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Author(s):  
Jesús Morenas ◽  
Vicente Luis del Campo ◽  
Sergio López-García ◽  
Lucía Flores

Route previewing has been established as a critical parameter in indoor climbing performance, as it could determine the success or failure in ascending the route. We addressed the effect of different types of previews on output climbing performance. Twenty-one advanced climbers (7b and 7c+ climbing grade) were required to complete 18 routes, rated at 6c, according to the French Rating Scale of Difficulty. Each climber previewed the route under three conditions: “No-previewing”, “video-model previewing”, and “real-model previewing”. Output climbing performance was assessed in terms of route completion. The results showed differences on output climbing performance between types of preview. Specifically, the climbers achieved more successful attempts at climbing to the “Top” of the wall when inspecting the route with the “real-model previewing” condition, compared to the other conditions of preview. On the contrary, the climbers displayed more failed attempts in climbing the route with the “on-sight” condition, compared to the “flash” styles (“video-model” and “real-model”). The preview of the route, including performance of a real/video-projected model manipulating climbing holds, seems to increase the opportunities to climb the boulder successfully, attuning climbers to information specifying ascending actions. Climbing coaches should reinforce the design of representative training, using flash styles, to promote movement solutions for route completion.


Author(s):  
Alina VASILOIU

This article presents how online games can be used in the speech therapy sesssions with children, having as case study the mobile app OctoPlay. The OctoPlay application combines the speech therapists` approach with technology and meets the needs of children, therapists and parents through the structure of customizable exercises, collaborative environment and other tools included in the application (video model and mirror technique, virtual reality version, automatic progress reports and the possibility to customize the exercises according to the child’s needs). Practical aspects about how Octoplay App can be used are discussed and information about how it can be accessed are detailed.


Author(s):  
Hotmaulina Sihotang ◽  
Manahan Tampubolon ◽  
Bernadetha Nadeak ◽  
Rospita A. Siregar ◽  
Cheri Surina Ita

Community Service (PkM) at HKBP Duren Jaya is the implementation and continuation of the MoU between Universitas Kristen Indonesia (UKI) and HKBP Duren Jaya in 2020. The Covid-19 pandemic has affected all sectors including the education sector, which resulted the students were learning from home. Parents and students have been experiencing many obstacles while studying from home, so PkM has chosen topics related to the needs of the congregation. PkM aims to provide increased understanding and knowledge of learning mentoring models for parents and effective learning tactics for students in junior high school and grade 10 of high school. The PkM method is a seminar and competition to make a video model of parental assistance while the children study from home. Video assessment uses indicators by evaluators. The results of the PkM are very encouraging, as shown by the seriousness of the committee from the church to optimally manage activities by still implementing health procedures strictly, active participating the seminar by asking several questions, video models of parenting assistance while the children study at home that can be a model for parents and children. Keywords: The role of parents; effective learning; study from home  


2021 ◽  
Author(s):  
Merit P. Ekeregbe ◽  
Mina S. Khalaf ◽  
Robello Samuel

Abstract Although visual data analytics using image processing is one of the most growing research areas today and is largely applied in many fields, it is not fully utilized in the petroleum industry. This study is inspired by medical image segmentation in detecting tumor cells. This paper uses a supervised Machine Learning technique through video analytics to identify bit dullness that can be used in the drilling industry in place of the subjective screening approach. The evaluation of bit performance can be affected by subjective evaluation of the degree of dullness. The present approach of using video analytics is able to grade bit dullness to avoid user subjectivity. The approach involves the use of datasets in good quantity and quality by separating them into training datasets, testing datasets, and validation datasets. Due to the large datasets, Google Collaboratory was used as it provides access to its Graphic Processing Unit (GPU) online for the processing of the bit datasets. The processing time and resource consumption are minimized using Google GPU. Using the Google GPU resources, the procedure is automated without any installation. After the bit is pulled out and cleaned, a video is taken around and up and down in 360°. Further, it is compared against the green bit. By this approach, multiple video datasets are not required. The algorithm was validated with new sets of bit videos and the results were satisfactory. The identification of the dullness or otherwise of each screened bit is done with the aid of a bounding box with a stamp of a level of confidence (range 0.5–1) and the algorithm assigns for its decision on the identified or screened object. This method is also able to screen multiple bits stored in a single place. In an event where several drill bits are to be screened, manual grading will be a huge task and will require a lot of resources. This model and algorithm will take a few minutes to screen and provide grading for several bits while videos are passed through the algorithm. It has also been found that the grading with the video was much better than the single image as the contextual information extracted are much higher at the level of the entire video, per segment, per shot, and per frame. Also, methodology is made robust so that the video model test starts successfully without error. The time penalty for the processing is fast and it took less time for a single video screening. The work developed here is probably the first to handle the dull bit grading using video analytics. With more of these datasets available, the future automation of the IADC bit characterization will soon evolve into an automated process.


2021 ◽  
pp. 1-15
Author(s):  
Kerri P. Morse ◽  
Charles Dukes ◽  
Michael P. Brady ◽  
Michael Frain ◽  
Mary Lou Duffy

BACKGROUND: Technology is portable, affordable, and accessible, making it a viable support option for people with disabilities in the workplace. In the past, many supported employment programs relied on natural and paid job coaching supports with little to no use of technology. OBJECTIVE: The purpose of this two-experiment study was to investigate the use of a portable multimedia device to teach seven young adults with developmental disabilities to increase independence and decrease dependence on coaching prompts while performing a food preparation task. METHODS: Participants adhered to an industry specific protocol while using an application on an iPad that provided audio and video prompts. A multiple baseline across participants was used to show effects of the intervention on task performance and reliance on prompts. RESULTS: All participants were able to follow directions delivered to complete tasks accurately, while reducing the need for simultaneous coaching prompts. Maintenance probes were added to Study 2, and for two of three participants, newly acquired skills were maintained for eight weeks. CONCLUSIONS: Results from both studies indicated that using the iPad application to video model tasks was effective in improving and maintaining accurate skill performance, while reducing the need for prompts.


2021 ◽  
Vol 20 (2) ◽  
pp. 151-158
Author(s):  
Azhar Alwahid ◽  
Agus Suryana

This study aims to develop a model of learning media development in Civics lessons in high school. This development research using the ADDIE model (analysis, design, development, implementation, and evaluation). The resulting product is a video-based learning media on Civics subjects at SMA Citra Nusa Cibinong. This media was developed through the stages of analysis, design, development, implementation, and evaluation. The media component developed is a learning video based on the main theme that is adjusted to the core competencies and basic competencies in the syllabus for Civics subjects. All of these learning videos are implemented through a project based learning learning system, with the following learning steps: Opening the lesson with a challenging question (start with the big question), Planning a project (design a plan for the project), Arranging an activity schedule (create a schedule), Supervise the course of the project (monitor the students and the progress of the project), Assessment of the resulting product (assess the outcome), Evaluation (evaluate the experience). At the end of the learning process, the Civics teacher and students reflect on the activities and results of the projects that have been carried out.  


2021 ◽  
Vol 6 (1) ◽  
pp. 9-13
Author(s):  
Slamet Fauzan ◽  
Muhammad Jailani ◽  
Yongki Teguh

Salah satu faktor terpenting dalam pembelajaran praktikum komputer akuntansi adalah bahan ajar atau media yang digunakan. Penggunaan teknologi yang dikombinasikan dengan pola interaksi sosial antara dosen dan mahasiswa dalam pembelajaran dikemas dengan menarik dalam suatu video. Model pembelajaran yang digunakan dalam mata kuliah praktikum komputer akuntansi adalah blended learning. Penyiapan modul dan video serta rekaman saat penjelasan asinkron bersama mahasiswa digunakan sebagai suatu best practice dalam pembelajaran. Tujuannya adalah mahasiswa dapat memahami materi dan praktik secara mumpuni dan membantu mahasiswa yang tidak dapat mengikuti pembelajaran agar dapat mengikuti pembelajaran seperti mahasiswa lainnya agar dapat mengikuti pembelajaran seperti mahasiswa lainnya melalui rekaman video pembelajarannya.


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