Brandon C. Welsh and David P. Farrington
- Published in print:
- 2009
- Published Online:
- May 2012
- ISBN:
- 9780195326215
- eISBN:
- 9780199943999
- Item type:
- book
- Publisher:
- Oxford University Press
- DOI:
- 10.1093/acprof:oso/9780195326215.001.0001
- Subject:
- Sociology, Law, Crime and Deviance
The United Kingdom has more than 4.2 million public closed-circuit television (CCTV) cameras—one for every fourteen citizens. Across the United States, hundreds of video-surveillance systems are ...
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The United Kingdom has more than 4.2 million public closed-circuit television (CCTV) cameras—one for every fourteen citizens. Across the United States, hundreds of video-surveillance systems are being installed in town centers, public transportation facilities, and schools at a cost exceeding $100 million annually, and now other Western countries have begun to experiment with CCTV to prevent crime in public places. In light of this expansion and the associated public expenditure, as well as pressing concerns about privacy rights, there is an acute need for an evidence-based approach to inform policy and practice. This book assesses the effectiveness and social costs of not only CCTV, but also other surveillance methods to prevent crime in public space, such as improved street lighting, security guards, place managers, and defensible space. It goes beyond the question of “Does it work?” and examines the specific conditions and contexts under which these methods may have an effect on crime as well as the mechanisms that bring about a reduction in crime. At a time when cities need cost-effective methods to fight crime and the public gradually awakens to the burdens of sacrificing their privacy and civil rights for security, the authors provide this guide to the most effective and non-invasive uses of surveillance to make public places safer from crime.Less
The United Kingdom has more than 4.2 million public closed-circuit television (CCTV) cameras—one for every fourteen citizens. Across the United States, hundreds of video-surveillance systems are being installed in town centers, public transportation facilities, and schools at a cost exceeding $100 million annually, and now other Western countries have begun to experiment with CCTV to prevent crime in public places. In light of this expansion and the associated public expenditure, as well as pressing concerns about privacy rights, there is an acute need for an evidence-based approach to inform policy and practice. This book assesses the effectiveness and social costs of not only CCTV, but also other surveillance methods to prevent crime in public space, such as improved street lighting, security guards, place managers, and defensible space. It goes beyond the question of “Does it work?” and examines the specific conditions and contexts under which these methods may have an effect on crime as well as the mechanisms that bring about a reduction in crime. At a time when cities need cost-effective methods to fight crime and the public gradually awakens to the burdens of sacrificing their privacy and civil rights for security, the authors provide this guide to the most effective and non-invasive uses of surveillance to make public places safer from crime.
Paul Stoneman
- Published in print:
- 2010
- Published Online:
- May 2010
- ISBN:
- 9780199572489
- eISBN:
- 9780191722257
- Item type:
- chapter
- Publisher:
- Oxford University Press
- DOI:
- 10.1093/acprof:oso/9780199572489.003.0004
- Subject:
- Business and Management, Innovation
This chapter is the first of two taking a micro view encompassing three creative industries — publishing, music, and video games — to detail the pattern of invention/creation, embodiment and ...
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This chapter is the first of two taking a micro view encompassing three creative industries — publishing, music, and video games — to detail the pattern of invention/creation, embodiment and diffusion of soft innovations. At the micro level, industry-specific indicators relating to the numbers of new product variants introduced are used with certain advantages relating to the identification of the rate of significant innovation being claimed for a specific measure that tracks the share of the sales of bestsellers that were recently introduced onto the market. In the creative sector, the indicated rates of innovation are high, with very considerable numbers of new products or titles being launched and rates of market churn of the bestsellers in the studied markets being very fast. This reflects a pattern quite different to the usual suggestion that innovation occurs at a rate of about 2.5% per annum (a measure usually based upon indicators of labour productivity growth).Less
This chapter is the first of two taking a micro view encompassing three creative industries — publishing, music, and video games — to detail the pattern of invention/creation, embodiment and diffusion of soft innovations. At the micro level, industry-specific indicators relating to the numbers of new product variants introduced are used with certain advantages relating to the identification of the rate of significant innovation being claimed for a specific measure that tracks the share of the sales of bestsellers that were recently introduced onto the market. In the creative sector, the indicated rates of innovation are high, with very considerable numbers of new products or titles being launched and rates of market churn of the bestsellers in the studied markets being very fast. This reflects a pattern quite different to the usual suggestion that innovation occurs at a rate of about 2.5% per annum (a measure usually based upon indicators of labour productivity growth).
Kiri Miller
- Published in print:
- 2012
- Published Online:
- May 2012
- ISBN:
- 9780199753451
- eISBN:
- 9780199932979
- Item type:
- book
- Publisher:
- Oxford University Press
- DOI:
- 10.1093/acprof:oso/9780199753451.001.0001
- Subject:
- Music, History, American, Ethnomusicology, World Music
This book is about play, performance, and participatory culture in the digital age. It shows how music, video games, and social media are bridging virtual and visceral experience, creating dispersed ...
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This book is about play, performance, and participatory culture in the digital age. It shows how music, video games, and social media are bridging virtual and visceral experience, creating dispersed communities who forge meaningful connections by “playing along” with popular culture. Miller reveals how digital media are brought to bear in the transmission of embodied knowledge: how a Grand Theft Auto player uses a virtual radio to hear with her avatar’s ears; how a Guitar Hero player channels the experience of a live rock performer; and how an amateur guitar student translates a two-dimensional, pre-recorded online music lesson into three-dimensional physical practice and an intimate relationship with a distant teacher. Through ethnographic case studies, Miller demonstrates that our everyday experiences with interactive digital media are gradually transforming our understanding of musicality, creativity, play, and participation.Less
This book is about play, performance, and participatory culture in the digital age. It shows how music, video games, and social media are bridging virtual and visceral experience, creating dispersed communities who forge meaningful connections by “playing along” with popular culture. Miller reveals how digital media are brought to bear in the transmission of embodied knowledge: how a Grand Theft Auto player uses a virtual radio to hear with her avatar’s ears; how a Guitar Hero player channels the experience of a live rock performer; and how an amateur guitar student translates a two-dimensional, pre-recorded online music lesson into three-dimensional physical practice and an intimate relationship with a distant teacher. Through ethnographic case studies, Miller demonstrates that our everyday experiences with interactive digital media are gradually transforming our understanding of musicality, creativity, play, and participation.
Craig A. Anderson, Douglas A. Gentile, and Katherine E. Buckley
- Published in print:
- 2007
- Published Online:
- April 2010
- ISBN:
- 9780195309836
- eISBN:
- 9780199893393
- Item type:
- book
- Publisher:
- Oxford University Press
- DOI:
- 10.1093/acprof:oso/9780195309836.001.0001
- Subject:
- Psychology, Developmental Psychology
Violent video games are increasingly popular, raising concerns by parents, researchers, policy makers, and informed citizens about potential harmful effects. Chapter 1 describes the history of ...
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Violent video games are increasingly popular, raising concerns by parents, researchers, policy makers, and informed citizens about potential harmful effects. Chapter 1 describes the history of violent games and their explosive growth. Chapter 2 discusses research methodologies, how one establishes causality in science, and prior research on violent television, film, and video games. Chapter 3 presents the General Aggression Model, focusing on how media violence increases aggression and violence in both short and long-term contexts. Important scientific questions are answered by three new studies. Chapter 4 reports findings from a laboratory experiment: even children's games with cartoonish violence increased aggression in children and college students. Chapter 5 reports findings from a survey study of high school students: frequent violent game play leads to an angry and hostile personality and to frequent aggression and violence. Chapter 6 reports findings from the first longitudinal study video game effects: elementary school children who frequently played violent games early in the school year became more verbally and physically aggressive, and less helpful. Chapters 7 and 8 compare a host of risk factors for development of aggression, and find video game effects to be quite important. Chapter 9 describes the role of scientific findings in public policy, industry responses to scientific findings, and public policy options. Chapter 10 recommends that public policy debates acknowledge the harmful effects of violent video games on youth, and urges a more productive debate about whether and how modern societies should act.Less
Violent video games are increasingly popular, raising concerns by parents, researchers, policy makers, and informed citizens about potential harmful effects. Chapter 1 describes the history of violent games and their explosive growth. Chapter 2 discusses research methodologies, how one establishes causality in science, and prior research on violent television, film, and video games. Chapter 3 presents the General Aggression Model, focusing on how media violence increases aggression and violence in both short and long-term contexts. Important scientific questions are answered by three new studies. Chapter 4 reports findings from a laboratory experiment: even children's games with cartoonish violence increased aggression in children and college students. Chapter 5 reports findings from a survey study of high school students: frequent violent game play leads to an angry and hostile personality and to frequent aggression and violence. Chapter 6 reports findings from the first longitudinal study video game effects: elementary school children who frequently played violent games early in the school year became more verbally and physically aggressive, and less helpful. Chapters 7 and 8 compare a host of risk factors for development of aggression, and find video game effects to be quite important. Chapter 9 describes the role of scientific findings in public policy, industry responses to scientific findings, and public policy options. Chapter 10 recommends that public policy debates acknowledge the harmful effects of violent video games on youth, and urges a more productive debate about whether and how modern societies should act.
Xiudian Dai
- Published in print:
- 2008
- Published Online:
- September 2008
- ISBN:
- 9780199535026
- eISBN:
- 9780191715860
- Item type:
- chapter
- Publisher:
- Oxford University Press
- DOI:
- 10.1093/acprof:oso/9780199535026.003.0004
- Subject:
- Political Science, Comparative Politics, European Union
The Commission promotes a competitive technology and related industrial policy through its coordination Framework Programmes. Commission funding is concentrated on a variety of Information Society ...
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The Commission promotes a competitive technology and related industrial policy through its coordination Framework Programmes. Commission funding is concentrated on a variety of Information Society Technologies. This chapter examines its role through two case studies of advanced television broadcasting technologies projects: High Definition Television (HDTV) and Digital Video Broadcasting (DVB). Competing leadership candidates with the Commission for HDTV included the French and Dutch national governments and major firms based on government-industry collusion in the service of competitiveness. The HDTV flagship project to meet the Japanese and American challenge, supported by the Commission and Council of Ministers with subsidies, was a failure of European technology policy. The DVB firm-led consortium has by contrast been market-driven and successful without public subsidy.Less
The Commission promotes a competitive technology and related industrial policy through its coordination Framework Programmes. Commission funding is concentrated on a variety of Information Society Technologies. This chapter examines its role through two case studies of advanced television broadcasting technologies projects: High Definition Television (HDTV) and Digital Video Broadcasting (DVB). Competing leadership candidates with the Commission for HDTV included the French and Dutch national governments and major firms based on government-industry collusion in the service of competitiveness. The HDTV flagship project to meet the Japanese and American challenge, supported by the Commission and Council of Ministers with subsidies, was a failure of European technology policy. The DVB firm-led consortium has by contrast been market-driven and successful without public subsidy.
Craig A. Anderson, Douglas A. Gentile, and Katherine E. Buckley
- Published in print:
- 2007
- Published Online:
- April 2010
- ISBN:
- 9780195309836
- eISBN:
- 9780199893393
- Item type:
- chapter
- Publisher:
- Oxford University Press
- DOI:
- 10.1093/acprof:oso/9780195309836.003.0010
- Subject:
- Psychology, Developmental Psychology
This chapter offers a brief summary of implications for parents and for future public policy debates in this area. At one level, it is obvious that one way to reduce the harmful effects of violent ...
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This chapter offers a brief summary of implications for parents and for future public policy debates in this area. At one level, it is obvious that one way to reduce the harmful effects of violent video games is to reduce exposure to this risk factor. There are both politically controversial (e.g. laws prohibiting the sale, rental, or distribution of violent games to children) and non-controversial (e.g. leave it entirely up to parents) ways to accomplish this. Unfortunately, no serious efforts have been made in the U.S. to educate parents about the known harmful effects. Some other countries have taken legislative actions.Less
This chapter offers a brief summary of implications for parents and for future public policy debates in this area. At one level, it is obvious that one way to reduce the harmful effects of violent video games is to reduce exposure to this risk factor. There are both politically controversial (e.g. laws prohibiting the sale, rental, or distribution of violent games to children) and non-controversial (e.g. leave it entirely up to parents) ways to accomplish this. Unfortunately, no serious efforts have been made in the U.S. to educate parents about the known harmful effects. Some other countries have taken legislative actions.
Kay Dickinson
- Published in print:
- 2008
- Published Online:
- March 2012
- ISBN:
- 9780195326635
- eISBN:
- 9780199851676
- Item type:
- chapter
- Publisher:
- Oxford University Press
- DOI:
- 10.1093/acprof:oso/9780195326635.003.0005
- Subject:
- Music, Popular
This chapter examines the film and music combination in violent motion pictures. Some examples of these films include Cannibal Holocaust, The Beyond and The Cannibal Apocalypse. This chapter ...
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This chapter examines the film and music combination in violent motion pictures. Some examples of these films include Cannibal Holocaust, The Beyond and The Cannibal Apocalypse. This chapter describes how these films overlay a barrage of unflinchingly violent imagery with often smooth, mellifluous synthesizer scoring that refuses to comment negatively on the visual track. These films were banned in Great Britain under the 1984 Video Recordings Act and they were called “video nasties”.Less
This chapter examines the film and music combination in violent motion pictures. Some examples of these films include Cannibal Holocaust, The Beyond and The Cannibal Apocalypse. This chapter describes how these films overlay a barrage of unflinchingly violent imagery with often smooth, mellifluous synthesizer scoring that refuses to comment negatively on the visual track. These films were banned in Great Britain under the 1984 Video Recordings Act and they were called “video nasties”.
Robert M. Geraci
- Published in print:
- 2010
- Published Online:
- May 2010
- ISBN:
- 9780195393026
- eISBN:
- 9780199777136
- Item type:
- chapter
- Publisher:
- Oxford University Press
- DOI:
- 10.1093/acprof:oso/9780195393026.003.0003
- Subject:
- Religion, Religion and Society
The worldview espoused in Apocalyptic AI pop science plays a role in massively multiplayer online games, as shown by the presence of transhumanist religious groups (such as the Order of Cosmic ...
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The worldview espoused in Apocalyptic AI pop science plays a role in massively multiplayer online games, as shown by the presence of transhumanist religious groups (such as the Order of Cosmic Engineers) in Second Life but also by the interest shown by that world’s inhabitants who frequently desire a permanent shift to life online even when they are not explicitly transhumanists. Virtual reality has become sacred space for many online gamers, who acquire powerful communities, meaning and purpose through their online activities. Such religiosity inclines many toward transhumanist goals of transcending the human condition, especially through the possibility of uploading consciousness into virtual reality.Less
The worldview espoused in Apocalyptic AI pop science plays a role in massively multiplayer online games, as shown by the presence of transhumanist religious groups (such as the Order of Cosmic Engineers) in Second Life but also by the interest shown by that world’s inhabitants who frequently desire a permanent shift to life online even when they are not explicitly transhumanists. Virtual reality has become sacred space for many online gamers, who acquire powerful communities, meaning and purpose through their online activities. Such religiosity inclines many toward transhumanist goals of transcending the human condition, especially through the possibility of uploading consciousness into virtual reality.
Marian Stamp Dawkins
- Published in print:
- 2007
- Published Online:
- January 2008
- ISBN:
- 9780198569350
- eISBN:
- 9780191717512
- Item type:
- chapter
- Publisher:
- Oxford University Press
- DOI:
- 10.1093/acprof:oso/9780198569350.003.0010
- Subject:
- Biology, Animal Biology
New technology in the form of video, GPS trackers, and other equipment has opened up the observation of behaviour in ways that were unimaginable before. It is now possible to follow animals ...
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New technology in the form of video, GPS trackers, and other equipment has opened up the observation of behaviour in ways that were unimaginable before. It is now possible to follow animals continuously for days or months, and to know where and what they are doing even when they have disappeared from view. There is now the possibility of collecting large quantities of data and the problem is how best to analyze it. ‘Observation’ has taken on a whole new meaning and assumed a whole new significance. It is no longer the poor relation of experiment but a major research tool in its own right. The book concludes with a checklist of all the different stages of an observational study: (i) the type of question (about adaptation, causation, development, or evolution) being asked; (ii) what hypothesis is being tested; (iii) what the predictions from this hypothesis are and what would count as evidence both for and against it; (iv) how the observations will be designed to achieve independence, not confounding variables and removing unwanted variation; (v) how the level, units, and type of sampling will be selected and what sort of records will be taken; (vi) how behaviour is to be recorded (paper, video, computer, etc.); (vii) the completeness of the protocol, including sample size, choice of animals; (viii) the ethics of the study; (ix) permissions and agreements with other people involved; (x) the carrying out of a pilot study; (xi) analysis of data; and (xii) presentation of results.Less
New technology in the form of video, GPS trackers, and other equipment has opened up the observation of behaviour in ways that were unimaginable before. It is now possible to follow animals continuously for days or months, and to know where and what they are doing even when they have disappeared from view. There is now the possibility of collecting large quantities of data and the problem is how best to analyze it. ‘Observation’ has taken on a whole new meaning and assumed a whole new significance. It is no longer the poor relation of experiment but a major research tool in its own right. The book concludes with a checklist of all the different stages of an observational study: (i) the type of question (about adaptation, causation, development, or evolution) being asked; (ii) what hypothesis is being tested; (iii) what the predictions from this hypothesis are and what would count as evidence both for and against it; (iv) how the observations will be designed to achieve independence, not confounding variables and removing unwanted variation; (v) how the level, units, and type of sampling will be selected and what sort of records will be taken; (vi) how behaviour is to be recorded (paper, video, computer, etc.); (vii) the completeness of the protocol, including sample size, choice of animals; (viii) the ethics of the study; (ix) permissions and agreements with other people involved; (x) the carrying out of a pilot study; (xi) analysis of data; and (xii) presentation of results.
Joshua A. Braun
- Published in print:
- 2015
- Published Online:
- May 2016
- ISBN:
- 9780300197501
- eISBN:
- 9780300216240
- Item type:
- chapter
- Publisher:
- Yale University Press
- DOI:
- 10.12987/yale/9780300197501.003.0005
- Subject:
- Society and Culture, Media Studies
This chapter examines the “off-site” and mobile distribution of MSNBC video, including the development of functionality that allowed the video player to be embedded on users' personal websites and ...
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This chapter examines the “off-site” and mobile distribution of MSNBC video, including the development of functionality that allowed the video player to be embedded on users' personal websites and various technical solutions developed or purchased by MSNBC.com for piping its video to phones and tablets. It discusses the involvement of a range of “business-to-business” distribution firms whose goal is to develop and sell video players, search functionality, and other white-label products that bear the brand of the content provider rather than the manufacturer. It also considers the role of these “business-to-business” companies, dubbed “transparent intermediaries,” in creating the business models used by media companies in the online video marketplace. The chapter concludes by showing how MSNBC.com tailored many of the features of its video player to the demands of the conversation economy.Less
This chapter examines the “off-site” and mobile distribution of MSNBC video, including the development of functionality that allowed the video player to be embedded on users' personal websites and various technical solutions developed or purchased by MSNBC.com for piping its video to phones and tablets. It discusses the involvement of a range of “business-to-business” distribution firms whose goal is to develop and sell video players, search functionality, and other white-label products that bear the brand of the content provider rather than the manufacturer. It also considers the role of these “business-to-business” companies, dubbed “transparent intermediaries,” in creating the business models used by media companies in the online video marketplace. The chapter concludes by showing how MSNBC.com tailored many of the features of its video player to the demands of the conversation economy.
Sinem Siyahhan and Elisabeth Gee
- Published in print:
- 2018
- Published Online:
- September 2018
- ISBN:
- 9780262037464
- eISBN:
- 9780262344579
- Item type:
- book
- Publisher:
- The MIT Press
- DOI:
- 10.7551/mitpress/9780262037464.001.0001
- Subject:
- Society and Culture, Media Studies
Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, ...
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Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, Sinem Siyahhan and Elisabeth Gee offer another view. They show that video games can be a tool for connection, not isolation, creating opportunities for families to communicate and learn together. Siyahhan and Gee offer examples of how video games, like smartphones, Skype, and social media, help families stay connected. Further, they describe how families express their feelings and share their experiences and understanding of the world through playing video games like Sims, Civilization, and Minecraft. When designed intentionally to support families, video games can also create conversations around such real-world issues and sensitive topics as bullying and peer pressure. Siyahhan and Gee draw on a decade of research to look at how learning and teaching take place when families play video games together. With video games, they argue, the parents are not necessarily the teachers and experts; all family members can be both teachers and learners. They suggest video games can help families form, develop, and sustain their learning culture as well as develop skills that are valued in the twenty-first century workplace. Finally, Siyahhan and Gee share recommendations for educators and game designers who are interested in supporting intergenerational play around video games.Less
Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, Sinem Siyahhan and Elisabeth Gee offer another view. They show that video games can be a tool for connection, not isolation, creating opportunities for families to communicate and learn together. Siyahhan and Gee offer examples of how video games, like smartphones, Skype, and social media, help families stay connected. Further, they describe how families express their feelings and share their experiences and understanding of the world through playing video games like Sims, Civilization, and Minecraft. When designed intentionally to support families, video games can also create conversations around such real-world issues and sensitive topics as bullying and peer pressure. Siyahhan and Gee draw on a decade of research to look at how learning and teaching take place when families play video games together. With video games, they argue, the parents are not necessarily the teachers and experts; all family members can be both teachers and learners. They suggest video games can help families form, develop, and sustain their learning culture as well as develop skills that are valued in the twenty-first century workplace. Finally, Siyahhan and Gee share recommendations for educators and game designers who are interested in supporting intergenerational play around video games.
Rama Chellappa, Naresh P. Cuntoor, Seong-Wook Joo, V. S. Subrahmanian, and Pavan Turaga
- Published in print:
- 2008
- Published Online:
- May 2008
- ISBN:
- 9780195188370
- eISBN:
- 9780199870462
- Item type:
- chapter
- Publisher:
- Oxford University Press
- DOI:
- 10.1093/acprof:oso/9780195188370.003.0021
- Subject:
- Psychology, Cognitive Neuroscience
Event modeling systems provide a semantic interpretation of sequences of pixels that are captured by a video camera. The design of a practical system has to take into account the following three main ...
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Event modeling systems provide a semantic interpretation of sequences of pixels that are captured by a video camera. The design of a practical system has to take into account the following three main factors: low-level preprocessing limitations, computational and storage complexity of the event model, and user interaction. The hidden Markov model (HMM) and its variants have been widely used to model both speech and video signals. Computational efficiency of the Baum-Welch and the Viterbi algorithms has been a leading reason for the popularity of the HMM. Since the objective is to detect events in video sequences that are meaningful to humans, one might want to provide space in the design loop for a user who can specify events of interest. This chapter explores this using semantic approaches that not only use features extracted from raw video streams but also incorporate metadata and ontologies of activities. It presents three approaches for applications such as event recognition: anomaly detection, temporal segmentation, and ontology evaluation. The three approaches discussed are statistical methods based on HMMs, formal grammars, and ontologies. The effectiveness of these approaches is illustrated using video sequences captured both indoors and outdoors: the indoor UCF human action dataset, the TSA airport tarmac surveillance dataset, and the bank monitoring dataset.Less
Event modeling systems provide a semantic interpretation of sequences of pixels that are captured by a video camera. The design of a practical system has to take into account the following three main factors: low-level preprocessing limitations, computational and storage complexity of the event model, and user interaction. The hidden Markov model (HMM) and its variants have been widely used to model both speech and video signals. Computational efficiency of the Baum-Welch and the Viterbi algorithms has been a leading reason for the popularity of the HMM. Since the objective is to detect events in video sequences that are meaningful to humans, one might want to provide space in the design loop for a user who can specify events of interest. This chapter explores this using semantic approaches that not only use features extracted from raw video streams but also incorporate metadata and ontologies of activities. It presents three approaches for applications such as event recognition: anomaly detection, temporal segmentation, and ontology evaluation. The three approaches discussed are statistical methods based on HMMs, formal grammars, and ontologies. The effectiveness of these approaches is illustrated using video sequences captured both indoors and outdoors: the indoor UCF human action dataset, the TSA airport tarmac surveillance dataset, and the bank monitoring dataset.
Mark J. P. Wolf (ed.)
- Published in print:
- 2015
- Published Online:
- January 2016
- ISBN:
- 9780262527163
- eISBN:
- 9780262328487
- Item type:
- book
- Publisher:
- The MIT Press
- DOI:
- 10.7551/mitpress/9780262527163.001.0001
- Subject:
- Computer Science, Game Studies
Video games have become a global industry, and their history spans dozens of national industries, where foreign imports compete with domestic productions, legitimate industry contends with piracy, ...
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Video games have become a global industry, and their history spans dozens of national industries, where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the demands of the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, including game designers and founders of game companies, offering distinctively first-hand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language.Less
Video games have become a global industry, and their history spans dozens of national industries, where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the demands of the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, including game designers and founders of game companies, offering distinctively first-hand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language.
Suzanne Naafs
- Published in print:
- 2010
- Published Online:
- September 2010
- ISBN:
- 9780195369212
- eISBN:
- 9780199871179
- Item type:
- chapter
- Publisher:
- Oxford University Press
- DOI:
- 10.1093/acprof:oso/9780195369212.003.0021
- Subject:
- Religion, Religion and Society, Islam
This chapter deals with the images of young female artists prevalent in music video compact disks (VCDs) of national and regional music genres in Indonesia and what they reflect about youth ...
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This chapter deals with the images of young female artists prevalent in music video compact disks (VCDs) of national and regional music genres in Indonesia and what they reflect about youth lifestyles, Islamic morality, and generational shifts. The music videos of these young female artists reflect a variety of cross-cultural influences that are imported, adapted, recreated, and blended. These influences do not always correspond with prevailing norms about proper behavior and clothing styles for young Muslim women in Indonesia. The three music genres highlighted are pop Indonesia, dangdut, and pop Minang, in addition to western pop and rock. VCDs in these music genres are often directly aimed at teenagers and young adults; the artists portrayed promote not only their music, but a lifestyle. Even though the appropriation of trends and influences from abroad is not new, these VCDs are breaking new ground by combining images of global youth culture in a distinctive Indonesian context, thus adding a visual dimension to the music that previously was not there.Less
This chapter deals with the images of young female artists prevalent in music video compact disks (VCDs) of national and regional music genres in Indonesia and what they reflect about youth lifestyles, Islamic morality, and generational shifts. The music videos of these young female artists reflect a variety of cross-cultural influences that are imported, adapted, recreated, and blended. These influences do not always correspond with prevailing norms about proper behavior and clothing styles for young Muslim women in Indonesia. The three music genres highlighted are pop Indonesia, dangdut, and pop Minang, in addition to western pop and rock. VCDs in these music genres are often directly aimed at teenagers and young adults; the artists portrayed promote not only their music, but a lifestyle. Even though the appropriation of trends and influences from abroad is not new, these VCDs are breaking new ground by combining images of global youth culture in a distinctive Indonesian context, thus adding a visual dimension to the music that previously was not there.
Joshua A. Braun
- Published in print:
- 2015
- Published Online:
- May 2016
- ISBN:
- 9780300197501
- eISBN:
- 9780300216240
- Item type:
- chapter
- Publisher:
- Yale University Press
- DOI:
- 10.12987/yale/9780300197501.003.0004
- Subject:
- Society and Culture, Media Studies
This chapter focuses on the construction of MSNBC.com's web video player, the primary means by which NBC's cable news and broadcast news programs were made available to users and audiences online. ...
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This chapter focuses on the construction of MSNBC.com's web video player, the primary means by which NBC's cable news and broadcast news programs were made available to users and audiences online. More specifically, it examines the video player's interface and other features in order to elucidate the complex relationships, interests, and motivations devoted to the design of the everyday objects used in online distribution. It also considers the importance of syndication to MSNBC's web presence and how MSNBC.com was able to dramatically expand the reach of its online video by pushing clips to other web properties in Microsoft's online services division, including Bing and MSN.Less
This chapter focuses on the construction of MSNBC.com's web video player, the primary means by which NBC's cable news and broadcast news programs were made available to users and audiences online. More specifically, it examines the video player's interface and other features in order to elucidate the complex relationships, interests, and motivations devoted to the design of the everyday objects used in online distribution. It also considers the importance of syndication to MSNBC's web presence and how MSNBC.com was able to dramatically expand the reach of its online video by pushing clips to other web properties in Microsoft's online services division, including Bing and MSN.
Jonathan P. J. Stock
- Published in print:
- 2004
- Published Online:
- May 2008
- ISBN:
- 9780195167498
- eISBN:
- 9780199867707
- Item type:
- chapter
- Publisher:
- Oxford University Press
- DOI:
- 10.1093/acprof:oso/9780195167498.003.0002
- Subject:
- Music, Ethnomusicology, World Music
This chapter reviews approaches to the empirical documentation of music as found in comparative musicology, folklore studies, and through the fifty-year history of ethnomusicology. Means of gathering ...
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This chapter reviews approaches to the empirical documentation of music as found in comparative musicology, folklore studies, and through the fifty-year history of ethnomusicology. Means of gathering and measuring research data are shown to be linked to available technology as well as to prevailing intellectual paradigms. The central part of the chapter focuses on empirical aspects of participant-observation, including the keeping of field notes, interviewing, photography, and audio- and video-recording. Good practice conventions for data preservation are explained and illustrated. The chapter's coda emphasizes the importance of ethics in research that documents the voices of live people.Less
This chapter reviews approaches to the empirical documentation of music as found in comparative musicology, folklore studies, and through the fifty-year history of ethnomusicology. Means of gathering and measuring research data are shown to be linked to available technology as well as to prevailing intellectual paradigms. The central part of the chapter focuses on empirical aspects of participant-observation, including the keeping of field notes, interviewing, photography, and audio- and video-recording. Good practice conventions for data preservation are explained and illustrated. The chapter's coda emphasizes the importance of ethics in research that documents the voices of live people.
Veit Erlmann
- Published in print:
- 1999
- Published Online:
- May 2008
- ISBN:
- 9780195123678
- eISBN:
- 9780199868797
- Item type:
- chapter
- Publisher:
- Oxford University Press
- DOI:
- 10.1093/acprof:oso/9780195123678.003.0016
- Subject:
- Music, Ethnomusicology, World Music
This chapter discusses the collaboration between Michael Jackson and Ladysmith Black Mambazo on the music video “Moonwalker”. In comparing Jackson's dance style with that of the South Africans, ...
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This chapter discusses the collaboration between Michael Jackson and Ladysmith Black Mambazo on the music video “Moonwalker”. In comparing Jackson's dance style with that of the South Africans, certain parallels in black body styles become apparent and how these intersect with the aesthetics of MTV, black dance, and popular music in articulating racial difference.Less
This chapter discusses the collaboration between Michael Jackson and Ladysmith Black Mambazo on the music video “Moonwalker”. In comparing Jackson's dance style with that of the South Africans, certain parallels in black body styles become apparent and how these intersect with the aesthetics of MTV, black dance, and popular music in articulating racial difference.
Michael Frishkopf (ed.)
- Published in print:
- 2010
- Published Online:
- September 2011
- ISBN:
- 9789774162930
- eISBN:
- 9781617970139
- Item type:
- book
- Publisher:
- American University in Cairo Press
- DOI:
- 10.5743/cairo/9789774162930.001.0001
- Subject:
- Society and Culture, Middle Eastern Studies
Since the turn of the twentieth century the dramatic rise of mass media has profoundly transformed music practices in the Arab world. Music has adapted to successive forms of media dissemination — ...
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Since the turn of the twentieth century the dramatic rise of mass media has profoundly transformed music practices in the Arab world. Music has adapted to successive forms of media dissemination — from phonograph cylinders to MP3s — each subjected to the political and economic forces of its particular era and region. Carried by mass media, the broader culture of Arab music has been thoroughly transformed as well. Simultaneously, mass mediated music has become a powerful social force. While parallel processes have unfolded worldwide, their implications in the Arabic-speaking world have thus far received little scholarly attention. This volume features sixteen chapters examining these issues, especially televised music and the controversial new genre of the music video. Chapters display the textures of public Arabic discourse to an English readership. They address the key issues of contemporary Arab society — gender and sexuality, Islam, class, economy, power, and nation — as refracted through the culture of mediated music. Interconnected by a web of recurrent concepts, this collection transcends music to become an important resource for the study of contemporary Arab society and culture.Less
Since the turn of the twentieth century the dramatic rise of mass media has profoundly transformed music practices in the Arab world. Music has adapted to successive forms of media dissemination — from phonograph cylinders to MP3s — each subjected to the political and economic forces of its particular era and region. Carried by mass media, the broader culture of Arab music has been thoroughly transformed as well. Simultaneously, mass mediated music has become a powerful social force. While parallel processes have unfolded worldwide, their implications in the Arabic-speaking world have thus far received little scholarly attention. This volume features sixteen chapters examining these issues, especially televised music and the controversial new genre of the music video. Chapters display the textures of public Arabic discourse to an English readership. They address the key issues of contemporary Arab society — gender and sexuality, Islam, class, economy, power, and nation — as refracted through the culture of mediated music. Interconnected by a web of recurrent concepts, this collection transcends music to become an important resource for the study of contemporary Arab society and culture.
Richard Barrios
- Published in print:
- 2009
- Published Online:
- February 2010
- ISBN:
- 9780195377347
- eISBN:
- 9780199864577
- Item type:
- chapter
- Publisher:
- Oxford University Press
- DOI:
- 10.1093/acprof:oso/9780195377347.003.0019
- Subject:
- Music, Popular
Overview of the musical years and trends to follow — the standardization of the genre, the more ambitious works of later years, the bloated Broadway incursions, the moratorium of the later 20th ...
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Overview of the musical years and trends to follow — the standardization of the genre, the more ambitious works of later years, the bloated Broadway incursions, the moratorium of the later 20th century, the resurgence of the genre in a new century. Television, the internet, home video, and some lingering memories and influences all form part of the tapestry of this odd, compelling heritage.Less
Overview of the musical years and trends to follow — the standardization of the genre, the more ambitious works of later years, the bloated Broadway incursions, the moratorium of the later 20th century, the resurgence of the genre in a new century. Television, the internet, home video, and some lingering memories and influences all form part of the tapestry of this odd, compelling heritage.
Torben Grodal
- Published in print:
- 2009
- Published Online:
- May 2009
- ISBN:
- 9780195371314
- eISBN:
- 9780199870585
- Item type:
- chapter
- Publisher:
- Oxford University Press
- DOI:
- 10.1093/acprof:oso/9780195371314.003.0008
- Subject:
- Literature, Film, Media, and Cultural Studies
The chapter discusses how storytelling represents an innate mental capacity to synthesize an agency’s perceptual input, its emotions, and its output in terms of action. Insight into the architecture ...
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The chapter discusses how storytelling represents an innate mental capacity to synthesize an agency’s perceptual input, its emotions, and its output in terms of action. Insight into the architecture of the embodied brain and the PECMA flow clarifies how to understand the psychological function of stories and storytelling. The chapter further describes the way that different media—language and oral storytelling, drama, written stories, film, and video games—use different aspects of the mental “storytelling” that characterizes our ordinary experience of daily life and its actions, and it describes the historical development in narrative techniques of representation in different media. It uses this narrative theory to redefine the story-discourse dichotomy, and to argue that film narratives are typically experienced as taking place in a kind of presence, and also discusses the relation between narratives and playing games vital for interactive media. Finally, it discusses the relationship between storytelling interactivity and linearity and shows that there are a number of psychological and motivational reasons that nonlinear storytelling is difficult, and that many so-called nonlinear formats consist in fact of sets of linear stories.</ABS>Less
The chapter discusses how storytelling represents an innate mental capacity to synthesize an agency’s perceptual input, its emotions, and its output in terms of action. Insight into the architecture of the embodied brain and the PECMA flow clarifies how to understand the psychological function of stories and storytelling. The chapter further describes the way that different media—language and oral storytelling, drama, written stories, film, and video games—use different aspects of the mental “storytelling” that characterizes our ordinary experience of daily life and its actions, and it describes the historical development in narrative techniques of representation in different media. It uses this narrative theory to redefine the story-discourse dichotomy, and to argue that film narratives are typically experienced as taking place in a kind of presence, and also discusses the relation between narratives and playing games vital for interactive media. Finally, it discusses the relationship between storytelling interactivity and linearity and shows that there are a number of psychological and motivational reasons that nonlinear storytelling is difficult, and that many so-called nonlinear formats consist in fact of sets of linear stories.</ABS>