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Hasil Pencarian

Ditemukan 7742 dokumen yang sesuai dengan query
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Westgeest, Helen, 1958-,
"Video Art Theory: A Comparative Approach demonstrates how video art functions on the basis of a comparative media approach, providing a crucial understanding of video as a medium in contemporary art and of the visual mediations we encounter in daily life.
Having a highly elusive character from the outset, video art has also evolved strongly as an art form in the five decades of its existence. This transformation notably gave rise to exciting changes in its relationships to other media. These concerns serve as the starting point for this study. Throughout the four chapters of the book, the author demonstrates why it is impossible to capture video art in a single, all-inclusive definition. Rather than searching for medium-specificity or a general theory, this study proves that it is more useful to develop a theoretical interdisciplinary framework for research into video art. Video artworks are compared with television and performance art (with regard to immediacy); installation art (dealing with space); photography and painting (related to representation); and cinema (with importance of narrative). This methodology not only yields new perspectives, but crucially provides students with a much-needed context for understanding the
evolution and paramount importance of video as a medium."
Hoboken, New Jersey: John Wiley &​ Sons, 2016
777 WES v
Buku Teks  Universitas Indonesia Library
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Cubitt, Sean
London : Macmillan, 1993
302. 234 CUB v
Buku Teks  Universitas Indonesia Library
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"This research is based upon the rapid development of mobile communication by the introduction of 3G network : and also the demand of reliable and real time multimedia services, such as video telephony, video conference, and digital television...."
Artikel Jurnal  Universitas Indonesia Library
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Lazzari, Margaret R.
"Offers a thematic approach to teaching art appreciation through art examples from Western and non-Western cultures"
Singapore: Cengage Learning , 2012
701.15 LAZ e
Buku Teks SO  Universitas Indonesia Library
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Buntarto
Yogyakarta: Pustaka Baru Press, 2014
621.382 8 BUN t
Buku Teks  Universitas Indonesia Library
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Bock, Alois M.
"Digital video compression has revolutionised the broadcast industry. Its implementation has been the vital key to the expansion of video via satellite, cable, internet and terrestrial TV. However, new technologies not only enable new applications, they also create new challenges such as how to measure video quality, and how to maintain video quality in concatenated compression systems.
Video Compression Systems provides an overview on many issues concerning today's complex digital video systems: from video quality measurements to statistical multiplexing, from pre-processing to transcoding and concatenation. It explains video compression systems from first principles and gives a detailed summary of currently used MPEG standards, as well as non-MPEG algorithms. Furthermore, it provides a summary of motion estimation algorithms and explains processing priorities for mobile applications, HDTV, contribution and distribution systems, as well as for end user systems.
Video Compression Systems focuses intentionally on the principles rather than the mathematics in order to make it more readable and accessible to a wider audience. It is aimed at senior undergraduate students taking modules in video technologies, multimedia processing or video compression, as well as television engineers working on video compression systems."
London: Institution of Engineering and Technology, 2009
e20452800
eBooks  Universitas Indonesia Library
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Khalid Arrazi Bimantoro
"Skripsi ini mengkaji perbandingan antara dua metode kompresi video terkini, AV1 dan Versatile Video Coding (VVC), serta pengaruh tiga jenis filter - Bilateral, Histogram Equalization, dan Laplacian - dalam konteks deteksi jumlah kendaraan pada video lalu lintas. Tujuan utama adalah untuk menentukan metode kompresi mana dan dengan penggunaan filter atau tidak yang paling efektif dalam meningkatkan akurasi dan efisiensi deteksi objek. Penelitian ini menggunakan video lalu lintas jalanan, yang dikompresi menggunakan metode AV1 dan VVC, dan kemudian diterapkan filter sebagai modul preprocessing. Parameter yang diukur meliputi waktu encoding, peak signal-to-noise ratio (SNR), bit rate, Bjontegaard Metric dan Rata-rata Confidence score dalam deteksi objek. Hasil penelitian ini diharapkan memberikan wawasan baru tentang pengaruh metode kompresi video dan teknik filtering terhadap kinerja aplikasi deteksi objek dalam video lalu lintas, serta memberikan rekomendasi untuk aplikasi serupa di masa depan.

This thesis examines the comparison between two recent video compression methods, AV1 and Versatile Video Coding (VVC), and the impact of three types of filters - Bilateral, Histogram Equalization, and Laplacian - in the context of vehicle count detection in traffic videos. The primary objective is to determine which is the most effective compression method and whether to use of filters or not in improving the accuracy and efficiency of object detection. This study uses traffic road videos, which are compressed using the AV1 and VVC methods, and then filters are applied as preprocessing modules. The measured parameters include Encoding Time, peak signal-to-noise ratio (SNR), bit rate, Bjontegaard Metric, and Average Confidence score in object detection. The results of this study are expected to provide new insights into the impact of video compression methods and filtering techniques on the performance of object detection applications in traffic videos, as well as to provide recommendations for similar applications in the future."
Depok: Fakultas Teknik Universitas Indonesia, 2024
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UI - Skripsi Membership  Universitas Indonesia Library
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Fakultas Ilmu Komputer Universitas Indonesia, 1997
S26990
UI - Skripsi Membership  Universitas Indonesia Library
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PRAYOGI ANUGRAHADI
"Media seperti video games memiliki efek positif dan negatif. Jenis game yang tepat dapat membantu penggunanya meningkatkan kemampuan sosial dan memecahkan masalah, akan tetapi video games juga membawa dampak negatif terutama bagi remaja dan anak yang masih rentan. Pergeseran pola hidup anak dan remaja yang tidak lagi bermain bersama peer group diluar rumah dan menjadi ketergantungan terhadap gadget membuat mereka sulit untuk membedakan antara dunia maya dan nyata. Interaktivitas dalam game yang menuntut penggunanya untuk aktif menjalani perannya dapat merubah persepsi remaja yang masih rentan. Adegan kekerasan baik fisik dan verbal juga terdapat di dalam game, bahkan di game yang mendapat rating “E” (everyone) yang seharusnya aman dimainkan oleh segala usia. Lantas apakah sistem rating yang diberikan badan Entertainment Software Rating Board (ESRB) dari Amerika Serikat cocok dengan Indonesia?

Media like video games have positive and negative effects. Game that suitable for the users can help them to improve their social and solving problem skills, but some video games especially for adolescence and child that still on developing stage have more negative effects. Changing life style from playing with peer group outdoor to become gadget dependency make them hard to differenciate between real and cyber world. Interactivity on games which lead the user to have a full role to their character makes change their perception of life. Violence scene like physical and verbal violence, even in E-rated (Everyone) games which should be safe for every age. Then, is the rating system which given from Entertainment Software Rating Board (ESRB) from United States suitable for Indonesian?"
Depok: Fakultas Ilmu Sosial dan Ilmu Politik, 2014
Jurnal-pdf
UI - Makalah dan Kertas Kerja  Universitas Indonesia Library
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Luqman Iffan Windrawan
"Video game pixel art pertama kali muncul karena keterbatasan perangkat keras pada komputer 8-bit dan 16-bit. Pada era 2000-an, video game pixel art diprediksi akan menghilang dengan berjalannya perkembangan perangkat keras. Namun, di luar prediksi tersebut video game bervisual pixel art masih mengalami kesuksesan hingga saat ini. Penelitian ini membahas tentang kesesuaian antara video game pixel art dari segi tampilan visual dan estetika, dengan sifat pixel art dan prinsip video game. Kesesuaian tersebut diukur dengan mengadaptasi instrumen Visual Aesthetics of Websites Inventory (VisAWI) ke dalam Bahasa Indonesia dan menyesuaikannya dengan konteks tampilan visual pada video game pixel art. Video game yang digunakan sebagai sebagai studi kasus adalah “Shovel Knight” dan “Shovel Knight Dig”. Data yang diperoleh dianalisis dan dikategorikan sesuai dengan sifat dan prinsip terkait, kemudian diinterpretasikan untuk menyusun seperangkat rekomendasi. Pada penelitian ini ditemukan bahwa kedua game sudah mengikuti semua properti dan prinsip terkait. Selain itu, responden memberikan peringkat yang lebih tinggi pada “Shovel Knight Dig” daripada “Shovel Knight” yang menunjukkan bahwa responden lebih menyukai game seni piksel yang lebih cerah, tidak padat, dengan tampilan visual yang halus atau jernih.

Pixel art video games first appeared due to hardware limitations of the 8-bit and 16-bit computers. In the 2000s, pixel-art games were predicted to disappear as hardware development progressed. However, pixel-art games are still experiencing success even recently. This study discusses the conformity between pixel art games in terms of visual display and aesthetics, with pixel art properties and game principles. This conformity is measured by adapting an instrument called Visual Aesthetics of Websites Inventory (VisAWI) into Bahasa Indonesia and adjusting it with the context of the visual displays of pixel-art video games. Video games used as the case study are “Shovel Knight” and “Shovel Knight Dig”. The data obtained are analysed and categorised in accordance with related properties and principles, then interpreted to compose a set of recommendations. This study found that both pixel-art games do follow all related properties and principles. Additionally, the respondents provide a higher rating on “Shovel Knight Dig” than “Shovel Knight” which indicates that they prefer pixel art games that are brighter, not dense, with a smooth or clear visual appearance."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2021
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UI - Skripsi Membership  Universitas Indonesia Library
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