session per week. Participants’ skills were assessed (...)
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  45.  13
    Immersive Technology for Cognitive-Motor Training in Parkinson’s Disease.Justin Lau, Claude Regis, Christina Burke, MaryJo Kaleda, Raymond McKenna & Lisa M. Muratori - 2022 - Frontiers in Human Neuroscience 16.
    Background: Parkinson’s disease is a neurodegenerative disease in which the progressive loss of dopaminergic neurons leads to initially sporadic and eventually widespread damage of the nervous system resulting in significant musculoskeletal and cognitive deterioration. Loss of motor function alongside increasing cognitive impairment is part of the natural disease progression. Gait is often considered an automatic activity; however, walking is the result of a delicate balance of multiple systems which maintain the body’s center of mass over an ever-changing base of support. (...)
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  46.  11
    Using Co-design With Breast Cancer Patients and Radiographers to Develop “KEW” Communication Skills Training.Mara van Beusekom, Josie Cameron, Carolyn Bedi, Elspeth Banks, Rachel Harris & Gerry Humphris - 2021 - Frontiers in Psychology 12.
    Previous work has shown that concerns of breast cancer patients after finishing radiotherapy are responsive to conversations with radiographers during the treatment period. This study seeks to further understand radiographer and patient experiences, determine shared priorities for improvement in clinical interaction and develop communication guidelines and training to help radiographers support patients.Methods: Using the principles of Experience-Based Co-Design, semi-structured interviews were held with N = 4 patients and N = 4 radiographers, followed by feedback events to validate findings. Patients (...)
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  47.  9
    Tasks and instructions on the simulated bridge: Discourses of temporality in maritime training.Mona Lundin & Charlott Sellberg - 2018 - Discourse Studies 20 (2):289-305.
    In higher education programs that train students for professions with high standards of safety, such as aviation, shipping and healthcare, exercises in simulated environments provide opportunities for training in educational settings. This study explores the use of simulators in maritime education, taking an interest in how navigation training is achieved by using simulated environments. By conducting an interaction analysis of video data, the study examines how training students to coordinate with other vessels in traffic is topicalized (...)
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  48.  16
    Educational Multimedia Materials in Academic Medical Training.Barbara Kołodziejczak, Magdalena Roszak, Wojciech Kowalewski & Anna Ren-Kurc - 2014 - Studies in Logic, Grammar and Rhetoric 39 (1):105-122.
    This article presents an overview of generally available applications for creating multimedia and interactive educational materials, such as presentations, instructional videos, self-tests and interactive repetitions. With the use of the presented tools, pilot materials were developed to support the teaching of biostatistics at a medical university. The authors conducted surveys among students of faculties of medicine in order to evaluate the materials used in terms of quality and usefulness. The article presents the analysis of the results obtained.
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  49.  9
    Reflecting on the Ethics and Politics of Collecting Interactional Data: Implications for Training and Practice.Susan A. Speer - 2014 - Human Studies 37 (2):279-286.
    IntroductionThis special issue brings together researchers from psychology and linguistics who apply the ethnomethodologically informed analytic technique of conversation analysis (henceforth CA) to examine a range of ethical issues as they emerge in transcribed recordings of interactions collected as part of routine research encounters. The data authors analyse are diverse, including naturalistic audio and video recordings of members’ everyday and professional practices (Mondada 2014), an ethnography of a gynaecology unit in a public hospital in Italy (Fatigante and Orletti 2014), (...)
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  50.  29
    Supporting reflection and dialogue in a community of machine setters: Lessons learned from design and use of a hypermedia type training material. [REVIEW]Linda Passarge & Thomas Binder - 1996 - AI and Society 10 (1):79-88.
    The debate about experience-based or tacit knowledge has focused much attention on the limits to formalisation of work process knowledge. A main line of argument has been that, for example, industrial work even with highly advanced technical equipment can only be performed adequately when the worker through experience on the job has gained a feel for the functioning of the machinery and the properties and behaviour of the materials. In this debate links tend to be created between on the one (...)
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