Results for ' bareback video features'

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  1.  2
    Brothers' Milk.Casey McKittrick - 2010 - In Fritz Allhoff & Dave Monroe (eds.), Porn ‐ Philosophy for Everyone. Oxford, UK: Wiley‐Blackwell. pp. 66–77.
    This chapter contains sections titled: AIDS as a Gay Disease? Features of the Bareback Video Cultural Responses to the Bareback Video The Language of the Bareback Experience Plenitude and the Death Drive in Bareback Porn Notes.
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  2.  2
    SIFT Feature-Based Video Camera Boundary Detection Algorithm.Lingqiang Kong - 2021 - Complexity 2021:1-11.
    Aiming at the problem of low accuracy of edge detection of the film and television lens, a new SIFT feature-based camera detection algorithm was proposed. Firstly, multiple frames of images are read in time sequence and converted into grayscale images. The frame image is further divided into blocks, and the average gradient of each block is calculated to construct the film dynamic texture. The correlation of the dynamic texture of adjacent frames and the matching degree of SIFT features of (...)
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  3.  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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  4.  19
    Food and Beverage Cues Featured in YouTube Videos of Social Media Influencers Popular With Children: An Exploratory Study.Anna E. Coates, Charlotte A. Hardman, Jason C. G. Halford, Paul Christiansen & Emma J. Boyland - 2019 - Frontiers in Psychology 10.
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  5. Video Games and Ethics.Monique Wonderly - 2017 - In Joseph C. Pitt & Ashley Shew (eds.), Spaces for the Future: A Companion to Philosophy of Technology. New York: Routledge. pp. 29-41.
    Historically, video games featuring content perceived as excessively violent have drawn moral criticism from an indignant (and sometimes, morally outraged) public. Defenders of violent video games have insisted that such criticisms are unwarranted, as committing acts of virtual violence against computer-controlled characters – no matter how heinous or cruel those actions would be if performed in real life – harm no actual people. In this paper, I present and critically analyze key aspects of this debate. I argue that (...)
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  6.  55
    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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  7.  61
    Covert video surveillance -- a response to Professor Southall and Dr. Samuels.D. Evans - 1996 - Journal of Medical Ethics 22 (1):29-31.
    In their reply to my recent paper on Munchausen's syndrome by proxy, Professor Southall and Dr. Samuels concede that some things may be learned from my observations. They do not attend to the main argument of the paper, however, that the proportion of research interest in their use of covert video surveillance merits consideration of the research protocol by an independent research ethics committee. It will not do simply to assert that the use of this technology for the purposes (...)
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  8.  9
    Three Bodies: Problems for Video-conferencing.Sarah Pawlett Jackson - 2021 - Phenomenology and Mind 20:42-50.
    In this paper I examine a specific way that video-conferencing modifies structures of intersubjective awareness and interaction. I focus on multi-person interactions (involving more than two people) via video-call. By unpacking some of the key features of multi-person intersubjectivity in cases of embodied co-presence, I will show where and how certain social affordances are strained or lost when multi-person interactions are transferred to the screen.
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  9.  41
    Video Game Violence. A Philosophical Conversation with Mathieu Triclot.Mathieu Triclot & Raphaël Verchère - 2019 - Philosophical Journal of Conflict and Violence 3 (1).
    The starting point of this conversation with philosopher Mathieu Triclot is the issue of the causal contribution of video game playing in school shootings. Triclot explains the limitations of current psychological approaches regarding video game violence. He further develops on the peculiar features of the video game medium and how they relate to the problem of violence. Triclot eventually shows that, although players may relate to virtual violence in very different ways, violence in video games (...)
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  10.  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 (...)
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  11.  7
    Loot boxes use, video gaming, and gambling in adolescents: Results from a path analysis before and during COVID-19-pandemic-related lockdown in Italy.Caterina Primi, Francesco Sanson, Marta Vecchiato, Emilia Serra & Maria Anna Donati - 2022 - Frontiers in Psychology 13.
    Loot Boxes, i.e., virtual items embedded within video games with numerous features reminiscent of gambling, are increasingly widespread among adolescents. LB use is associated with problem gambling in youth, but few studies have been conducted on the association between LB use and gambling behavior considering adolescents. Thus, the mechanisms underlying this relationship are not clear. As LB use is a significant and positive risk factor for video gaming severity, and video gaming is associated with problem gambling, (...)
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  12. 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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  13.  41
    Automatic Recommendation Algorithm for Video Background Music Based on Deep Learning.Hong Kai - 2021 - Complexity 2021:1-11.
    As one of the traditional entertainment items, video background music has gradually changed from traditional consumption to network consumption, which naturally also has the problem of information overload. From the perspective of model design and auxiliary information, this paper proposes a tightly coupled fusion model based on deep learning and collaborative filtering to alleviate the problem of poor prediction accuracy due to sparse matrix in the scoring prediction problem. In the use of auxiliary information, this paper uses crawler technology (...)
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  14.  6
    Application Research of Key Frames Extraction Technology Combined with Optimized Faster R-CNN Algorithm in Traffic Video Analysis.Zhi-Guang Jiang & Xiao-Tian Shi - 2021 - Complexity 2021:1-11.
    The intelligent transportation system under the big data environment is the development direction of the future transportation system. It effectively integrates advanced information technology, data communication transmission technology, electronic sensing technology, control technology, and computer technology and applies them to the entire ground transportation management system to establish a real-time, accurate, and efficient comprehensive transportation management system that works on a large scale and in all directions. Intelligent video analysis is an important part of smart transportation. In order to (...)
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  15.  49
    Game feature and expertise effects on experienced richness, control and engagement in game play.Marco C. Rozendaal, David V. Keyson, Huib de Ridder & Peter O. Craig - 2009 - AI and Society 24 (2):123-133.
    The extent to which game play is experienced as engaging is an important criterion for the playability of video games. This study investigates how video games can be designed towards increased levels of experienced engagement over time. For this purpose, two experiments were conducted in which a total of 35 participants repeatedly played a video game. Results indicate that experienced engagement is based on the extent to which the game provides rich experiences as well as by the (...)
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  16.  78
    The Argument from Extreme Difficulty in Video Games.Aderemi Artis - 2021 - Journal of Aesthetics and Art Criticism 79 (1):64-75.
    Many video games require complex, rapid sequences of skilled bodily movements in order to complete game-world tasks. It is not unreasonable to think that this might interfere with our ability to aesthetically appreciate such video games. I present two versions of this argument from extreme difficulty: a strong version and a weak version. While extant treatments of the aesthetics of video games can be used to rebut the strong version, the weak version remains recalcitrant. I develop a (...)
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  17.  21
    Featuring shortness in online loop cultures.Maria Poulaki - 2015 - Empedocles: European Journal for the Philosophy of Communication 5 (1):91-96.
    This article examines the trend of looping videos online. It distinguishes between different types of loops (photography-based and video loops) and their functions (background and foreground). It also argues that the loop through its unit multiplication serves the human need for duration, self-reference and communication.
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  18.  70
    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 (...)
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  19.  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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  20.  25
    The art of education: Creative thinking and video games.Lina Georgieva & Alexander Nikulin - 2023 - Balkan Journal of Philosophy 15 (2):179-186.
    The COVID-19 pandemic has shed new light on some significant problems that have been present in the education systems for decades. Тhe lack of various educational methods is becoming more and more evident, leading to a decreasing interest in learning and critical thinking. Оn the other hand, more and more research shows that different types of digital games can enhance creative and critical thinking in students. А closer look at the requirements of the educational programs shows how strict they are (...)
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  21.  5
    Visuality, text and talk, and the systematic organization of interaction in Periscope live video streams.Julien Morel & Christian Licoppe - 2018 - Discourse Studies 20 (5):637-665.
    In this study, we use a conversation analysis framework to understand the systematic organization of interactions in Periscope live video streams, and its crucial features: the talking heads orientation for the video stream, in common with video-mediated communication; the expectation that the streamer should attend to all messages as much as possible; the ‘loose’ organization of viewers’ responses to streamers’ turn-at-talk, as in multi-party chats. We also identify a distinctive design for streamers’ responses to messages, the (...)
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  22.  5
    Saying “I Don’t Know”: A Video-Based Study on Physicians’ Claims of No-Knowledge in Assisted Reproductive Technology Consultations.Julia Menichetti, Jennifer Gerwing, Lidia Borghi, Pål Gulbrandsen & Elena Vegni - 2021 - Frontiers in Psychology 11.
    IntroductionThe assisted reproductive technology field deals with consistent and predictable gaps in knowledge. Expressing lack of knowledge with a sentence like “I don’t know” can be challenging for doctors. This study examined physicians’ negative epistemic disclaimer “non lo so” in Italian ART doctor-couple interactions. In particular, it aimed to reveal specific features of “non lo so”: function, topic, temporality, responsibility, and interactional aspects.MethodsThis was a video-based observational study. We used microanalysis of face-to-face dialogue to analyze 20 purposively selected (...)
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  23.  25
    Dynamic Threshold Selection for a Biocybernetic Loop in an Adaptive Video Game Context.Elise Labonte-Lemoyne, François Courtemanche, Victoire Louis, Marc Fredette, Sylvain Sénécal & Pierre-Majorique Léger - 2018 - Frontiers in Human Neuroscience 12:307287.
    Passive Brain-Computer interfaces (pBCIs) are a human-computer communication tool where the computer can detect from neurophysiological signals the current mental or emotional state of the user. The system can then adjust itself to guide the user towards a desired state. One challenge facing developers of pBCIs is that the system's parameters are generally set at the onset of the interaction and remain stable throughout, not adapting to potential changes over time such as fatigue. The goal of this paper is to (...)
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  24.  10
    Brand in focus: Activating adolescents’ persuasion knowledge using disclosures for embedded advertising in music videos.Robert F. Cartwright, Suzanna J. Opree & Eva A. van Reijmersdal - 2022 - Communications 47 (1):93-113.
    Many artists and music labels rely on partnerships with brands to pay for the production costs of their music videos. In exchange, the brands are featured in those videos. To enhance the transparency of these embedded forms of advertising, sponsorship disclosures are required. However, it remains unknown what the content of these disclosures in music videos should be to enhance sponsor transparency for adolescents. We examined how disclosure type affected adolescents’ conceptual and attitudinal persuasion knowledge. In addition, effects on responses (...)
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  25.  8
    Adaptive Gaussian Incremental Expectation Stadium Parameter Estimation Algorithm for Sports Video Analysis.Lizhi Geng - 2021 - Complexity 2021:1-10.
    In this paper, we propose an adaptive Gaussian incremental expectation stadium parameter estimation algorithm for sports video analysis and prediction through the study and analysis of sports videos. The features with more discriminative power are selected from the set of positive and negative templates using a feature selection mechanism, and a sparse discriminative model is constructed by combining a confidence value metric strategy. The sparse generative model is constructed by combining L1 regularization and subspace representation, which retains sufficient (...)
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  26.  79
    Perception of Human Interaction Based on Motion Trajectories: From Aerial Videos to Decontextualized Animations.Tianmin Shu, Yujia Peng, Lifeng Fan, Hongjing Lu & Song-Chun Zhu - 2018 - Topics in Cognitive Science 10 (1):225-241.
    People are adept at perceiving interactions from movements of simple shapes, but the underlying mechanism remains unknown. Previous studies have often used object movements defined by experimenters. The present study used aerial videos recorded by drones in a real-life environment to generate decontextualized motion stimuli. Motion trajectories of displayed elements were the only visual input. We measured human judgments of interactiveness between two moving elements and the dynamic change in such judgments over time. A hierarchical model was developed to account (...)
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  27.  10
    Deep ChaosNet for Action Recognition in Videos.Huafeng Chen, Maosheng Zhang, Zhengming Gao & Yunhong Zhao - 2021 - Complexity 2021:1-5.
    Current methods of chaos-based action recognition in videos are limited to the artificial feature causing the low recognition accuracy. In this paper, we improve ChaosNet to the deep neural network and apply it to action recognition. First, we extend ChaosNet to deep ChaosNet for extracting action features. Then, we send the features to the low-level LSTM encoder and high-level LSTM encoder for obtaining low-level coding output and high-level coding results, respectively. The agent is a behavior recognizer for producing (...)
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  28.  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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  29.  10
    Photo Fusion: A Wedding Photographers Guide to Mixing Digital Photography and Video.Jennifer Bebb - 2010 - Wiley.
    A full-color reference-and-DVD package covers shooting and editing a successful multimedia project With the introduction of dSLRs with high definition video functionality, a new world of multimedia capture has been opened to digital photographers. This book shows you how to embrace the exciting new option of photo fusion, by incorporating digital video content with your photography. The author duo guides you through creating seamless multimedia presentations that maximize both still-frame and video photography functions on your dSLR. From (...)
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  30.  9
    A Crowd Density Detection Algorithm for Tourist Attractions Based on Monitoring Video Dynamic Information Analysis.Lina Li - 2020 - Complexity 2020:1-14.
    In this paper, we analyze and calculate the crowd density in a tourist area utilizing video surveillance dynamic information analysis and divide the crowd counting and density estimation task into three stages. In this paper, novel scale perception module and inverse scale perception module are designed to further facilitate the mining of multiscale information by the counting model; the main function of the third stage is to generate the population distribution density map, which mainly consists of three columns of (...)
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  31.  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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  32.  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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  33.  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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  34.  5
    The Role of Literal Features During Processing of Novel Verbal Metaphors.Camilo R. Ronderos, Ernesto Guerra & Pia Knoeferle - 2021 - Frontiers in Psychology 11.
    When a word is used metaphorically (for example “walrus” in the sentence “The president is a walrus”), some features of that word's meaning (“very fat,” “slow-moving”) are carried across to the metaphoric interpretation while other features (“has large tusks,” “lives near the north pole”) are not. What happens to these features that relate only to the literal meaning during processing of novel metaphors? In four experiments, the present study examined the role of the feature of physical containment (...)
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  35.  6
    Improved Hierarchical Convolutional Features for Robust Visual Object Tracking.Jinping Sun - 2021 - Complexity 2021:1-16.
    The target and background will change continuously in the long-term tracking process, which brings great challenges to the accurate prediction of targets. The correlation filter algorithm based on manual features is difficult to meet the actual needs due to its limited feature representation ability. Thus, to improve the tracking performance and robustness, an improved hierarchical convolutional features model is proposed into a correlation filter framework for visual object tracking. First, the objective function is designed by lasso regression modeling, (...)
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  36.  5
    How much vocabulary is needed for comprehension of video lectures in MOOCs: A corpus-based study.Ismail Xodabande, Hourieh Ebrahimi & Sedigheh Karimpour - 2022 - Frontiers in Psychology 13.
    Over the past years, Massive Open Online Courses have emerged as new competitive advantages in the digital economy of higher education globally. Accordingly, an increasing number of individuals are attracted to these new learning environments for developing their knowledge and skills in a variety of subject areas. Despite these developments, research on linguistic features of MOOCs lectures as the main mediums for delivering the course contents remained limited. To address this gap, the present study analyzed a corpus of MOOCs (...)
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  37.  2
    Emancipation and Collaboration: A Critical Examination of Human Rights Video Advocacy.Ruthie Ginsburg - 2021 - Theory, Culture and Society 38 (3):51-70.
    This article explores the relationship between political freedom and collaboration in the work of human rights organizations. I focus here on the ethical and political implications involved in the production of evidence once the documenting tool, the camera, is in the hands of an engaged civilian rather than a bystander, such as a photojournalist. By examining cases in the Occupied Palestinian Territories where the Palestinians are the photographers of human rights violations, I outline the relations and tensions between emancipatory acts (...)
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  38.  14
    No-Reference Stereoscopic Image Quality Assessment Based on Binocular Statistical Features and Machine Learning.Peng Xu, Man Guo, Lei Chen, Weifeng Hu, Qingshan Chen & Yujun Li - 2021 - Complexity 2021:1-14.
    Learning a deep structure representation for complex information networks is a vital research area, and assessing the quality of stereoscopic images or videos is challenging due to complex 3D quality factors. In this paper, we explore how to extract effective features to enhance the prediction accuracy of perceptual quality assessment. Inspired by the structure representation of the human visual system and the machine learning technique, we propose a no-reference quality assessment scheme for stereoscopic images. More specifically, the statistical (...) of the gradient magnitude and Laplacian of Gaussian responses are extracted to form binocular quality-predictive features. After feature extraction, these features of distorted stereoscopic image and its human perceptual score are used to construct a statistical regression model with the machine learning technique. Experimental results on the benchmark databases show that the proposed model generates image quality prediction well correlated with the human visual perception and delivers highly competitive performance with the typical and representative methods. The proposed scheme can be further applied to the real-world applications on video broadcasting and 3D multimedia industry. (shrink)
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  39.  6
    Overcoming Blanking: Verbal and Visual Features of Prompting in Theatre Rehearsals.Maximilian Krug - 2023 - Human Studies 46 (2):221-246.
    In theatre rehearsals, actors can occasionally be seen getting stuck in the play text, which is called blanking. To overcome such textual difficulties and continue with the given text, a prompter can verbalize the line in question, thus contributing to an actor’s word search by prompting. The paper focuses on interactional practices by which prompters and actors interactionally resolve blanking situations. This study’s data comprises a case collection of 67 prompting situations, which are taken from a 200-h video corpus (...)
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  40.  7
    Duets by Anna Karenina and Alexey Vronsky in the ballet by J. Neumeier's "Anna Karenina": features of the author's interpretation of the images of the main characters.Daria Khokhlova - 2022 - Философия И Культура 3:9-22.
    This article continues the author's research devoted to the study of the problem of choreographic interpretations of literary works, in particular, John Neumeier's ballet "Anna Karenina". In this work, the identification of expressive staging means and choreographic elements used by Neumeier in the production of duets by Anna Karenina and Alexei Vronsky is carried out in order to determine the place of these choreographic fragments in the performance, as well as their significance for the author's interpretation of the images of (...)
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  41. Justice with Michael Sandel.Michael J. Sandel, Bill D. Moyers, Gail Pellett, P. B. S. Video & Public Affairs Television - 1990 - Pbs Video [Distributor].
     
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  42. Hope for the Long Run with Cornel West.Bill D. Moyers, Cornel West, Public Affairs Television & P. B. S. Video - 1990 - Pbs Video.
     
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  43. The summer 1996.Antiquities Sales & Features Egyptian - 1996 - Minerva 7.
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  44.  5
    The Sprawl: Reconsidering the Weird American Suburbs by Jason Diamond (review).Julie Wilhelm - 2021 - Environment, Space, Place 13 (2):142-144.
    In lieu of an abstract, here is a brief excerpt of the content:ENVIRONMENT, SPACE, PLACE / VOLUME 13 / ISSUE 2 / 2021 142 Mathewson, Tom Mels, Theano S. Terkenli, Tim Waterman, Claudio Minca, MichaelJones,KennethR.Olwig,“TheMeaningsofLandscape:EssaysonPlace,Space, Environment and Justice,” The AAG Review of Books 7, no. 4 (2019): 291–­304. 11. Linde Egberts, Review of The Meanings of Landscape: Essays on Place, Space, Environment and Justice by Kenneth R. Olwig. Tijdschrift voor economische en sociale geografie 111, no. 2 (2020): 199–­200. The Sprawl: (...)
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  45.  7
    For a situational analytics: An interpretative methodology for the study of situations in computational settings.Noortje Marres - 2020 - Big Data and Society 7 (2).
    This article introduces an interpretative approach to the analysis of situations in computational settings called situational analytics. I outline the theoretical and methodological underpinnings of this approach, which is still under development, and show how it can be used to surface situations from large data sets derived from online platforms such as YouTube. Situational analytics extends to computationally-mediated settings a qualitative methodology developed by Adele Clarke, Situational Analysis, which uses data mapping to detect heterogeneous entities in fieldwork data to determine (...)
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  46. The Problem of Evil in Virtual Worlds.Brendan Shea - 2017 - In Mark Silcox (ed.), Experience Machines: The Philosophy of Virtual Worlds. Lanham, MD: Rowman & Littlefield. pp. 137-155.
    In its original form, Nozick’s experience machine serves as a potent counterexample to a simplistic form of hedonism. The pleasurable life offered by the experience machine, its seems safe to say, lacks the requisite depth that many of us find necessary to lead a genuinely worthwhile life. Among other things, the experience machine offers no opportunities to establish meaningful relationships, or to engage in long-term artistic, intellectual, or political projects that survive one’s death. This intuitive objection finds some support in (...)
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  47. Helpless Spectators: Suspense in Videogames and Film.Aaron Smuts & Jonathan Frome - 2004 - Text Technology 1 (1):13-34.
    The most surprising conclusion of our analysis is that videogames can be most effective in generating suspense not by highlighting their unique ability to be interactive, but, to the contrary, limiting interactivity at key points, thereby turning players into helpless spectators like those that watch films. Discovering this technique in video games allows us to turn our attention back to film, where we are able to highlight a previously ignored feature of viewer film interaction, namely, helplessness.
     
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  48.  3
    Electrophysiological representations of multivariate human emotion experience.Jin Liu, Xin Hu, Xinke Shen, Sen Song & Dan Zhang - forthcoming - Cognition and Emotion.
    Despite the fact that human daily emotions are co-occurring by nature, most neuroscience studies have primarily adopted a univariate approach to identify the neural representation of emotion (emotion experience within a single emotion category) without adequate consideration of the co-occurrence of different emotions (emotion experience across different emotion categories simultaneously). To investigate the neural representations of multivariate emotion experience, this study employed the inter-situation representational similarity analysis (RSA) method. Researchers used an EEG dataset of 78 participants who watched 28 (...) clips and rated their experience on eight emotion categories. The EEG-based electrophysiological representation was extracted as the power spectral density (PSD) feature per channel in the five frequency bands. The inter-situation RSA method revealed significant correlations between the multivariate emotion experience ratings and PSD features in the Alpha and Beta bands, primarily over the frontal and parietal-occipital brain regions. The study found the identified EEG representations to be reliable with sufficient situations and participants. Moreover, through a series of ablation analyses, the inter-situation RSA further demonstrated the stability and specificity of the EEG representations for multivariate emotion experience. These findings highlight the importance of adopting a multivariate perspective for a comprehensive understanding of the neural representation of human emotion experience. (shrink)
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    Canon Eos Rebel T2i/550d Digital Field Guide.Charlotte K. Lowrie - 2010 - Wiley.
    Featuring an 18.0 megapixel CMOS sensor and DIGIC 4 image processor for high image quality and speed, ISO 100-6400 for shooting from bright to dim light, and many more great features, the Canon EOS Rebel T2i brings professional features into an entry-level digital SLR. The Canon EOS Rebel T2i/550D Digital Field Guide will teach you how to get the most out of these impressive features so you can improve your photography skills. CHAPTER 1: Setting Up the EOS (...)
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  50. Something for Everyone.Roger T. Pipe - 2010 - In Fritz Allhoff & Dave Monroe (eds.), Porn ‐ Philosophy for Everyone. Oxford, UK: Wiley‐Blackwell. pp. 191–203.
    This chapter contains sections titled: The 1970s: Adult Film Theatres The 1980s: Home Video/VHS The 1990s: DVD The Oh‐Oh Age of the Internet Notes.
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