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1

Madaminjon, Ubaidullayev, and O'g'iloy Baxtiyorova. "NEITHER OF COTTON RAW MATERIALSANALYSIS OF THE EFFECT OF M ON THE QUALITY OF COTTON FIBER." Journal of Science-Innovative Research in Uzbekistan 2, no. 12 (2024): 464–69. https://doi.org/10.5281/zenodo.14541121.

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 In the present article an analysis of the effects of This on the quality of raw cotton cotton fiber moisture ash. Based on the result of this analysis is the lovely main experiments carried out by researchers, and recommendations are given for the use of technological processes and steam've moistening of cotton and fiber.  
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Jicardo, Jicardo, and Rochmiyati Rochmiyati. "STEAM'S APPROACH TO PRIMARY SCHOOL THEMATIC LEARNING." Jurnal Ilmiah Teunuleh 2, no. 2 (2021): 383–92. http://dx.doi.org/10.51612/teunuleh.v2i2.57.

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This research aims to provide information on the application of STEAM approach to primary school thematic learning. The application of STEAM approach includes aspects of learning planning, application of learning, and assessment of STEAM learning in primary school thematic learning. Qualitative approach with this type of case study research through observation. The data of the research results are processed with narrative through observation and verification techniques steps to produce credible conclusions. from these results it is known that STEAM's approach to primary school thematic learning has constraints in its application.
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Kuhlmann de Canaviri, Lara Kuhlmann de, Katharina Meiszl, Vana Hussein, et al. "Static and Dynamic Accuracy and Occlusion Robustness of SteamVR Tracking 2.0 in Multi-Base Station Setups." Sensors 23, no. 2 (2023): 725. http://dx.doi.org/10.3390/s23020725.

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The tracking of objects and person position, orientation, and movement is relevant for various medical use cases, e.g., practical training of medical staff or patient rehabilitation. However, these demand high tracking accuracy and occlusion robustness. Expensive professional tracking systems fulfill these demands, however, cost-efficient and potentially adequate alternatives can be found in the gaming industry, e.g., SteamVR Tracking. This work presents an evaluation of SteamVR Tracking in its latest version 2.0 in two experimental setups, involving two and four base stations. Tracking accuracy, both static and dynamic, and occlusion robustness are investigated using a VIVE Tracker (3.0). A dynamic analysis further compares three different velocities. An error evaluation is performed using a Universal Robots UR10 robotic arm as ground-truth system under nonlaboratory conditions. Results are presented using the Root Mean Square Error. For static experiments, tracking errors in the submillimeter and subdegree range are achieved by both setups. Dynamic experiments achieved errors in the submillimeter range as well, yet tracking accuracy suffers from increasing velocity. Four base stations enable generally higher accuracy and robustness, especially in the dynamic experiments. Both setups enable adequate accuracy for diverse medical use cases. However, use cases demanding very high accuracy should primarily rely on SteamVR Tracking 2.0 with four base stations.
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Maciejewski, Marcin. "Evaluation of the SteamVR Motion Tracking System with a Custom-Made Tracker." Applied Sciences 11, no. 14 (2021): 6390. http://dx.doi.org/10.3390/app11146390.

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The paper presents the research of the SteamVR tracker developed for a man-portable air-defence training system. The tests were carried out in laboratory conditions, with the tracker placed on the launcher model along with elements ensuring the faithful reproduction of operational conditions. During the measurements, the static tracker was moved and rotated in a working area. The range of translations and rotations corresponded to the typical requirements of a shooting simulator application. The results containing the registered position and orientation values were plotted on 3D charts which showed the tracker’s operation. Further analyses determined the values of the systematic and random errors for measurements of the SteamVR system operating with a custom-made tracker. The obtained results with random errors of 0.15 mm and 0.008° for position and orientation, respectively, proved the high precision of the measurements.
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Maciejewski, Marcin, Marek Piszczek, Mateusz Pomianek, and Norbert Pałka. "Optoelectronic tracking system for shooting simulator - tests in a virtual reality application." Photonics Letters of Poland 12, no. 2 (2020): 61. http://dx.doi.org/10.4302/plp.v12i2.1025.

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We present test results of an authorial tracking device developed in the SteamVR system, optimized for use in a missile launcher shooting simulator. Data for analysis was collected using the virtual reality training application, with the launcher set on a stable tripod and held by a trainee who executed two scenarios with static and movable targets. The analysis of experimental data confirms that the SteamVR system together with the developed tracker can be successfully implemented in the virtual shooting simulator. Full Text: PDF ReferencesD. Bogatinov, P. Lameski, V. Trajkovik, K.M. Trendova, "Firearms training simulator based on low cost motion tracking sensor", Multimed. Tools Appl. 76(1) (2017) CrossRef D.C. Niehorster, L. Li, M. Lappe, "The Accuracy and Precision of Position and Orientation Tracking in the HTC Vive Virtual Reality System for Scientific Research", Iperception. 8(3) (2017) CrossRef A. Yates, J. Selan, POSITIONAL TRACKING SYSTEMS AND METHODS. US20160131761A1, (2016) DirectLink P. Caserman, A. Garcia-Agundez, R. Konrad, S. Göbel, R. Steinmetz, Virtual Real. 23(2) (2019) 155-68. CrossRef
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Salkanović, Emina, Nejla Zukorlić, Lamija Oković, and Dino Kečo. "A Data Analysis of Steam's Game Catalog and Diverse Recommendation Strategies." International Journal of Computer Applications 186, no. 54 (2024): 39–49. https://doi.org/10.5120/ijca2024924261.

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7

Leonov, Sergey V., Anna P. Kruchinina, Grigoriy S. Bugrii, Natalia I. Bulaeva, and Irina S. Polikanova. "Basic characteristics of postural balance of professional hockey players and novices." National Psychological Journal 46, no. 2 (2022): 65–79. http://dx.doi.org/10.11621/npj.2022.0207.

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Background. Stance (or posture) is the fundamental posture of a hockey player, allowing him to perform various movements during training and playing processes. However, studies of postural balance of hockey players are scarce. Objective. Ye main aim of the study was to track a hockey player’s posture as well as to compare static postural characteristics of professional hockey players and novices. Sample. Ye study involved 22 male subjects (mean age 20±2.3 years), including 13 hockey players and 9 subjects who were new to hockey (mainly freestyle wrestlers). Ye professional level was assessed by the number of years of experience and by the presence of sports ranks. Ye average experience was 14.18±3.8 years. Ye sports ranks ranged from third junior category to Candidate Master. Method. A method for tracking the posture of a hockey player using the DTrack2 and SteamVR Tracking 2.0 systems was tested. Ye obtained results made it possible to compare the static characteristics of the stance in professional hockey players and novices based on the analysis of changes in the knee and hip joint angles, as well as changes in the position of the head during performing the task of maintaining the stand for 5 minutes (Leonov, Polikanova, Kruchinina et al., 2021). Results. Analysis of movements with the DTrack2 system and the SteamVR Tracking 2.0 system showed identical results, allowing further use of the SteamVR Tracking 2.0 system. Analysis of the positional tracking data showed that professional hockey players were characterized by a greater amplitude of oscillation (1–2 degrees) than novices (no more than 1 degree) when maintaining their stance. Professional hockey players are also characterized by a signiZcantly smaller amplitude of oscillation of the head position during performance of tasks. Qualitative analysis of changes in angles of knee and hip joints showed that professional hockey players, in contrast to beginners, have a higher and more stable amplitude of movement parameters [uctuations during the whole study, which in turn allows to optimize energy expenditure and provide better posture stabilization. Conclusion. Yus, the results of the study indicate the importance of correct head positioning in stabilizing the postural balance of a hockey player. For posture maintenance, the hip strategy of postural balance maintenance, associated with a greater amplitude of hip joint oscillation, is the most optimal.
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8

McKay, Jenny. "How it was that exam results became the talk of the steamie." Critical Quarterly 43, no. 1 (2001): 94–103. http://dx.doi.org/10.1111/1467-8705.00342.

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Rahman, Towsibur, and MD Ariful Islam Shubho. "Fluid Dynamics of Condensation Process with Direct Contact in Desuperheaters." Mapta Journal of Mechanical and Industrial Engineering (MJMIE) 4, no. 2 (2021): 7–15. http://dx.doi.org/10.33544/mjmie.v4i2.136.

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Due to the global warming and environmental implications, the focus of household heating has shifted from fossil fuels towards environmentally friendly and renewable sources. Desuperheaters have been found an attractive option as a domestic provision for the warm water; they used steam induced direct contact condensation (DCC) as the major means to warm the water. The present study has been an attempt to investigate the hydrodynamics in the Desuperheater vessel experimentally, when the pressurized pulsating steam was injected into the vessel, where, the steam jet interacted co-currently with the slow-moving water. Visual flow visualization provided an overall flow picture that showed a circulation region when the pulsating steam was injected into the slow co-currently moving water and the peaked vorticity corresponded to the steam injection duration varying from 10-60 seconds. An array of 7 Hot Film Anemometers (HFA) was traversed axially and radially to determine the velocity fluctuations at 0 – 20 cm from the steam's nozzle exit. Vertical structures were obtained that corresponded to the entrainment of the steam with the surrounding concurrently moving water. The circulation regions were thus exhibited in relation to the steam's injection durations as well as the downstream axial distance of 2 cm and 15 cm from the nozzle exit, which showed that the core local circulation at 2 cm, lost 75-79% of its circulation at 15 cm downstream of the nozzle exit.
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Vedernikova, Olga Gennadyevna, and Olesya Vladimirovna Ignatyeva. "Development of interactive virtual trainer of car inspector in Unity environment on SteamVR platform." Transport of the Urals, no. 1 (2023): 26–32. http://dx.doi.org/10.20291/1815-9400-2023-1-26-32.

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The paper presents an interactive trainer of a car inspector (on the example of a four-axle open-box car) that uses possibilities of virtual reality. The trainer allows selecting an overview mode (training or testing) and studying car design and training inspection skills. Development of virtual reality was carried out in Unity with the use of Virtual Samples on Steam VR platform with the use of VR-helmets. 3-D models are created in Blender environment, subsequent texturing is made in Substance Painter. At realization of a trainer the authors have developed a script for lighting and blinking of a studied part with the use of a dynamic material and shaders for two-sided materials.
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Bajew, Mikołaj. "Poszukiwanie śladów tożsamości gracza w opiniach o grach wideo." Kultura-Media-Teologia 54 (July 20, 2023): 31–50. http://dx.doi.org/10.21697/kmt.2023.54.02.

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Przedmiotem badania przedstawionego w niniejszym artykule były opinie o najlepiej sprzedających się grach na Steamie. Celem badania – opisanie tożsamości gracza. Realizację celu oparto na wynikach analizy tekstów wybranych opinii oraz metadanych, przedstawiających aktywność opiniodawców w obrębie Steama, pobranych za pomocą pythonowskiego skryptu oraz modułu steamreviews 0.9.5. Analiza materiału została przeprowadzona z wykorzystaniem samodzielnie opracowanych narzędzibadawczych – reprezentametru, selektora opinii oraz graczometru. Badanie pozwoliło na odnalezienie w analizowanymmateriale specyficznych danych dotyczących tożsamości gracza, takich jak stopień zaangażowania w aktywności oferowane przez Steama oraz rodzaj preferowanej aktywności, najczęściej wybierane gatunki gier komputerowych, sposób prowadzenia narracji w opiniach o grach komputerowych.
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Kortemeyer, Gerd. "Virtual-Reality graph visualization based on Fruchterman-Reingold using Unity and SteamVR." Information Visualization 21, no. 2 (2021): 143–52. http://dx.doi.org/10.1177/14738716211060306.

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The paper describes a method for the immersive, dynamic visualization of undirected, weighted graphs. Using the Fruchterman-Reingold method, force-directed graphs are drawn in a Virtual-Reality system. The user can walk through the data, as well as move vertices using controllers, while the network display rearranges in realtime according to Newtonian physics. In addition to the physics behind the employed method, the paper explains the most pertinent computational mechanisms for its implementation, using Unity, SteamVR, and a Virtual-Reality system such as HTC Vive (the source package is made available for download). It was found that the method allows for intuitive exploration of graphs with on the order of [Formula: see text] vertices, and that dynamic extrusion of vertices and realtime readjustment of the network structure allows for developing an intuitive understanding of the relationship of a vertex to the remainder of the network. Based on this observation, possible future developments are suggested.
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Wiesing, Michael, Gereon R. Fink, and Ralph Weidner. "Accuracy and precision of stimulus timing and reaction times with Unreal Engine and SteamVR." PLOS ONE 15, no. 4 (2020): e0231152. http://dx.doi.org/10.1371/journal.pone.0231152.

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14

Locker, A. "Regulars - History. From the IET Archive. Electricity adds a touch of luxury for steamage train travellers." Engineering & Technology 17, no. 2 (2022): 74. http://dx.doi.org/10.1049/et.2022.0224.

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15

บุญประเสริฐ, สนธยา. "แนวทางการพัฒนาศักยภาพครูช่างอุตสาหกรรมโดยนำเทคโนโลยีความเป็นจริงเสมือน (Virtual Reality : VR) มาบูรณาการกับการเรียนการสอนในยุคดิจิทัล". Journal Of Technical Education Development 36, № 129 (2024): 50–62. http://dx.doi.org/10.14416/j.ted.2024.03.016.

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การวิจัยครั้งนี้มีวัตถุประสงค์เพื่อศึกษาปัญหาและอุปสรรคในการพัฒนาศักยภาพครูช่างอุตสาหกรรมโดยนำเทคโนโลยีความเป็นจริงเสมือน (Virtual Reality : VR) มาบูรณาการกับการเรียนการสอนในยุคดิจิทัล ในสภาพปัจจุบัน เพื่อเปรียบเทียบความต้องการพัฒนาศักยภาพครูช่างอุตสาหกรรมโดยนำเทคโนโลยีความเป็นจริงเสมือน (Virtual Reality : VR) มาบูรณาการกับการเรียนการสอนในยุคดิจิทัล และเพื่อเสนอแนะแนวทางการพัฒนาศักยภาพครูช่างอุตสาหกรรมโดยนำเทคโนโลยีความเป็นจริงเสมือน (Virtual Reality : VR) มาบูรณาการกับการเรียนการสอนในยุคดิจิทัล กลุ่มตัวอย่างที่ใช้ในการวิจัยในครั้งนี้ ได้แก่ ครูช่างอุตสาหกรรมในโรงเรียนเตรียมวิศวกรรมศาสตร์ไทย-เยอรมัน มหาวิทยาลัยเทคโนโลยีพระจอมเกล้าพระนครเหนือ และครูช่างอุตสาหกรรมในสถาบันการอาชีวศึกษาภาคกลาง 4 สำนักงานคณะกรรมการการอาชีวศึกษา กระทรวงศึกษาธิการ จำนวน 206 คน เครื่องมือที่ใช้ในการวิจัย คือ แบบสัมภาษณ์ และแบบสอบถาม สถิติที่ใช้ในการวิเคราะห์ข้อมูล ได้แก่ ค่าร้อยละ ค่าความถี่ ค่าเฉลี่ย ส่วนเบี่ยงเบนมาตรฐาน โดยการวิเคราะห์ความแปรปรวนทางเดียว (One-Way ANOVA) ผลการวิจัยพบว่า ครูช่างอุตสาหกรรมมีความต้องการพัฒนาศักยภาพครูช่างอุตสาหกรรมโดยนำเทคโนโลยีความเป็นจริงเสมือน (Virtual Reality : VR) มาบูรณาการกับการเรียนการสอน ในยุคดิจิทัล โดยภาพรวม อยู่ในระดับมาก เมื่อพิจารณาเป็นรายด้าน โดยเรียงลำดับค่าเฉลี่ยจากมากไปน้อย พบว่า มีความต้องการพัฒนาศักยภาพด้านคุณลักษณะที่พึงประสงค์ (Attributes) มากที่สุด รองลงมาคือ ด้านความรู้ (Knowledge) และด้านทักษะ (Skills) ตามลำดับ เมื่อพิจารณาเป็นรายข้อสามลำดับแรก พบว่า ด้านความรู้ (Knowledge) มีความต้องการเพิ่มพูนความรู้เกี่ยวกับการเขียนเกมบนเว็บไซต์ด้วยระบบ WebVR ผ่านโปรแกรม Unity รองลงมาคือ การเขียนโปรแกรมภาษา C# บน Unity Editor และความรู้เกี่ยวกับแนวคิดในการสร้างเทคโนโลยีความเป็นจริงเสมือน สำหรับความต้องการพัฒนาศักยภาพ ด้านทักษะ (Skill) พบว่า มีความต้องการพัฒนาทักษะในการเขียนโปรแกรมภาษา C# บน Unity Editor รองลงมาคือ ทักษะในการใช้งานโปรแกรม SteamVR ร่วมกับโปรแกรม Unity ในการสร้างเกม และทักษะในการพัฒนา Mobile VR ด้วย Unity ในขณะที่ความต้องการพัฒนาศักยภาพด้านคุณลักษณะที่พึงประสงค์ (Attributes) มีความต้องการพัฒนาศักยภาพความคิดริเริ่มสร้างสรรค์ รองลงมาคือ การมีบุคลิกภาพและกิริยาท่าทางที่เหมาะสม และความมีระเบียบวินัย และครูช่างอุตสาหกรรมที่มีเพศ อายุ ระดับการศึกษา และประสบการณ์ในการทำงาน ต่างกัน มีความต้องการพัฒนาศักยภาพ ครูช่างอุตสาหกรรมโดยนำเทคโนโลยีความเป็นจริงเสมือน (Virtual Reality : VR) มาบูรณาการกับการเรียนการสอนในยุคดิจิทัล โดยภาพรวม และรายด้าน ทุกด้าน ได้แก่ ด้านความรู้ (Knowledge) ด้านทักษะ (Skills) และด้านคุณลักษณะที่พึงประสงค์ (Attributes) ไม่แตกต่างกัน
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Gu, Yijun, Zheming Shi, and Chong-Shi Nie. "Infrared Transmission and Reflection Absorption Spectroscopy Study on Molecular Orientation of Long-Chain n-Alkane Amide and 2-n-Alkylimidazole Multilayers on Silver and KRS-5 Surfaces." Applied Spectroscopy 52, no. 6 (1998): 855–62. http://dx.doi.org/10.1366/0003702981944391.

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The thin films of cis-oleamide (OlA), steamide (StA), 2-undecylimidazole (UDIM), and 2-nonylbenzimidazole (NBIM) were prepared by spreading their solutions on Ag and KRS-5 substrate evaporating the solvent afterward, with the thickness in the range of 30–100 nm. The amphiphilic molecules in the multilayers were demonstrated to be highly organized by infrared reflection absorption and transmission spectroscopy. The orientation of the head group and the hydrocarbon chain of the amphiphiles in the film has been semiquantitatively evaluated. The C = O group of the amides, as well as the ring plane of imidazole and benzimidazole, has been proved to be parallel to the substrate surface. The CH stretching spectral features of the long hydrocarbon chain of the multilayers are quite different from the reported spectra of the stearate LB multilayer. The orientation of the hydrocarbon chain in the multilayers of StA and UDIM was evaluated to be inclined by about 30° from the substrate surface normal.
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Meiszl, Katharina, Fabian Ratert, Tessa Schulten, et al. "Conventional Training Integrated with SteamVR Tracking 2.0: Body Stability and Coordination Training Evaluation on ICAROS Pro." Sensors 25, no. 9 (2025): 2840. https://doi.org/10.3390/s25092840.

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Technological advances continually reduce the effort to digitally transform health-related activities such as rehabilitation and training. Exemplary systems use tracking and vital sign monitoring to assess physical condition and training progress. This paper presents a system for body stability training and coordination evaluation, using cost-efficient tracking and monitoring solutions. It implements the use case of app-guided back posture tracking on the ICAROS Pro training device via SteamVR Tracking 2.0, with pulse and respiration rate monitoring via Zephyr BioHarness 3.0. A longitudinal study on training effects with 20 subjects was conducted, involving a representative procedure created with a sports manager. Posture errors served as the main progress indicator, and pulse and respiration rates as co-indicators. Outcomes suggest the system’s capabilities to foster comprehension of effects and steering of exercises. Further, a secondary study presents a self-developed VR-based exergame demo for future system expansion. The Empatica EmbracePlus smartwatch was used as an alternative for vital sign acquisition. The user experiences of five subjects gathered via a survey highlight its motivating and entertaining character. For both the main and secondary studies, a thorough discussion elaborates on potentials and current limitations. The developed training system can serve as template and be adjusted for further use cases, and the exergame’s reception revealed prospective extension directions. Software components are available via GitHub.
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Kelesbayev, Kazhymukan, Sherzod Ramankulov, Makpal Nurizinova, Bakytzhan Kurbanbekov, and Amin Pattayev. "STEAM's approach to physics: The impact of using LEGO robotics elements on academic achievement in laboratory classes." International Journal of Innovative Research and Scientific Studies 8, no. 1 (2025): 469–80. https://doi.org/10.53894/ijirss.v8i1.4180.

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Using robotics elements in physics laboratory classes is a method to implement the STEM (science, technology, engineering, and mathematics) approach. This study aims to identify the prerequisites and features of using the LEGO EV3 set (LEGO Mindstorms series from the robotics designer) in laboratory classes in teaching physics. Methods of system analysis using keywords and constructivist research methods were used for articles published in high-ranking journals during the study. A pedagogical study was also conducted in physics laboratories to assess the effectiveness of LEGO robotics elements in the implementation of interdisciplinary STEM projects. The pedagogical study involved 167 students (85 students in the control group and 82 students in the experimental group). During laboratory classes, students in the experimental group were taught using the LEGO EV3 set which allows them to create simple and complex mechanisms using a programming language. A written control work was used which was evaluated on a 10-point system as a means of collecting data. The effectiveness of LEGO robotics elements was assessed using a differential analysis of pre-and post-training scores based on the t-test. Scores after the educational process were in the experimental group (x = 7.6) while scores before were in the experimental group (X = 5.004). The results of the study showed that the use of LEGO robotics elements in STEM-based laboratory classes has a positive effect on the development of educational achievements.
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Alkhatatneh, Samaher. "Mathematics Teachers' Perceptions the Steam Approach: Science, Technology, Engineering, Arts, and Mathematics and Its Relationship with Some Variables." Journal of Curriculum and Teaching 13, no. 4 (2024): 71. http://dx.doi.org/10.5430/jct.v13n4p71.

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This paper aimed to investigate the perceptions of mathematics teachers in Saudi Arabia regarding the STEAM (Science, Technology, Engineering, Arts, and Mathematics) approach. A sample of 350 teachers from the Eastern Province completed a 40-item survey on their STEAM perceptions and teaching requirements. Descriptive and inferential statistical analyses revealed overall positive perspectives, with 78.6% strongly agreeing that STEAM transforms classrooms into creative environments. However, just 58.4% felt it enabled active learning, and 67.4% were unsure about systemic support. Significant differences emerged based on teacher gender and qualifications, but not experience levels or stages. While largely optimistic attitudes exist toward STEAM's value, persistent resourcing, competency, and policy barriers likely impede classroom adoption. Recommendations encompass boosting investments in STEAM infrastructure, aligned teacher professional development, specialized materials and tools, and integration support across subjects. Further research incorporating mixed methods, expanded samples, and longitudinal tracking can delineate evidence-based strategies to catalyze effective STEAM adoption. The study recommended enhancing the effectiveness of the STEAM approach in education, especially in mathematics.
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Nadlifah and Muhammad Abdul Latif. "Creative Freedom and Holistic Growth: Implementation of the STEAM Approach in Islamic Early Childhood Education." Golden Age: Jurnal Ilmiah Tumbuh Kembang Anak Usia Dini 9, no. 4 (2024): 689–702. https://doi.org/10.14421/jga.2024.94-09.

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The rapid evolution of technology continues to drive the demand for highly skilled human resources capable of competing in an increasingly dynamic global environment. Preparing superior human resources from an early age is crucial to meeting these demands. This study investigates how the STEAM (Science, Technology, Engineering, Arts, and Mathematics) approach is implemented and its impact on early childhood education at RA Fun Islamic School in Indonesia. Employing a qualitative case study methodology, data were gathered through observations, semi-structured interviews with educators, parents, and administrators, as well as an analysis of relevant documentation. The findings highlight STEAM's focus on nurturing creative freedom, critical thinking, and collaboration among young learners. Children participating in activities such as building structures and integrating arts with mathematics showed notable outcomes, including independent problem-solving and the development of unique solutions. The study also emphasizes the role of introducing simple engineering concepts and integrating technology to create dynamic and engaging learning environments. Despite these benefits, challenges like limited resources and the need for teacher training were identified. This research underscores the transformative potential of STEAM in promoting cognitive and social growth in early childhood education. Future studies should explore how this approach can be scaled to diverse educational settings and evaluate its long-term effects.
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Komal, Jasani. "Innovative VR Testing Tools: Adevelopment and QA Perspective." International Journal of Leading Research Publication 4, no. 5 (2023): 1–9. https://doi.org/10.5281/zenodo.14982536.

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Exploring the field of Virtual Reality (VR), one can state that it brings socially responsible and transformative changes across the entertainment, medicine, education platforms, and training services. However, the quality, performance, and reliability of VR applications are crucial aspects not easily tackled by regular software testing techniques. These are systematic approaches that have been developed as testing tools and techniques to help develop QA VR applications.  It outlines the distinctions between VR and software testing as a distinct testing practice thatcenters on real-time appliance and user experience. The study also outlines several issues that may affect VR QA, including hardware constraints, the onset of motion sickness, compliance issues, and high resource utilization. However, to solve such problems, it is possible to distinguish the following types of testing tools for VR – automated testing, performance analysis, usability, compatibility, and regression debugging.  The paper investigates various advanced testing tools and methods in VR, which are VRTest is a testing framework for scene automation, testing agents in AI user emulation, SIM2VR aimed at predicting the user’s actions, CAVE-AR for multi-user testing, and VisionaryVR for optical and vision testing. Others, such as the SteamVR Performance Tool for testing system compatibility and various accessibilities testing frames, are also discussed.
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Stein, Niklas, Diederick C. Niehorster, Tamara Watson, et al. "A Comparison of Eye Tracking Latencies Among Several Commercial Head-Mounted Displays." i-Perception 12, no. 1 (2021): 204166952098333. http://dx.doi.org/10.1177/2041669520983338.

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A number of virtual reality head-mounted displays (HMDs) with integrated eye trackers have recently become commercially available. If their eye tracking latency is low and reliable enough for gaze-contingent rendering, this may open up many interesting opportunities for researchers. We measured eye tracking latencies for the Fove-0, the Varjo VR-1, and the High Tech Computer Corporation (HTC) Vive Pro Eye using simultaneous electrooculography measurements. We determined the time from the occurrence of an eye position change to its availability as a data sample from the eye tracker (delay) and the time from an eye position change to the earliest possible change of the display content (latency). For each test and each device, participants performed 60 saccades between two targets 20° of visual angle apart. The targets were continuously visible in the HMD, and the saccades were instructed by an auditory cue. Data collection and eye tracking calibration were done using the recommended scripts for each device in Unity3D. The Vive Pro Eye was recorded twice, once using the SteamVR SDK and once using the Tobii XR SDK. Our results show clear differences between the HMDs. Delays ranged from 15 ms to 52 ms, and the latencies ranged from 45 ms to 81 ms. The Fove-0 appears to be the fastest device and best suited for gaze-contingent rendering.
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Nurhasanah, Ana, and Zelela MS. "Penerapan Pembelajaran Inovatif STEAM di Sekolah Dasar." JIKAP PGSD: Jurnal Ilmiah Ilmu Kependidikan 5, no. 2 (2021): 204. http://dx.doi.org/10.26858/jkp.v5i2.20309.

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This study aims to describe the application of innovative STEAM learning in primary schools in the city of Serang. This research was conducted using a narrative method with interview techniques. The subjects of this study were fifth-grade teachers at SDN 1 Pamarican, Serang City, Banten. Data were collected through interviews and documentation. The results showed that the application of innovative STEAM learning was as follows: 1) STEAM learning planning which was developed in guiding educators to carry out their duties as educators in serving the learning activities of their students; 2) Learning planning is seen as a tool that can help educators be more efficient in carrying out their duties and functions more effectively, on time, and provide opportunities for easier control and monitoring of their implementation; 3) each topic discussed must be appropriate in relation to components including science, technology, engineering, art and mathematics; and 4) the assessment must be in accordance with the performance objectives that have been set. Thus students through STEAM's innovative learning have direct experience so that they build a more meaningful understanding of learning materials. Educators become facilitators who facilitate learning by organizing teaching materials, delivering strategies, and managing activities by taking into account the objectives, obstacles, and characteristics of students so that effective and efficient results are obtained.
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Chen, Shuohan. "Tower Defense Game Design based on Unity3D." Frontiers in Computing and Intelligent Systems 6, no. 1 (2023): 85–94. http://dx.doi.org/10.54097/fcis.v6i1.16.

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In today's society, with the rapid development of computer technology, personal computers have been integrated into our lives, and computer games have become a way of entertainment for people. Among them, tower defense games, as a branch of strategy games, have also been loved by the majority of players. On the computer game download platform, such as Steam's download list, you can also see all kinds of excellent tower defense games listed, such as “Bloom TD” and “Plants vs. Zombies”. However, in recent years, most tower defense games lack innovation, and the level game play is monotonous. Players are beginning to get tired of the gameplay of classic tower defense games, and their popularity has begun to decline. In order to solve this problem, this article is based on the Unity3D game engine, combined with the characteristics of UGC and RTS games, and made some innovations to the classic tower defense games. According to the actual needs, a tower defense game called “The Rise of The Tribes” was developed. The main work of this paper is to analyze and design The game, realize The switching between The three scenes in The game and each interface, and solve how to build buildings, how to defend defensive buildings, and how to deploy and move soldiers and attack, how to generate, collect and consume resources, completed The debugging and testing of The game, summarized the development process and made an outlook on how to improve the game.
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Tambe, M. "Towards Flexible Teamwork." Journal of Artificial Intelligence Research 7 (September 1, 1997): 83–124. http://dx.doi.org/10.1613/jair.433.

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Many AI researchers are today striving to build agent teams for complex, dynamic multi-agent domains, with intended applications in arenas such as education, training, entertainment, information integration, and collective robotics. Unfortunately, uncertainties in these complex, dynamic domains obstruct coherent teamwork. In particular, team members often encounter differing, incomplete, and possibly inconsistent views of their environment. Furthermore, team members can unexpectedly fail in fulfilling responsibilities or discover unexpected opportunities. Highly flexible coordination and communication is key in addressing such uncertainties. Simply fitting individual agents with precomputed coordination plans will not do, for their inflexibility can cause severe failures in teamwork, and their domain-specificity hinders reusability. Our central hypothesis is that the key to such flexibility and reusability is providing agents with general models of teamwork. Agents exploit such models to autonomously reason about coordination and communication, providing requisite flexibility. Furthermore, the models enable reuse across domains, both saving implementation effort and enforcing consistency. This article presents one general, implemented model of teamwork, called STEAM. The basic building block of teamwork in STEAM is joint intentions (Cohen & Levesque, 1991b); teamwork in STEAM is based on agents' building up a (partial) hierarchy of joint intentions (this hierarchy is seen to parallel Grosz & Kraus's partial SharedPlans, 1996). Furthermore, in STEAM, team members monitor the team's and individual members' performance, reorganizing the team as necessary. Finally, decision-theoretic communication selectivity in STEAM ensures reduction in communication overheads of teamwork, with appropriate sensitivity to the environmental conditions. This article describes STEAM's application in three different complex domains, and presents detailed empirical results.
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Feng, Yan. "Design and research of music teaching system based on virtual reality system in the context of education informatization." PLOS ONE 18, no. 10 (2023): e0285331. http://dx.doi.org/10.1371/journal.pone.0285331.

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Virtual Reality (VR) technology uses computers to simulate the real world comprehensively. VR has been widely used in college teaching and has a huge application prospect. To better apply computer-aided instruction technology in music teaching, a music teaching system based on VR technology is proposed. First, a virtual piano is developed using the HTC Vive kit and the Leap Motion sensor fixed on the helmet as the hardware platform, and using Unity3D, related SteamVR plug-ins, and Leap Motion plug-ins as software platforms. Then, a gesture recognition algorithm is proposed and implemented. Specifically, the Dual Channel Convolutional Neural Network (DCCNN) is adopted to collect the user’s gesture command data. The dual-size convolution kernel is applied to extract the feature information in the image and the gesture command in the video, and then the DCCNN recognizes it. After the spatial and temporal information is extracted, Red-Green-Blue (RGB) color pattern images and optical flow images are input into the DCCNN. The prediction results are merged to obtain the final recognition result. The experimental results reveal that the recognition accuracy of DCCNN for the Curwen gesture is as high as 96%, and the recognition accuracy varies with different convolution kernels. By comparison, it is found that the recognition effect of DCCNN is affected by the size of the convolution kernel. Combining convolution kernels of size 5×5 and 7×7 can improve the recognition accuracy to 98%. The research results of this study can be used for music teaching piano and other VR products, with extensive popularization and application value.
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Ningsih, Rahmi Wardah, and Niken Farida. "Enhancing Critical Thinking in Early Childhood through STEAM-Oriented Busy Board Media: A Development Study." Golden Age: Jurnal Ilmiah Tumbuh Kembang Anak Usia Dini 8, no. 3 (2023): 143–57. http://dx.doi.org/10.14421/jga.2023.83-04.

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This study explores the development and effectiveness of STEAM-based busy board media in enhancing critical thinking skills among children aged 5-6 years. Using the ADDIE model, we created a dual-sided active board integrating science, technology, engineering, arts, and mathematics elements. This research examines the effectiveness of STEAM-based busy board media in improving critical thinking skills in 5-6-year-old children. The study utilized the ADDIE model to create a dual-sided board incorporating science, technology, engineering, arts, and mathematics elements. Conducted in Sidodadi Village kindergartens, the methodology included expert validations, trials, and pretest-posttest evaluations. The initial analysis highlighted the absence of specific media to foster critical thinking in this age group. The busy board was deemed feasible, appropriate, and safe by experts. Significant enhancements in children's critical thinking were observed, with post-test results indicating considerable progress. Statistical analysis using SPSS 22 confirmed the busy board's positive impact, emphasizing STEAM's role in early childhood education. The box panel received high effectiveness ratings in expert assessments (85.3%, 76.1%, 87.1%, and 67.7%). The hypothesis test significantly affected critical call thinking development (0.000 < 0.05). Both expert and user evaluations attested to its effectiveness, with trials showing notable improvements in early childhood critical thinking. However, the study was limited by its geographical focus and lacked long-term impact assessments. These results support the inclusion of sensory tools in early education and call for further investigation into their more comprehensive and action-oriented long-term benefits.
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Waisberg, Ethan, Joshua Ong, Nasif Zaman, Sharif Amit Kamran, Andrew G. Lee, and Alireza Tavakkoli. "Head-Mounted Dynamic Visual Acuity for G-Transition Effects During Interplanetary Spaceflight: Technology Development and Results from an Early Validation Study." Aerospace Medicine and Human Performance 93, no. 11 (2022): 800–805. http://dx.doi.org/10.3357/amhp.6092.2022.

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INTRODUCTION: Dynamic visual acuity (DVA) refers to the ability of the eye to discern detail in a moving object and plays an important role whenever rapid physical responses to environmental changes are required, such as while performing tasks onboard a space shuttle. A significant decrease in DVA has previously been noted after astronauts returned from long-duration spaceflight (0.75 eye chart lines, 24 h after returning from space). As part of a NASA-funded, head-mounted multimodal visual assessment system for monitoring vision changes in spaceflight, we elaborate upon the technical development and engineering of dynamic visual acuity assessments with virtual reality (VR) technology as the first step in assessing astronaut performance when undergoing G-transitional effects. We also report results from an early validation study comparing VR DVA assessment with traditional computer based DVA assessment.METHODS: Various VR/AR headsets have been utilized to implement DVA tests. These headsets include HTC Vive Pro Eye system. Epic’s game engine UnrealEngine 4 Version 4.24 was used to build the framework and SteamVR was used to experience virtual reality content. Eye tracking technology was used to maintain fixation of the participant. An early validation study with five participants was conducted comparing this technology versus traditional DVA with a laptop.RESULTS: The head-mounted technology developed for assessing DVA changes during G-transitions is fully functional. The results from the early validation study demonstrated that the two DVA tests (laptop-based and VR) indicated a strong association between both methods (Pearson correlation coefficient of 0.91). A Bland-Altman plot was employed to assess levels of agreement, with all data points falling within the limits of agreement.DISCUSSION: The results from this early validation study indicate that head-mounted DVA assessment performs similarly to traditional laptop-based methods and is a promising method for assessing DVA during spaceflight, particularly in G-transitions. Future studies are required for further assessment of validation and reliability of this technology. With its ease of use, accessibility, and portable design, VR DVA has the potential in the near-future to replace conventional methods of assessing DVA. The technology will likely be an important aspect to help monitor functionality and safety during interplanetary missions where astronauts are exposed to G-transitions.Waisberg E, Ong J, Zaman N, Kamran Sa, Lee AG, Tavakkoli A. Head-mounted dynamic visual acuity for G-transition effects during interplanetary spaceflight: technology development and results from an early validation study. Aerosp Med Hum Perform. 2022; 93(11):800–805.
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Kawakura, Shinji, and Ryosuke Shibasaki. "Agricultural Training System with Gazing-Point Detection Function using Head-Mounted Display: HTC Vive Pro Eye and Virtual Reality–based Unity System." European Journal of Agriculture and Food Sciences 3, no. 3 (2021): 121–26. http://dx.doi.org/10.24018/ejfood.2021.3.3.264.

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In this study, we develop a virtual reality (VR)–based agricultural (hereinafter, agri-) support technique to assist in training newcomers and trainees in agricultural work. The system consists of a head-mounted display (HMD)—a HTC Vive Pro Eye—gaming personal computer, and peripheral components. The HMD-based system consists of the following: (1) a precision eye-tracking system for tracking and interpreting eye movements to enable lifelike interactions, better manage GPU workload, and simplify input and navigation; (2) a room area tracker up to 100 m²; and (3) a VR-space experience with unmatched tracking accuracy with SteamVR™ Tracking. The agri-situation considered in this study is non-specific tomato harvesting performed by inexperienced agri-workers. The study aims to (1) measure and analyze persons’ cognition and behavior indicators in VR-based environments that simulate the work site, (2) provide suggestions regarding analyses of processes from the cognition of targets to specific behaviors using objective indexes; and (3) realize in advance the verification and comparison of improvements of measures related to specific agri-works without the need to utilize actual agri-work sites. Specifically, we utilize and apply the eye-tracking function incorporated in the HMD, in addition, we develop a Unity-based VR system with sound notification to indicate the validity of eye-tracking and the motion of manual agri-workers and managers. Subsequently, we conduct experimental trials in a non-specific room. In the trials, subjects wearing the HMD system sequentially gaze at figures of small red tomatoes in the VR spaces. In the process, the VR system plays alerts to notify subjects when they gaze at or miss the target tomatoes. The system provides quick and accurate operations, and the eye-tracking function of the system differs from existing agri-training-oriented techniques and products. The system has several advantages such as lower cost compared with existing similar mechanical systems found in the literature and similar commercial products. In addition, the Unity-based system is a minimal and flexibly scalable system that can be adjusted to suit future studies and expansion for different agri-situations. This study consists of five phases: (1) designing and confirming the validity of the system; (2) accumulating image data on outdoor farmland; (3) constructing the entire system and tuning various minor system settings like program parameters and other specifications; (4) executing experiments in an indoor room; and (5) assessing and discussing the results and gathering comments from the subjects and presenting the characteristics of these trials. We consider that, from the limited trials, the system can be judged to be valid to some extent in certain situations. However, we could not perform broader or more generalizable experiments using the system. We present experimental characteristics and numerical ranges related to the trials, particularly noting speed and likelihood of mistakes concerning the system’s practical operations. The novel achievements of this study lie in the fusion of the latest HMD and Unity-based agricultural training facilities. In future, agri-workers and managers can use the proposed system for training, particularly for eye movement. Furthermore, we believe that, by combining this system with other existing systems, agriculture can be greatly improved.
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Hassan, Aitazaz, Khairuddin Sanaullah, Pavel Alexandrovich Taranenko, Vladimir Vladimirovich Sinitsin, Atta Ullah, and Afrasyab Khan. "Experimental and computational study of convective heat fluxes in swirling two‐phase flows." Heat Transfer, October 3, 2023. http://dx.doi.org/10.1002/htj.22951.

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AbstractThe convective mode of heat transfer is mainly due to the bulk motion of the fluid. Its turbulent nature and enhanced heat transfer coefficients have always attracted the academic, scientific community, and industrialists for many decades. The current research is based on the experimental and theoretical investigations on the turbulent convective heat transfer in swirling (60–300 rpm) steam (1–3 bars) injection into cocurrently flowing water. An exponential increase in the convective heat transfers up till the most swollen part of the swirling steam‐water volume of fluids has been observed. However, the convective heat transfer of the remaining part of the steam's plume shows an almost stagnant decreasing trend. The range of Rayleigh number that supports the transition in trends of the convective heat fluxes is 2.84 × 1011–3.71 × 1011. This transition affects the magnitude of the convective heat fluxes and the extent of the effective momentum fluxes, which is evident in the dominant role of the flow instabilities acting across the length of the steam's plume. Computational Fluid Dynamic analysis also has supported the exhibition of the heat fluxes magnitudes under the influence of the interacting Kelvin–Helmholtz instabilities and inertial instabilities across and along with the cocurrently acting shear layer.
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Ullah, Atta, Afrasyab Khan, Mohammed Zwawi, Mohammed Algarni, Bassem F. Felemban, and Ali Bahadar. "Effects of periodic cavitation on steam–water flow regime transition and mixing near steam nozzle exit." International Journal of Chemical Reactor Engineering, July 29, 2021. http://dx.doi.org/10.1515/ijcre-2021-0118.

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Abstract Supersonic steam injection from underwater vehicles into surrounding bulk water exhibits the formation of coherent structures due to the interfacial interaction between the steam and water. The mixing between the two is a function of the rate of growth of shear layer. In present work, experimental study is conducted with minor contribution from the CFD, to highlight the phenomena associated to the high-pressure steam injection into a pool of water under the influence of periodic cavitation which occurs near the steam's nozzle exit with its opening being at right angle to the opening of the exit nozzle. PIV setup along with piezoelectric acoustic emission sensors as well as LM35 temperature sensors and pitot tubes were applied to characterize the growth of the shear layer as a function of periodic cavitation with a range of steam's operating pressure. Based on the normalized shear growth rate as well as the Strouhal number and the normalized pitot thickness, the effect of rising in the cavitation on the variations of the thickness of the shear layer was studied. It was observed that higher area under the influence of the shear layer was due to the domination of the coherent flow structures, which influenced improved mixing between the steam and water. Comparison of our data with the available shear growth rate in literature shows good agreement when compared as a function of Mach number.
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Sansone, Lucia Grazia, Ronny Stanzani, Mirko Job, Simone Battista, Alessio Signori, and Marco Testa. "Robustness and static-positional accuracy of the SteamVR 1.0 virtual reality tracking system." Virtual Reality, November 11, 2021. http://dx.doi.org/10.1007/s10055-021-00584-5.

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AbstractThe use of low-cost immersive virtual reality systems is rapidly expanding. Several studies started to analyse the accuracy of virtual reality tracking systems, but they did not consider in depth the effects of external interferences in the working area. In line with that, this study aimed at exploring the static-positional accuracy and the robustness to occlusions inside the capture volume of the SteamVR (1.0) tracking system. To do so, we ran 3 different tests in which we acquired the position of HTC Vive PRO Trackers (2018 version) on specific points of a grid drawn on the floor, in regular tracking conditions and with partial and total occlusions. The tracking system showed a high inter- and intra-rater reliability and detected a tilted surface with respect to the floor plane. Every acquisition was characterised by an initial random offset. We estimated an average accuracy of 0.5 ± 0.2 cm across the entire grid (XY-plane), noticing that the central points were more accurate (0.4 ± 0.1 cm) than the outer ones (0.6 ± 0.1 cm). For the Z-axis, the measurements showed greater variability and the accuracy was equal to 1.7 ± 1.2 cm. Occlusion response was tested using nonparametric Bland–Altman statistics, which highlighted the robustness of the tracking system. In conclusion, our results promote the SteamVR system for static measures in the clinical field. The computed error can be considered clinically irrelevant for exercises aimed at the rehabilitation of functional movements, whose several motor outcomes are generally measured on the scale of metres.
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"Design and evaluation of a steamvr tracker for training applications – simulations and measurements." Metrology and Measurement Systems, July 20, 2023. http://dx.doi.org/10.24425/mms.2020.134841.

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Alcaraz-Dominguez, Silvia, and Núria Molas-Castells. "STEAME projects in basic education: validating a competence framework for educators." Journal of New Approaches in Educational Research 13, no. 1 (2024). http://dx.doi.org/10.1007/s44322-024-00019-4.

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Woo Park, Hyeon, V. M. Balasubramaniam, Dennis R. Heldman, Shiyu Cai, and Abigail B. Snyder. "Computational fluid dynamics analysis of superheated Steam's impact on temperature and humidity distribution within enclosed dry food processing spaces." Journal of Food Engineering, August 2023, 111718. http://dx.doi.org/10.1016/j.jfoodeng.2023.111718.

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36

Wirzburger, Andrew. "Platforms and the governmentality of political consumerism: A critical analysis of review bombing and de/politicization on Steam." Platforms & Society 2 (March 2025). https://doi.org/10.1177/29768624251341217.

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Platforms often serve as sites for practices of political consumerism, and exposure to news and political content through platforms can lead to increased engagement in such practices as boycotting and buycotting. However, platforms regularly intervene, visibly and invisibly, with the goings-on among their users, favoring their own techno-commercial logics. This critical analysis explores this tension between platforms and consumer protesters, asking how platforms relate to political consumerism through how they problematize and govern its practices. Using a governmentality lens, I focus on the case of review bombing on the video game platform Steam, arguing that the practice serves as an informal participation in politics that has been problematized by Steam as a social wrong within its population of users. Combining an analysis of Steam's public and developer-oriented policy documents with a critical walkthrough of its user review system, I explain how Steam has modified its platform affordances and discourses to directly and indirectly encourage a “helpful” consumer identity for its users while simultaneously depoliticizing reviews, games, and consumerism as a whole. This ongoing process, a discursive negotiation between platform governors and the governed, reveals not only the tenuous nature and future of political consumerism on platforms but also concerns for the increasing disparity in how segments of society conceive of power relations—and how they desire their change.
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Best, Paul, Matilde Meireles, Franziska Schroeder, et al. "Freely Available Virtual Reality Experiences as Tools to Support Mental Health Therapy: a Systematic Scoping Review and Consensus Based Interdisciplinary Analysis." Journal of Technology in Behavioral Science, June 23, 2021. http://dx.doi.org/10.1007/s41347-021-00214-6.

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AbstractThe primary purpose of this article is to review the potential therapeutic value of freely available VR content as an addition to the practitioners ‘toolkit’. Research has shown that virtual reality (VR) may be useful to extend existing guided imagery-based practices found in traditional mental health therapy. However, the use of VR technology within routine mental health practice remains low, despite recent reductions in equipment costs. A systematic scoping review and interdisciplinary analysis of freely available VR experiences was performed across two popular online databases (SteamVR and Oculus.com). A total of 1785 experiences were retrieved and screened for relevance with 46 meeting the inclusion criteria. VR content was then reviewed for potential therapeutic value by an interdisciplinary panel with experience across a number of therapeutic interventions including cognitive behavioural therapy, Rogerian counselling, mindfulness-based therapies. and family therapy. Eleven (22%) of the 50 freely available VR experiences were reported to have therapeutic potential as tools to support routine mental health therapy. These included support with the following mental health issues—low mood, social anxiety, stress reduction and fear of heights. Guidance of a qualified mental health practitioner was recommended in all cases to maximise the benefit of the VR experiences retrieved. While the quality is variable, freely available VR experiences may contain valuable content that could support mental health therapy. This includes as a homework activity or as an initial setting for case formulation and behavioural experiments.
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Warburton, Matthew, Mark Mon-Williams, Faisal Mushtaq, and J. Ryan Morehead. "Measuring motion-to-photon latency for sensorimotor experiments with virtual reality systems." Behavior Research Methods, October 10, 2022. http://dx.doi.org/10.3758/s13428-022-01983-5.

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AbstractConsumer virtual reality (VR) systems are increasingly being deployed in research to study sensorimotor behaviors, but properties of such systems require verification before being used as scientific tools. The ‘motion-to-photon’ latency (the lag between a user making a movement and the movement being displayed within the display) is a particularly important metric as temporal delays can degrade sensorimotor performance. Extant approaches to quantifying this measure have involved the use of bespoke software and hardware and produce a single measure of latency and ignore the effect of the motion prediction algorithms used in modern VR systems. This reduces confidence in the generalizability of the results. We developed a novel, system-independent, high-speed camera-based latency measurement technique to co-register real and virtual controller movements, allowing assessment of how latencies change through a movement. We applied this technique to measure the motion-to-photon latency of controller movements in the HTC Vive, Oculus Rift, Oculus Rift S, and Valve Index, using the Unity game engine and SteamVR. For the start of a sudden movement, all measured headsets had mean latencies between 21 and 42 ms. Once motion prediction could account for the inherent delays, the latency was functionally reduced to 2–13 ms, and our technique revealed that this reduction occurs within ~25–58 ms of movement onset. Our findings indicate that sudden accelerations (e.g., movement onset, impacts, and direction changes) will increase latencies and lower spatial accuracy. Our technique allows researchers to measure these factors and determine the impact on their experimental design before collecting sensorimotor data from VR systems.
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Cubillos, Daniel, and Magesh Chandramouli. "Design and implementation of virtual reality instructional tools for 3D printing processes in digital manufacturing." Journal of Intelligent Manufacturing and Special Equipment, January 14, 2025. https://doi.org/10.1108/jimse-10-2024-0025.

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PurposeIn order to allow easy replication of this study, industry standard software that is easily attainable was used. Most of the programs used are free to download, and the ones that are not are available, students can still obtain them through their university or free download options for enrolled university students. There is also a large online community for new users to learn how to use the programs through online tutorials, message boards and free instructional material provided by the developers. As this paper expands on the work created during part 1, the models and information gathered for SLA, SLS and FDM processes were modified and updated in order to be used for the second phase. The models were created using 3ds Max, an industry standard 3D modeling program created by Autodesk Media and entertainment. All the models, textures and animations were created using 3ds Max. While the program is not free, Autodesk does allow students to download the program for free as long as they are enrolled in an accredited university. It is common for universities to get Autodesk licensing for computer labs if they have a technology program, making it possible for students to use the program through the university.Design/methodology/approachThe VR system chosen was the Dell Visor: it offered the best combination of software support through SteamVR and Unity compatibility, low cost compared to other currently available VR systems, along with hardware and software requirements that could be met relatively easily (Chandramouli et al., 2018; Chandramouli et al., 2014a). Dell Visor requires 1 HDMI port and 1 USB 3.0 port to connect the headset to the computer, and can work with laptops. Dell Visor uses two hand controllers for movement tracking, Bluetooth connection is used to connect the hand controllers to the headset and computer in order to provide freedom of movement. This small number of ports and connecting wires required for the head set allows easy set up and increased flexibility of movement for the Dell Visor compared to most other VR headsets currently available. Dell Visor is also compatible with most computers, even older models thanks to use of adaptors. With the use of an adaptor and dongle for Bluetooth and HDMI support, even if the computer does not initially meet the hardware requirements of the system, it is still possible to run the Dell Visor on the computer.FindingsThe final simulation incorporates aspects of both the process and assembly aspects of the earlier scenes, but presents them using a constraint code added to sliding levers and pieces of the SLA 3D printer that lock into place when assembled. This simulation was created with the intent of being a demo for the capability of VR, as it uses the pre-build SteamVR code that is publicly available for use in Unity. This simulation uses a slide and lock constraint on a lever mechanism that allows the user to manually control the flow of the printer process, by moving the lever left and right, the user can rewind and fast forward through the printer animation as much as they wish to. There is also an assembly table to attach the individual parts of the SLA printer together. The pieces lock into place when put into the correct spot, using the base part of the printer as the starting point for them to build off.Originality/valueWhile VR technology is still a relatively new field, the possible uses of this technology are becoming better understood in recent years. As both the general public and institutions become better acquainted with VR, more opportunities are created for instruction. VR has been associated with entertainment as the primary use for the technology, however, there is potential for VR in both business and educational as an effective learning tool. The main priority above all else for the simulations created for this study was to teach people about 3D printing in an accurate and interesting manner. Throughout the entire process this end goal was kept in mind, and achieving this goal shows the academic potential of VR for institutions. This study has provided a framework for how an institution can create a customized VR instructional model to fit their student’s needs. Using either freely available or academically partnered programs for use, any university can begin to create their own VR instructional materials that are compatible with both VR headset and desktop. Unity has a large online support network for students to troubleshoot and teach themselves how to use the software; it is compatible with modern computers so it is possible to create simulations that do not require a VR headset, and is free to use. This can allow universities to create simulations for relatively low cost and low barrier to entry, not factoring the initial cost of buying the necessary programs, hardware and time required for new users to learn the software.
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Moore, Christopher Luke. "Digital Games Distribution: The Presence of the Past and the Future of Obsolescence." M/C Journal 12, no. 3 (2009). http://dx.doi.org/10.5204/mcj.166.

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A common criticism of the rhythm video games genre — including series like Guitar Hero and Rock Band, is that playing musical simulation games is a waste of time when you could be playing an actual guitar and learning a real skill. A more serious criticism of games cultures draws attention to the degree of e-waste they produce. E-waste or electronic waste includes mobiles phones, computers, televisions and other electronic devices, containing toxic chemicals and metals whose landfill, recycling and salvaging all produce distinct environmental and social problems. The e-waste produced by games like Guitar Hero is obvious in the regular flow of merchandise transforming computer and video games stores into simulation music stores, filled with replica guitars, drum kits, microphones and other products whose half-lives are short and whose obsolescence is anticipated in the annual cycles of consumption and disposal. This paper explores the connection between e-waste and obsolescence in the games industry, and argues for the further consideration of consumers as part of the solution to the problem of e-waste. It uses a case study of the PC digital distribution software platform, Steam, to suggest that the digital distribution of games may offer an alternative model to market driven software and hardware obsolescence, and more generally, that such software platforms might be a place to support cultures of consumption that delay rather than promote hardware obsolescence and its inevitability as e-waste. The question is whether there exists a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities (its current 'green' benefit), but also for supporting consumer practices that further reduce e-waste. The games industry relies on a rapid production and innovation cycle, one that actively enforces hardware obsolescence. Current video game consoles, including the PlayStation 3, the Xbox 360 and Nintendo Wii, are the seventh generation of home gaming consoles to appear within forty years, and each generation is accompanied by an immense international transportation of games hardware, software (in various storage formats) and peripherals. Obsolescence also occurs at the software or content level and is significant because the games industry as a creative industry is dependent on the extensive management of multiple intellectual properties. The computing and video games software industry operates a close partnership with the hardware industry, and as such, software obsolescence directly contributes to hardware obsolescence. The obsolescence of content and the redundancy of the methods of policing its scarcity in the marketplace has been accelerated and altered by the processes of disintermediation with a range of outcomes (Flew). The music industry is perhaps the most advanced in terms of disintermediation with digital distribution at the center of the conflict between the legitimate and unauthorised access to intellectual property. This points to one issue with the hypothesis that digital distribution can lead to a reduction in hardware obsolescence, as the marketplace leader and key online distributor of music, Apple, is also the major producer of new media technologies and devices that are the paragon of stylistic obsolescence. Stylistic obsolescence, in which fashion changes products across seasons of consumption, has long been observed as the dominant form of scaled industrial innovation (Slade). Stylistic obsolescence is differentiated from mechanical or technological obsolescence as the deliberate supersedence of products by more advanced designs, better production techniques and other minor innovations. The line between the stylistic and technological obsolescence is not always clear, especially as reduced durability has become a powerful market strategy (Fitzpatrick). This occurs where the design of technologies is subsumed within the discourses of manufacturing, consumption and the logic of planned obsolescence in which the product or parts are intended to fail, degrade or under perform over time. It is especially the case with signature new media technologies such as laptop computers, mobile phones and portable games devices. Gamers are as guilty as other consumer groups in contributing to e-waste as participants in the industry's cycles of planned obsolescence, but some of them complicate discussions over the future of obsolescence and e-waste. Many gamers actively work to forestall the obsolescence of their games: they invest time in the play of older games (“retrogaming”) they donate labor and creative energy to the production of user-generated content as a means of sustaining involvement in gaming communities; and they produce entirely new game experiences for other users, based on existing software and hardware modifications known as 'mods'. With Guitar Hero and other 'rhythm' games it would be easy to argue that the hardware components of this genre have only one future: as waste. Alternatively, we could consider the actual lifespan of these objects (including their impact as e-waste) and the roles they play in the performances and practices of communities of gamers. For example, the Elmo Guitar Hero controller mod, the Tesla coil Guitar Hero controller interface, the Rock Band Speak n' Spellbinder mashup, the multiple and almost sacrilegious Fender guitar hero mods, the Guitar Hero Portable Turntable Mod and MAKE magazine's Trumpet Hero all indicate a significant diversity of user innovation, community formation and individual investment in the post-retail life of computer and video game hardware. Obsolescence is not just a problem for the games industry but for the computing and electronics industries more broadly as direct contributors to the social and environmental cost of electrical waste and obsolete electrical equipment. Planned obsolescence has long been the experience of gamers and computer users, as the basis of a utopian mythology of upgrades (Dovey and Kennedy). For PC users the upgrade pathway is traversed by the consumption of further hardware and software post initial purchase in a cycle of endless consumption, acquisition and waste (as older parts are replaced and eventually discarded). The accumulation and disposal of these cultural artefacts does not devalue or accrue in space or time at the same rate (Straw) and many users will persist for years, gradually upgrading and delaying obsolescence and even perpetuate the circulation of older cultural commodities. Flea markets and secondhand fairs are popular sites for the purchase of new, recent, old, and recycled computer hardware, and peripherals. Such practices and parallel markets support the strategies of 'making do' described by De Certeau, but they also continue the cycle of upgrade and obsolescence, and they are still consumed as part of the promise of the 'new', and the desire of a purchase that will finally 'fix' the users' computer in a state of completion (29). The planned obsolescence of new media technologies is common, but its success is mixed; for example, support for Microsoft's operating system Windows XP was officially withdrawn in April 2009 (Robinson), but due to the popularity in low cost PC 'netbooks' outfitted with an optimised XP operating system and a less than enthusiastic response to the 'next generation' Windows Vista, XP continues to be popular. Digital Distribution: A Solution? Gamers may be able to reduce the accumulation of e-waste by supporting the disintermediation of the games retail sector by means of online distribution. Disintermediation is the establishment of a direct relationship between the creators of content and their consumers through products and services offered by content producers (Flew 201). The move to digital distribution has already begun to reduce the need to physically handle commodities, but this currently signals only further support of planned, stylistic and technological obsolescence, increasing the rate at which the commodities for recording, storing, distributing and exhibiting digital content become e-waste. Digital distribution is sometimes overlooked as a potential means for promoting communities of user practice dedicated to e-waste reduction, at the same time it is actively employed to reduce the potential for the unregulated appropriation of content and restrict post-purchase sales through Digital Rights Management (DRM) technologies. Distributors like Amazon.com continue to pursue commercial opportunities in linking the user to digital distribution of content via exclusive hardware and software technologies. The Amazon e-book reader, the Kindle, operates via a proprietary mobile network using a commercially run version of the wireless 3G protocols. The e-book reader is heavily encrypted with Digital Rights Management (DRM) technologies and exclusive digital book formats designed to enforce current copyright restrictions and eliminate second-hand sales, lending, and further post-purchase distribution. The success of this mode of distribution is connected to Amazon's ability to tap both the mainstream market and the consumer demand for the less-than-popular; those books, movies, music and television series that may not have been 'hits' at the time of release. The desire to revisit forgotten niches, such as B-sides, comics, books, and older video games, suggests Chris Anderson, linked with so-called “long tail” economics. Recently Webb has queried the economic impact of the Long Tail as a business strategy, but does not deny the underlying dynamics, which suggest that content does not obsolesce in any straightforward way. Niche markets for older content are nourished by participatory cultures and Web 2.0 style online services. A good example of the Long Tail phenomenon is the recent case of the 1971 book A Lion Called Christian, by Anthony Burke and John Rendall, republished after the author's film of a visit to a resettled Christian in Africa was popularised on YouTube in 2008. Anderson's Long Tail theory suggests that over time a large number of items, each with unique rather than mass histories, will be subsumed as part of a larger community of consumers, including fans, collectors and everyday users with a long term interest in their use and preservation. If digital distribution platforms can reduce e-waste, they can perhaps be fostered by to ensuring digital consumers have access to morally and ethically aware consumer decisions, but also that they enjoy traditional consumer freedoms, such as the right to sell on and change or modify their property. For it is not only the fixation on the 'next generation' that contributes to obsolescence, but also technologies like DRM systems that discourage second hand sales and restrict modification. The legislative upgrades, patches and amendments to copyright law that have attempted to maintain the law's effectiveness in competing with peer-to-peer networks have supported DRM and other intellectual property enforcement technologies, despite the difficulties that owners of intellectual property have encountered with the effectiveness of DRM systems (Moore, Creative). The games industry continues to experiment with DRM, however, this industry also stands out as one of the few to have significantly incorporated the user within the official modes of production (Moore, Commonising). Is the games industry capable (or willing) of supporting a digital delivery system that attempts to minimise or even reverse software and hardware obsolescence? We can try to answer this question by looking in detail at the biggest digital distributor of PC games, Steam. Steam Figure 1: The Steam Application user interface retail section Steam is a digital distribution system designed for the Microsoft Windows operating system and operated by American video game development company and publisher, Valve Corporation. Steam combines online games retail, DRM technologies and internet-based distribution services with social networking and multiplayer features (in-game voice and text chat, user profiles, etc) and direct support for major games publishers, independent producers, and communities of user-contributors (modders). Steam, like the iTunes games store, Xbox Live and other digital distributors, provides consumers with direct digital downloads of new, recent and classic titles that can be accessed remotely by the user from any (internet equipped) location. Steam was first packaged with the physical distribution of Half Life 2 in 2004, and the platform's eventual popularity is tied to the success of that game franchise. Steam was not an optional component of the game's installation and many gamers protested in various online forums, while the platform was treated with suspicion by the global PC games press. It did not help that Steam was at launch everything that gamers take objection to: a persistent and initially 'buggy' piece of software that sits in the PC's operating system and occupies limited memory resources at the cost of hardware performance. Regular updates to the Steam software platform introduced social network features just as mainstream sites like MySpace and Facebook were emerging, and its popularity has undergone rapid subsequent growth. Steam now eclipses competitors with more than 20 million user accounts (Leahy) and Valve Corporation makes it publicly known that Steam collects large amounts of data about its users. This information is available via the public player profile in the community section of the Steam application. It includes the average number of hours the user plays per week, and can even indicate the difficulty the user has in navigating game obstacles. Valve reports on the number of users on Steam every two hours via its web site, with a population on average between one and two million simultaneous users (Valve, Steam). We know these users’ hardware profiles because Valve Corporation makes the results of its surveillance public knowledge via the Steam Hardware Survey. Valve’s hardware survey itself conceptualises obsolescence in two ways. First, it uses the results to define the 'cutting edge' of PC technologies and publishing the standards of its own high end production hardware on the companies blog. Second, the effect of the Survey is to subsequently define obsolescent hardware: for example, in the Survey results for April 2009, we can see that the slight majority of users maintain computers with two central processing units while a significant proportion (almost one third) of users still maintained much older PCs with a single CPU. Both effects of the Survey appear to be well understood by Valve: the Steam Hardware Survey automatically collects information about the community's computer hardware configurations and presents an aggregate picture of the stats on our web site. The survey helps us make better engineering and gameplay decisions, because it makes sure we're targeting machines our customers actually use, rather than measuring only against the hardware we've got in the office. We often get asked about the configuration of the machines we build around the office to do both game and Steam development. We also tend to turn over machines in the office pretty rapidly, at roughly every 18 months. (Valve, Team Fortress) Valve’s support of older hardware might counter perceptions that older PCs have no use and begins to reverse decades of opinion regarding planned and stylistic obsolescence in the PC hardware and software industries. Equally significant to the extension of the lives of older PCs is Steam's support for mods and its promotion of user generated content. By providing software for mod creation and distribution, Steam maximises what Postigo calls the development potential of fan-programmers. One of the 'payoffs' in the information/access exchange for the user with Steam is the degree to which Valve's End-User Licence Agreement (EULA) permits individuals and communities of 'modders' to appropriate its proprietary game content for use in the creation of new games and games materials for redistribution via Steam. These mods extend the play of the older games, by requiring their purchase via Steam in order for the individual user to participate in the modded experience. If Steam is able to encourage this kind of appropriation and community support for older content, then the potential exists for it to support cultures of consumption and practice of use that collaboratively maintain, extend, and prolong the life and use of games. Further, Steam incorporates the insights of “long tail” economics in a purely digital distribution model, in which the obsolescence of 'non-hit' game titles can be dramatically overturned. Published in November 2007, Unreal Tournament 3 (UT3) by Epic Games, was unappreciated in a market saturated with games in the first-person shooter genre. Epic republished UT3 on Steam 18 months later, making the game available to play for free for one weekend, followed by discounted access to new content. The 2000 per cent increase in players over the game's 'free' trial weekend, has translated into enough sales of the game for Epic to no longer consider the release a commercial failure: It’s an incredible precedent to set: making a game a success almost 18 months after a poor launch. It’s something that could only have happened now, and with a system like Steam...Something that silently updates a purchase with patches and extra content automatically, so you don’t have to make the decision to seek out some exciting new feature: it’s just there anyway. Something that, if you don’t already own it, advertises that game to you at an agreeably reduced price whenever it loads. Something that enjoys a vast community who are in turn plugged into a sea of smaller relevant communities. It’s incredibly sinister. It’s also incredibly exciting... (Meer) Clearly concerns exist about Steam's user privacy policy, but this also invites us to the think about the economic relationship between gamers and games companies as it is reconfigured through the private contractual relationship established by the EULA which accompanies the digital distribution model. The games industry has established contractual and licensing arrangements with its consumer base in order to support and reincorporate emerging trends in user generated cultures and other cultural formations within its official modes of production (Moore, "Commonising"). When we consider that Valve gets to tax sales of its virtual goods and can further sell the information farmed from its users to hardware manufacturers, it is reasonable to consider the relationship between the corporation and its gamers as exploitative. Gabe Newell, the Valve co-founder and managing director, conversely believes that people are willing to give up personal information if they feel it is being used to get better services (Leahy). If that sentiment is correct then consumers may be willing to further trade for services that can reduce obsolescence and begin to address the problems of e-waste from the ground up. Conclusion Clearly, there is a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities but also supporting consumer practices that further reduce e-waste. For an industry where only a small proportion of the games made break even, the successful relaunch of older games content indicates Steam's capacity to ameliorate software obsolescence. Digital distribution extends the use of commercially released games by providing disintermediated access to older and user-generated content. For Valve, this occurs within a network of exchange as access to user-generated content, social networking services, and support for the organisation and coordination of communities of gamers is traded for user-information and repeat business. Evidence for whether this will actively translate to an equivalent decrease in the obsolescence of game hardware might be observed with indicators like the Steam Hardware Survey in the future. The degree of potential offered by digital distribution is disrupted by a range of technical, commercial and legal hurdles, primary of which is the deployment of DRM, as part of a range of techniques designed to limit consumer behaviour post purchase. While intervention in the form of legislation and radical change to the insidious nature of electronics production is crucial in order to achieve long term reduction in e-waste, the user is currently considered only in terms of 'ethical' consumption and ultimately divested of responsibility through participation in corporate, state and civil recycling and e-waste management operations. The message is either 'careful what you purchase' or 'careful how you throw it away' and, like DRM, ignores the connections between product, producer and user and the consumer support for environmentally, ethically and socially positive production, distribrution, disposal and recycling. This article, has adopted a different strategy, one that sees digital distribution platforms like Steam, as capable, if not currently active, in supporting community practices that should be seriously considered in conjunction with a range of approaches to the challenge of obsolescence and e-waste. 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"Commonising the Enclosure: Online Games and Reforming Intellectual Property Regimes." Australian Journal of Emerging Technologies and Society 3. 2, (2005). 12 Apr. 2009 ‹http://www.swin.edu.au/sbs/ajets/journal/issue5-V3N2/abstract_moore.htm›. Moore, Christopher. "Creative Choices: Changes to Australian Copyright Law and the Future of the Public Domain." Media International Australia 114 (Feb. 2005): 71–83. Postigo, Hector. "Of Mods and Modders: Chasing Down the Value of Fan-Based Digital Game Modification." Games and Culture 2 (2007): 300-13. Robinson, Daniel. "Windows XP Support Runs Out Next Week." PC Business Authority 8 Apr. 2009. 16 Apr. 2009 ‹http://www.pcauthority.com.au/News/142013,windows-xp-support-runs-out-next-week.aspx›. Straw, Will. "Exhausted Commodities: The Material Culture of Music." Canadian Journal of Communication 25.1 (2000): 175. Slade, Giles. Made to Break: Technology and Obsolescence in America. Cambridge: Harvard UP, 2006. Valve. "Steam and Game Stats." 26 Apr. 2009 ‹http://store.steampowered.com/stats/›. Valve. "Team Fortress 2: The Scout Update." Steam Marketing Message 20 Feb. 2009. 12 Apr. 2009 ‹http://storefront.steampowered.com/Steam/Marketing/message/2269/›. Webb, Richard. "Online Shopping and the Harry Potter Effect." New Scientist 2687 (2008): 52-55. 16 Apr. 2009 ‹http://www.newscientist.com/article/mg20026873.300-online-shopping-and-the-harry-potter-effect.html?page=2›. With thanks to Dr Nicola Evans and Dr Frances Steel for their feedback and comments on drafts of this paper.
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