Journal articles on the topic 'Streaming perception'

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1

Jati, Rocky Prasetyo, and Mira Herlina. "Hubungan antara Radio Streaming dengan Persepsi dan Kepuasan Audiens di PT MNC Skyvision Jakarta." Jurnal ASPIKOM 2, no. 1 (July 17, 2013): 589. http://dx.doi.org/10.24329/aspikom.v2i1.37.

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This research is motivated by development of radio broadcasting using streaming concept to broadcast to the listeners. Before streaming broadcast radio it need planting perception, resulting satisfaction to listeners. Problem and research objectives is to what extent the relationship between the audience’s perception of streaming radio and streaming radio contact with the extent of audience satisfaction. This research based on the theory of use and gratification and using the quantitative methodology, with quota sampling technique, respondents of PT. MNC Sky Vision Jakarta. The research result shown that there is a relation between the perception of streaming radio and there is a real relationship between the satisfaction of streaming radio.
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Dupoux, Emmanuel, Vincent de Gardelle, and Sid Kouider. "Subliminal speech perception and auditory streaming." Cognition 109, no. 2 (November 2008): 267–73. http://dx.doi.org/10.1016/j.cognition.2008.06.012.

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3

Gregory, Andrew H. "Timbre and Auditory Streaming." Music Perception 12, no. 2 (1994): 161–74. http://dx.doi.org/10.2307/40285649.

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Listeners rated the subjective difference between pairs of different synthesized orchestral instrumental timbres. They then reported their perception of variations on crossing ascending and descending musical scales played in different timbres. With little or no timbre difference between the scales, auditory streaming by pitch led to the perception of separate high and low halfscales. Increasing timbre difference led to the perception of the complete scales played by each instrument, particularly if the two scales were in distant keys or temporally interleaved rather than simultaneous. If the notes of each scale alternated between two instruments, then perceptual separation by timbre would result in the perception of the "jumping" sequence of notes played by each instrument. This sequence was perceived only if the scales were discordant or temporally interleaved. Multidimensional scaling of the difference ratings led to three dimensions, which were correlated with acoustic parameters resulting from spectral analysis of the sounds. The most important aspects of timbre for perceptual separation were the proportion of energy in the lower partials and, for discordant scales, the duration of the decay. Auditory streaming by timbre thus depends on particular dimensions of timbre and on musical factors such as harmonic relation, simultaneity, and continuity.
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杨, 铮., 亮. 董, and 新军 蔡. "Toward cooperative multi-agent video streaming perception." SCIENTIA SINICA Informationis 53, no. 1 (January 1, 2023): 46. http://dx.doi.org/10.1360/ssi-2021-0179.

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Ciocca, Valter, and Albert S. Bregman. "The effects of auditory streaming on duplex perception." Perception & Psychophysics 46, no. 1 (January 1989): 39–48. http://dx.doi.org/10.3758/bf03208072.

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Atzori, Luigi, Alessandro Floris, Giaime Ginesu, and Daniele D. Giusto. "Quality perception when streaming video on tablet devices." Journal of Visual Communication and Image Representation 25, no. 3 (April 2014): 586–95. http://dx.doi.org/10.1016/j.jvcir.2013.08.013.

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Zhenzhong Chen, Maodong Li, and Yap-Peng Tan. "Perception-Aware Multiple Scalable Video Streaming Over WLANs." IEEE Signal Processing Letters 17, no. 7 (July 2010): 675–78. http://dx.doi.org/10.1109/lsp.2010.2046193.

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Lohmann, Sam, and Linda Frederiksen. "Faculty Awareness and Perception of Streaming Video for Teaching." Collection Management 43, no. 2 (November 2, 2017): 101–19. http://dx.doi.org/10.1080/01462679.2017.1382411.

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Schadwinkel, Stefan, and Alexander Gutschalk. "Transient bold activity locked to perceptual reversals of auditory streaming in human auditory cortex and inferior colliculus." Journal of Neurophysiology 105, no. 5 (May 2011): 1977–83. http://dx.doi.org/10.1152/jn.00461.2010.

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Our auditory system separates and tracks temporally interleaved sound sources by organizing them into distinct auditory streams. This streaming phenomenon is partly determined by physical stimulus properties but additionally depends on the internal state of the listener. As a consequence, streaming perception is often bistable and reversals between one- and two-stream percepts may occur spontaneously or be induced by a change of the stimulus. Here, we used functional MRI to investigate perceptual reversals in streaming based on interaural time differences (ITD) that produce a lateralized stimulus perception. Listeners were continuously presented with two interleaved streams, which slowly moved apart and together again. This paradigm produced longer intervals between reversals than stationary bistable stimuli but preserved temporal independence between perceptual reversals and physical stimulus transitions. Results showed prominent transient activity synchronized with the perceptual reversals in and around the auditory cortex. Sustained activity in the auditory cortex was observed during intervals where the ΔITD could potentially produce streaming, similar to previous studies. A localizer-based analysis additionally revealed transient activity time locked to perceptual reversals in the inferior colliculus. These data suggest that neural activity associated with streaming reversals is not limited to the thalamo-cortical system but involves early binaural processing in the auditory midbrain, already.
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Watanabe, Katsumi, and Shinsuke Shimojo. "Attentional Modulation in Perception of Visual Motion Events." Perception 27, no. 9 (September 1998): 1041–54. http://dx.doi.org/10.1068/p271041.

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Identical visual targets moving across each other with equal and constant speed can be perceived either to bounce off or to stream through each other. This bistable motion perception has been studied mostly in the context of motion integration. Since the perception of most ambiguous motion is affected by attention, there is the possibility of attentional modulation occurring in this case as well. We investigated whether distraction of attention from the moving targets would alter the relative frequency of each percept. During the observation of the streaming/bouncing motion event in the peripheral visual field, visual attention was disrupted by an abrupt presentation of a visual distractor at various timings and locations (experiment 1; exogenous distraction of attention) or by the demand of an additional discrimination task (experiments 2 and 3; endogenous distraction of attention). Both types of distractions of attention increased the frequency of the bouncing percept and decreased that of the streaming percept. These results suggest that attention may facilitate the perception of object motion as continuing in the same direction as in the past.
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Evensen, Kristian, Tomas Kupka, Haakon Riiser, Pengpeng Ni, Ragnhild Eg, Carsten Griwodz, and Pål Halvorsen. "Adaptive Media Streaming to Mobile Devices: Challenges, Enhancements, and Recommendations." Advances in Multimedia 2014 (2014): 1–21. http://dx.doi.org/10.1155/2014/805852.

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Video streaming is predicted to become the dominating traffic in mobile broadband networks. At the same time, adaptive HTTP streaming is developing into the preferred way of streaming media over the Internet. In this paper, we evaluate how different components of a streaming system can be optimized when serving content to mobile devices in particular. We first analyze the media traffic from a Norwegian network and media provider. Based on our findings, we outline benefits and challenges for HTTP streaming, on the sender and the receiver side, and we investigate how HTTP-based streaming affects server performance. Furthermore, we discuss various aspects of efficient coding of the video segments from both performance and user perception point of view. The final part of the paper studies efficient adaptation and delivery to mobile devices over wireless networks. We experimentally evaluate and improve adaptation strategies, multilink solutions, and bandwidth prediction techniques. Based on the results from our evaluations, we make recommendations for how an adaptive streaming system should handle mobile devices. Small changes, or simple awareness of how users perceive quality, can often have large effects.
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Cabeza-Ramírez, Luis Javier, Sandra M. Sánchez-Cañizares, and Fernando J. Fuentes-García. "Motivations for the Use of Video Game Streaming Platforms: The Moderating Effect of Sex, Age and Self-Perception of Level as a Player." International Journal of Environmental Research and Public Health 17, no. 19 (September 25, 2020): 7019. http://dx.doi.org/10.3390/ijerph17197019.

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A particularly striking new phenomenon in recent years is the live streaming of video games through popular platforms, such as Twitch. This study focuses on the motivations and types of use underlying viewer participation in live streaming platforms. Based on the uses and gratifications theory, this paper aims to analyse how three basic motivations are related to the use of video game streaming platforms. Furthermore, it examines the moderating effects that significant variables, such as the audience member’s age, sex or self-perception of level as a player may exert on this relationship. The results reveal that the three types of motivations are positively associated with use of the platform, although notable differences appear, with informational motivations outweighing entertainment and social motivations. At the same time, no moderating effects on the results of the proposed model were found for the heterogeneity stemming from sex and age. Conversely, the influence of informational motivations on the use of these platforms is moderated by the self-perception of level as a player.
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Elsabbagh, Mayada, Henri Cohen, and Annette Karmiloff-Smith. "Discovering Structure in Auditory Input: Evidence From Williams Syndrome." American Journal on Intellectual and Developmental Disabilities 115, no. 2 (March 1, 2010): 128–39. http://dx.doi.org/10.1352/1944-7558-115.2.128.

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Abstract We examined auditory perception in Williams syndrome by investigating strategies used in organizing sound patterns into coherent units. In Experiment 1, we investigated the streaming of sound sequences into perceptual units, on the basis of pitch cues, in a group of children and adults with Williams syndrome compared to typical controls. We showed that individuals with Williams syndrome were sensitive to the same pitch cues as typical children and adults when streaming these patterns. In Experiment 2, we evaluated differences in reliance on pitch and contour cues in unfamiliar melody perception in a group of adults with Williams syndrome relative to typical control children and adults. Unlike controls who demonstrated greater proficiency when contour cues were available, adults with Williams syndrome showed no such advantage.
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Duc, Tho Nguyen, Chanh Minh Tran, Phan Xuan Tan, and Eiji Kamioka. "Modeling of Cumulative QoE in On-Demand Video Services: Role of Memory Effect and Degree of Interest." Future Internet 11, no. 8 (August 4, 2019): 171. http://dx.doi.org/10.3390/fi11080171.

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The growing demand on video streaming services increasingly motivates the development of a reliable and accurate models for the assessment of Quality of Experience (QoE). In this duty, human-related factors which have significant influence on QoE play a crucial role. However, the complexity caused by multiple effects of those factors on human perception has introduced challenges on contemporary studies. In this paper, we inspect the impact of the human-related factors, namely perceptual factors, memory effect, and the degree of interest. Based on our investigation, a novel QoE model is proposed that effectively incorporates those factors to reflect the user’s cumulative perception. Evaluation results indicate that our proposed model performed excellently in predicting cumulative QoE at any moment within a streaming session.
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Pralus, Agathe, Ruben Hermann, Fanny Cholvy, Pierre-Emmanuel Aguera, Annie Moulin, Pascal Barone, Nicolas Grimault, Eric Truy, Barbara Tillmann, and Anne Caclin. "Rapid Assessment of Non-Verbal Auditory Perception in Normal-Hearing Participants and Cochlear Implant Users." Journal of Clinical Medicine 10, no. 10 (May 13, 2021): 2093. http://dx.doi.org/10.3390/jcm10102093.

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In the case of hearing loss, cochlear implants (CI) allow for the restoration of hearing. Despite the advantages of CIs for speech perception, CI users still complain about their poor perception of their auditory environment. Aiming to assess non-verbal auditory perception in CI users, we developed five listening tests. These tests measure pitch change detection, pitch direction identification, pitch short-term memory, auditory stream segregation, and emotional prosody recognition, along with perceived intensity ratings. In order to test the potential benefit of visual cues for pitch processing, the three pitch tests included half of the trials with visual indications to perform the task. We tested 10 normal-hearing (NH) participants with material being presented as original and vocoded sounds, and 10 post-lingually deaf CI users. With the vocoded sounds, the NH participants had reduced scores for the detection of small pitch differences, and reduced emotion recognition and streaming abilities compared to the original sounds. Similarly, the CI users had deficits for small differences in the pitch change detection task and emotion recognition, as well as a decreased streaming capacity. Overall, this assessment allows for the rapid detection of specific patterns of non-verbal auditory perception deficits. The current findings also open new perspectives about how to enhance pitch perception capacities using visual cues.
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Hsiao, Luke, Brooke Krajancich, Philip Levis, Gordon Wetzstein, and Keith Winstein. "Towards retina-quality VR video streaming." ACM SIGCOMM Computer Communication Review 52, no. 1 (January 30, 2022): 10–19. http://dx.doi.org/10.1145/3523230.3523233.

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Virtual reality systems today cannot yet stream immersive, retina-quality virtual reality video over a network. One of the greatest challenges to this goal is the sheer data rates required to transmit retina-quality video frames at high resolutions and frame rates. Recent work has leveraged the decay of visual acuity in human perception in novel gaze-contingent video compression techniques. In this paper, we show that reducing the motion-to-photon latency of a system itself is a key method for improving the compression ratio of gaze-contingent compression. Our key finding is that a client and streaming server system with sub-15ms latency can achieve 5x better compression than traditional techniques while also using simpler software algorithms than previous work.
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Idland, Siri, Emil Iversen, Guttorm Brattebø, Jo Kramer-Johansen, and Magnus Hjortdahl. "From hearing to seeing: medical dispatchers’ experience with use of video streaming in medical emergency calls − a qualitative study." BMJ Open 12, no. 12 (December 2022): e063395. http://dx.doi.org/10.1136/bmjopen-2022-063395.

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ObjectivesVideo streaming has recently been introduced as an additional tool for communication between medical dispatchers and caller. Research implies that video streaming may be a useful tool for the dispatchers, but more knowledge is needed. With this study, we wanted to explore how the dispatchers experience using video streaming as an additional tool in medical emergency calls.DesignAn explorative, qualitative study using semi-structured focus group interviews.SettingTwo emergency medical communications centres in Norway where video streaming recently had been introduced. Interviews were conducted during 24 June 2020 and 26 June 2020.ParticipantsWe recruited 25 medical dispatchers, either nurses or emergency medical technicians who worked at the two centres.ResultsThe results are categorised into three themes: (1) change in dispatcher’s perception of the patient and the situation, (2) reassurance for the dispatcher and (3) worries about increased time consumption and the possibility of unpleasant images.ConclusionThe dispatchers experienced that the use of video streaming in medical emergency calls might contribute to a better comprehension of the situation and following more precise resource allocation, as well as greater reassurance for the dispatcher and improved relationship between the dispatcher and the caller. Further research with an aim to measure effects and safety of video streaming during medical emergency calls is needed.
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Itatani, Naoya, and Georg M. Klump. "Animal models for auditory streaming." Philosophical Transactions of the Royal Society B: Biological Sciences 372, no. 1714 (February 19, 2017): 20160112. http://dx.doi.org/10.1098/rstb.2016.0112.

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Sounds in the natural environment need to be assigned to acoustic sources to evaluate complex auditory scenes. Separating sources will affect the analysis of auditory features of sounds. As the benefits of assigning sounds to specific sources accrue to all species communicating acoustically, the ability for auditory scene analysis is widespread among different animals. Animal studies allow for a deeper insight into the neuronal mechanisms underlying auditory scene analysis. Here, we will review the paradigms applied in the study of auditory scene analysis and streaming of sequential sounds in animal models. We will compare the psychophysical results from the animal studies to the evidence obtained in human psychophysics of auditory streaming, i.e. in a task commonly used for measuring the capability for auditory scene analysis. Furthermore, the neuronal correlates of auditory streaming will be reviewed in different animal models and the observations of the neurons’ response measures will be related to perception. The across-species comparison will reveal whether similar demands in the analysis of acoustic scenes have resulted in similar perceptual and neuronal processing mechanisms in the wide range of species being capable of auditory scene analysis. This article is part of the themed issue ‘Auditory and visual scene analysis’.
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Hupé, Jean-Michel, and Daniel Pressnitzer. "The initial phase of auditory and visual scene analysis." Philosophical Transactions of the Royal Society B: Biological Sciences 367, no. 1591 (April 5, 2012): 942–53. http://dx.doi.org/10.1098/rstb.2011.0368.

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Auditory streaming and visual plaids have been used extensively to study perceptual organization in each modality. Both stimuli can produce bistable alternations between grouped (one object) and split (two objects) interpretations. They also share two peculiar features: (i) at the onset of stimulus presentation, organization starts with a systematic bias towards the grouped interpretation; (ii) this first percept has ‘inertia’; it lasts longer than the subsequent ones. As a result, the probability of forming different objects builds up over time, a landmark of both behavioural and neurophysiological data on auditory streaming. Here we show that first percept bias and inertia are independent. In plaid perception, inertia is due to a depth ordering ambiguity in the transparent (split) interpretation that makes plaid perception tristable rather than bistable: experimental manipulations removing the depth ambiguity suppressed inertia. However, the first percept bias persisted. We attempted a similar manipulation for auditory streaming by introducing level differences between streams, to bias which stream would appear in the perceptual foreground. Here both inertia and first percept bias persisted. We thus argue that the critical common feature of the onset of perceptual organization is the grouping bias, which may be related to the transition from temporally/spatially local to temporally/spatially global computation.
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Herman, Wynne Margaretha, and Roswita Oktavianti. "Persepsi Anak Muda Kristen terhadap Ibadah Minggu Melalui Media Sosial YouTube Live Streaming di Masa Pandemi Covid-19." Koneksi 6, no. 2 (November 2, 2022): 334–41. http://dx.doi.org/10.24912/kn.v6i2.15693.

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Online service has been implemented since the issuance of a goverment to reduce various activities from outside the home. Online service forms a different perception for each congregation, especially Christian’s youth. Perception can be interpreted as a process of giving meaning or cognitive processes from a person that used to interpret and understand the world around him. This study raises the issue of the perception of young Christians congregations towards online worship carried out through YouTube live streaming social media during the Covid-19 pandemic. This research uses a qualitative approach with a case study method. This research case study was conducted at the Indonesian Bethel Church (GBI), Tanjung Duren, West Jakarta. The subject of this research is the young congregation of GBI Tanjung Duren, West Jakarta, and the object of the research is the perception of young people about online service through YouTube live streaming during the Covid-19 pandemic. This research used interview technique to collect data. The results show that the perception of young Christians congregations during the pandemic has been going well, online service also have advantages in terms of flexibility, this service has been running as expected by the young Christians. However, the young Christians, hopes that online service can be improvised, especially in terms of interaction. Ibadah secara daring mulai diberlakukan semenjak dikeluarkannya kebijakan untuk mengurangi berbagai aktivitas dari luar rumah. Ibadah daring kemudian membentuk persepsi yang berbeda bagi setiap jemaat, khususnya anak muda Kristen. Persepsi dapat diartikan sebagai suatu proses pemberian arti atau proses kognitif dari seseorang yang dipergunakan untuk menafsirkan dan memahami dunia sekitarnya. Penelitian ini mengangkat persoalan mengenai persepsi jemaat muda Kristen terhadap ibadah daring yang dilakukan melalui media sosial YouTube live streaming selama pandemi Covid-19. Penelitian ini menggunakan pendekatan kualitatif dengan metode studi kasus. Studi kasus penelitian ini dilaksanakan di Gereja Bethel Indonesia (GBI), Tanjung Duren, Jakarta Barat. Adapun subyek dari penelitian ini adalah jemaat muda GBI Tanjung Duren, Jakarta Barat, dan objek dari penelitian ini adalah persepsi anak muda mengenai ibadah daring melalui YouTube live streaming selama pandemi Covid-19. Pengumpulan data dalam penelitian ini menggunakan teknik wawancara. Hasil penelitian menunjukan bahwa persepsi jemaat muda Kristen selama menjalani ibadah daring saat pandemi Covid-19 adalah bahwa ibadah daring sudah berjalan dengan baik, terlebih ibadah daring memiliki kelebihan dari segi fleksibilitas sehingga dapat dikatakan sudah sesuai dengan yang diharapkan oleh jemaat. Kendati demikian, jemaat khususnya anak muda berharap agar ibadah yang dilakukan secara daring mengalami improvisasi terutama dari segi interaksi.
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Mavale, Dr Sushil, and Ramandeep Singh. "Study of Perception of College Going Young Adults towards Online Streaming Services." International Journal of Engineering and Management Research 10, no. 01 (February 28, 2020): 111–15. http://dx.doi.org/10.31033/ijemr.10.1.18.

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Scheibe, Katrin, and Franziska Zimmer. "Gender Differences in Perception of Gamification Elements on Social Live Streaming Services." International Journal of Interactive Communication Systems and Technologies 9, no. 2 (July 2019): 1–15. http://dx.doi.org/10.4018/ijicst.2019070101.

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Gamification is seen as an important factor for people to use different services, this also applies to social live streaming services (SLSSs). In China, there are around 200 SLSSs available, and the most successful of them apply a wide range of gamification elements. The general SLSS YouNow, which is mostly used by the younger generation, is a SLSS with the most applied gamification elements outside of China. However, it remains unclear if and to what extend gamification elements motivate female and male streamers differently. We empirically investigate this question by applying a survey with 94 streamers (female N = 48; male N = 46). The results indicate that YouNow is seen favorable by the streamers, but female streamers have a more positive view of it. Furthermore, male and female streamers are inclined to spend real money to further their motives. Overall, female streamers are more motivated by gamification elements than male streamers. Female streamers prefer Levels, the Progress Bar, Badges; male streamers favor Coins, Gifts, and Levels.
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Cho, Kyubin, Choong C. Lee, and Haejung Yun. "Telepresence in Video Game Streaming: Understanding Viewers’ Perception of Personal Internet Broadcasting." Asia Pacific Journal of Information Systems 32, no. 3 (September 30, 2022): 684–705. http://dx.doi.org/10.14329/apjis.2022.32.3.684.

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Yulia, Yuyun. "SOCIAL MEDIA TO BOOST STUDENT COMMUNICATIVE COMPETENCE." ETERNAL (English Teaching Journal) 13, no. 1 (March 19, 2022): 1–9. http://dx.doi.org/10.26877/eternal.v13i1.9272.

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Online learning or people in Indonesia called as pembelajaran dalam jaringan (daring) has been widely used in teaching and learning particularly in pandemic Covid-19. Teachers try hard to create interesting activities with social media as a means for students to develop their communicative competence. This paper is to describe the implementation of Instagram Live Streaming as the media platform for speaking activity in vocational school as well as to reveal the students' perception after implementing Instagram Live Streaming in their speaking activity. This is a descriptive qualitative research for the 11th grader students of a vocational school in rural area. Findings show teachers implemented Instagram Live Streaming in the 2013 curriculum consisting of observing, questioning, experimenting, associating and communicating. This application is applied on the communicating phase. Students’ responses are positive due to its benefits on improving students speaking skills in particular on pronunciation, intonation, and self- confidence
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Lee, Woo-Hyun, Han-Moi Shim, and Hyung-Gi Kim. "Effect of Game-based Learning using Live Streaming on Learners' Interest, Immersion, Satisfaction, and Instructors' Perception." International Journal of Serious Games 9, no. 2 (May 31, 2022): 3–26. http://dx.doi.org/10.17083/ijsg.v9i2.457.

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The method of using games in class has been recognized for its effectiveness through the efforts of many researchers, and has spread mainly in the United States and Europe, and the number of cases implemented in actual education has increased. Nevertheless, many people have preconceived notions about games and distrust the effects of game-based learning and show negative attitudes. In fact, there are limitations and disadvantages of game-based learning, and it is difficult to overcome them. More than half of the inconveniences or problems of teachers who want to try game-based learning revealed by the 2009 survey have not been solved yet. Due to the sudden spread of COVID-19, the Ministry of Education has issued a policy to convert classes at schools and academies into non-face-to-face. The full-scale non-face-to-face class, which was conducted based on the high penetration rate of smartphones and Internet penetration in Korea, allows all students to take non-face-to-face learning using the Internet, It can be interpreted that even if there are students who cannot take classes, the right to equality is recognized because there are very few. Non-face-to-face classes have the characteristics that instructors and learners will be spatially separated, spatially simultaneous, interactive, and teaching and learning behavior will be mediated by the screen. And these features are common to live streaming. Taking advantage of this, this study aims to approach improving the perception of game-based learning as an advantage of "watching games" beyond "playing games" by using live streaming for game-based learning. This study conducted game-based learning and game streaming learning for 210 third-year middle school students, compared the effects of game-based learning on learning interest, immersion, and satisfaction with the results of previous studies to verify the design and prove the combined effect of live streaming and game-based learning. In addition, in-depth interviews with instructors who conducted game-based learning confirmed that awareness of the introduction, value, and finance of game-based learning improved.
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Chaves, Rafael Oliveira, Pedro Armando Valente de Oliveira, Luciano Chaves Rocha, Joacy Pedro Franco David, Sanmari Costa Ferreira, Alex de Assis Santos dos Santos, Rômulo Müller dos Santos Melo, Edson Yuzur Yasojima, and Marcus Vinicius Henriques Brito. "An Innovative Streaming Video System With a Point-of-View Head Camera Transmission of Surgeries to Smartphones and Tablets: An Educational Utility." Surgical Innovation 24, no. 5 (June 22, 2017): 462–70. http://dx.doi.org/10.1177/1553350617715162.

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Purpose: In order to engage medical students and residents from public health centers to utilize the telemedicine features of surgery on their own smartphones and tablets as an educational tool, an innovative streaming system was developed with the purpose of streaming live footage from open surgeries to smartphones and tablets, allowing the visualization of the surgical field from the surgeon’s perspective. The current study aims to describe the results of an evaluation on level 1 of Kirkpatrick’s Model for Evaluation of the streaming system usage during gynecological surgeries, based on the perception of medical students and gynecology residents. Methods: Consisted of a live video streaming (from the surgeon’s point of view) of gynecological surgeries for smartphones and tablets, one for each volunteer. The volunteers were able to connect to the local wireless network, created by the streaming system, through an access password and watch the video transmission on a web browser on their smartphones. Then, they answered a Likert-type questionnaire containing 14 items about the educational applicability of the streaming system, as well as comparing it to watching an in loco procedure. This study is formally approved by the local ethics commission (Certificate No. 53175915.7.0000.5171/2016). Results: Twenty-one volunteers participated, totalizing 294 items answered, in which 94.2% were in agreement with the items affirmative, 4.1% were neutral, and only 1.7% answers corresponded to negative impressions. Cronbach’s α was .82, which represents a good reliability level. Spearman’s coefficients were highly significant in 4 comparisons and moderately significant in the other 20 comparisons. Conclusions: This study presents a local streaming video system of live surgeries to smartphones and tablets and shows its educational utility, low cost, and simple usage, which offers convenience and satisfactory image resolution, thus being potentially applicable in surgical teaching.
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Carlyon, Robert P., Christopher J. Plack, Deborah A. Fantini, and Rhodri Cusack. "Cross-Modal and Non-Sensory Influences on Auditory Streaming." Perception 32, no. 11 (November 2003): 1393–402. http://dx.doi.org/10.1068/p5035.

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Carlyon et al (2001 Journal of Experimental Psychology: Human Perception and Performance27 115–127) have reported that the buildup of auditory streaming is reduced when attention is diverted to a competing auditory stimulus. Here, we demonstrate that a reduction in streaming can also be obtained by attention to a visual task or by the requirement to count backwards in threes. In all conditions participants heard a 13 s sequence of tones, and, during the first 10 s saw a sequence of visual stimuli containing three, four, or five targets. The tone sequence consisted of twenty repeating triplets in an ABA–ABA … order, where A and B represent tones of two different frequencies. In each sequence, three, four, or five tones were amplitude modulated. During the first 10 s of the sequence, participants either counted the number of visual targets, counted the number of (modulated) auditory targets, or counted backwards in threes from a specified number. They then made an auditory-streaming judgment about the last 3 s of the tone sequence: whether one or two streams were heard. The results showed more streaming when participants counted the auditory targets (and hence were attending to the tones throughout) than in either the ‘visual’ or ‘counting-backwards’ conditions.
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J., Pretsch, Pretsch E, and Saretzki J. "Improving Employee Well-Being by Means of Virtual Reality – REALEX: An Empirical Case Study." European Journal of Economics and Business Studies 6, no. 1 (April 30, 2020): 95. http://dx.doi.org/10.26417/519mvt88n.

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The present paper seeks to analyse how a virtual reality system can foster employee well-being at the workplace. In order to answer the research problem, whether such a system can benefit employees in regards to their well-being, stress perception and relaxation, an empirical case study was conducted. Relevant literature both on the advantages of virtual reality systems in general and on different approaches to fostering employee well-being are displayed and discussed within the paper, leading up to a description of the methodology. Based on a sample of 52 participants from Germany, Austria and Croatia an empirical study with a quantitative, pre- and post-study approach was conducted. Participants were assessed in regards to their initial stress perception, before they used either the REALEX system (a VR based relaxation tool displaying natural landscapes in a virtual reality setting) or a video streaming service on a classical display. The statistical analyses revealed that the usage of the REALEX system was able to significantly improve participants’ stress perception and well-being. In doing so it – also significantly – exceeded the positive effect that the control setting (video streaming) had in these regards. Potential limitations of the study are presented and recommendations both for practical work in the field of human resource management and for scientific research are deducted.
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Varadarajan, S., H. Q. Ngo, and J. Srivastava. "Error spreading: a perception-driven approach to handling error in continuous media streaming." IEEE/ACM Transactions on Networking 10, no. 1 (2002): 139–52. http://dx.doi.org/10.1109/90.986585.

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Zhang, Weizhan, Hao He, Shuyan Ye, Zhiwen Wang, and Qinghua Zheng. "Enhancing QoE for Mobile Users by Environment-Aware HTTP Adaptive Streaming." Sensors 18, no. 11 (October 27, 2018): 3645. http://dx.doi.org/10.3390/s18113645.

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HTTP adaptive streaming (HAS) has become a dominated media streaming paradigm in today’s Internet, which enriches the user’s experience by matching the video quality with the dynamic network conditions. A range of HAS mechanisms have been proposed to enhance the Quality of Experience (QoE). However, existing mechanisms ignore the environmental impact in the QoE evaluation of mobile users, while the popularity of mobile video allows users to watch videos in diversified scenarios. In this paper, we propose an environment-aware HAS scheme that fully concentrates on the different criteria for evaluating video QoE under different environments. Using the advantage of the sensors in mobile phones, the scheme constructs and validates a video QoE model based on environment perception and then designs a model-driven, environment-aware HAS rate adaptation algorithm. We also evaluate the scheme with an environment-aware DASH (Dynamic Adaptive Streaming over HTTP) player in real mobile environments. Compared to the benchmark HAS mechanism, the experimental results demonstrate that our scheme can provide appropriate differentiated rate adaptation for different environments, resulting in a higher QoE.
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Komurlekar, Runali. "Movie Recommendation Model from Data through Online Streaming." International Journal for Research in Applied Science and Engineering Technology 9, no. 8 (August 31, 2021): 1549–51. http://dx.doi.org/10.22214/ijraset.2021.37495.

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Abstract: With the Pandemic era and easy availability of internet, potential of digital movie and tv series industry is in huge demand. Hence it has led to developing an automatic movie recommendation engine and has become a popular issue. Some of these problems can be solved or at least be minimized if we take the right decisions on what kind of movies to ignore, what movies to consider. This paper examines the recommendations that are obtained with considering the sample movies that have never got an above-average rating, where average rating is defined here as the mid-value between 0 and maximum rating used, for example, 2.5 in 1 to 5 rating scale. The technique used is “collaborative filtering”. Comparison of different pre-training model, it is tried to maximize the effectiveness of semantic understanding and make the recommendation be able to reflect meticulous perception on the relationship between user utilisation and user preference. Keywords: movie recommendation system, user similarity, user similarity, consumption pattern
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Ramadža, Ines, Vesna Pekić, and Julije Ožegović. "Network Performance Criteria for Telecommunication Traffic Types driven by Quality of Experience." Journal of communications software and systems 15, no. 3 (September 15, 2019): 233–44. http://dx.doi.org/10.24138/jcomss.v15i3.738.

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A common reason for changing the chosen service provider is the users' perception of service. Quality of Experience (QoE) describes the end user's perception of service while using it. A frequent cause of QoE degradation is inadequate traffic routing, where, other than throughput, selected routes do not satisfy minimum network requirements for the given service or services. In order to enable QoE-driven routing, per traffic type defined routing criteria are required. Our goal was to obtain those criteria for relevant services of a telecom operator. For the purpose of identifying services of interest, we first provide short results of user traffic analysis within the telecom operator network. Next, our work presents testbed measurements which explore the impact of packet loss and delay on user QoE for video, voice, and management traffic. For video services, we investigated separately multicast delivery, unicast HTTP Live Streaming (HLS), and unicast Real Time Streaming Protocol (RTSP) traffic. Applying a threshold to QoE values, from the measured dependencies we extracted minimum network performance criteria for the investigated different types of traffic. Finally, we provide a comparison with results available in the literature on the topic.
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Grove, Philip M., Caitlin Robertson, and Laurence R. Harris. "Disambiguating the Stream/Bounce Illusion With Inference." Multisensory Research 29, no. 4-5 (2016): 453–64. http://dx.doi.org/10.1163/22134808-00002524.

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The ‘stream/bounce’ illusion refers to the perception of an ambiguous visual display in which two discs approach each other on a collision course. The display can be seen as two discs streaming through each other or bouncing off each other. Which perception dominates, may be influenced by a brief transient, usually a sound, presented around the time of simulated contact. Several theories have been proposed to account for the switching in dominance based on sensory processing, attention and cognitive inference, but a universally applicable, parsimonious explanation has not emerged. We hypothesized that only cognitive inference would be influenced by the perceptual history of the display. We rendered the display technically unambiguous by vertically offsetting the targets’ trajectories and manipulated their history by allowing the objects to switch from one trajectory to the other up to four times before the potential collision point. As the number of switches increased, the number of ‘bounce’ responses also increased. These observations show that expectancy is a critical factor in determining whether a bounce or streaming is perceived and may form the basis for a universal explanation of instances of the stream/bounce illusion.
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Deshpande, Sachin. "Adaptive HTTP Streaming with Temporal Scalability in High Efficiency Video Coding (HEVC)." International Journal of Semantic Computing 08, no. 02 (June 2014): 229–43. http://dx.doi.org/10.1142/s1793351x14400066.

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The newly approved High Efficiency Video Coding Standard (HEVC) includes temporal sub-layering feature, which provides temporal scalability. Two types of pictures — Temporal Sub-layer Access Pictures and Step-wise Temporal Sub-layer Access Pictures are provided for this purpose. This paper utilizes the temporal scalability in HEVC to provide bandwidth adaptive HTTP streaming. We describe our HTTP streaming algorithm, which is media timeline aware and which dynamically switches temporal sub-layers on the server side. We performed subjective tests to determine user perception regarding acceptable frame rates when using temporal scalability of HEVC. These results are used to control the algorithm's temporal switching behavior to provide a good quality of experience to the user. We applied Internet and 3GPP error-delay patterns to validate the performance of our algorithm.
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Li, Rui Cheng. "Research and Simulation for Audio Stream Synchronization Algorithm of Multimedia Network." Applied Mechanics and Materials 713-715 (January 2015): 1419–22. http://dx.doi.org/10.4028/www.scientific.net/amm.713-715.1419.

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This study is focused on audio streaming synchronization problems of multimedia network. Audio streaming synchronization issues of multimedia network directly affect the development of multimedia technology. To this end, this paper presents a multimedia network audio stream synchronization method based on the whole node identification, with feature detection method to identify endpoint of audio streams in perception node, and an audio fingerprint is conducted for information of each node, then, mark the starting point of sync, and sync tasks are decomposed at each node, and finally the audio stream synchronization is achieved in the cluster head node, error correction adjustment and information correction are performed to reduce the energy consumption of cluster head node, enhance correction capability of information loss. The simulation results show that the synchronization delay of proposed algorithm is significantly reduced, which enhance the performance of the multimedia network.
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SEOK, Joo Myoung, Junggon KO, Younghun LEE, and Doug Young SUH. "A Visual Perception Based View Navigation Trick Mode in the Panoramic Video Streaming Service." IEICE Transactions on Communications E94-B, no. 12 (2011): 3631–34. http://dx.doi.org/10.1587/transcom.e94.b.3631.

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Chen, Chen, Amy L. Stein, Michelle L. Hughes, Hayley R. Morris, Leonid M. Litvak, and Daniel M. Zeitler. "Testing Speech Perception with Cochlear Implants Through Digital Audio Streaming in a Virtual Sound Booth: A Feasibility Study." Journal of the American Academy of Audiology 32, no. 04 (April 2021): 219–28. http://dx.doi.org/10.1055/s-0041-1722990.

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Abstract Objective For patients who have received cochlear implants (CIs), speech-perception testing requires specialized equipment. This limits locations where these services can be provided, which can introduce barriers for provision of care. Providing speech test stimuli directly to the CI via wireless digital audio streaming (DAS) or wired direct audio input (DAI) allows for testing without the need for a sound booth (SB). A few studies have investigated the use of DAI for testing speech perception in CIs, but none have evaluated DAS. The goal of this study was to compare speech perception testing in CI users via DAS versus a traditional SB to determine if differences exist between the two presentation modes. We also sought to determine whether pre-processing the DAS signal with room acoustics (reverberation and noise floor) to emulate the SB environment would affect performance differences between the SB and DAS. Design In Experiment 1, speech perception was measured for monosyllabic words in quiet and sentences in quiet and in noise. Scores were obtained in a SB and compared to those obtained via DAS with unprocessed speech (DAS-U) for 11 adult CI users (12 ears). In Experiment 2, speech perception was measured for sentences in noise, where both the speech and noise stimuli were pre-processed to emulate the SB environment. Scores were obtained for 11 adult CI users (12 ears) in the SB, via DAS-U, and via DAS with the processed speech (DAS-P). Results For Experiment 1, there was no significant difference between SB and DAS-U conditions for words or sentences in quiet. However, DAS-U scores were significantly better than SB scores for sentences in noise. For Experiment 2, there was no significant difference between the SB and DAS-P conditions. Similar to Experiment 1, DAS-U scores were significantly better than SB or DAS-P scores. Conclusions By pre-processing the test materials to emulate the noise and reverberation characteristics of a traditional SB, we can account for differences in speech-perception scores between those obtained via DAS and in a SB.
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Cui, Shengbin, and Atsunori Ariga. "Language-Based Modulation of the Stream/Bounce Judgment." i-Perception 11, no. 3 (May 2020): 204166952093592. http://dx.doi.org/10.1177/2041669520935925.

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When two identical objects on a screen move toward each other, coincide at the center of the screen, and then continue to move along their original trajectories to the opposite starting points, observers perceive these visual stimuli as showing one of the two possible scenarios: streaming through or bouncing off each other (stream/bounce perception). Previous research has shown that when a high-arousal face is presented along with the two moving objects, the bouncing percept was predominant, as compared with when a middle- or low-arousal face is presented. In this study, however, such a modulatory effect of the emotional face was eliminated when participants did not judge stream or bounce and the terms “bouncing/streaming” were not used in the experiments. These results suggest that the modulatory effect of emotional stimuli on the stream/bounce judgment cannot be explained solely by the emotional processing per se but, rather, can be modulated by language-based processing.
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Winkler, István, Susan Denham, Robert Mill, Tamás M. Bőhm, and Alexandra Bendixen. "Multistability in auditory stream segregation: a predictive coding view." Philosophical Transactions of the Royal Society B: Biological Sciences 367, no. 1591 (April 5, 2012): 1001–12. http://dx.doi.org/10.1098/rstb.2011.0359.

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Auditory stream segregation involves linking temporally separate acoustic events into one or more coherent sequences. For any non-trivial sequence of sounds, many alternative descriptions can be formed, only one or very few of which emerge in awareness at any time. Evidence from studies showing bi-/multistability in auditory streaming suggest that some, perhaps many of the alternative descriptions are represented in the brain in parallel and that they continuously vie for conscious perception. Here, based on a predictive coding view, we consider the nature of these sound representations and how they compete with each other. Predictive processing helps to maintain perceptual stability by signalling the continuation of previously established patterns as well as the emergence of new sound sources. It also provides a measure of how well each of the competing representations describes the current acoustic scene. This account of auditory stream segregation has been tested on perceptual data obtained in the auditory streaming paradigm.
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Kawabe, Takahiro, and Kayo Miura. "Effects of the orientation of moving objects on the perception of streaming/bouncing motion displays." Perception & Psychophysics 68, no. 5 (July 2006): 750–58. http://dx.doi.org/10.3758/bf03193698.

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Jin, Su‐Hyun, and Peggy B. Nelson. "Speech perception in gated noise: The effects of spectral and temporal resolution and auditory streaming." Journal of the Acoustical Society of America 113, no. 4 (April 2003): 2289. http://dx.doi.org/10.1121/1.4780619.

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Abbasova, Tatyana Sergeevna, Vladimir Mikhailovich Artyushenko, and Kim Leonidovich Samarov. "Modern Methods of Processing of Video Information and Evaluating the Quality of Streaming Video Perception." Biosciences Biotechnology Research Asia 11, Spl Edition Nov. 14 (April 30, 2014): 265–68. http://dx.doi.org/10.13005/bbra/1473.

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43

Raheem, N., A. Q. Taher, A. I. Alanssari, V. V. Pyliavskyi, B. S. Bashar, and M. M. Ismail. "Color appearance models CAM16, ZCAM and CAM20u for video applications." Semiconductor Physics, Quantum Electronics and Optoelectronics 25, no. 3 (October 6, 2022): 342–47. http://dx.doi.org/10.15407/spqeo25.03.342.

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This work is devoted to the study of the possibility to use color perception models for processing streaming videos. The paper describes the principles of the control of image parameters which depend on the image adaptive properties. Methods for obtaining adaptive parameters such as brightness of adaptation, brightness of stimulus and brightness of background, as well as observation conditions are described. The CAM16 color perception model is accepted as the main one as well as the ZCAM and CAM20u models as the promising ones. The usability of color perception models is estimated, namely, the change of color rendering vector is assessed. It is shown that the chromaticity points that make up the color tone lines have a different nature of change – slope, shape. The estimates of the dependence of transmitted colors on lightness are provided. It is demonstrated that the lightness parameter is more non-linear character CAM20u as compared to the previous models.
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Badru, Abdulhamid, Hasrul Hashim, and R. M. Adisa. "Evaluation of Factors Influencing Audience Perception of Nollywood Movies." Jurnal Komunikasi: Malaysian Journal of Communication 38, no. 2 (June 29, 2022): 198–214. http://dx.doi.org/10.17576/jkmjc-2022-3802-12.

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The Nollywood phenomenon has remarkably become an international moviemaking culture, serving as one of the determinants of Nigerian perception formation on social and educational behaviours. Globalisation in the film industry impacts audience taste and perception, not only in the global free market but also among niche audiences. This audience segmentation occurred due to globalisation, enabling cross-border production or transnational cinema. This research investigates how the Nollywood audience in Nigeria perceives its movies and the factors that influence their perception. Audience perceptive elements in this research are classified as tripartite (education, entertainment, information). Using a semi-structured questionnaire, 387 were distributed, but only 367 were valid. The study employs a descriptive and regression analysis to showcase the frequency of audience perception and compare how effectively the factors affect audience perception. Based on the descriptive analysis, the results showed that Nollywood movies are mostly entertainment, followed by educative and informative. In addition, the regression results revealed that factors such as the level of income, occupation, tribe, the language of movies watched, triggers watching movies, genre, streaming platforms, time (weekdays, weekends, and times watching movies in a week) significantly influenced audience perception. Whereas time constraints (watching during weekdays and weekends) weakly influence audience perception. The findings suggest a need for Nollywood movies to pay more attention to audience expectations and experience in their dissemination to enhance audience perception of the movie industry. Keywords: Audience perception, education, entertainment, information, media studies, Nollywood.
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Edwards, Michelle, Delyth Price, Julie Hepburn, Barbara Harrington, Bridie Evans, Alison Cooper, and Adrian Edwards. "207 Patients’motivations and expectations when seeking urgent care at emergency departments and acceptability of primary care streaming: a realist study." Emergency Medicine Journal 37, no. 12 (November 23, 2020): 832.1–832. http://dx.doi.org/10.1136/emj-2020-rcemabstracts.13.

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Aims/Objectives/BackgroundWe aim to explain the contexts and mechanisms that influence patients’ motivations and expectations when accessing urgent care at an ED and their acceptability of being streamed to a primary care clinician working in or alongside the ED. Recent healthcare policy has encouraged the implementation of primary care services in or alongside emergency departments whereby patients with low acuity illness are streamed to a primary care clinician after a brief initial assessment. Our findings describe patients’ motivations, expectations, and acceptability of primary care streaming and their level of satisfaction.Methods/DesignWe recruited 24 patients to be interviewed after visiting an emergency department for one of five low acuity complaints. 12 patients were streamed to ED clinicians and 11 were streamed to primary care clinicians. We carried out semi-structured realist style interviews by telephone and carried out a realist analysis to create theories to explain motivations to attend, acceptability of streaming and satisfaction with care.Results/ConclusionsMotivations for attending the ED included patients’ perception of their complaint as an emergency which needed immediate treatment, and previous experience of receiving care at the ED. Acceptability of primary care streaming was related to patients’ past experiences accessing primary care services, their trust in initial assessment processes and their expectation to be seen by ‘expert clinicians’ on the ‘same day’. When patients’ expectations of waiting times, level of investigations and general quality of care were met or exceeded, they reported acceptability to being streamed to a primary care clinician and were satisfied with their care. Understanding why patients attend the ED for urgent care needs and their experience of primary care streaming is essential to addressing increasing ED demand and improving efficiency.
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pulluru, Upendhar Reddy, and Venkateshwar Reddy Muchintala. "1st MBBS professional student’s perception on teaching & learning methods of anatomy, before and at the time of COVID-19 pandemic." International Journal of Anatomy and Research 9, no. 2.1 (April 15, 2021): 7960–64. http://dx.doi.org/10.16965/ijar.2021.117.

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Objectives: COVID-19 pandemic has brought challenges to learn the anatomy subject for the students. Perception & online opinion has been taken from the students of SVS medical college, Mahbubnagar, on teaching and learning methods of anatomy, before and at the time of covid-19 pandemic Materials and Methods: students feedback has been collected through google forms - online survey opinion & Inputs were collected from the 113 MBBS students of the academic year 2019-2020, who had just completed their first year syllabus in both offline and online teaching methods, before lockdown and after lockdown (September-2019 to December-2020). Present study was done by using specially designed questionnaire comprising of points relating to the present curriculum in anatomy & teaching methodology at SVS Medical College, Mahbubnagar. Results: Students point of view, online teaching like streaming (ZOOM MEETING, GOTO MEETING & CISCO WEBEX) was not that much effective. Majority of the students opted for the best method for online teaching was recorded video or voice over PPT’S are the best option than the online streaming classes. Finally the students have opted for Traditional teaching like chalk & talk fallowed by PPT Presentation. Gross anatomy was mainly learned by the dissections involved by the students and faculty side by side. Histology was mainly learned by spending the more time on the microscope & involved in small group teaching. Embryology was mainly understood by small group teaching with the help of 3D models. Conclusion: The study concluded that the chalk and talk teaching fallowed by PPT’S, dissection by the students along with the faculty and spending more time on the microscope with small group teaching were the best methods to approach the anatomy subject. KEY WORDS: Students perception, Anatomy teaching learning methods, online and offline, chalk & talk, dissection.
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Moelants, Dirk, and Leon van Noorden. "The Influence of Pitch Interval on the Perception of Polyrhythms." Music Perception 22, no. 3 (2005): 425–40. http://dx.doi.org/10.1525/mp.2005.22.3.425.

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Research by S. Handel and J. S. Oshinsky (1981) has shown that when tapping to polyrhythms, people synchronize with different subsequences depending on the overall tempo, with a global change from the faster component at slow tempi to the slower component at medium tempi and then to the overall repeating pattern at fast tempi. In this article, similar polyrhythmic patterns are studied, adding larger pitch intervals between the two sequences. The results largely confirm the findings of Handel and Oshinsky at small pitch intervals, but at larger pitch intervals, the importance of the overall pattern decreases in favor of the slow component of the polyrhythm. This effect can be explained by the increased possibility for streaming of the two components and the decrease in peripheral interaction of the coinciding tones. The results of the experiment are modeled following the resonance model for temporal selectivity proposed by L. Van Noorden and D. Moelants (1999). The preference for certain subsequences can be explained as a resonance phenomenon with a natural frequency of 2 Hz.
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Mrvelj, Štefica, Marko Matulin, and Sergo Martirosov. "Subjective Evaluation of User Quality of Experience for Omnidirectional Video Streaming." Promet - Traffic&Transportation 32, no. 3 (May 10, 2020): 409–21. http://dx.doi.org/10.7307/ptt.v32i3.3444.

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This paper reports on the results of subjective testing of user Quality of Experience (QoE) for omnidirectional video (ODV) streaming quality. The test was conducted among 20 test subjects who watched three ODVs using a Head Mounted Display (HMD) system. The length of the videos was between two and three minutes. The first video was used for training purposes and contained no quality degradations. The quality of the other two ODVs was degraded by manipulating the resolution or by introducing different frame drop patterns. While watching the pre-prepared videos the subjects indicated if they noticed the changes in the quality and then rated it. After watching each video, the subjects completed a separate questionnaire, which evaluated their level of enjoyment and discomfort with the video. The results showed that the degradation of both objective parameters (video resolution and frame rate) impacted the subjects’ perception of quality; however, the impact was somewhat alleviated in ODV which contained dynamic scenes and fast camera movements.
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Duane, Ben. "Auditory Streaming Cues in Eighteenth- and Early Nineteenth-Century String Quartets." Music Perception 31, no. 1 (September 1, 2013): 46–58. http://dx.doi.org/10.1525/mp.2013.31.1.46.

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This study uses a corpus of excerpts from eighteenth- and early nineteenth-century string quartets to examine how four acoustic cues—onset and offset synchrony, pitch comodulation, and spectral overlap—help to afford the perception of auditory streams. Two types of streams are dealt with: textural streams, which house individual string parts or groups of them that function as single musical units; and music streams, which typically house the music as a whole and distinguish it from other simultaneous sounds of music. The corpus contained real excerpts from classical string quartets as well as synthesized excerpts in which lines from two different quartets were combined. Both the author and ten survey respondents analyzed the corpus, identifying likely textural streams. Each of the four acoustic cues was modeled computationally, in order to assess its prevalence in textural and music streams found in the corpus. The results suggested that some cues are more important than others in establishing textural streams, music streams, or both.
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Donati, Luisa Paraguai, and Gilbertto Prado. "Artistic Environments of Telepresence on the World Wide Web." Leonardo 34, no. 5 (October 2001): 437–42. http://dx.doi.org/10.1162/002409401753521566.

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The recent use of streaming video on the World Wide Web for the distribution of live images has enabled an interface that supports a new phenomenon of virtual, defered, remote presence, extending perception and expanding the possibilities of remote interaction. The purpose of this essay is to provide a brief survey of the use of these live images in artistic spaces specifically conceived for this medium. These environments will be presented in three different categories, which propose transformations in possibilities of participation, interference, and the participants' self-expression.
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