...Ex-MBA 2011-2014 Semester -1 Subject: Technology in Business ------------------------------------------------- VIDEO CONFERENCING – A BOON TO COMPANIES TO REDUCE COSTS, TIME AND SAVE OUR ENVIRONMENT Completed By, Shantesh Varik Roll No: 2011G14 INTRODUCTION – Aim and Objective Videoconferencing is a virtual conference like setup using a number of telecommunication technologies which allow two or more locations to interact via two-way video and audio transmissions simultaneously. Videoconferencing is slightly different from videophone calls as it is designed to serve a conference rather than individuals. In a tight economy, with companies spending much less on IT, the tech giants will take growth wherever they can find it. The Wall Street Journal reported recently that Cisco and HP are in a pitched battle for customers for their high-end teleconferencing systems. According to the report, it's "one of the few technologies that has benefited from the downturn, growing 30% from last year as businesses look to reduce travel expenses." Cisco, HP, Nortel, and telepresence-focused players like Teleris have developed impressive, beautiful systems that make you feel like you're in the same room with your colleagues. The catch is that not only will you save money, but you'll also reduce your environmental footprint through reduced travel. These companies are cashing in on the business world's pressing need to cut costs, while also appealing to the desire to get green...
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...challenges that video teleconferencing (VTC) can help them overcome. • Video conferencing is one technology that’s a smart investment, reducing your costs while making the most of the resources you have. • video conferencing can serve multiple purposes within a small business—from online meetings and presentations to conducting training and providing customer support. • Collaboration: Video conferencing solutions like Cisco WebEx let employees across your company share their expertise, resulting in more productive collaboration and faster decision-making. This increased productivity makes your company more efficient, further reducing costs • Increased communication: Staying in touch with partners, suppliers, and customers is vital to the success of any small business. By combining better video quality and clearer audio, video conferencing improves the overall experience customers and partners have with your company, giving you a competitive edge. • Educational Opportunities:There are always highly influential and accomplished people with your industry whom you can study or which team you want employees to master from. Most smaller businesses can’t afford to have these professionals arrived at their office for events, however they are able to take them in by having a video conference. • Contact people in your industry whom you feel you can practice a lot from or who may educate the workers, and have them if they could be ready to accept speaking through video conference using...
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...Video Digital Canon HDSLR 60D Sensibilidad ISO máxima Tamaño sensor Resolución sensor Montura óptica Máx. framerate Latitud Salidas vídeo 6400 APS-C 18 Mpix EF/EF-S 60 fps 8 stops miniHDMI 7D 6400 APS-C 18 Mpix EF/EF-S 60 fps 8 stops miniHDMI 6D 25600 Full Frame 20 Mpix EF 50 fps 8 stops miniHDMI 5D 25600 Full Frame 22 Mpix EF 50 fps 8 stops miniHDMI 1D 51200 Full Frame 18 Mpix EF 60 fps 12 stops miniHDMI Compuesto Formato grabación H.264 H.264 H.264 H.264 MJPEG H.264 Bitrate grabación Precio alquiler/hora 44Mbps 24€ 45.7Mbps 55€ 28 Mbps 59€ 38 Mbps 150€ 25 Mbps 295€ Canon C300, C500 C300 Sensibilidad ISO máxima Tamaño sensor Formato Imagen Captura Resolución sensor Montura óptica Latitud Salidas vídeo Salidas audio Entrada audio Formato grabación Bitrate grabación Precio alquiler/hora 20.000 Super 35mm 16:9 720p, 1080p 8 Mpix EF 12 stops HDSDI, SDI, HDMI Analógico 2ch 2x XLR-3 + Phantom MXF (MPEG-2) 50Mbps 215€ C500 20.000 Super 35mm 16:9 4K RAW, 2K RAW 8 Mpix EF 12 stops HDSDI, SDI, HDMI Analógico 2ch 2x XLR-3 + Phantom MXF (MPEG-2) 50Mbps 290€ Sony F65 Sensibilidad ISO máxima Tamaño sensor Formato Imagen Captura Max. Framerate Resolución sensor Montura óptica Latitud Salidas vídeo Formato grabación Bitrate grabación Precio alquiler/hora 800 Super 35mm 16:9 2K, 4K 120 fps 17,7 Mpix PL 14 stops HDSDI F65 RAW/SR Master 220-2400Mbps 890€ Arri Alexa Sensibilidad ISO máxima Tamaño sensor Formato...
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...Conceptos de señales de video relacionados con el ojo humano El ojo humano posee 2 tipos de sensores: - Conos (sensores de color) - Bastones (sensores de luminancia) Se le llama cuadro a la imagen que resulta después de la exploración de todas las líneas en que se ha dividido una imagen (imagen completa). Se le llama campo a una exploración completa de la pantalla (medias imágenes). Acuidad – capacidad del ojo en distinguir 2 líneas consecutivas. Típicamente α ” 1 minuto. Siendo D la distancia al ojo y H la altura de la pantalla, se toma generalmente [pic]. Cantidad de líneas horizontales: [pic] ” 572 líneas. La acuidad del ojo es cuadrada, pero como la cantidad de líneas verticales influye en el BW de la señal, se define la pantalla con una relación 4:3. [pic] ” 761 líneas. Persistencia – propiedad de que la imagen quede retenida en el ojo durante un corto espacio de tiempo, por lo cual se debe decidir cuantas imágenes enviar por segundo para dar la idea de movimiento y no molestar al ojo humano con el parpadeo al cambiarlas. Como el ojo retiene cada imagen por 0.1 segundos entonces 10 imágenes por segundo dan la idea de movimiento. Flickeo – depende de la luminosidad de la imagen y de la luz ambiente. La cantidad de flickeos debe ser mayor para no molestar al ojo. En cinematografía se toman 24 imágenes/seg. y se manda repetida la misma imagen (se ahorra cinta), por lo cual se toman 48 imágenes/seg. En TV, cada vez que cambia el cuadro...
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...1. According to the Porter’s competitive forces model, the new market entrants which are the tough competition from the competitors are Major League Baseball, the National Football League, and the National Hockey League which always try to get their business away, the substitute products and services is YouTube, customers have choice to use television cable provider as well as radio, supplier is Akamai Technology which helps NBA to increase their revenue. Because of Akamai, fans from all over the world are able to stream and download NBA high quality video. Akamai also help to increase NBA’s customers across the globe which helps NBA to compete in the market. 2. I think the NBA’s overall strategies are product differentiation and focus on market niche. NBA is using Akamai Technology to allow its fan from all over the world to download and stream NBA high quality video without any network outage. It helped NBA to have more users and fans from all over the world and helped them to compete in the market. It also helped them to increase revenue. 3. It is important for all the fans in the world have the same experience because it helps them to keep real time update about their favorite team. It does not matter to the team that whether their fans are from the USA or Canada or any part of the world. Fans and supporters are the great strength of the team. 4. NBA is using Akamai technology as their global platform to reach out to the fans across the world. They are already...
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...Basics of Video Yao Wang Polytechnic University, Brooklyn, NY11201 yao@vision.poly.edu Outline • • • • • Color perception and specification Video capture and display Analog raster video Analog TV systems Digital video © Yao Wang, 2004 Video Basics Color Perception and Specification • • • • • Light -> color perception Human perception of color Type of light sources Trichromatic color mixing theory Specification of color – Tristimulus representation – Luminance/Chrominance representation • Color coordinate conversion © Yao Wang, 2004 Video Basics 3 Light is part of the EM wave from [Gonzalez02] © Yao Wang, 2004 Video Basics 4 Illuminating and Reflecting Light • Illuminating sources: – emit light (e.g. the sun, light bulb, TV monitors) – perceived color depends on the emitted freq. – follows additive rule • R+G+B=White • Reflecting sources: – reflect an incoming light (e.g. the color dye, matte surface, cloth) – perceived color depends on reflected freq (=emitted freqabsorbed freq.) – follows subtractive rule • R+G+B=Black © Yao Wang, 2004 Video Basics 5 Eye Anatomy From http://www.stlukeseye.com/Anatomy.asp © Yao Wang, 2004 Video Basics 6 Eye vs. Camera Camera components Eye components Lens Lens, cornea Shutter Iris, pupil Film Retina Cable to transfer images Optic nerve send the info to the brain © Yao Wang, 2004 Video Basics ...
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...A video game is an electronic game that involves human interaction with a user interface to generate visual feedback on a video device. The word video in video game traditionally referred to a raster display device, but it now implies any type of display device that can produce two- or three-dimensional images. The electronic systems used to play video games are known as platforms; examples of these are personal computers and video game consoles. These platforms range from large mainframe computers to small handheld devices. Specialized video games such as arcade games, while previously common, have gradually declined in use. Video games have gone on to become an art form and industry. The input device primarily used to manipulate video games is called a game controller, and varies across platforms. For example, a controller might consist of only a button and a joystick, while another may feature a dozen buttons and one or more joysticks. Early personal computer games often needed a keyboard for gameplay, or more commonly, required the user to buy a separate joystick with at least one button. Many modern computer games allow or require the player to use a keyboard and a mouse simultaneously. A few of the most common game controllers are gamepads, mouses, keyboards, and joysticks. In recent years, additional methods of input have emerged such as camera-based player observation for video game consoles and touch-sensitive screens on mobile devices. Video games typically use...
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...Society and Video Games Video games are still a very new form of media. Compared to other forms of entertainment like books, television, or movies, video games are still new and very misunderstood. As video games rise in popularity many people like to blame them for the problems of modern society, although other forms of entertainment involve common elements. Video games need to be seen just as equal to a fan of movies or books. They do not always have to be mindless entertainment and can also be helpful in your daily life. Just like how people do not judge all television shows based on The Jersey Shore or Teen Mom, video games should not be judged by popular games like Call of Duty and Grand Theft Auto which are at times just mindless entertainment but not harmful. If you do not know what these are then just think about the most popular things amongst your favorite form of media or hobby. A common argument that parents and people unfamiliar to video games like to address is how unhealthy they can be. In a sense this can be very true but enjoy it in moderation, too much of anything can be a bad thing. Other studies have found an association between compulsive gaming and being overweight, introverted and prone to depression. The studies didn't compare the benefits of gaming with such downsides. (Hotz. 2012) I come from a family of people who enjoy video games very often and none of us are considered overweight or have any signs of health problems but we may be...
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...Video Games Nowadays, technology is a way of life. Computers are used by children, adolescents, and adults; no matter what career path a person chooses, the computer plays an essential role in the job. The more our technology progresses and as our industry grows stronger, computers and electronic entertainment will grow to be found everywhere around the world. And this includes videogames. Video games have been a growing phenomenon since the mid-1980s. With the vast improvements in technology, the video gaming industry has evolved from simple two-dimensional games to realistic, fast-paced, life-like experiences. Although gaming became popular in the 1980s, it has been alive since the 1970s. In May of 1972, Magnavox Odyssey was released as the first gaming console. A few built-in games came with it, and the graphics were as simple as white blocks over a black background (Kudler). At this point, the graphics were very simple, moving patterns on a screen. Magnavox Odyssey did not sell well despite being a publicly released gaming console. In October 1977, the Atari Video Computer System was released, more commonly known as Atari 2600. Featuring a joystick, interchangeable cartridges, games in color, and switches for selecting games and setting difficulty levels, it turned millions of Americans into home video game players (ICHEG's collection). However, the turning point in gaming came with the release of the 8-bit Nintendo Entertainment System (adorably called NES), in fall 1985...
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...July 22, 2012 Video games have become as pervasive an aspect of our society as television, with many people spending more time playing video games than watching television. There are many perspectives with which to gauge videos games’ effect on society, from a functionalist, conflict or interactionist perspective. (Schaefer, 2011) Each of these sociological theories can provide a different view of video games, how they affect society and the subcultures that develop around them. The functionalist perspective would emphasize the way in which the parts of a society are structured to maintain its stability. (Schaefer, 2011) A functionalist may point out the manifest functions of video games as a facilitator of social interaction among friends, or the function of educational games in younger children. The functionalist may also observe latent functions, such as improving hand-eye coordination, or even unintended educational aspect of video games not intended for children (such as police coming and arresting the player character when crimes are committed in games, mirroring the real-life consequences of one’s actions) A functionalist can also characterize video games as a dysfunction I n society, with individuals neglecting other responsibilities in favor of playing the games, or stating that the games encourage violent or antisocial behaviors. The conflict theory would focus on tensions between groups (Schaefer, 2011), so someone analyzing video games from a conflict perspective...
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...This year, comedy and entertainment have taken on a new form, a 6-second form, to be exact. Vine is a smart phone application owned by Twitter that debuted back in January as one of the many video clip shooting and sharing applications available online. Setting itself apart from other applications of practically the same function like Instagram and Keek, Vine was the most-downloaded free application on the iOS store in April and had 11% of iPhone users as active users by May (Souppouris, 2013). Vine was then released for Android in June, further increasing its user-base as well as its fan-base through the publicity of the “Best Vines” communities on Facebook and compilation videos on Youtube. Why have a “Best Vines” public community when other applications have nothing of the sort? As “young” as it is, Vine has already created (perhaps intentionally or unintentionally) an image for itself as an application for short and comedic video clips, as opposed to Keek, which caters more to simple video bloggers, and Instagram, which is more for sharing clips and photos for aesthetic viewing pleasure. Similar to Twitter that has a 140character limit for posts, Vine’s 6-second limit is said to spawn creativity given the time constraint and the desire for one’s post to be noticed in the massive sea of social media and as Shakespeare said, “Brevity is the soul of wit.” The application’s features, publicity and fastgrowing fan-base (not necessarily user-base) helped Vine users to do just that...
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...[Your Name] [Instructor] [Class] [Date] Violent Video Games do not CAUSE VIOLENCE Introduction Correlation does not prove Causation. Since 1992, there have been 387 school shootings in America. In the wake of these tragedies, the investigators and our society have looked to find somewhere to point the blame. Some blame gun laws, some blame our school system, but almost all conclusions place at least some blame on video games. When 90% of today's teenagers video games are 90% likely to include mature levels of violence, there's clearly an issue. However, the issue is mistakenly simplified down to the equation that violence in games = violence in real life, mistakenly because correlation does not prove causation. Today, I want to talk about why video games do not cause violence, and can even be a healthy way to release aggression. body Research is inconclusive. Unfortunately, research on video games and violence is inconclusive and does not ever come to a consensus. For every study that you find that proves video games cause violence, you have a study that proves that video games have no correlation to real-life violence. Media psychologists, communication scientists, and pediatricians disagree greatly among themselves as to whether or not there is a causal relationship between gaming and violence. There is more than a 20% variation in opinion over whether or not gaming produces real-life violence. That variation does not sound convincing to us, who like to pretend we...
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...News Video Indexing and Retrieval System Using Feature-Based Indexing and Inserted-Caption Detection Retrieval 1 News Video Indexing and Retrieval System Using Feature-Based Indexing and InsertedCaption Detection Retrieval Akshay Kumar Singh, Soham Banerjee, Sonu Kumar and Asst. Prof. Mr. S. Ghatak Computer Science and Engineering, Sikkim Manipal Institute of Technology, Majitar, India. Abstract—Data compression coupled with the availability of high bandwidth networks and storage capacity have created the overwhelming production of multimedia content, this paper briefly describes techniques for content-based analysis, retrieval and filtering of News Videos and focuses on basic methods for extracting features and information that will enable indexing and search of any news video based on its content and semantics. The major themes covered by the study include shot segmentation, key frame extraction, feature extraction, clustering, indexing and video retrieval-by similarity, probabilistic, transformational, refinement and relevance feedback. A new caption text extraction algorithm that takes full advantage of the temporal information in a video sequence is developed. Keywords—Shot Boundaries Detection, Inserted Caption Detection, Machine Learning, Face Annotation, Edge/Field Detection. I. INTRODUCTION E ffective techniques for video indexing/searching are required for large visual information systems (such as video databases and video servers). In addition...
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...Introdution Background Computer games industry has become a multimillion industry because rapid technology development helps to produce games that attract millions of players. However, there have been debates about the benefits and costs of playing computer games for young people. On one hand, playing computer games is a wonderful entertainment which helps young people in the development of a wide range of skills and knowledge. On the other hand, playing computer games is argued to have significant negative impact on the development of young people, especially contributing to health problems, aggressive actions, and anti-social behaviour. Benefits of computer games Computer games can be a wonderful entertainment for young people, because of their cool and colourful graphics, fantastic music, exciting stories, and challenging tasks (Flew & Humphreys, 2005). The computer, graphical and media technology used to develop computer games have power to create a fantastic gaming world that enhances young people’s imagination. Computer games that can be played and shared can be a family activity especially for family and friends who are in geographically dispersed locations. Moreover, computer games do not require significant investment or long-distance travelling for players. Well-designed computer games can challenge young people right to the edge of their abilities, and motivate them to learn more knowledge (Byrne, 2007). Playing computer games is found to help young...
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...VIDEO DIRECTOR, HOW TO JOIN THE LEAGUE Choosing what to write about sometimes can be more of an arduous task than writing it. You sift lots of conflicting article begging to be pen. While I was thinking of which of the “struggling” topic to settle for, I got a call from someone who wanted to become a video director and am like okay - let’s talk about this. I get a lot of calls from neophytes desperate about getting an inroad into the production business as video director. I must admit that most of the calls are from people who are compelled by news of the financial opportunities involved or grandstanders. Well, I won’t want to put everyone under this umbrella so I will for the sake of people that want to be a film director share few words about achieving that aim. You don’t have time on your side as everything you need to be a video director is implanted in you and can only be exhume by your candid passion. Before understanding the camera, perfecting your shots, dissecting your choices, working with your crew, confidence with your theme/moods and intimacy with your lights is your resolve and obsession to be a director. You are a director the moment you think you want to be a director but your enthusiasm will determine if you will be a successful one or...
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