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2022 ◽  
Vol 19 (1) ◽  
pp. 1-17
Author(s):  
Hye Ji Kim ◽  
Michael Neff ◽  
Sung-Hee Lee

Laban Movement Analysis (LMA) and its Effort element provide a conceptual framework through which we can observe, describe, and interpret the intention of movement. Effort attributes provide a link between how people move and how their movement communicates to others. It is crucial to investigate the perceptual characteristics of Effort to validate whether it can serve as an effective framework to support a wide range of applications in animation and robotics that require a system for creating or perceiving expressive variation in motion. To this end, we first constructed an Effort motion database of short video clips of five different motions: walk, sit down, pass, put, wave performed in eight ways corresponding to the extremes of the Effort elements. We then performed a perceptual evaluation to examine the perceptual consistency and perceived associations among Effort elements: Space (Indirect/Direct), Time (Sustained/Sudden), Weight (Light/Strong), and Flow (Free/Bound) that appeared in the motion stimuli. The results of the perceptual consistency evaluation indicate that although the observers do not perceive the LMA Effort element 100% as intended, true response rates of seven Effort elements are higher than false response rates except for light Effort. The perceptual consistency results showed varying tendencies by motion. The perceptual association between LMA Effort elements showed that a single LMA Effort element tends to co-occur with the elements of other factors, showing significant correlation with one or two factors (e.g., indirect and free, light and free).


2022 ◽  
Author(s):  
Naomi Candra Lukito
Keyword(s):  

ABSTRACTTik Tok is an application that was first created and popularized in China. TikTok itself first appeared under the name Douyin in 2016 in September. This application is a place where each user can send a short video, which is 15 seconds long. In 2019 this application began to be loved by all circles. Starts from children to adults. Currently, Tiktok users in Indonesia have reached 92.2 million users, it is calculated that as of July 2021 this number will increase. At the beginning of the pandemic, in April 2020 to be exact, Tiktok users only reached 37 millionusers. In fact, many of them are working on this application. Here are 5 TikTok Artists with the highest number of Followers in Indonesia: Sandy.ss, Cahyanirynn, RiaRicis, JharnaBaghwani, SaalHaerid. These 5 artists are examples of the creativity of Indonesian


2022 ◽  
Author(s):  
adi suantara

Tik Tok is a short video platform developed by a Chinese company. The social media application Tiktok allows its users to be creative with music, filters, and several other features with video durations from 15 seconds to 1 minute. The United States occupies the top rank of Tik Tok users with 65.9 million, while Indonesia ranks fourth with 30.7 million users in 2020. The large number of active Tik Tok users in Indonesia can certainly provide opportunities for online game YouTubers. especially PUBG Mobile to make tik tok social media a marketing medium. There are 7 PUBG Mobile Youtubers who use tik tok social media as marketing media, including; Bang Alex, EJ Gaming, Kimi Hime, Benny Moza,Sarah Vilod, Bang Pen, and Zuxxy Gaming. This study aims to calculate the credibility of the tik tok 7 Youtuber PUBG Mobile account performance using quantitative methods. The results of this study show that youtubers from the Zuxxy Gaming account get the first rank and have good account performance credibility.


2022 ◽  
Author(s):  
I Gusti Made Gian Mahendeta

ABSTRACTTiktok is one of the social media that was founded by Zhang Yiming in 2016. Tik Tok has features that users can use to share videos of various durations. Along with the development of Tik Tok video enthusiasts from several circles such as Esports and Gamers who have circulated many short video game games from several esports, currently the 5 Best Esports in Indonesia with the most Likes, including: RRQ Esports, ONIC Esports, EVOS Esports, BOOMID Esports, BTR Esports. The purpose of this study is to calculate the credibility of the Tik Tok 5 Best Esports account performance in Indonesia. The method used in this research is quantitative exploratory, from the results of this study it can be shown that the 5 Best Esports in Indonesia with the most Likes with Following to Likes Ratio Analysis prove the highest credibility by Evos Esport with the highest score of 0.0000010366.


SAGE Open ◽  
2022 ◽  
Vol 12 (1) ◽  
pp. 215824402110684
Author(s):  
Zhonggen Yu ◽  
Mingle Gao

Although the flipped pedagogical approach has been exhaustively explored, the effect of video length remains sparsely studied. Through a mixed design, videos, and three ratio scales, this study determined the effect of video length on English proficiency, student engagement, and satisfaction in a flipped English classroom in China. We concluded that: (1) The short video (shorter than 5 minutes)-assisted English flipped classroom could lead to significantly higher English proficiency, student engagement, and satisfaction than the flipped classroom assisted with medium videos (10–20 minutes); and (2) The medium video-assisted English flipped classroom could lead to significantly higher English proficiency, student engagement, and satisfaction than the flipped classroom assisted with long videos (longer than 30 minutes). Designers of videos could make every effort to provide short videos to improve English proficiency, engagement, and satisfaction. They could also seriously consider a scale, a mobile platform, quizzes, pictures, and multimedia in the future design and innovation of videos.


In recent years, Key Opinion Leader (KOL) marketing opens up a new mode of social commerce by effectively integrating social networking and marketing since it has been successfully taking advantage of KOL’s high popularity to promote products. This study expands the stimulus-organism-response (S-O-R) model by combining the communication persuasion theory with the flow experience theory. Our model considers the characteristics of KOLs and published content features as independent variables, consumer perception as the mediating variable and consumer purchase intention as the dependent variable. This study also refines the measurement dimensions of each variable and analyzes KOL impacts on consumer purchase intention on short video platforms. After analyzing 357 valid questionnaires, we find that the variables –reputation, perceived fit, aesthetic quality and content richness have significant impacts on consumer purchase intention where virtual touch and emotional response play intermediary roles. This study provides insights into KOL marketing.


2022 ◽  
pp. 299-306
Author(s):  
Jacob L. Adams ◽  
Steven K. Thomas

Developing curriculum aligned with employment outcomes often includes linear design. However, students do not cognitively approach their education linearly, and economies do not fluctuate linearly. We should support students' natural non-linear approaches to education and employment. Chat bots that include non-linear presentation of text, short video clips, and images can help us design curricular experiences that mirror and personalize unique student cognition. As students navigate nudges of content within a chat bot on their phone or full-page views in an internet browser, the initial content will catalyze new questions and non-linear thinking for students to then explore their own employment related journeys. This will buttress students to be agents in their learning instead of objects of linear design. Machine learning models feeding chat bot learning journeys and experiences can help improve organic assessment for a constellation of employment preparedness outcomes and connection.


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