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  1. 121

    PREACHING WHEN VIRAL THREATS CONVERGE: USA SERMONS, 31 MAY AND 7 JUNE 2020 by S.A. Brown

    Published 2020-12-01
    “…In the USA, the urgency of this theological question intensified when nationwide protests erupted following the release, on 26 May, of the video of the death of George Floyd. Floyd, an unarmed Black man, died pleading for breath, his neck pinned to the pavement by a police officer’s knee. …”
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  2. 122

    Inflammatory Bowel Diseases in Children: Modern Achievements in Diagnostics and Therapy by A. I. Khavkin, A. V. Nalyotov, N. A. Marchenko

    Published 2024-01-01
    “…At the same time, strategies for diagnosing and treating these patients are being improved: doctors began using high-definition endoscopy and video capsule endoscopy, the determination of fecal calprotectin, biological therapy (infliximab, adalimumab, vedolizumab, and ustekinumab) and drug monitoring. …”
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  3. 123

    Effect of educational content creators on student motivation and learning outcomes in the pandemic COVID-19 by Afni Zahrotulmuna Sya’ro, Eka Puspa Dewi

    Published 2022-06-01
    “…This research is motivated by the fact that students often watch learning videos from educational content creators to look for subject matter that is not yet understood. …”
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  4. 124

    Changes in Internet Activities and Influencing Factors for Problematic Internet Use During the COVID-19 Pandemic in Korean Adolescents: Repeated Cross-Sectional Study by Sol I Kim, Jae-Chan Jin, Seo-Koo Yoo, Doug Hyun Han

    Published 2025-02-01
    “…In 2019, both the game and video groups had higher YIAS scores than other groups (F5=9.37; P<.001), and by 2022, the YIAS scores among the game, video, and Social Network Service groups did not differ significantly. …”
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  5. 125

    Learning how to swim in 5- to 12-year-old children: a scoping review of evidence-based motor learning methods by Carola Minkels, Carola Minkels, John van der Kamp, Ralph de Vries, Peter J. Beek, Peter J. Beek

    Published 2025-02-01
    “…Traditional methods focused on video-based instruction and feedback (n = 4). Contemporary methods involved a single study on a non-linear swimming program (n = 1). …”
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  6. 126

    Somatic Montage for Immersive Cinema by Chamier-Waite Clea von

    Published 2021-12-01
    “…The expanded cinema mediums of fulldome cinema, immersive video and film installation, virtual reality, and extended reality, when approached as four-dimensional cinema space, allow for a spatialized, non-linear juxtaposition of the cinematic elements. …”
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  7. 127

    The role of YouTube platform as a learning resource in online learning effectiveness by Diva Fikri Harry Adnan, Norma Istiqomah

    Published 2022-06-01
    “…The COVID-19 pandemic has resulted in teachers using media more creatively in the learning process, one of which is using video-based media via YouTube. This study aims to find out the role and implementation as well as the obstacles that arise in using YouTube as a learning resource in supporting the effectiveness of online learning based on the perceptions or views of students. …”
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  8. 128

    From tradition to progressiveness: Analyzing Thailand's image on youtube amid post-cannabis legalization. by Ibtesam Mazahir, Smith Boonchutima, Safeena Yaseen

    Published 2025-01-01
    “…This research examines the depiction of Thailand on YouTube subsequent to the nation's decision to legalize recreational marijuana in June 2022. By analyzing 57 video clips recorded between March and September 2022, we investigate the evolution of Thailand's digital image after the legalization of cannabis in the country. …”
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  9. 129

    Arithmetically Fast Position Transformation for View Synthesis and Depth Estimation by Krzysztof Wegner, Tomasz Grajek, Krzysztof Klimaszewski

    Published 2025-01-01
    “…The process finds extensive use in virtual view generation in Free Viewpoint Video (FVV) and virtual reality applications as well as in depth estimation algorithms. …”
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  10. 130

    Oak Tree, Gum Tree by Catherine Gough-Brady, Christine Rogers

    Published 2023-05-01
    “… Oak Tree, Gum Tree, a collaborative video work by award-winning filmmakers Catherine Gough-Brady and Christine Rogers, explores the way that audio-visual material can “embrace the complexity of the world” and “incorporate, within their structures and production processes, multiple voices that “utter” together in the creation of content” (Aston and Odorico, 2018, p. 63). …”
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  11. 131

    Desain Media Pembelajaran dengan Model Problem-based Learning dan Gamitifikasi untuk Materi Bangun Ruang Tingkat SMK Berbasis Virtual Rality by Admi Rut Sinana, Herman Tolle, Fitra Abdurrachman Bachtiar

    Published 2022-02-01
    “…In addition, this study also uses a gamification model which is the use of elements in games or video games with the aim of inspiring and motivating students in the learning process so as to help build engagement with the learning process. …”
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  12. 132

    Penggunaan Internet Dikalangan Siswa SD di Kota Ternate: Suatu Survey, Penerapan Algoritma Clustering dan Validasi DBI by Firman Tempola, Miftah Muhammad, Abdul Mubarak

    Published 2020-12-01
    “…Untuk aktivitas ketika membuka youtube terdapat 61,60% sering menonton video di youtube dengan 61,60% video karton, komedi 49,80% dan konten edukasi 28,40%. …”
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  13. 133

    Tourism Management / by Page, Stephen

    Published 2015
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  14. 134
  15. 135

    Rethinking Communication in Interactions with a Child with Autism: Ela, Her Father, and the Jellyfish in the Pool by Nora Lucía Gómez-Victoria, Katerine Carvajal, Sebastián Collazos, Yerly Muñoz, Angie Quinchia

    Published 2025-01-01
    “…A multilevel-multimodal transcription was made to characterize the communication; the video recordings were complemented by the thematic analysis of the parents’ accounts and opinions. …”
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  16. 136

    The Older Gamer in Games Studies: Marginalised or Idealised? by Wu Huan, Guo Chen

    Published 2020-12-01
    “…Instead, researchers need to explore the original motivation of ageing people or people with disability to play video games, the sociocultural environment in which they are exposed to games and the specific social conditions under which games affect them.…”
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  17. 137

    Protocol for automated tracking and quantification of adult zebrafish anxiety behavior using ZebraTrack by Atanu Pramanik, Shubham Nema, Yogesh Bhargava, Anamika Bhargava

    Published 2025-03-01
    “…Here, we present a protocol using ZebraTrack, an open-source ImageJ-based approach for distraction-free swimming video acquisition and automated tracking of adult zebrafish. …”
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  18. 138

    Intercultural competence of Chinese students abroad: An investigation under Sino-foreign Cooperative Education Programs. by Pei Yang, Xiangge Zhao, Xinxin Zhang, Anran Li

    Published 2025-01-01
    “…Using a mixed-methods approach, the study surveyed 130 Chinese students in Ireland and conducted WeChat video interviews with 16 participants. The results indicate that Chinese students generally exhibit moderately high levels of IC. …”
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  19. 139

    Creative occupations as knowledge practices: Innovation and precarity in the creative economy by Hearn Greg

    Published 2014-06-01
    “…Preliminary research detailed in Cunningham and Higgs (2009) showed that the existing industrial classifications did not incorporate the terminology of the creative industries, nor did they disaggregate new categories of digital work such as video games. However, we discovered that occupational codes provide a much more fine-grained account of work that would enable us to disaggregate and track economic activity that corresponded to creative industries terminology. …”
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  20. 140

    The impact of Zoom as a learning application on student learning concentration in the COVID-19 era by Fuad Azhar Makarim El Yusuf, Tasya Susanti

    Published 2022-12-01
    “…After participating in distance learning assisted by the ZOOM video conferencing application, the concentration of students decreased to focus on learning. …”
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