Results for ' Video viewing'

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  1.  21
    Altered neural synchronisation in major depressive disorders during emotional video viewing.Guo Christine, Nguyen Vinh, Hyett Matthew, Parker Gordon & Breakspear Michael - 2015 - Frontiers in Human Neuroscience 9.
  2.  27
    The Effects of Introducing Probe Stimuli on Background Psychophysiological States During Video Viewing.Nittono Hiroshi & Miki Shigeto - 2015 - Frontiers in Human Neuroscience 9.
  3.  17
    Asynchronous Video Interviewing as a New Technology in Personnel Selection: The Applicant’s Point of View.Falko S. Brenner, Tuulia M. Ortner & Doris Fay - 2016 - Frontiers in Psychology 7:191757.
    The present study aimed to integrate findings from technology acceptance research with research on applicant reactions to new technology for the emerging selection procedure of asynchronous video interviewing. One hundred six volunteers experienced asynchronous video interviewing and filled out several questionnaires including one on the applicants’ personalities. In line with previous technology acceptance research, the data revealed that perceived usefulness and perceived ease of use predicted attitudes toward asynchronous video interviewing. Furthermore, openness revealed to moderate the relation (...)
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  4.  15
    Video Game Fictions: A Dual-Work View.Karim Nader - 2022 - Journal of the Philosophy of Games 4 (1).
    Video games fictions are interactive: some of the content is set by the game designer and some is set by the player. However, philosophers disagree over how this interaction is reflected within the fictional content of video games. First, I will show that games and playthroughs are two distinct works of fiction with their associated fictional content. Second, I argue that players engage with both fictional works when playing a video game. They imagine the fictional truths associated (...)
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  5.  26
    Video Gaming as Practical Accomplishment: Ethnomethodology, Conversation Analysis, and Play.Stuart Reeves, Christian Greiffenhagen & Eric Laurier - 2016 - Topics in Cognitive Science 8 (4).
    Accounts of video game play developed from an ethnomethodological and conversation analytic perspective remain relatively scarce. This study collects together an emerging, if scattered, body of research which focuses on the material, practical “work” of video game players. The study offers an example-driven explication of an EMCA perspective on video game play phenomena. The materials are arranged as a “tactical zoom.” We start very much “outside” the game, beginning with a wide view of how massive-multiplayer online games (...)
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  6. Can video games be philosophical?Thomas J. Spiegel - 2024 - Synthese 203 (5):1-19.
    Some video games are said to be philosophical. Despite video games having received some attention in academic philosophy, that contention has not been sufficiently addressed. This paper investigates in what sense video games might be properly called “philosophical”. To this end, I utilize Wittgenstein’s distinction between saying and showing to get into view how some video games might be properly called philosophical. This leads to two senses of being philosophical: a conventional sense of expressing philosophy through (...)
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  7.  30
    Video Gaming as Practical Accomplishment: Ethnomethodology, Conversation Analysis, and Play.Stuart Reeves, Christian Greiffenhagen & Eric Laurier - 2017 - Topics in Cognitive Science 9 (2):308-342.
    Accounts of video game play developed from an ethnomethodological and conversation analytic perspective remain relatively scarce. This study collects together an emerging, if scattered, body of research which focuses on the material, practical “work” of video game players. The study offers an example-driven explication of an EMCA perspective on video game play phenomena. The materials are arranged as a “tactical zoom.” We start very much “outside” the game, beginning with a wide view of how massive-multiplayer online games (...)
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  8.  9
    The Effect of Passively Viewing a Consent Campaign Video on Attitudes Toward Rape.Ellie M. Rowe & Peter J. Hills - 2020 - Frontiers in Psychology 11.
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  9.  35
    Violent video games: content, attitudes, and norms.Alexander Andersson & Per-Erik Milam - 2023 - Ethics and Information Technology 25 (4):1-12.
    Violent video games (VVGs) are a source of serious and continuing controversy. They are not unique in this respect, though. Other entertainment products have been criticized on moral grounds, from pornography to heavy metal, horror films, and Harry Potter books. Some of these controversies have fizzled out over time and have come to be viewed as cases of moral panic. Others, including moral objections to VVGs, have persisted. The aim of this paper is to determine which, if any, of (...)
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  10.  54
    Video Recording Practices and the Reflexive Constitution of the Interactional Order: Some Systematic Uses of the Split-Screen Technique.Lorenza Mondada - 2009 - Human Studies 32 (1):67-99.
    In this paper, I deal with video data not as a transparent window on social interaction but as a situated product of video practices. This perspective invites an analysis of the practices of video-making, considering them as having a configuring impact on both on the way in which social interaction is documented and the way in which it is locally interpreted by video-makers. These situated interpretations and online analyses reflexively shape not only the record they produce (...)
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  11.  36
    Digital video as research practice: Methodology for the millennium.Wesley Shrum, Ricardo Duque & Timothy Brown - 2005 - Journal of Research Practice 1 (1):Article M4.
    This essay has its origin in a project on the globalization of science that rediscovered the wisdom of past research practices through the technology of the future. The main argument of this essay is that a convergence of digital video technologies with practices of social surveillance portends a methodological shift towards a new variety of qualitative methodology. Digital video is changing the way that students of the social world practice their craft, offering not just new ways of presenting (...)
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  12.  12
    Children’s Narrative Elaboration After Reading a Storybook Versus Viewing a Video.Camilla E. Crawshaw, Friederike Kern, Ulrich Mertens & Katharina J. Rohlfing - 2020 - Frontiers in Psychology 11.
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  13. Video Feedback in Philosophy.Andy Lamey - 2015 - Metaphilosophy 46 (4-5):691-702.
    Marginal comments on student essays are a near-universal method of providing feedback in philosophy. Widespread as the practice is, however, it has well-known drawbacks. Commenting on students' work in the form of a video has the potential to improve the feedback experience for both instructors and students. The advantages of video feedback can be seen by examining it from both the professor's and the student's perspective. In discussing the professor's perspective, this article shares observations based on the author's (...)
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  14.  4
    An Analysis of the Ideological Potential of Video Games from the Point of View of James Gibson’s Theory of Affordances.L. V. Moyzhes - 2020 - Sociology of Power 32 (3):32-52.
    The purpose of this article is to propose a method for analyzing the ideo­logical content of video games while taking into account the agency of the players. The interactivity of video games as a medium has been attracting the attention of researchers for many years, raising, in particular, the ques­tion of how this unique property serves to broadcast certain ideologies. The ability of games to make ideological statements was discussed by Bogost, Frasca, Aarseth, and many other pioneers of (...)
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  15. Privacy in Public Places: Do GPS and Video Surveillance Provide Plain Views?Mark Tunick - 2009 - Social Theory and Practice 35 (4):597-622.
    New technologies of surveillance such as Global Positioning Systems (GPS) are increasingly used as convenient substitutes for conventional means of observation. Recent court decisions hold that the government may, without a warrant, use a GPS to track a vehicle’s movements in public places without violating the 4th Amendment, as the vehicle is in plain view and no reasonable expectation of privacy is violated. This emerging consensus of opinions fails to distinguish the unreasonable expectation that we not be seen in public, (...)
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  16.  20
    Mental Simulation of Facial Expressions: Mu Suppression to the Viewing of Dynamic Neutral Face Videos.Ozge Karakale, Matthew R. Moore & Ian J. Kirk - 2019 - Frontiers in Human Neuroscience 13.
  17.  10
    Competition between Visual Events Modulates the Influence of Salience during Free-Viewing of Naturalistic Videos.Davide Nardo, Paola Console, Carlo Reverberi & Emiliano Macaluso - 2016 - Frontiers in Human Neuroscience 10.
  18.  8
    Film and video intermediality: the question of medium specificity in contemporary moving images.Janna Houwen - 2017 - New York: Bloomsbury Academic.
    Develops a view of the difference between film and video that is not based on media specificity but on media practices.
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  19.  11
    Audio and Video Matching Zero-Watermarking Algorithm Based on NSCT.Wenxue di FanSun, Huiyuan Zhao, Wenshuo Kang & Changzhi Lv - 2022 - Complexity 2022:1-14.
    In the Internet age, information security is threatened anytime and anywhere and the copyright protection of audio and video as well as the need for matching detection is increasingly strong. In view of this need, this paper proposes a zero-watermarking algorithm for audio and video matching based on NSCT. The algorithm uses NSCT, DCT, SVD, and Schur decomposition to extract video features and audio features and generates zero-watermark stream through synthesis, which is stored in a third-party organization (...)
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  20. The incorrigible social meaning of video game imagery.Stephanie Patridge - 2010 - Ethics and Information Technology 13 (4):303-312.
    In this paper, I consider a particular amoralist challenge against those who would morally criticize our single-player video play, viz., “come on, it’s only a game!” The amoralist challenge with which I engage gains strength from two facts: the activities to which the amoralist lays claim are only those that do not involve interactions with other rational or sentient creatures, and the amoralist concedes that there may be extrinsic, consequentialist considerations that support legitimate moral criticisms. I argue that the (...)
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  21.  9
    Adaptive Panoramic Video Multicast Streaming with Limited FoV Feedback.Jie Li, Ling Han, Cong Zhang, Qiyue Li & Weitao Li - 2020 - Complexity 2020:1-14.
    Virtual reality provides an immersive 360-degree viewing experience and has been widely used in many areas. However, the transmission of panoramic video usually places a large demand on bandwidth; thus, it is difficult to ensure a reliable quality of experience under a limited bandwidth. In this paper, we propose a field-of-view prediction methodology based on limited FoV feedback that can fuse the heat map and FoV information to generate a user view. The former is obtained through saliency detection, (...)
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  22.  9
    Exploration of micro-video teaching mode of college students using deep learning and human–computer interaction.Yao Liu, Na Cai, Zizai Zhang & Hai Fu - 2022 - Frontiers in Psychology 13.
    In order to improve the efficiency of teaching and learning in Colleges and Universities, this work combines the Browser/Server framework with Model View Presenter technology to build a college student–oriented micro-video teaching system based on Deep Learning and Human–Computer Interaction technology. Firstly, it makes an in-depth analysis of the problems in the classroom teaching of Chinese CAUs. Three functional modules are designed for the micro-video online teaching platform: video management, user learning, and system management. Then, it uses (...)
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  23.  20
    Confronting School's Contradictions With Video: Youth's Need of Agency for Ontological Development.Lara Margaret Beaty - 2013 - Outlines. Critical Practice Studies 14 (1):4 - 25.
    A basic contradiction in education is that while education and guidance from people with more knowledge is necessary for the development of higher psychological functioning, the constraints imposed on student activity often become a hindrance to development. This contradiction is revealed in how youth participate in video production programs and becomes analyzable because video production brings the conflict to the surface. During video production, students often act with greater agency than they do in other school activities. This (...)
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  24.  42
    Meeting Galileo: Testing the Effectiveness of an Immersive Video Game to Teach History and Philosophy of Science to Undergraduates.Logan L. Watts & Peter Barker - 2018 - Transversal: International Journal for the Historiography of Science 5:133-145.
    Can video games teach students about the history and philosophy of science? This paper reports the results of a study investigating the effects of playing an educational video game on students’ knowledge of Galileo’s life and times, the nature of scientific evidence, and Aristotle’s and Galileo’s views of the cosmos. In the game, students were immersed in a computer simulation of 16th century Venice where they interacted with an avatar of Galileo and other characters. Over a period of (...)
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  25. Deepfakes, shallow epistemic graves: On the epistemic robustness of photography and videos in the era of deepfakes.Paloma Atencia-Linares & Marc Artiga - 2022 - Synthese 200 (6):1–22.
    The recent proliferation of deepfakes and other digitally produced deceptive representations has revived the debate on the epistemic robustness of photography and other mechanically produced images. Authors such as Rini (2020) and Fallis (2021) claim that the proliferation of deepfakes pose a serious threat to the reliability and the epistemic value of photographs and videos. In particular, Fallis adopts a Skyrmsian account of how signals carry information (Skyrms, 2010) to argue that the existence of deepfakes significantly reduces the information that (...)
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  26. Trust in technology: interlocking trust concepts for privacy respecting video surveillance.Sebastian Weydner-Volkmann & Linus Feiten - 2021 - Journal of Information, Communication and Ethics in Society 19 (4):506-520.
    Purpose The purpose of this paper is to defend the notion of “trust in technology” against the philosophical view that this concept is misled and unsuitable for ethical evaluation. In contrast, it is shown that “trustworthy technology” addresses a critical societal need in the digital age as it is inclusive of IT-security risks not only from a technical but also from a public layperson perspective. Design/methodology/approach From an interdisciplinary perspective between philosophy andIT-security, the authors discuss a potential instantiation of a (...)
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  27.  15
    Do You See What I See? Effectiveness of 360-Degree vs. 2D Video Ads Using a Neuroscience Approach.Jose M. Ausin-Azofra, Enrique Bigne, Carla Ruiz, Javier Marín-Morales, Jaime Guixeres & Mariano Alcañiz - 2021 - Frontiers in Psychology 12:612717.
    This study compares cognitive and emotional responses to 360-degree vs. static (2D) videos in terms of visual attention, brand recognition, engagement of the prefrontal cortex, and emotions. Hypotheses are proposed based on the interactivity literature, cognitive overload, advertising response model and motivation, opportunity, and ability theoretical frameworks, and tested using neurophysiological tools: electroencephalography, eye-tracking, electrodermal activity, and facial coding. The results revealed that gaze view depends on ad content, visual attention paid being lower in 360-degree FMCG ads than in 2D (...)
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  28.  7
    Impacts of Cues on Learning and Attention in Immersive 360-Degree Video: An Eye-Tracking Study.Rui Liu, Xiang Xu, Hairu Yang, Zhenhua Li & Guan Huang - 2022 - Frontiers in Psychology 12.
    Immersive 360-degree video has become a new learning resource because of its immersive sensory experience. This study examined the effects of textual and visual cues on learning and attention in immersive 360-degree video by using eye-tracking equipment integrated in a virtual reality head-mounted display. Participants were randomly assigned to one of four conditions: no cues, textual cues in the initial field of view, textual cues outside the initial FOV, and textual cues outside the initial FOV + visual cues. (...)
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  29.  18
    Interaction Analysis as an Embodied and Interactive Process: Multimodal, Co-operative, and Intercorporeal Ways of Seeing Video Data as Complementary Professional Visions.Julia Katila & Sanna Raudaskoski - 2020 - Human Studies 43 (3):445-470.
    The analysis of video-recorded interaction consists of various professionalized ways of seeing participant behavior through multimodal, co-operative, or intercorporeal lenses. While these perspectives are often adopted simultaneously, each creates a different view of the human body and interaction. Moreover, microanalysis is often produced through local practices of sense-making that involve the researchers’ bodies. It has not been fully elaborated by previous research how adopting these different ways of seeing human behavior influences both what is seen from a video (...)
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  30.  23
    Unpacking an affordance-based model of chronic pain: a video game analogy.Sabrina Coninx, B. Michael Ray & Peter Stilwell - forthcoming - Phenomenology and the Cognitive Sciences:1-24.
    Chronic pain is one of the most disabling medical conditions globally, yet, to date, we lack a satisfying theoretical framework for research and clinical practice. Over the prior decades, several frameworks have been presented with biopsychosocial models as the most promising. However, in translation to clinical practice, these models are often applied in an overly reductionist manner, leaving much to be desired. In particular, they often fail to characterize the complexities and dynamics of the lived experience of chronic pain. Recently, (...)
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  31.  45
    Views of Caregivers on the Ethics of Assistive Technology Used for Home Surveillance of People Living with Dementia.Maurice Mulvenna, Anton Hutton, Vivien Coates, Suzanne Martin, Stephen Todd, Raymond Bond & Anne Moorhead - 2017 - Neuroethics 10 (2):255-266.
    This paper examines the ethics of using assistive technology such as video surveillance in the homes of people living with dementia. Ideation and concept elaboration around the introduction of a camera-based surveillance service in the homes of people with dementia, typically living alone, is explored. The paper reviews relevant literature on surveillance of people living with dementia, and summarises the findings from ideation and concept elaboration workshops, designed to capture the views of those involved in the care of people (...)
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  32.  12
    The Power of (Re)Creation and Social Transformation of Binomial ‘Art-Technology’ in Times of Crisis: Musical Poetic Narrative in Rozalén’s ‘Lyric Video’ “Aves Enjauladas”.María del Mar Rivas-Carmona - 2020 - Cultura 17 (2):217-231.
    The epidemic outbreak of the coronavirus has meant a sudden, temporary ceasing of activities as we knew them. The health crisis has led to a social and economic crisis, and these circumstances have revealed solidarity on a global scale. In moments of separation, when culture has brought us closer together, the global phenomenon of charity songs has emerged, generating financial aid for scientific research and care for the most vulnerable people. This work focuses on a charity song turned into a (...)
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  33.  19
    Three ways of watching a sports video.Andrew Edgar - 2016 - Sport, Ethics and Philosophy 10 (4):403-415.
    It does not typically seem to be worthwhile rewatching a sport match, for example, in a video recording, once the result is known. Sports matches are like detective stories. Once one knows ‘whodunit’, there seems little point in revisiting the tale. By drawing on an argument from musicologist Edward T. Cone, this paper argues that certain sports matches may be revisited with profit. The initial experience of a game may be of a series of events that are often ambiguous (...)
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  34.  7
    Crash Course in the Classroom: Exploring How and Why Social Studies Teachers Use YouTube Videos.James Miles, Allyson Compton & Eve Herold - forthcoming - Journal of Social Studies Research.
    This article explores how the Crash Course video series are being used as a content-focused resource in the social studies classroom. It argues that the Crash Course series, alongside its YouTube competitors, has significantly stepped in to fill a vacuum left by criticisms and the unpopularity of lectures, textbooks, and feature films. With over 15 million subscribers and accumulated views over 1.9 billion, Crash Course has become an important and ubiquitous force in history and social studies classrooms and represents (...)
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  35.  4
    A differentiated look at emotions: association between gaze behaviour during the processing of affective videos and emotional granularity.Jonas Potthoff, Albert Wabnegger & Anne Schienle - 2023 - Cognition and Emotion 37 (8):1349-1356.
    The ability to distinguish between subtle differences among emotions of similar valence is labelled emotion differentiation (ED). Previous research has demonstrated that people high in ED are less likely to use disengagement regulation strategies (i.e. avoidance/distraction) during negative affective states.The present eye-tracking study examined associations between ED and visual attention/avoidance of affective stimuli. A total of 160 participants viewed emotional video clips (positive/ negative), which were concurrently presented with a non-affective distractor image. After each video, participants verbally described (...)
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  36.  9
    Illuminating Music: Impact of Color Hue for Background Lighting on Emotional Arousal in Piano Performance Videos.James McDonald, Sergio Canazza, Anthony Chmiel, Giovanni De Poli, Ellouise Houbert, Maddalena Murari, Antonio Rodà, Emery Schubert & J. Diana Zhang - 2022 - Frontiers in Psychology 13.
    This study sought to determine if hues overlayed on a video recording of a piano performance would systematically influence perception of its emotional arousal level. The hues were artificially added to a series of four short video excerpts of different performances using video editing software. Over two experiments 106 participants were sorted into 4 conditions, with each viewing different combinations of musical excerpts and hue combinations. Participants rated the emotional arousal depicted by each excerpt. Results indicated (...)
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  37. 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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  38.  67
    Free will, the self, and video game actions.Andrew Kissel - 2020 - Ethics and Information Technology 23 (3):177-183.
    In this paper, I raise several concerns for what I call the willing endorsement view of moral responsibility in videogames. Briefly, the willing endorsement view holds that players are appropriate targets of moral judgments when their actions reflect their true, real-world selves. In the first section of the paper, I argue that core features of the willing endorsement view are widely implicitly accepted among philosophers engaging in discussions of morality in games. I then focus on a particularly clear recent version (...)
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  39.  17
    Views of clinical trial participants on the readability and their understanding of informed consent documents.Rita Sommers, Cornelius Van Staden & Francois Steffens - 2017 - AJOB Empirical Bioethics 8 (4):277-284.
    Background: One of the ethical imperatives for a valid consent process in clinical medication trials is that the process be guided by and recorded in an informed consent document (ICD). Concerns have been expressed, however, about readability and participant understanding of ICDs, which are often 10–20 pages long. Objective measures of readability and understanding have been used to support these concerns in several articles, but surprisingly the voice of trial participants on ICDs has not been heard in previous studies. Hence, (...)
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  40.  31
    Fostering mind-body synchronization and trance using fractal video.Kathleen Eagan-Deprez & Reginald Humphreys - 2005 - Technoetic Arts 3 (2):93-104.
    Innovations in fractal creation procedures allow for a new style of fractal art and video, with enhanced aesthetics and other emergent properties. Biosynchronously timed fractal video can facilitate focusing of attention, and when paired with music, creates an audiovisual stimulus that can facilitate certain trance phenomena. Maximization of these effects can foster a state of mind-body synchronization, a trance-like state similar to hypnosis, referred to as the fractal-viewing trance (FVT). The fractal-viewing trance has potential use as (...)
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  41.  9
    Views on sharing mental health data for research purposes: qualitative analysis of interviews with people with mental illness.Emily Watson, Sue Fletcher-Watson & Elizabeth Joy Kirkham - 2023 - BMC Medical Ethics 24 (1):1-12.
    Background Improving the ways in which routinely-collected mental health data are shared could facilitate substantial advances in research and treatment. However, this process should only be undertaken in partnership with those who provide such data. Despite relatively widespread investigation of public perspectives on health data sharing more generally, there is a lack of research on the views of people with mental illness. Methods Twelve people with lived experience of mental illness took part in semi-structured interviews via online video software. (...)
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  42.  6
    Conversation dynamics in a multiplayer video game with knowledge asymmetry.James Simpson, Patrick Nalepka, Rachel W. Kallen, Mark Dras, Erik D. Reichle, Simon G. Hosking, Christopher Best, Deborah Richards & Michael J. Richardson - 2022 - Frontiers in Psychology 13.
    Despite the challenges associated with virtually mediated communication, remote collaboration is a defining characteristic of online multiplayer gaming communities. Inspired by the teamwork exhibited by players in first-person shooter games, this study investigated the verbal and behavioral coordination of four-player teams playing a cooperative online video game. The game, Desert Herding, involved teams consisting of three ground players and one drone operator tasked to locate, corral, and contain evasive robot agents scattered across a large desert environment. Ground players could (...)
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  43.  2
    Mean Shift Fusion Color Histogram Algorithm for Nonrigid Complex Target Tracking in Sports Video.Yu Liu & Xiaoyan Wang - 2021 - Complexity 2021:1-11.
    We analyze and study the tracking of nonrigid complex targets of sports video based on mean shift fusion color histogram algorithm. A simple and controllable 3D template generation method based on monocular video sequences is constructed, which is used as a preprocessing stage of dynamic target 3D reconstruction algorithm to achieve the construction of templates for a variety of complex objects, such as human faces and human hands, broadening the use of the reconstruction method. This stage requires (...) sequences of rigid moving target objects or sets of target images taken from different angles as input. First, the standard rigid body method of Visuals is used to obtain the external camera parameters of the sequence frames as well as the sparse feature point reconstruction data, and the algorithm has high accuracy and robustness. Then, a dense depth map is computed for each input image frame by the Multi-View Stereo algorithm. The depth reconstruction with a too high resolution not only increases the processing time significantly but also generates more noise, so the resolution of the depth map is controlled by parameters. The multiple hypothesis target tracking algorithms are used to track multiple targets, while the chunking feature is used to solve the problem of mutual occlusion and adhesion between targets. After finishing the matching, the target and background models are updated online separately to ensure the validity of the target and background models. Our results of nonrigid complex target tracking by mean shift fusion color histogram algorithm for sports video improve the accuracy by about 8% compared to other studies. The proposed tracking method based on the mean shift algorithm and color histogram algorithm can not only estimate the position of the target effectively but also depict the shape of the target well, which solves the problem that the nonrigid targets in sports video have complicated shapes and are not easy to track. An example is given to demonstrate the effectiveness and adaptiveness of the applied method. (shrink)
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  44.  14
    Viewing Fantastical Events in Animated Television Shows: Immediate Effects on Chinese Preschoolers’ Executive Function.Hui Li, Yeh Hsueh, Haoxue Yu & Katherine M. Kitzmann - 2020 - Frontiers in Psychology 11.
    Three experiments were conducted to test whether watching an animated show with frequent fantastical events decreased Chinese preschoolers’ post-viewing executive function, and to test possible mechanisms of this effect. In all three experiments, children were randomly assigned to watch a video with either frequent or infrequent fantastical events; their EF was immediately assessed after viewing, using behavioral measures of working memory, sustained attention, and cognitive flexibility. Parents completed a questionnaire to assess preschoolers’ hyperactivity level as a potential (...)
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  45.  12
    The co-creation of a video to inspire humanitarianism: How an Educational Entrepreneurial approach inspired humanitarian workers to be mindfully innovative whilst working with technology.Laura Kilboy & Yvonne Crotty - 2015 - International Journal for Transformative Research 2 (1):35-43.
    This paper demonstrates the value of embracing digital technology in order to effect positive change in a non-governmental charity organisation, in this case the Irish Charity Crosscause. The outcome of the research was the creation of a charity video, Crosscause: Making a Difference, to showcase humanitarian work in Ireland and Romania with a view to inspiring others to contribute in some capacity to this cause. Video is an important medium to provide connections with a wider audience, as it (...)
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  46. Jones, S. (2018) 'Preserved for Posterity? Present Bias and the Status of Grindhouse Films in the " Home Cinema " Era', Journal of Film and Video, 70:1.Steve Jones - 2018 - Journal of Film and Video 70 (1).
    Despite the closure of virtually all original grindhouse cinemas, ‘grindhouse’ lives on as a conceptual term. This article contends that the prevailing conceptualization of ‘grindhouse’ is problematized by a widening gap between the original grindhouse context (‘past’) and the DVD/home-viewing context (present). Despite fans’ and filmmakers’ desire to preserve this part of exploitation cinema history, the world of the grindhouse is now little more than a blurry set of tall-tales and faded phenomenal experiences, which are subject to present-bias. The (...)
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  47.  26
    Ayn Rand’s Objectivist Ethics Applied to Video Game Business.J. Tuomas Harviainen, Janne Paavilainen & Elina Koskinen - 2019 - Journal of Business Ethics 167 (4):761-774.
    This article analyzes the business ethics of digital games, using Ayn Rand’s philosophy of Objectivism. It identifies different types of monetization options as virtuous or nonvirtuous, based on Rand’s views on rational self-interest. It divides the options into ethical Mover and unethical Looter designs, presents those logics in relation to an illustrative case example, Zynga, and then discusses a view on the role of players in relation to game monetization designs. Through our analysis of monetization options in the context of (...)
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  48. Vices in Gaming: Virtue Ethics and Endorsement View.Deniz A. Kaya - 2022 - Journal of Value Inquiry:1-17.
    Can video games or the playing of such games be morally objectionable? Many attempts to justify our intuitions about the morality of certain games or game activities are either unsuccessful or fall short. This is mainly due to a normative gap between reality and virtuality that classical approaches to moral philosophy cannot bridge. I am investigating to what extent an accurate action analysis can help us to justify our intuitions that, in some cases, something is ethically wrong with (...) games. To do so, I am using Frankfurt’s volition theory to show how virtual game actions can be evaluated based on virtue ethics. This virtue ethical assessment is compatible with Ostritsch’s (2017) endorsement view. Especially in light of the gamification of our surroundings, the question of the ethical status of video gaming is becoming more and more urgent. By arguing that a virtue ethical approach can tell us more about the ethical aspects of video gaming, I will also argue that virtue ethics (because of similar problems in these fields) is promising regarding the ethics of simulation, art, and literature. (shrink)
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    Social Media Influencer Viewing and Intentions to Change Appearance: A Large Scale Cross-Sectional Survey on Female Social Media Users in China.Wenjing Pan, Zhe Mu & Zheng Tang - 2022 - Frontiers in Psychology 13.
    Previous studies have reported that general or photo-specific social media use was associated with women’s body dissatisfaction and body image disturbance. The current study replicated and expanded upon these findings by identifying the positive association between social media influencer viewing and intentions to change appearance. This study surveyed a sample of 7,015 adult female TikTok users in China regarding their social media influencer viewing frequency, self-objectification, social comparison tendencies when watching short videos, intentions to change appearance, and demographics. (...)
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    The Ethics of Viewing Illegally Shared Pornography.Andrés G. Garcia - forthcoming - Journal of Applied Philosophy.
    I argue that the consumption of illegally shared pornography is often morally problematic. My argument is not based on any general condemnation of pornography or even illegal content sharing as such. Instead, my argument emphasizes that commercial pornography that is illegally shared risks violating the consent and thus the dignity of its performers. In this way, illegally shared pornography is akin to ‘revenge porn’, involving the non-consensual distribution and consumption of sexually intimate images or videos. The idea is that if (...)
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