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Journal articles on the topic 'Flash Video'

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1

Adnin, Wahyu Da'in, Triuli Novianti, and Winarno Winarno. "Aplikasi Interaktif Berbasis Multimedia Sebagai Media Informasi Pengenalan Windows Movie Maker." Computing Insight : Journal of Computer Science 5, no. 1 (2024): 43–51. http://dx.doi.org/10.30651/comp_insight.v5i1.19588.

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Windows movie maker merupakan program atau software pengolah video yang bawaan dari windows. Dari banyak nya aplikasi pengedit video windows movie maker ini juga termasuk salah satu tools yang penting dalam aplikasi mengedit video. Dikarenakan aplikasi ini memiliki tampilan yang simple dan juga mudah untuk dipahami. Maka dari itu perlu adanya sebuah media pengenalan aplikasi windows movie maker agar masyarakat dapat menggunakannya. Tujuan Penelitian ini adalah membuat aplikasi multimedia tentang pengenalan window movie maker berbasis flash. Macromedia Flash 8 merupakan salah satu aplikasi multimedia yang dapat digunakan untuk membuat sebuah aplikasi interaktif. Pembuatan multimedia ini dimulai dengan pengumpulan data dan pengambilan video tentang perangkat windows movie maker, lalu memproses data tersebut ke dalam Macromedia Flash 8 untuk dijadikan sebuah aplikasi multimedia yang interaktif. Aplikasi ini berisi tentang Pengenalan windows movie maker melalui video dan quis. Dapat disimpulkan bahwa video multimedia pembelajaran dan perbaikan komputer berbasis flash ini sudah berhasil dibuat
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Yoon, Young-Doo, and Eun-Young Choi. "Flash Video Efficiency in Producing E-learning Contents." Journal of the Korea Contents Association 7, no. 4 (2007): 192–98. http://dx.doi.org/10.5392/jkca.2007.7.4.192.

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Floc'h, France, Guy Rodier Mabiala, Rafaël Almar, et al. "Flash Rip Statistics from Video Images." Journal of Coastal Research 81 (September 3, 2018): 100–106. http://dx.doi.org/10.2112/si81-013.1.

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Collins, Donald F. "Video spectroscopy—Emission, absorption, and flash." Physics Teacher 38, no. 9 (2000): 561–62. http://dx.doi.org/10.1119/1.1341951.

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Marpaung, Adetya Maharani, Reni Septiani Ritonga, Ogie Ariansah Pane, Laura Melsya, and Ali Ikhwan. "Pemrograman Multimedia Menggunakan Macromedia Flash." Jurnal Sains dan Teknologi (JSIT) 3, no. 1 (2023): 35–39. http://dx.doi.org/10.47233/jsit.v3i1.481.

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Multimedia is the use of computers to present and combine text, sound, images, animation, audio, and video with tools and links to enable users to navigate, interact, create, and communicate. Programming and multimedia are a combination that connects how we design a program. which will be in the form of a multimedia. Macromedia Flash 8 is a very important plug-in in making animations and others. According to Akhmad in 2014, the Macromedia Flash application is a software plugin whose benefits are for opening or viewing animated images, videos as well as games that are on one of the website system plugins.
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Nuralamsyah, Nuralamsyah. "PERANCANGAN MEDIA PEMBELAJARAN BERBASIS MACROMEDIA FLASH PADA MATA KULIAH PRAKTEK DASAR DAN PENGUKURAN LISTRIK JURUSAN PENDIDIKAN TEKNIK ELEKTRONIKA UNIVERSITAS NEGERI MAKASSAR." ILTEK : Jurnal Teknologi 11, no. 02 (2019): 1622–28. http://dx.doi.org/10.47398/iltek.v11i02.109.

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Penelitian ini merupakan penelitian perancangan bertujuan untuk merancang serta membuat Media Pembelajaran Berbasis Macromedia Flash pada Mata Kuliah Praktek Dasar dan Pengukuran Listrik Jurusan Teknik Elektronika Fakultas Teknik Universitas Negeri Makassar, dan untuk mengetahui spesifikasi Media Pembelajaran Berbasis Macromedia Flash pada mata kuliah Praktek dasar dan Pengukuran Listrik Jurusan Teknik Elektronika Fakultas Teknik UNM. Media Pembelajaran Berbasis Macromedia Flash ini dibuat dengan menggunakan software Macromedia Flash 8 Proffesional dan Software pendukung yakni, Microsoft Office 2007. Tahapan-tahapan perancangan Media Pembelajaran Berbasis Macromedia Flash dimulai dari pengambilan data yakni dengan mengumpulkan data-data yang berupa file-file text, gambar, sound (musik/suara) maupun video, kemudian dilanjutkan dengan tahap perancangan dan pembuatan desain media yang menghasilkan sketsa perancangan awal dalam bentuk flowchart, kemudian dilanjutkan dengan tahap pengeditan data dan dilanjutkan dengan tahap pemasukan data, dan diakhiri dengan tahap pengujian. Hasil akhir dari perancangan Media Pembelajaran Berbasis Macromedia Flash diperoleh sistem pembelajaran pratikum berupa simulasi pratikum berbasis video. Diharapkan dalam pengembangan kedepannya Media Pembelajaran Berbasis Macromedia Flash pada Mata Kuliah Praktek Dasar dan Pengukuran Listrik jumlah simulasi pratikum dapat ditambahkan, ukuran file yang lebih kecil, kualitas video lebih jelas, animasi yang lebih menarik dan diharapkan program ini dapat digunakan diseluruh system operasi komputer.
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Edan, Naktal, and Sanabil A. Mahmood. "Design and implement a new mechanism for audio, video and screen recording based on WebRTC technology." International Journal of Electrical and Computer Engineering (IJECE) 10, no. 3 (2020): 2773. http://dx.doi.org/10.11591/ijece.v10i3.pp2773-2778.

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Many years ago, Flash was essential in browsers to interact with the user media devices, such as a microphone and camera. Today, Web Real-Time Communication (WebRTC) technology has come to substitute the flash, so browsers do not need the flash to access media devices or establish their communication. However, WebRTC standards do not express precisely how browsers can record audios, videos or screen instead of describing getUserMedia API that enables a browser to access microphone and camera. The prime objective of this research is to create a new WebRTC recording mechanism to record audios, videos, and screen using Google Chrome, Firefox, and Opera. This experiment applied through Ethernet and Wireless of the Internet and 4G networks. Also, the recording mechanism of this research was obtained based on JavaScript Library for audio, video, screen (2D and 3D animation) recording. Besides, different audio and video codecs in Chrome, Firefox and Opera were utilised, such as VP8, VP9, and H264 for video, and Opus codec for audio. Not only but also, various bitrates (100 bytes bps, 1 Kbps, 100 Kbps, 1 MB bps, and 1 GB bps), different resolutions (1080p, 720p, 480p, and HD (3840* 2160)), and various frame-rates (fps) 5, 15, 24, 30 and 60 were considered and tested. Besides, an evaluation of recording mechanism, Quality of Experience (QoE) through actual users, resources, such as CPU performance was also done. In this paper, a novel implementation was accomplished over different networks, different browsers, various audio and video codecs, many peers, opening one or multi browsers at the same time, keep the streaming active as much as the user needs, save the record, using only audio and/or video recording as conferencing with full screen, etc.
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Naktal, Edan, and A. Mahmood Sanabil. "Design and implement a new mechanism for audio, video and screen recording based on WebRTC technology." International Journal of Electrical and Computer Engineering (IJECE) 10, no. 3 (2020): 2773–78. https://doi.org/10.11591/ijece.v10i3.pp2773-2778.

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Many years ago, Flash was essential in browsers to interact with the user media devices, such as a microphone and camera. Today, Web Real-Time Communication (WebRTC) technology has come to substitute the flash, so browsers do not need the flash to access media devices or establish their communication. However, WebRTC standards do not express precisely how browsers can record audios, videos or screen instead of describing getUserMedia API that enables a browser to access microphone and camera. The prime objective of this research is to create a new WebRTC recording mechanism to record audios, videos, and screen using Google Chrome, Firefox, and Opera. This experiment applied through Ethernet and Wireless of the Internet and 4G networks. Also, the recording mechanism of this research was obtained based on JavaScript Library for audio, video, screen (2D and 3D animation) recording. Besides, different audio and video codecs in Chrome, Firefox and Opera were utilised, such as VP8, VP9, and H264 for video, and Opus codec for audio. Not only but also, various bitrates (100 bytes bps, 1 Kbps, 100 Kbps, 1 MB bps, and 1 GB bps), different resolutions (1080p, 720p, 480p, and HD (3840* 2160)), and various frame-rates (fps) 5, 15, 24, 30 and 60 were considered and tested. Besides, an evaluation of recording mechanism, Quality of Experience (QoE) through actual users, resources, such as CPU performance was also done. In this paper, a novel implementation was accomplished over different networks, different browsers, various audio and video codecs, many peers, opening one or multi browsers at the same time, keep the streaming active as much as the user needs, save the record, using only audio and/or video recording as conferencing with full screen, etc.
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Sembiring, Evaliata Br. "Media Pembelajaran pada Pelatihan Karyawan (Studi Kasus: Penerapan Office Ergonomic di EAJP)." Jurnal Pendidikan Multimedia (Edsence) 4, no. 2 (2022): 61–74. http://dx.doi.org/10.17509/edsence.v4i2.49258.

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EAJP (East Asia Japan Pacific) sebagai salah satu region di Schneider Electric, berupaya menjaga kepuasan pelanggan dari sisi kualitas dan keutamaan perusahaan dari sisi keselamatan delivery dan produktivitas yang disebut dengan SPS (Schneider Performance System), melalui GSC (Global Supply Chain). Berdasarkan hasil audit SPS, card 5A-Ergonomics belum mencapai standar score, sehingga dibutuhkan sebuah solusi yang ditawarkan dalam penelitian ini adalah pelatihan karyawan melalui media pembelajaran dalam bentuk “flash video”. Melalui mediai ini, diharapkan dapat memberikan pengetahuan tentang ergonomic yang menjadi kebiasaan karyawan Schneider Electric. Penelitian ini berfokus pada pengembangan flash video dan analisis produk yang dihasilkan. Pengembangan flash video pada penelitian ini digunakan sebuah metode yaitu Research and Development (RD) dengan menggunakan serta menerapkan model ADDIE (Analyze, Design, Develop, Implement dan Evaluate). Selanjutnya, menganalisis tingkat pemahaman karyawan menggunakan pendekatan formatif-sumatif melalui angket. Hasil penelitian adalah menghasilkan flash berdurasi pendek yaitu 2 menit 55 detik dengan format MP4 yang memuat tentang informasi penjelasan office ergonomic (bekerja yang nyaman di kantor) sesuai dengan ketentuan yang dimiliki SPS (Schneider Performance System). Berdasarkan hasil evaluasi, produk ini dapat meningkatkan pemahaman karyawan Schneider terhadap office ergonomic melalui hasil audit score ergonomic yang mengalami peningkatan yaitu dari score 2.75 menjadi 3 sehingga sudah mencapai standar score. Hasil evaluasi formatif mencapai 100% artinya konten dan informasi office ergonomic yang disampaikan dalam produk sesuai dengan ketentuan yang dimiliki SPS. Sedangkan hasil evaluasi sumatif mencapai 90% setuju terhadap media pembelajaran dalam bentuk flash video sebagai bahan pelatihan karyawan Schneider dalam memahami office ergonomic berdasarkan aspek persepsi, pembelajaran dan kemampuan produk yang dihasilkan. Oleh karena itu flash video dapat dimanfaatkan sebagai media penyampaian materi pelatihan karyawan Schneider di mana pun dan kapan pun.
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Harefa, Foarota, Relsas Yogica, Yusni Atifah, and Titisna Gumarni. "Hasil Validitas Pengembangan Media Pembelajaran Video Animasi Menggunakan Adobe Flash Sebagai Suplemen Praktikum Uji Kandungan Makanan Untuk Peserta Didik SMA." BIODIK 9, no. 2 (2023): 135–42. http://dx.doi.org/10.22437/biodik.v9i2.21137.

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The development of technology is currently very rapid, so that learning media are very diverse and can help carry out the process of learning activities well. One form of learning media is animated video. Animated video aims to help students understand a subject matter through animated videos that are audio-visual in nature, which will display images, sounds and also a series of subject matter in it. In this research that has been done using the ADDIE model, it was found that the animated video learning media using Adobe Flash as a food content test practicum supplement is very valid with a percentage of 90.50% and can be used as one of the teaching materials in practical activities. abstrak. Perkembangan teknologi saat ini sudah sangat pesat, sehingga media pembelajaran sudah sangat beragam dan dapat membantu terlaksananya proses kegiatan pembelajaran dengn baik. Salah satu bentuk media pembelajaran adalah video animasi. Video animasi bertujuan untuk membantu peserta didik memahami suatu materi pelajaran melalui video animasi yang bersifat audio-visual, dimana akan menampilkan gambar, suara dan juga rangkaian materi pelajaran didalamnya. Pada penelitian yang telah dilakukan ini menggunakan model ADDIE, didapatkan bahwasanya media pembelajaran video animasi menggunakan adobe flash sebagai suplemen praktikum uji kandungan makanan sudah sangat valid dengan persentase 90.50% dan dapat digunakan sebagai salah satu bahan ajar pada kegiatan praktikum.
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FUJITA, Satoshi. "Flash Crowd Absorber for P2P Video Streaming." IEICE Transactions on Information and Systems E102.D, no. 2 (2019): 261–68. http://dx.doi.org/10.1587/transinf.2018edp7238.

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12

Tsang, Sik-Ho, Yui-Lam Chan, and Wan-Chi Siu. "Flash scene video coding using weighted prediction." Journal of Visual Communication and Image Representation 23, no. 2 (2012): 264–70. http://dx.doi.org/10.1016/j.jvcir.2011.11.004.

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Ji, Yimu, Ye Wu, Dianchao Zhang, et al. "A Novel Flash P2P Network Traffic Prediction Algorithm based on ELMD and Garch." International Journal of Information Technology & Decision Making 19, no. 01 (2020): 127–41. http://dx.doi.org/10.1142/s0219622019500469.

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To improve the quality of service and network performance for the Flash P2P video-on-demand, the prediction Flash P2P network traffic flow is beneficial for the control of the network video traffic. In this paper, a novel prediction algorithm to forecast the traffic rate of Flash P2P video is proposed. This algorithm is based on the combination of the ensemble local mean decomposition (ELMD) and the generalized autoregressive conditional heteroscedasticity (GARCH). The ELMD is used to decompose the original long-related flow into the summation of the short-related flow. Then, the GRACH is utilized to predict the short-related flow. The developed algorithm is tested in a university’s campus network. The predicted results show that our proposed method can further achieve higher accuracy than those obtained by existing algorithms, such as GARCH and Local Mean Decomposition and Generalized AutoRegressive Conditional Heteroskedasticity (LMD-GARCH) while keeping lower computational complexity.
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Fitria, Reni, Ernawati Nazar, Weni Nelmira, and Nita Sahara. "PENGEMBANGAN VIDEO PEMBELAJARAN TEKNIK MENJAHIT BUSANA PADA MATA KULIAH BUSANA DASAR DI IKK FPP UNP." Gorga : Jurnal Seni Rupa 8, no. 1 (2019): 19. http://dx.doi.org/10.24114/gr.v8i1.12676.

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AbstrakArtikel ini membahas Pengembangan Video Pembelajaran Teknik Menjahit Busana Pada Mata Kuliah Busana Dasar yang bersifat valid dan praktis. Pelaksanaan perkuliahan ini sangat memerlukan penalaran yang cukup tinggi dalam memahami setiap langkah pada proses menjahit pakaian, sehingga dibutuhkan metode khusus untuk dapat mendeskripsikan proses menjahit secara nyata kepada mahasiswa, maka perlu dikembangkan suatu video yang dapat memvisualisasikan teknik jahit busana. Metoda Research and Development (R&D) dengan model 4D (four-D) yang dikembangkan oleh Thiagarajan 1974 digunakan pada penelitian ini. Penelitian ini terdiri dari empat tahapan, yaitu define (tahap pendefinisian), design (tahap perancangan), develop (tahap pengembangan), disseminate (penyebaran). Video pembelajaran teknik menjahit busana didesain menggunakan Macromedia Flash 8. Hasil yang diperoleh dari penelitian ini adalah video pembelajaran yang valid dan praktis. Berdasarkan temuan itu diharapkan bisa menjadi desain pembelajaran yang dapat meningkatkan proses pembelajaran pada mata kuliah Busana Dasar secara signifikan di IKK FPP UNP. Kata Kunci: video, teknik menjahit, busana dasar.AbstractThis article discusses about Development of Instructional Videos for Clothing Sewing Techniques in Basic Fashion Courses that are valid and practical. The implementation of this lecture really requires quite high reasoning in understanding each step in the process of sewing clothes, so that a special method is needed to be able to describe sewing processes in real terms to students, so a video that can visualize fashion sewing techniques is needed. The Research and Development (R & D) method with a 4D model (four-D) developed by Thiagarajan 1974 was used in this study. This research consists of four stages, namely define, design, develop and disseminate. Learning videos of fashion sewing techniques are designed using Macromedia Flash 8. The results obtained from this study are valid and practical learning videos. Based on the findings, it is expected to be able to be a learning design that can improve the learning process in Basic Clothing courses significantly in IKK FPP UNP. Keywords: video, sewing techniques, basic fashion.
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Azizurohman, Suryani Suryani, and Mardiah Hayati. "Pengembangan Media Interaktif Bahasa Indonesia Kelas X pada Materi Puisi Berbasis Adobe Flash Professional CS6." Seulas Pinang: Jurnal Pendidikan Bahasa dan Sastra 5, no. 2 (2023): 69–80. http://dx.doi.org/10.30599/spbs.v5i2.2787.

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Penelitian ini bertujuan untuk mengembangkan sebuah produk pembelajaran berupa media interaktif berbasis Adobe Flash Professional CS6. Adobe Flash Professional CS6 adalah alat pengeditan yang digunakan pengembang dan desainer untuk membuat presentasi, aplikasi, dan konten yang melibatkan pemirsa dengan menampilkan audio dan video. Jenis penelitian yang digunakan yaitu penelitian pengembangan (Reserch and Development). Tahapan pengembangan produk ini dilakukan dengan menggunakan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Hasil penelitian ini berupa produk media interkatif bahasa Indonesia kelas X berbasis Adobe Flas Pro Cs6 pada materi Puisi. Adapun uji kelayakan produk berupa media interaktif yang dilakukan pada ahli materi, ahli media, ahli praktisi, dan respon peserta didik. Hasil persentase dari para ahli tersebut yaitu ahli media 96,92%, ahli materi 93,33%, ahli praktisi 91,81%, dan respon peserta didik 84,8%. Dari jumlah persentase tersebut maka produk media interaktif bahasa Indonesia berbasis Adobe Flash Professional CS6 mendapat rata-rata persentase sebesar 91,71% dengan kriteria kelayakan “Sangat Layak”.
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Harun, Renaldi, and Vonny Tiara Narundana. "Pengaruh Live Streaming, Video Marketing, dan Flash Sale terhadap Keputusan Pembelian pada Pengguna Aplikasi Shopee (Studi Kasus Mahasiswa Universitas Bandar Lampung)." ARZUSIN 5, no. 1 (2025): 40–57. https://doi.org/10.58578/arzusin.v5i1.4609.

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This study aims to examine the influence of live streaming, video marketing, and flash sale on purchasing decisions of Shopee platform users, with research subjects being students of Universitas Bandar Lampung. Using a total sample of 98 respondents and multiple linear regression analysis, the findings reveal that live streaming and video marketing features have a significant positive impact on purchasing decisions, with coefficient values of 0.212 and 0.327, respectively. Conversely, the flash sale feature has a negative but insignificant influence, with a coefficient value of -0.028. Simultaneously, the three features contribute significantly to purchasing decisions, with an R² value of 36.6%. These results suggest that live streaming and video marketing are more effective in capturing consumer attention, while flash sales require further evaluation regarding stock limitations and time pressure. These findings have strategic implications for e-commerce platforms and sellers to optimize interactive features to enhance shopping experiences and consumer purchasing decisions.
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Oujezdský, Aleš. "Optimizing Video Clips in Educational Materials." International Journal of Information and Communication Technologies in Education 1, no. 2 (2012): 68–79. http://dx.doi.org/10.1515/ijicte-2012-0006.

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Abstract The use of videos from digital camcorders has become a standard in education in recent years. The curriculum is easily accessible and appeals to a wider audience. The lessons use videos of various physical processes and chemical experiments. However there can be problems with this format. The video quality is often degraded in the final stage when the video is being prepared for placement in education. These include teaching materials in the form of web pages, elearning courses or flash multimedia objects. The final product of editing video from a digital camcorder is a DVD video. However, if we want to transfer this to the Web or other educational material, it is necessary to remove non-square pixels, interlaced video and choose the appropriate compression. For these operations, there are many interpolation algorithms (nearest neighbour, bilinear interpolation, bicubic interpolation), filter deinterlacing (wave, bob, blend), and compression tools. By selecting appropriate settings for these parameters, the video material can be optimized while maintaining the highest possible image quality. The final step before publishing the video is its conversion into one of the used codecs. Codec’s settings will largely impact the final quality and size of the video-clip.
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Manurung, Nuriadi, Mhd Ihsan, and Bachtiar Efendi. "PEMBUATAN APLIKASI PENGENALAN RAMBU LAMPU LALULINTAS PADA POLSEK PORSEA." Jurdimas (Jurnal Pengabdian Kepada Masyarakat) Royal 2, no. 2 (2019): 169–74. http://dx.doi.org/10.33330/jurdimas.v2i2.374.

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Abstract: Traffic signs that are installed on either side of the road that we often see when driving on the highway have certain meanings and goals. The installation of traffic signs is one of the public services that the government must carry out by the relevant agencies for the convenience of road users and reduce the number of traffic accidents. Aside from being a guide, the signs also functioned as a warning for road users about the conditions and situation of the road to be passed. For this reason, road users must understand and understand the meaning of the signs installed. But for various reasons, many people have not had the opportunity to learn and understand the meaning and purpose of signs of traffic signs. With the development of computer technology and video animation, learning methods about understanding the meaning and purpose of traffic signs can be made easier and more efficient to attract the public's interest in understanding them. Because it takes the form of animated videos and tutorials, so it's easy to display and play back if the learning participants don't understand. With the community service from STMIK Royal to Porsea Sector Police, we are trying to help the police station to introduce traffic signs to the community using the animated video tutorial method. This animated video tutorial uses Adobe Flash. Keywords: Adobe Flash, Animation, Traffic Signs Abstrak: Rambu-rambu lalu lintas yang dipasang pada kanan kiri jalan yang sering kita lihat saat berkendara dijalan raya memiliki arti dan tujuan tertentu. Pemasangan rambu-rambu lalulintas adalah salah satu dari pelayanan publik yang wajib diadakan pemerintah oleh dinas terkait demi kenyamanan pengguna jalan dan mengurangi angka kecelakaan lalulintas. Selain sebagai penunjuk jalan, rambu tersebut juga difungsikan untuk peringatan untuk pengguna jalan tentang kondisi dan situasi jalan yang akan dilalui. Untuk hal tersebut maka pengguna jalan harus mengerti dan memahami arti dari rambu-rambu yang terpasang. Namun dengan berbagai sebab, banyak masyarakat yang belum berkesempatan belajar dan memahami tentang arti dan maksud dari tanda rambu lalu lintas. Dengan berkembangnya teknologi komputer dan video animasi, metode pembelajran tentang pemahaman arti dan maksud dari rambu lalulintas dapat dibuat semakin mudah dan efisien untuk menarik minat masyarakat dalam memahaminya. Karena berbentuk video animasi dan tutorial, sehingga mudah ditampilkan dan putar ulang jika peserta pemebelajaran belum paham. Dengan adanya pengabdian masyarakat dari STMIK Royal ke Polsek Porsea ini, kami berusaha membantu polsek untuk mengenalkan rambu lalulintas kepada masyarakat dengan metode video tutorial animasi. Video tutorial animasi ini menggunakan adobe flash. Kata kunci: Adobe Flash, Animasi, Rambu-Rambu Lalulintas
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Susaksi Rahayu, Kemas Imron Rosadi, and Alfian. "Penggunaan Media Pembelajaran Interaktif Berbasis Macromedia Flash Professional 8 dalam Pengembangan Mutu Pembelajaran Ekonomi." Al-Miskawaih: Journal of Science Education 1, no. 1 (2022): 71–92. http://dx.doi.org/10.56436/mijose.v1i1.89.

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Penelitian ini mengangkat tentang pentingnya media pembelajaran intrekatif berbasis macromedia flash professional 8 dalam pengembangan mutu pembelajaran ekonomi di SMAN Kota Jambi. Masalah utama dalam penelitian ini adalah bagaimana penggunaan media pembelajaran interaktif berbasis macromedia flash professional 8 dalam pengembangan mutu pembelajaran ekonomi? Sebagaimana pada observasi awal diketahui bahwa guru masih asing mendengar nama aplikasi macromedia flash dan masih banyak menggunakan media pembelajaran seperti power point, video dan gambar. Metode penelitian yang digunakan yaitu menggunakan pendekatan penelitian kualitatif deskriptif. Hasil penelitian menunjukkan bahwa media pembelajaran interaktif berbasis macromedia flash professional 8 materi sistem dan alat pembayaran pada pelajaran ekonomi kelas X dapat menjadikan pembelajaran menjadi berkualitas/bermutu. Hal ini disampaikan oleh guru bahwa media ini telah sesuai dengan tujuan pembelajaran. Materi yang disajikan dalam media pembelajaran ini juga lengkap mecakup gambar, video, dan juga audio sehingga siswa tertarikdan lebih antusias dalam proses pembelajaran. Selain itu siswa juga termotivasi sehingga menjadikan pembelajaran lebih aktif.
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Jiao, Guie. "Realization of Video Question Answering System Based on Flash under RIA." Applied Mechanics and Materials 411-414 (September 2013): 970–73. http://dx.doi.org/10.4028/www.scientific.net/amm.411-414.970.

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Video question answering system is designed and developed based on Flash platform technology,belongs of B / S (Browser / Server) structure,used to meet the needs of specific groupss teaching and studying.This paper describes the core code of the real-time Q&A video module about video creating and video playback,also describes the relevant realization technology and other functional modules of the system.
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Satybaldiyeva, А., С. Raimbayeva, and А. Abzhapparova. "Developing and conducting classes using video tutorials." Pedagogy and Psychology 47, no. 2 (2021): 137–43. http://dx.doi.org/10.51889/2021-2.2077-6861.14.

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This article discusses the issues of developing and conducting lessons using the method of video lessons. The stages of organizing video lessons during the distance learning are provided.The article discusses the video lesson itself in different ways, for example, the following three types of lessons can be distinguished:a lesson on the introduction (explanation) of new material; lessons on consolidation of knowledge, skills and abilities are provided; summarizes knowledge, skills and abilities and ends with a control lesson.Topical issues are addressed in order to create short videos on each topic so that students can review the material on their own and not wait for the teacher’s answer. There are several programs for creating video lessons. They are: Сamtasia Studio, Macromedia Flash, Screen2exe, Jing, Werbineria, Wink.It is shown that the whole process can be divided into three stages: write a video tutorial on Camtasia Recorder, editing (post-editing) is provided in the Camtasia Studio editor,the video file is encoded.
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Vadathya, Anil Kumar, Salma Musaad, Alicia Beltran, et al. "An Objective System for Quantitative Assessment of Television Viewing Among Children (Family Level Assessment of Screen Use in the Home-Television): System Development Study." JMIR Pediatrics and Parenting 5, no. 1 (2022): e33569. http://dx.doi.org/10.2196/33569.

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Background Television viewing among children is associated with developmental and health outcomes, yet measurement techniques for television viewing are prone to errors, biases, or both. Objective This study aims to develop a system to objectively and passively measure children’s television viewing time. Methods The Family Level Assessment of Screen Use in the Home-Television (FLASH-TV) system includes three sequential algorithms applied to video data collected in front of a television screen: face detection, face verification, and gaze estimation. A total of 21 families of diverse race and ethnicity were enrolled in 1 of 4 design studies to train the algorithms and provide proof of concept testing for the integrated FLASH-TV system. Video data were collected from each family in a laboratory mimicking a living room or in the child’s home. Staff coded the video data for the target child as the gold standard. The accuracy, sensitivity, specificity, positive predictive value, and negative predictive value were calculated for each algorithm, as compared with the gold standard. Prevalence and biased adjusted κ scores and an intraclass correlation using a generalized linear mixed model compared FLASH-TV’s estimation of television viewing duration to the gold standard. Results FLASH-TV demonstrated high sensitivity for detecting faces (95.5%-97.9%) and performed well on face verification when the child’s gaze was on the television. Each of the metrics for estimating the child’s gaze on the screen was moderate to good (range: 55.1% negative predictive value to 91.2% specificity). When combining the 3 sequential steps, FLASH-TV estimation of the child’s screen viewing was overall good, with an intraclass correlation for an overall time watching television of 0.725 across conditions. Conclusions FLASH-TV offers a critical step forward in improving the assessment of children’s television viewing.
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Adinda Putri Cahyani, Sri Handajani, Niken Purwidiani, and Asrul Bahar. "Pengembangan Video Interaktif Macromedia Flash pada KD Hidangan dari Telur untuk Siswa SMK Tata Boga." JURNAL PENDIDIKAN DAN ILMU SOSIAL (JUPENDIS) 1, no. 3 (2023): 259–69. http://dx.doi.org/10.54066/jupendis.v1i3.514.

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The purpose of this research are: 1) to know the results of the development of interactive video learning media based on macromedia flash; 2) to know the feasibility of material and media on interactive learning media based on macromedia flash; and 3) to know the students' response to interactive learning media based on macromedia flash on basic competence analyzing dishes from eggs. The development model used the ADDIE model which consists of Analysis, Design, Development, Implementation, and Evaluation. However, this study only reached the development stage because it only aims to produce interactive video products. The data collection technique used a questionnaire with the subject of 2 material expert validators, 2 media expert validators, and grade XI Tata Boga students at SMKN 2 Mojokerto. The data analysis technique used is descriptive analysis technique. The research showed: 1) the media has been developed with the ADDIE method (up to stage 3) and can be accessed by students via gdrive; 2) the feasibility of material and media shows very feasible results (3.53 and 3.56); and 3) student responses show very good (3.38). It can be concluded that the interactive video learning media based on macromedia flash on basic competencies dishes from eggs for grade XI students of vocational school of culinary is highly suitabel to use in learning.
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Fono, Yasinta Maria, Marsianus Meka, Andi Nafsia, and Konstantinus Dua Dhiu. "PEMBUATAN MAJALAH DINDING UNTUK MENINGKATAN LITERASI DAN MENGEMBANGKAN KEMAMPUAN MENULIS PESERTA DIDIK DI SDI DHEREISA." Jurnal Flobamorata Mengabdi 1, no. 2 (2023): 53–57. https://doi.org/10.51494/jfm.v1i2.1122.

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Pengabdian Kepada Masyarakat ini bertujuan untuk mengembangkan kompetensi guru dalam mengajar di dalam kelas dengan menggunakan media interaktif berbasis adobe flash cs 6 bagi guru Paud Terpadu Citra Bakti. Pelatihan dan pendampingan tersebut dalam bentuk pembuatan video Adobe Flash Cs 6. Pengabdian diikuti oleh tiga orang guru Paud Terpadu Citra Bakti. Kegiatan pengabdian ini terdiri dari tiga tahapan, yaitu tahapan pertama sosialisasi dengan mengadakan observasi dan wawancara kepada kepala sekolah, tahap kedua pelatihan dan pendampingan dan tahap ketiga evaluasi. Hasil pelatihan dan pendampingan ini menunjukkan bahwa guru mampu membuat media pembelajaran interaktif berbasis Adobe flash CS 6. Hal ini terjadi karena guru pernah menggunakan softwarea Adobe flash untuk membuat media pembelajaran.
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Feng, Hong Cai, Wei Gang Hu, and Yong Gong. "Research for Algorithm of Shot Boundary Detection Robustness Based on Fuzzy Clustering." Applied Mechanics and Materials 182-183 (June 2012): 1698–702. http://dx.doi.org/10.4028/www.scientific.net/amm.182-183.1698.

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In order to reduce the effects caused by flash, subtitles, camera movement and other factors on shot detection, the method of segmenting images using histogram is improved. The frame difference between blocks are used as characters, and the weight of the blocks are used as feature weight to do fuzzy clustering . The images are pretreated according to the characteristics such as video mutation and gradually changing border. The effect that the factors of flash, subtitles, camera movement etc have on the shot boundary detection is excluded, finally the shot boundary detection is realized. The experiment shows that , whatever the video is ,the method has relatively strong robustness.
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Aryana, I. G. Adi, L. J. E. Dewi, and I. N. Pasek Nugraha. "PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS VIDEO ANIMASI SOFTWARE SOLIDWORKS 2014 DAN ADOBE FLASH CS3 PADA MATA PELAJARAN TEKNOLOGI DASAR OTOMOTIF (TDO) MATERI MOTOR BAKAR." Jurnal Pendidikan Teknik Mesin Undiksha 7, no. 3 (2019): 99. http://dx.doi.org/10.23887/jptm.v7i3.26512.

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Penelitian ini bertujuan untuk: 1) Mengetahui pengembangan media pembelajaran berbasis video animasi Software Solidworks 2014 dan Adobe Flash CS3, pada mata pelajaran Teknologi Dasar Otomotif (TDO) materi Motor Bakar. 2) Mengetahui kelayakan media pembelajaran berbasis video animasi Software Solidworks 2014 dan Adobe Flash CS3, pada mata pelajaran Teknologi Dasar Otomotif (TDO) materi Motor Bakar kelas X TBSM di SMK Negeri 3 Singaraja. Penelitian ini menggunakan jenis penelitian (R&D) Research and Development, dengan model pengembangan 4D (Four D models), yang terdiri dari 4 tahap yaitu tahap pendefinisian (define) tahap perancangan (design) tahap pengembangan (development) dan penyebaran (deseminate). Pada penelitian ini baru dilakukan 3 tahap, Hasil validitas dari 1) Ahli materi yaitu sangat layak dengan persentase 85.33%, 2) Ahli media memberikan hasil dengan persentase sebesar 90% sehingga kriteria dari segi media sangat layak, 3) Uji coba kelompok kecil memperoleh persentase sebesar 86.5%, sehingga dapat dinyatakan dalam kriteria sangat layak, 4) Uji coba kelompok besar mendapatkan kriteria sangat layak dengan persentase sebesar 89.2%. Berdasarkan hasil pembahasan dari penelitian dan pengembangan ini dapat dinyatakan sangat layak dari segi materi, dan media serta tanggapan dari siswa, sehingga media ini dapat dinyatakan sangat layak digunakan untuk pembelajaran. Kata Kunci: Media Pembelajaran, Video Animasi, Solidworks 2014, Adobe Flash CS3, Motor Bakar.This study aims to: 1) determine the development of instructional media Based on Animation Video of Software Solidworks 2014 And Adobe Flash CS3 in Eyes of Automotive Basic Technology (ABT) Theory of Combustion Engine. 2) determine the feasibility of learning media based On Animation Video of Software Solidworks 2014 And Adobe Flash CS3 in Eyes of Automotive Basic Technology (ABT) Theory of Combustion Engine for Class X TBSM in SMK Negeri 3 Singaraja. This study uses a type of research (R&D) Research and Development, with a 4-D development model (Four D model), which consists of 4 stages, namely the stage of defining, the design phase of development and the development of deseminate). In this research, only 3 stages have been carried out. The results of the validity of 1) Theory experts are very decent with a percentage of 85.33%, 2) Media experts give results with a percentage of 90% so that the criteria in terms of the media are very feasible, 3) Small group trials get a percentage of 86.5%, so that it can be stated in very feasible criteria, 4) Large group trials get a very feasible criterion with a percentage of 89.2%. Based on the results of the discussion of this research and development can be declared very feasible in terms of material, and the media and responses from students, so that this media can be declared very feasible to use for learning. Keywords: Learning Media, Animation Video, Solidworks 2014, Adobe Flash CS3, Combustion Engine.
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Koebanu, Dunosel Ir, Agustinus Maniyeni, and Maglon Ferdinand Banamtuan. "Pemanfaatan Video Animasi Kartun Berbasis Macromedia Flash 8 Untuk Siswa Kelas III Sekolah Dasar." Regula Fidei : Jurnal Pendidikan Agama Kristen 8, no. 1 (2023): 18–29. http://dx.doi.org/10.33541/rfidei.v8i1.161.

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Penelitian ini bertujuan untuk mengetahui bagaimana tanggapan validator dan respon peserta didik terhadap media video animasi kartun berbasis Macromedia flash 8 dengan materi Allah hadir dalam alam semesta yang dikembangkan. Metode penelitian yang digunakan adalah Research and development (Penelitian dan pengembangan) dengan model Analysis Design, Development or Production, Implementation or Delivery dan Evaluations). Data dikumpulkan melalui angket/ kuesioner untuk dinilai oleh validator dan siswa sebagai responden kemudian dianalisis dengan deskriptif kuantitatif. Hasil penelitian menunjukan bahwa media video animasi kartun berbasis Macromedia flash 8 dengan materi Allah Hadir dalam Alam Semesta layak digunakan sebagai media pembelajaran. Hal ini dilihat dari hasil validasi ahli media sebesar 85,26%, ahli desain sebesar 92%, ahli materi sebesar 85%, respon uji satu orang sebesar 82%, uji kelompok kecil sebesar 89% dan uji kelompok besar sebesar 92,13%. Maka dapat disimpulkan bahwa media video animasi kartun layak digunakan dalam kegiatan pembelajaran.
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Harsiwi, Udi Budi, and Liss Dyah Dewi Arini. "Pengaruh Pembelajaran Menggunakan Media Pembelajaran Interaktif terhadap Hasil Belajar siswa di Sekolah Dasar." Jurnal Basicedu 4, no. 4 (2020): 1104–13. http://dx.doi.org/10.31004/basicedu.v4i4.505.

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Latar belakang penelitian ini adalah salah satu faktor yang mempengaruhi kemajuan bangsa adalah kualitas sumber daya manusia dalam menguasai pengetahuan dan teknologi di era revolusi industri 4.0. Kualitas pendidikan semakin dituntut untuk meningkat agar dapat mengikuti perkembangan zaman yang berkembang dengan sangat pesat. Media pembelajaran juga merupakan dasar yang sangat diperlukan demi berhasilnya proses pembelajaran. Tujuan penelitian ini adalah (1) mengembangkan media pembelajaran berbasis adobe flash; (2) menganalisis perbedaan motivasi antara siswa yang menggunakan media adobe flash dan konvensional; (3) menganalisis perbedaan hasil belajar antara siswa yang menggunakan media adobe flash dan konvensional; (4) menganalisis perbedaan motivasi dan hasil belajar antara siswa yang belajar IPA menggunakan media adobe flash dan konvensional di SD N 06 dan 07 Ngringo, Karanganyar. Tahapan metode penelitian ini adalah penelitian eksperimen dengan rancangan postest only control group design. Subjek penelitian ini adalah siswa kelas V di SDN 06 dan 07 Ngringo, Karanganyar. Pengambilan kelas penelitian melalui teknik random sampling berdasarkan. Kegiatan dalam analisis data meliputi pengolahan data dan analisis statistik. Kesimpulan penelitian ini adalah secara umum model pembelajaran melalui media pembelajaran interaktif (video swf) dapat memotivasi siswa sehingga dapat meningkatkan prestasi belajar mahasiswa. Siswa memberikan respon positif terhadap implementasi model pembelajaran interaktif (video swf).
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Strukov, Vlad. "Video Anekdot: Auteurs and Voyeurs of Russian Flash Animation." Animation 2, no. 2 (2007): 129–51. http://dx.doi.org/10.1177/1746847707078274.

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Emigh, J. "New Flash Player Rises in the Web-Video Market." Computer 39, no. 2 (2006): 14–16. http://dx.doi.org/10.1109/mc.2006.66.

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Swift, Wesley, Robert Suggs, and Bill Cooke. "Algorithms for Lunar Flash Video Search, Measurement, and Archiving." Earth, Moon, and Planets 102, no. 1-4 (2008): 299–303. http://dx.doi.org/10.1007/s11038-007-9226-7.

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Maria Selviana Mia Pera, Sahiruddin Sahiruddin, and Indri Anugrah Ramadhani. "Pengembangan Media Pembelajaran Berbasis Video menggunakan Adobe Flash CS6 Peran dan Dampak Komputer TIK Kelas VII SMP Negeri 8 Kabupaten Sorong." Uranus : Jurnal Ilmiah Teknik Elektro, Sains dan Informatika 2, no. 3 (2024): 271–83. http://dx.doi.org/10.61132/uranus.v2i3.362.

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The low quality of learning and learning assessment, has not been integrated into a system properly. So that the ideal learning process cannot occur. The purpose of this study is to determine the ICT learning media Adobe Flash Cs6 for class VII students of Smp Negeri 8 Sorong Regency Based on Video that is Valid and Effective to use. This study uses the development method (Research and Development). Data was collected by observation, interviews, literature studies and questionnaires. The subjects of this study were 21 students of Smp Negeri 8 Sorong Regency class VII. Based on the results of the research on the development of video-based learning media using Adobe Flash Cs6, the validation results were obtained from two validators, including material experts, namely an average percentage of 75% and media experts, namely an average percentage of 94% which is included in the "Very Valid" criteria. the level of effectiveness of learning media was obtained from the respondent questionnaire, the results obtained were an average percentage of 86% which was included in the "Very Effective" criteria. The results of this study indicate that the development of video-based learning media Adobe Flash CS6 is valid and effective to use.
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Kirk, Jens. "Fiktion i flash." Tidskrift för litteraturvetenskap 39, no. 3-4 (2009): 53–64. http://dx.doi.org/10.54797/tfl.v39i3-4.12073.

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Fiction in Flash
 With the arrival of the electronic media, the limits and possibilities for writers of prose fiction changed fundamentally. Writers, who had had to depend on the linearity of the signifier in the printed media for the production and consumption of their fiction, were offered new patterns of signification suggested by the computer-based media. And, since the 1990s, multimedia platforms and the W3 have appeared, allowing writers to manipulate all kinds of text —video as well as audio, written as well as spoken —in an almost endless variety of ways. My paper takes a look at what happens to prose-fiction when it moves from the world of the printed book to the screen. I am interested, first and foremost, in the work of contemporary writers who are using the multimedia platform FLASH in their attempts at »adapting« fiction already in print for the computer screen, for example Jeanette Winterson, or who have moved beyond hard copy fiction and are producing multimedia events instead, such as Alan Bigelow. I show how Flash fiction is inscribed in a problematic relationship with its print twin.
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Marni, Nahda Zulvia, Rizki Pebrina, and Ali Akbar. "Pengembangan Vidio Animasi Menggunakan Aplikasi Macromedia Flash 8 pada Pembelajaran PAI dan Budi Pekerti." SURAU : Journal of Islamic Education 1, no. 2 (2023): 130. http://dx.doi.org/10.30983/surau.v1i2.7644.

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<p align="left"><strong>Abstract</strong></p><p>The development of science and technology can be used to improve the progress of the educational process through careful planning. In the learning process, for example, there are many media that can be developed by teachers by utilizing existing technology. This is a demand that PAI teachers must carry out so that learning is more effective and able to attract students' attention and motivation. Currently, there are many applications that can be used by teachers in designing interesting and technology-based learning media. Among the applications that can be used is Macromedia Flash 8. The aim of this research is to develop animated videos using the Macromedia Flash 8 application for PAI and Budi learning. Valid and practical character. This research is development research with the ADDIE model (Analysis, Design, Development, Implement and Evaluation). Data collection tools include validation sheets and questionnaires with data analysis techniques using the Aiken Formula. Based on the results of the validity test of animated videos using the Macromedia Flash 8 application, the overall result was 0.83 with very valid criteria, for the practicality aspect the overall result was 0.91 with the very practical category.</p><p><em> </em></p><p><strong><em>Abstrak</em></strong></p><em>Perkembangan IPTEK dapat dimanfaatkan untuk meningkatkan kemajuan proses pendidikan melalui perencanaan yang matang. Dalam proses pembelajaran misalnya, banyak media yang bisa dikembangkan oleh guru dengan memanfaatkan teknologi yang ada. Ini merupakan sebuah tuntutan yang harus dilakukan oleh guru PAI agar pembelajaran lebih efektif dan mampu menarik perhatian dan motivasi siswa. Saat ini banyak sekali aplikasi yang dapat digunakan oleh guru dalam merancang sebuah media pembelajaran yang menarik dan berbasis teknologi.Di antara aplikasi yang dapat digunakan adalah macromedia flash 8. Tujuan dari penelitian ini adalah mengembangkan video animasi menggunakan aplikasi macromedia flash 8 pada pembelajaran PAI dan Budi Pekerti yang valid dan praktis. Penelitian ini adalah penelitian pengembangan dengan model ADDIE (Analysis, Design, Development, Implement, dan Evaluation). Alat pengumpulan data berupa lembar validasi dan kuesioner dengan teknik analisis data menggunakan Formula Aiken. Berdasarkan hasil uji validitas video animasi menggunakan aplikasi Macromedia flash 8 secara keseluruhan diperoleh hasil sebesar 0,83 dengan kriteria sangat valid, untuk aspek praktikalitas secara keseluruhan diperoleh sebesar 0,91 dengan kategori sangat praktis.</em>
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Liang, Wei Yan. "Research and Development of Flash-Based Online Virtual Laboratory." Applied Mechanics and Materials 509 (February 2014): 198–201. http://dx.doi.org/10.4028/www.scientific.net/amm.509.198.

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Flash is an electronic animation that can be watched on a computer or monitor with a microprocessor. It is rich in content and can simultaneously display images, sound and text, its data is very few, generally speaking , the amount of data of an animated video accounts for 1/ 4 to 1/ 10 of a physical video with the same size and definition. Its development brings opportunities for modern educational technology curriculum of higher normal university, making it present a more rich content and form. The relevant overviews of online virtual laboratory are first discussed in this paper, and then is its construction process.
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Moy de Vitry, Matthew, Simon Dicht, and João P. Leitão. "floodX: urban flash flood experiments monitored with conventional and alternative sensors." Earth System Science Data 9, no. 2 (2017): 657–66. http://dx.doi.org/10.5194/essd-9-657-2017.

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Abstract. The data sets described in this paper provide a basis for developing and testing new methods for monitoring and modelling urban pluvial flash floods. Pluvial flash floods are a growing hazard to property and inhabitants' well-being in urban areas. However, the lack of appropriate data collection methods is often cited as an impediment for reliable flood modelling, thereby hindering the improvement of flood risk mapping and early warning systems. The potential of surveillance infrastructure and social media is starting to draw attention for this purpose. In the floodX project, 22 controlled urban flash floods were generated in a flood response training facility and monitored with state-of-the-art sensors as well as standard surveillance cameras. With these data, it is possible to explore the use of video data and computer vision for urban flood monitoring and modelling. The floodX project stands out as the largest documented flood experiment of its kind, providing both conventional measurements and video data in parallel and at high temporal resolution. The data set used in this paper is available at https://doi.org/10.5281/zenodo.830513.
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Tathawee, Thanaban, Wandee Wattanachaiyingcharoen, Anantachai Suwannakom, and Surisak Prasarnpun. "Flash communication pattern analysis of fireflies based on computer vision." International Journal of Advances in Intelligent Informatics 6, no. 1 (2020): 60. http://dx.doi.org/10.26555/ijain.v6i1.367.

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Previous methods for detecting the flashing behavior of fireflies were using either a photomultiplier tube, a stopwatch, or videography. Limitations and problems are associated with these methods, i.e., errors in data collection and analysis, and it is time-consuming. This study aims to applied a computer vision approach to reduce the time of data collection and analysis as compared to the videography methods by illuminance calculation, time of flash occurrence, and optimize the position coordinate automatically and tracking each firefly individually. The Validation of the approach was performed by comparing the flashing data of male fireflies, Sclerotia aquatilis that was obtained from the analysis of the behavioral video. The pulse duration, flash interval, and flash patterns of S. aquatilis were similar to a reference study. The accuracy ratio of the tracking algorithm for tracking multiple fireflies was 0.94. The time consumption required to analyze the video decreased up to 96.82% and 76.91% when compared with videography and the stopwatch method, respectively. Therefore, this program could be employed as an alternative technique for the study of fireflies flashing behavior.
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Green, Gilbert, and Naomi Watanabe. "Spider Lightning Characterization: Integrating Optical, NLDN, and GLM Detection." Atmosphere 14, no. 7 (2023): 1191. http://dx.doi.org/10.3390/atmos14071191.

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Here, we investigate the characteristics of spider lightning analyzing individual lightning flashes as well as the overall electric storm system. From July to November 2022, optical camera systems captured the visually spectacular spider lightning in Southwest Florida. The aspects and activities of the discharges were analyzed by merging the video images with lightning flash data from the National Detection Lightning Network (NLDN) and the Geostationary Lightning Mapper (GLM). Spider lightning discharges primarily occurred during the later stages of the overall lightning activity when there was a decrease in the flash count and flash locations were drifting apart. The propagation path of the spider discharge was predominantly luminous and exhibited an extended duration, ranging from 300 ms to 1720 ms, with most of the path remaining continuously illuminated. Occasionally, observed discharges produced cloud-to-ground flashes (CG) along their propagation paths. This study represents the first attempt to utilize video images, NLDN, and GLM data to investigate the correlation between visual observed spider lightning events and detection networks. These combined datasets facilitated the characterization of the observed spider lightning discharges.
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Susanti, Relli, Suhartini Suhartini, and Ariansyah Ariansyah. "Aplikasi Media Pembelajaran Pengenalan Baju Adat Dan Tari Daerah Untuk Anak Sekolah Dasar (Studi Kasus : SDN 16 Belimbing)." Jurnal Minfo Polgan 12, no. 2 (2023): 1749–53. http://dx.doi.org/10.33395/jmp.v12i2.12981.

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Pendidikan mengenai Seni Budaya khususnya baju adat dan tari daerah penting sekali untuk siswa karena mereka bisa memperdalam cinta nya kepada budaya Indonesia. Media buku sebagai pembelajaran dapat membuat siswa menjadi bosan karena penyajiannya yang begitu – begitu saja. Waktu belajar yang tidak lama serta pertemuan antara guru dan siswa yang terbatas khususnya dalam mata pelajaran seni budaya menjadi kendala dalam mempelajari baju adat dan tari daerah. Oleh karena itu peneliti membuat media pembelajaran mengenali baju adat dan tari daerah mata pelajaran seni budaya menggunakan Adobe Flash CS8 baru dengan mengatasi kejenuhan tersebut. Dengan membuat media pembelajaran mengenali baju dan tari daerah dengan menggunakan aplikasi Adobe Flash CS8 dapat memberikan gambar dan tampilan video – video yang menarik. Penulisan ini akan meyajikan informasi tentang materi baju adat, tari daerah dan soal evaluasi. Adapun saran yang disampaikan adalah agar SD Negeri 16 Belimbing dapat memanfaatkan media secara optimal dan sarana yang ada agar proses belajar mengajar dapat berjalan dengan efektif, dan untuk peneliti lebih lanjut agar dapat mengembangkan aplikasi Adobe Flash C8 dengan menghasilkan media yang lebih lengkap dengan menggunakan program yang lebih baik.
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Stolzenburg, Maribeth, Thomas C. Marshall, Sampath Bandara, Brian Hurley, and Raymond Siedlecki. "Ultra-high speed video observations of intracloud lightning flash initiation." Meteorology and Atmospheric Physics 133, no. 4 (2021): 1177–202. http://dx.doi.org/10.1007/s00703-021-00803-3.

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AbstractThis study describes results from video observations of five intracloud flashes located ≤ 20 km from the camera and recorded with 6.1 µs exposure time and 6.66 µs frame intervals. Video data are supported with electric field change (E-change) and VHF measurements, with emphasis on the flash initiating event (IE) and initial breakdown (IB) stage. In four of the five flashes, the IE is accompanied by weak luminosity, ≤ 5% above background, lasting for 300–500 µs. Two of these four IEs were positive Narrow Bipolar Events (NBEs) with VHF powers of 43 and 990 W; these are the first (known) data showing visible light detected with a positive NBE. Two other IEs with weak luminosity had powers of 0.5 and 1 W, and the IE with no detected luminosity had a VHF power of 3 W. A typical IB cluster consists of several narrow pulses and one classic pulse in E-change data (along with many VHF pulses), and each example flash has 2–10 IB clusters in the first 5–50 ms. The luminosity of IB clusters was substantially greater than IE luminosity, ranging from 10 to 40% above background in four examples, while for one flash with 10 IB clusters, the luminosity range was 35–360% above background (average 190%). Luminosity durations of IB clusters were 520–1750 µs with average 1210 µs. For both IEs and IB clusters, increases in the detected luminosity were closely timed with substantial VHF emissions and decreased when VHF emissions weakened.
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MOESTOFA, A. H. "Model Pembelajaran Generatif melalui Media Animasi Berbasis Flash dan Video Ditinjau dari Keterampilan Generik Dan Keingintahuan." Bioedukasi: Jurnal Pendidikan Biologi 8, no. 1 (2015): 23. http://dx.doi.org/10.20961/bioedukasi-uns.v8i1.3184.

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<p class="5abstrak">Tujuan penelitian untuk mengetahui pengaruh model pembelajaran generatif melalui media animasi berbasis flash dan video, keterampilan generik, keingintahuan dan interaksinya terhadap prestasi belajar. Penelitian ini menggunakan metode eksperimen. Populasi penelitian adalah seluruh siswa kelas VIII SMP Negeri 1 Kanor Bojonegoro tahun pelajaran 2011/2012. Sampel diperoleh dengan teknik <em>cluster random sampling</em> terdiri dari 2 kelas VIII E dan VIII D. Teknik pengumpulan data dengan menggunakan metode tes untuk prestasi belajar kognitif dan keterampilan generik, metode angket untuk keingintahuan, serta metode observasi untuk mendapatkan data prestasi belajar afektif dan psikomotor. Data dianalisis menggunakan anava tiga jalan dengan desain faktorial 2 x 2 x 2 menggunakan <em>SPSS</em>17. Berdasarkan hasil analisis disimpulkan bahwa: 1. penerapan model pembelajaran generatif dalam kegiatan pembelajaran dapat mengatasi kesulitan peserta didik dalam mengerjakan soal yang bersifat aplikatif; 2. pemanfaatan media flash dan video dapat meningkatkan motivasi dalam belajar dan memudahkan siswa dalam mempelajari materi sistem peredaran darah sehingga siswa yang belajar dengan menggunakan media animasi berbasis flash memiliki prestasi belajar kognitif, afektif dan psikomotor lebih baik dari pada siswa yang belajar dengan menggunakan media video; 3. tingkat keterampilan generik siswa memiliki pengaruh yang signifikan terhadap prestasi belajar sehinga siswa yang memiliki keterampilan generik tinggi memperoleh prestasi kognitif, afektif dan psikomotor lebih baik dari pada siswa yang memiliki keterampilan generik rendah; 4. tingkat keingintahuan memiliki pengaruh yang signifikan terhadap proses pembelajaran yang dilakukan siswa dan prestasi belajar. Siswa dengan tingkat keingintahuan tinggi memperoleh prestasi belajar kognitif, afektif dan psikomotor lebih baik dari pada siswa yang memiliki keingintahuan rendah; 5. media flash dan video memiliki karakteristik yang berbeda, masing-masing memiliki kelebihan dan kekurangan. Apabila keduanya diinteraksikan dengan keterampilan generik dalam suatu pembelajaran akan memberikan pengaruh yang sangat kecil terhadap prestasi belajar; 6. keterampilan generik dan keingintahuan merupakan dua hal yang saling independen, sehingga apabila keduanya diinteraksikan tidak memberikan pengaruh yang signifikan terhadap prestasi belajar.</p>
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Wirasasmita, Rasyid Hardi, and Yupi Kuspandi Putra. "DEVELOPING TEACHING MEDIA OF INTERACTIVE VIDEO CD TUTORIAL USING CAMTASIA STUDIO APLICATION AND MACROMEDIA FLASH." Educatio 10, no. 2 (2015): 262–79. https://doi.org/10.29408/edc.v10i2.165.

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This study is a R & D (research and development) that is the development research that aims to produce instructional media interactive tutorials CD video using Camtasia studio and macromedia flash to a language visual programming subject of educational informatics department of STKIP Hamzanwadi Selong as well as to find out the quality of The CD interactive media based on the media experts assessment, maerial expert and instructional expert. This cd Learning talk about the introduction of the Delphi programming language, the basic program, an example of making a simple program and database connections with Delphi. The results of a feasibility assessment of video tutorials learning media for visual programming language subjects are: (1) the percentage score of material expert assessment was 81.25%; (2) the percentage score of media expert assessment was 84.5%; (3) the percentage score of student response was 84.83%. Based on the results of the assessment and responses obtained, we can conclude that this instructional media of video tutorials on programming language of visual delphi is feasible to be used and developed. Keywords: learning media, video tutorials, Camtasia Studio, Macromedia Flash, programming language Delphi visual
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Nurjanah, Nurjanah, Ahmad Fajri Lutfi, and Ricki Yuliardi. "IMPROVING STUDENTS’ MATHEMATICAL REASONING IN GEOMETRY USING ADOBE FLASH LEARNING MEDIA." Jurnal Pengajaran Matematika dan Ilmu Pengetahuan Alam 23, no. 2 (2018): 94–98. http://dx.doi.org/10.18269/jpmipa.v23i2.13568.

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The technology era provides new opportunities to improve mathematics teaching and learning. In this paper, we reported the implementation of Adobe Flash as learning media for improving students' reasoning ability. Results suggested a significantly improved reasoning ability in experimental class compared to control class, which indicated the effectiveness of Adobe Flash as media for learning geometry. The use of animation, video, and worked example, foster students’ reasoning ability by making geometrical concepts transparent and reducing possible misleading spatial perception.
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Butar-Butar, Ronaldo P. "Kompresi File Video Menggunakan Algoritma Yamamoto’s Recursive Code." Bulletin of Data Science 3, no. 1 (2023): 149–59. https://doi.org/10.47065/bulletinds.v3i1.5693.

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At this time it is very common to use it in all aspects, from advertising, films, even learning during the COVID-19 pandemic using video media as a learning medium. Large video file sizes can reduce free space on storage media such as hard drives, flash drives and so on. The more videos that are stored, the less free space is left, or even no free space is left on the storage media. This will not cause a problem if the storage media used has a large capacity, but not everyone has a large storage media. One way to overcome this problem is to use compression techniques. Data compression is a process of converting a set of data into a form of code to save the need for data storage. On this basis, the application of Yamamoto's Recursive Code Algorithm in Compressing Video Files is made in order to help users compress video files that are initially large into their smallest size. Video compression is the opposite of digital video data compression. Compression is the conversion of data to a smaller format, usually done so that data can be stored or transmitted more efficiently. The process of recovering data that has been reduced is called decompression.
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ISHI, Hanae, and Kazumichi MATSUMIYA. "Effects of L-shaped Flash News Ticker on Watching Video." Transactions of Japan Society of Kansei Engineering 15, no. 7 (2016): 687–91. http://dx.doi.org/10.5057/jjske.tjske-d-16-00096.

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., Sungchae Lim. "A NEW STORAGE ARCHITECTURE FOR A FLASH-MEMORY VIDEO SERVER." International Journal of Research in Engineering and Technology 04, no. 12 (2015): 105–9. http://dx.doi.org/10.15623/ijret.2015.0412021.

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Perez, Oriana, Anil Kumar Vadathya, Alicia Beltran, et al. "The Family Level Assessment of Screen Use–Mobile Approach: Development of an Approach to Measure Children’s Mobile Device Use." JMIR Formative Research 6, no. 10 (2022): e40452. http://dx.doi.org/10.2196/40452.

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Background There is a strong association between increased mobile device use and worse dietary habits, worse sleep outcomes, and poor academic performance in children. Self-report or parent-proxy report of children’s screen time has been the most common method of measuring screen time, which may be imprecise or biased. Objective The objective of this study was to assess the feasibility of measuring the screen time of children on mobile devices using the Family Level Assessment of Screen Use (FLASH)–mobile approach, an innovative method that leverages the existing features of the Android platform. Methods This pilot study consisted of 2 laboratory-based observational feasibility studies and 2 home-based feasibility studies in the United States. A total of 48 parent-child dyads consisting of a parent and child aged 6 to 11 years participated in the pilot study. The children had to have their own or shared Android device. The laboratory-based studies included a standardized series of tasks while using the mobile device or watching television, which were video recorded. Video recordings were coded by staff for a gold standard comparison. The home-based studies instructed the parent-child dyads to use their mobile device as they typically use it over 3 days. Parents received a copy of the use logs at the end of the study and completed an exit interview in which they were asked to review their logs and share their perceptions and suggestions for the improvement of the FLASH-mobile approach. Results The final version of the FLASH-mobile approach resulted in user identification compliance rates of >90% for smartphones and >80% for tablets. For laboratory-based studies, a mean agreement of 73.6% (SD 16.15%) was achieved compared with the gold standard (human coding of video recordings) in capturing the target child’s mobile use. Qualitative feedback from parents and children revealed that parents found the FLASH-mobile approach useful for tracking how much time their child spends using the mobile device as well as tracking the apps they used. Some parents revealed concerns over privacy and provided suggestions for improving the FLASH-mobile approach. Conclusions The FLASH-mobile approach offers an important new research approach to measure children’s use of mobile devices more accurately across several days, even when the child shares the device with other family members. With additional enhancement and validation studies, this approach can significantly advance the measurement of mobile device use among young children.
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Tarigan, Septian Pratama, and Fahrur Rozi. "PENGEMBANGAN MEDIA VIDEO ANIMASI BERBASIS MACROMEDIA FLASH ORGAN GERAK HEWAN DAN MANUSIA KELAS V SDN 046579 KABUPATEN KARO." IJMS : Indonesian Journal of Mathematics and Natural Science 1, no. 2 (2023): 78–88. http://dx.doi.org/10.61214/ijms.v1i2.142.

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This study aims to determine the level of feasibility, practicality, and effectiveness of macromedia flash-based animation video learning media for the movement of animals and humans for class V at SD 046579 Tanah Karo T.A 2022/2023. This type of research is R&D with the ADDIE development model with 5 research stages, namely analysis, design, implementation, evaluation. The subjects in this study were fifth grade students at SDN 046579 Tanah Karo. Data collection techniques in this study were teacher interviews, material and media validation questionnaires, educator practitioner (teacher) questionnaires and test questions. The results showed that the validator by the material expert got a score of 91 with a percentage of 91% in the "very decent" category and the results of the design validation by the media expert validator got a score of 90 with a percentage of 90% in the "very decent" category. The practicality test by educational practitioners obtained a score of 96 with a percentage of 96% in the "Very Practical" category. Based on the effectiveness test of Learning Media that results can be seen after using Learning Media with the Macromedia Flash application that was developed, student scores increased from the start before using learning media with the Macromedia Flash application students got an average score of 53.0 increasing to 87.5 after using the media. From these results it can be concluded that macromedia flash based animation video media is feasible, practical, and effective to use.
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A. Hasan, Adtman, and Umi Baroroh. "PENGEMBANGAN MEDIA PEMBELAJARAN BAHASA ARAB MELALUI APLIKASI VIDEOSCRIBE DALAM MENINGKATKAN MOTIVASI BELAJAR SISWA." لسـانـنـا (LISANUNA): Jurnal Ilmu Bahasa Arab dan Pembelajarannya 9, no. 2 (2020): 140. http://dx.doi.org/10.22373/ls.v9i2.6738.

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This paper describes the use of Scribe Video as a Media in Learning Arabic to Improve Student Learning Motivation. The problem of education and teaching is a fairly complex problem where there are many factors that influence it. One of these factors is the teacher. The teacher is a component of teaching that plays an important and primary role, because the success of the learning process is largely determined by the teacher's factor. The teacher's task is to convey the subject matter to students through communication interactions in the learning process that they do. The success of the teacher in delivering the material is very dependent on the smooth interaction between the teacher and the students. This study uses development research methods in education or in English development research, a process in developing and validating educational products. The purpose of this research is to develop Arabic learning media using software sparkol (video scribe) in increasing student learning motivation. This research is a research and development focusing on software sparkol (video scribe). Videoscribe is a software (software) for automatically creating whiteboard animation (whiteboard animation). Videoscribe was launched in 2012 by sparkol company United Kingdom (UK) in the UK. Videoscribe is developed by Adobe Flash and Flash Video. Videoscribe is a form of video media with a blackboard concept that uses hand drawings and as if it were drawing or writing on the board. The concept of videoscribe is usually used as a video presentation, promotion, learning, and so on.
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Hajj, Hanifah Kharimatull, Puji Handayani Putri, and Ari Retno Purwanti. "Peningkatan kemampuan guru dalam pembuatan media pembelajaran video di SMA PGRI I kasihan yogyakarta." Jurnal Pengabdian Masyarakat MIPA dan Pendidikan MIPA 6, no. 1 (2022): 6–11. http://dx.doi.org/10.21831/jpmmp.v6i1.40963.

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Media pembelajaran yang menarik mempengaruhi minat belajar dan tingkat pemahaman siswa. Kebosanan dalam belajar daring selama pandemi covid-19 akan mempengaruhi nilai akhir siswa saat dilaksanakan ujian sekolah. Kemampuan guru dalam membuat media pembelajaran menarik berupa video masih kurang. Peningkatan kemampuan guru dalam pembuatan media pembelajaran video pembelajaran perlu dilakukan untuk meningkatkan semangat belajar dan pemahaman siswa. Pengabdian kepada masyarakat dilakukan di SMA PGRI 1 Kasihan dengan pelatihan pembuatan media pembelajaran video menggunakan Macromedia flash Profesional 8. Transportasi air dalam tanaman menjadi tema video pembelajaran yang dibuat. Pelatihan dilakukan sebanyak empat kali dengan penjelasan secara bertahap mulai dari membuat objek hingga upload video ke channel YouTube untuk akses siswa. Pelatihan diikuti oleh 17 Guru matapelajaran IPA dan IPS. Guru memiliki keinginan dalam pembuatan media pembelajaran menarik berupa video. Sebanyak 2 dari 17 Guru berhasil menyelesaikan pembuatan video hingga tahap pengisian suara.
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