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2022 ◽  
Author(s):  
Yijia Wu ◽  
Xinhua Zeng ◽  
Kaiqiang Feng ◽  
Donglai Wei ◽  
Liang Song

Abstract With the rapid development of brain-computer interfaces (BCIs), human visual decoding, one of the important research directions of BCIs, has attracted a substantial amount of attention. However, most visual decoding studies have focused on graphic and image decoding. In this paper, we first demonstrate the possibility of building a new kind of task-irrelevant, simple and fast-stimulus BCI-based experimental paradigm that relies on visual evoked potentials (VEPs) during colour observation. Additionally, the features of visual colour information were found through reliable real-time decoding. We selected 9 subjects who did not have colour blindness to participate in our tests. These subjects were asked to observe red, green, and blue screens in turn with an interstimulus interval of 1 second. The machine learning results showed that the visual colour classification accuracy had a maximum of 93.73%. The latency evoked by visual colour stimuli was within the P300 range, i.e., 176.8 milliseconds for the red screen, 206.5 milliseconds for the green screen, and 225.3 milliseconds for the blue screen. The experimental results hereby show that the VEPs can be used for reliable colour real-time decoding.


Author(s):  
Deny Tri Ardianto ◽  
Anugrah Irfan IlIsma ◽  
Arif Ranu Wicaksono ◽  
Sayid Mataram ◽  
Rudy Wicaksono Herlambang
Keyword(s):  

Revolusi industri 4.0 membawa perubahan pada bidang teknologi informasi. Manusia yang semakin akrab dengan teknologi menghasilkan kebudayaan digital. Perkembangan tersebut berdampak pada kemunculan era disrupsi yang memerlukan sikap adaptif untuk mengikutinya. Pandemi Covid 19 yang memiliki efek secara global, menyebabkan lebih banyak tuntutan untuk beradaptasi karena terjadi beragam perubahan pola dalam kehidupan. Salah satu tuntutan tersebut terjadi dalam dunia pendidikan yang memiliki kendala dalam berkomunikasi antara pendidik dan peserta didik. Hal ini memunculkan permasalahan mengenai bagaimana pendidik menyikapi fenomena online learning dalam mengembangkan media ajar berbasis video. Sebagai alternatif solusi dari permasalahan tersebut, yaitu dengan menciptakan media ajar video menggunakan teknik green screen yang diunggah melalui kanal-kanal video.


Symmetry ◽  
2021 ◽  
Vol 13 (8) ◽  
pp. 1454
Author(s):  
Hanxi Li ◽  
Wenyu Zhu ◽  
Haiqiang Jin ◽  
Yong Ma

The conventional green screen keying method requires users’ interaction to guide the whole process and usually assumes a well-controlled illumination environment. In the era of “we-media”, millions of short videos are shared online every day, and most of them are produced by amateurs in relatively poor conditions. As a result, a fully automatic, real-time, and illumination-robust keying method would be very helpful and commercially promising in this era. In this paper, we propose a linear model guided by deep learning prediction to solve this problem. The simple, yet effective algorithm inherits the robustness of the deep-learning-based segmentation method, as well as the high matting quality of energy-minimization-based matting algorithms. Furthermore, thanks to the introduction of linear models, the proposed minimization problem is much less complex, and thus, real-time green screen keying is achieved. In the experiment, our algorithm achieved comparable keying performance to the manual keying software and deep-learning-based methods while beating other shallow matting algorithms in terms of accuracy. As for the matting speed and robustness, which are critical for a practical matting system, the proposed method significantly outperformed all the compared methods and showed superiority over all the off-the-self approaches.


2021 ◽  
Vol 36 (2) ◽  
pp. 186-196
Author(s):  
Sri Rustiyanti ◽  
Wanda Listiani ◽  
Fani Dila Sari ◽  
IBG. Surya Peradantha

Ekranisasi adalah transformasi dari karya sastra ke bentuk film, yang berarti layar. Dengan meminjam istilah ekranisasi dari bahasa Prancis ini, peneliti akan mengangkat atau memindahkan sebuah karya seni pertunjukan ke dalam seni digital yaitu Augmented Reality. Visualisasi virtual pertunjukan augmented reality merupakan bentuk seni baru, yang memang ini bertujuan untuk membuat penikmatnya merasa seolah berada di tengah suatu ilusi akan realita yang digambarkan melalui sebuah alat interaktif antara virtual dan realita. Ekranisasi sebagai upaya Pemajuan Kebudayaan untuk melestarikan kesenian tradisi dapat mengikuti perkembangan zaman, di mana konsep estetik pun mengikuti perkembangan setiap zaman. Perubahan yang terjadi dapat pengurangan, penambahan, dan variatif yang memungkinkan terjadi dalam proses transformasi dari karya seni pertunjukan ke seni digital. Ekranisasi memungkinkan terjadinya variasi-variasi tertentu, misal dalam ranah ide karya visual, gaya penceritaan, media yang digunakan, persoalan penonton, dan durasi waktu pemutaran. Alasan ekranisasi tersebut antara lain karena Tari Cikeruhan, Tari Guel, dan Tari Wor cukup dikenal oleh masyarakat pendukungnya, sehingga masyarakat pada umumnya sudah tak asing lagi dengan ketiga tarian tersebut. Metode yang digunakan pada penelitian ini adalah metode kuantilatif, yaitu memadukan metode kuantitatif dan kualitatif. Metode kuantitatif untuk mendefinisikan pola-pola penggunaan foto green screen profil penari Papua, Sunda, dan Aceh dalam upaya pembuatan secara virtual art dan realtime untuk disinkronisasikan, sedangkan metode kualitatif memberikan deskripsi eksploratif tentang bahasa visual yang digunakan pada foto green screen profil penari Papua, Sunda, dan Aceh. Hasil penelitian ini adalah sebagai salah satu alternatif terobosan untuk melestarikan dan merekonstruksi kembali seni tradisi dengan memanfaatkan teknologi di era indutri 4.0 sebagai upaya untuk Pemajuan Kebudayaan.


2021 ◽  
Vol 2 (3) ◽  
pp. 375-386
Author(s):  
Farida Nurbaiti
Keyword(s):  

Media pembelajaran yang dinilai cukup efektif untuk pelaksanaan Pendidikan Jarak Jauh (PJJ) adalah video pembelajaran. Oleh karena itu, peneliti yang merupakan kepala sekolah SMPN 26 Depok mengadakaan Penelitian Tindakan Sekolah untuk melihat apakah In House Training (IHT) dapat meningkatkan kompetensi guru dalam membuat video pembelajaran sebagai media dalam PJJ. Penelitian dilakukan dengan subjek penelitian ini adalah guru, sedangkan penelitian dilakukan di SMPN 26 Depok berjumlah 40 orang pada bulan Juli sampai Desember 2020. Instrumen yang digunakan dalam penelitian ini adalah dokumentasi, observasi, dan angket. Peneitian ini termasuk kedalam penelitian tindakan sekolah untuk inovasi, data dianalisis secara deskriptif kualitatif. Penelitian dilaksanakan dengan dua siklus dan tiap siklus terdiri dari tahap perencanaan, pelaksaan, observasi, dan refleksi. Setiap siklus dilaksanakan kegiatan IHT dengan narasumber dari pihak pihak luar yang ahli dalam bidang teknologi pembelajaran dan rekan sejawat dengan topik pembuatan video pembelajaran dengan teknik screencast, green screen, dan editing video dengan filmora. Pada akhir siklus dua diperoleh bahwa dalam dalam bulan Juli-November 2020, SMPN 26 Depok berhasil mengembangan youtube chanel video pembelajaran duaenam dengan alamat https://s.id/video_pembelajaran_duaenam. Pada akhir November 2020 chanel tersebut sudah berisi 157 video pembelajaran dan video Penguatan Pendidikan Karakter (PPK). Berdasarkan hasil observasi dan refleksi diri maka IHT dapat meningkatkan kompetensi guru dalam menguasai TIK untuk pembelajaran. Hal ini terlihat dari hasil refleksi diri guru SMPN 26 Depok yang menyatakan sebanyak 89,5% dan pada siklus 2 sebanyak 94,9% guru merasakan peningkatan kompetensi TIK nya. Selain itu, sebanyak 90% guru SMPN 26 Depok telah berkontribusi dalam pembuatan video pembelajaran dan menggunakannya untuk PJJ.


2020 ◽  
Vol 27 (4) ◽  
pp. 279-288
Author(s):  
Boby Febri Krisdianto ◽  
Arif Rohman Mansur ◽  
Ika Sari Wahyuni ◽  
Meza Silvana ◽  
Ria Febrina ◽  
...  

During the Covid-19 pandemic, elementary schools (SD) in Indonesia were required to take school lessons online. However, many teachers do not know how to teach effectively for their students. This condition causes many parents of elementary school students confused in children's learning assistance. Another condition is poor communication with the teachers. In addition, teachers also need to prepare their students for reopening schools through teaching about Healthy and Clean Living Behavior, named PHBS in Bahasa. This service aims to empower elementary school teachers; in this case the subject is the teacher at SDN 03 Kampung Olo so that they can make interactive and interesting health education learning videos. Trainers taught about the use of simple media for making instructional videos such as screen recording technology and video editing using smartphones and laptops for education such as Canva and Filmora. The trainer also provided learning videos, booklets, and helps to provide a learning studio in the form of a green screen and audio microphone. Then this workshop produced a learning video about Clean and Healthy Living Behaviors for students. The result of this activity was an increase in the knowledge and skills of teachers of SDN 03 Kampung Olo, Nanggalo, Padang in making interactive learning videos and clean living habits (PHBS) and it is hoped that it can increase the awareness of teachers, students and parents of students with PHBS.


Author(s):  
Torsten Grust

AbstractWe report on the conversion of two advanced database courses from their classical in-lecture-hall setup into an all-digital remote format that was delivered via YouTube. While the course contents were not turned on their heads, throughout the semester we adopted a video style that has been popularized by the live coding community. This new focus on the live interaction with the underlying database systems, led us (1) to adopt the idea of SQL probe queries that are specifically crafted to reveal database internals and (2) a study of database-supported computation that treats SQL like a true programming language. We are happy to share videos, slides, and code with anyone who is interested.


2020 ◽  
Vol 8 ◽  
Author(s):  
Shirley M. M. Sit ◽  
Agnes Y. K. Lai ◽  
Tai-on Kwok ◽  
Hoi-wa Wong ◽  
Yiu-lun Wong ◽  
...  

Background: Information communication technologies (ICT) are increasingly used in health promotion, but integration is challenging and involves complex processes. Large community health promotion events are often held but the experiences and processes have rarely been evaluated and published. No reports have described and systematically evaluated an ICT-supported health promotion event using digital games.Objective: We evaluated the development and implementation of a large community family health promotion event with ICT integration to promote family happiness with collaboration between academia (The University of Hong Kong) and the social (family) service sector, and collected feedback from participants and social service workers.Methods: We (i) conducted a systematic process evaluation, (ii) administered an on-site questionnaire survey on participant satisfaction and feedback, and (iii) collected post-event qualitative feedback from social workers on using new technologies, digital game design and overall experiences.Results: Fourteen digital games were designed and run in booths at the event by 12 non-governmental social service organizations and academia. Four gaming technologies were utilized: chroma key (green screen), somatosensory (kinect and leap motion techniques), augmented reality and virtual reality. 1,365 participants joined the event, in which 1,257 from 454 families were recruited and pre-registered through 12 NGOs. About 39.3% were male and more than half (53.3%) were aged 18 years and above. About 3,487 game booth headcounts were recorded. Games using virtual reality, kinect motion and green screen technologies were most liked. The average game satisfaction score was high (4.5 out of 5). Social service workers reported positive experiences with using new technologies in health promotion, and interests in future collaborations involving more ICT.Conclusions: Our systematic evaluation showed successful integration of ICT components in the health promotion event. This event, most likely the first of its kind, served as a capacity building and knowledge transfer platform for interdisciplinary co-sharing and co-learning of new technologies. It provided a solid foundation for further academic and social service partnerships and should be a useful model for similar community events and their evaluation. Further development and integration of ICT for health promotion among social service organizations with comprehensive evaluation are warranted.


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