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Sarwahita ◽  
2022 ◽  
Vol 19 (01) ◽  
pp. 157-170
Author(s):  
Henderite Loisa Ohee ◽  
Yokelin Tokoro

Abstract   Lake Sentani is located in Jayapura, Papua. Sentani people live in 26 villages along the coast and small islands around the lake. One of those islands is Yoboy Village, where a Onomi Niphi Reading House has been operating to provide library for elementary and senior high schools. The reading house is becoming center for various programs from various parties. Lake Sentani education program for students in Onomi Niphi Reading House was conducted to increase their knowledge of characteristics and fish species of Lake Sentani, as well as to develop digital education package and distributed to students in Yoboi Village and other students through social media. The program was conducted in Onomi Niphi Reading House, Jayapura at June 26 and July 3, 2021 through seminar and answer-question methods. Pretest was conducted before the class started and posttest applied after the class. Evaluation of the program was based on tests result and categorized to be distinguished, excellent, moderate, and poor. The test results showed the improvement of students’ knowledge on Lake Sentani. The documentation of the lake knowledge in digital format was distributed to the students and through social media. This will help the students to be aware of the improtance of conserving Lake Sentani.   Abstrak   Danau Sentani terletak di Kabupaten Jayapura, Papua. Danau ini ditempati oleh penduduk asli Sentani di 26 kampung yang menyebar di pulau-pulau dan tepian danau. Salah satunya adalah Kampung adat Yoboy, dimana terdapat Rumah Baca Onomi Niphi yang menyediakan perpustakaan bagi pelajar. Pembelajaran lingkungan tentang Danau Sentani diberikan kepada siswa Rumah Baca Onomi Niphi di kampung ini untuk meningkatkan pengetahuan mereka tentang karakteristik dan jenis-jenis ikan Danau Sentani, membuat media pembelajaran digital (video) nya serta menyebar luaskannya ke pelajar di rumah baca ini dan melalui berbagai media sosial. Pengabdian ini dilaksanakan di Rumah Baca Onomi-Niphi, Kampung Adat Yoboy, Kabupaten Jayapura, tanggal 26 Juni dan 3 Juli 2021 dalam bentuk ceramah dan tanya jawab. Pre test diberikan sebelum pembelajaran dan post test diberikan setelah pembelajaran. Evaluasi hasil pembelajaran ditentukan berdasarkan hasil-hasil test yang dikelompokkan menjadi kategori sangat baik, baik, cukup dan kurang. Hasil pre test dan post test pada pembelajaran tentang Danau Sentani menunjukkan bahwa pengetahuan anak-anak meningkat setelah pembelajaran lingkungan tentang Danau Sentani. Dokumentasi materi pembelajaran dalam bentuk digital dan penyebar luasannya diharapkan dapat mempertahankan pengetahuan anak tentang Danau Sentani.  Pengetahuan ini diharapkan dapat meningkatkan kepedulian anak terhadap Danau Sentani.  


2022 ◽  
Vol 5 (1) ◽  
pp. 315-362
Author(s):  
sultan Howedey Almutairy ◽  

This research aimed to developing mental motivation and academic achievement among students at College of Education, King Saud University, through design a digital video based on storytelling in an e-learning environment. To achieve this goal, a sample of (62) students from College of Education at King Saud University was selected. The researcher divided them into experimental group of (30) students, who studied by using digital videos which designed based on storytelling in an e-learning environment, and control group of (32) students, who studied by traditional method, both groups were enrolling in the course of “Integrating Technology in Education”. The mental motivation measurement and academic achievement test were used as well as T-test for analyzing the research data. This research found the effectiveness of using digital video in an e-learning environment based on storytelling in developing mental motivation and academic achievement among students at College of Education, King Saud University.


2021 ◽  
Vol 5 (6) ◽  
pp. 1018-1024
Author(s):  
Rio Setiawan ◽  
Emy Haryatmi

The development of digital video broadcasting is still continue recently and was done by many parties. One of the project regarding this research was DVB project. There was three areas in digital video broadcasting. One of them was Digital Video Broadcasting Satellite Second Generation (DVB-S2). The development of this project is not focus only in video broadcasting but also focus in applications and mutlimedia services. The objective of this research was to implement raised cosine filter in DVB-S2 using matlab simulink in order to optimize SNR and BER value. Parameters used in this project was QPSK mode and LDPC with 50 iteration. Those parameters was chosen to maintain originality of data that sent in noisy channel. The result showed that by implementing raised cosine filter could optimized BER value of the system. The higher SNR value would give the lower BER value. In static video, the best SNR value when using a filter is 0.9 dB with a BER value of 0.000004810 while for dynamic video the SNR is 0.9 with a BER value of 0.00001030.  


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Chuan He ◽  
Xiaoquan Zhang ◽  
Yulong Gui ◽  
Yang Liu ◽  
Wei Zhang

Digital sports training based on digital video image processing promises to reduce the reliance on the experience of coaches in the table tennis training process and to achieve a more general physical education base. Based on this approach, this paper describes the specific forms of exercise content, movement characteristics, and skill levels in the table tennis framework and specifies the calculation methods of motion capture and movement characteristics suitable for table tennis. Meanwhile, to further improve the accuracy of the inertial motion capture system in restoring the position posture of the trainees, this paper improves the original inertial motion capture system from two aspects: contact judgment of both feet and correction of the position posture based on the contact position constraint. The simulation results show that the corrected human posture has good action smoothness. This paper first proposes a knowledge-based generic sports-assisted training framework based on generalizing the traditional sports training model. The framework contains four main modules: domain knowledge, trainees, sport evaluation, and controller. The domain knowledge module is a digital representation of the knowledge of the exercise content, improvement instructions, and skill indicators of the sport; the trainee module is the active response of the trainee to the exercise content and improvement instructions; the motion evaluation module uses motion capture technology to obtain the raw motion data of the trainee and further calculates the motion characteristics; the controller module proposes improvement instructions to the trainee or makes him/her practice new content based on the results of the motion evaluation. Based on the results of the motion evaluation, the controller module proposes improvement instructions or makes the trainee practice new content until the trainee achieves the desired goal.


2021 ◽  
pp. 149-178
Author(s):  
Jordan Schonig

This chapter examines the aesthetic properties and phenomenological effects of compression glitches—blocky image distortions that momentarily deform digitally compressed video. As visible expressions of the invisible processes of digital video compression, compression glitches offer unprecedented encounters with the technological production of cinematic motion. Two distinct consequences of these encounters are explored in this chapter. First, because compression glitches are more likely to occur when the compression algorithm is overworked by large volumes of onscreen movement, the ubiquity of compression glitches has yielded a spectatorial sensitivity to the magnitude of movement on screen. Second, because compression glitches extract movement itself (i.e., algorithmic motion instructions) from its original visual context, the visual qualities of such glitches heighten our attention to the formal qualities of movement as distinct from the actions and events that such movements comprise. Taken together, these two spectatorial effects of the compression glitch illuminate new orientations toward cinematic motion in the digital era. Describing these orientations, the chapter argues, can model a form of inquiry that bridges the gap between technologically oriented and phenomenologically oriented accounts of “digital cinema.”


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