Academic literature on the topic 'Video steam'

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Journal articles on the topic "Video steam"

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Werning, Stefan. "Disrupting video game distribution." Nordic Journal of Media Studies 1, no. 1 (2019): 103–24. http://dx.doi.org/10.2478/njms-2019-0007.

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AbstractThis article analyses the disruptive potential of Valve’s game distribution platform, Steam, focusing specifically on how Steam has evolved into a de facto online social network and how Valve uses constant feature changes as part of its corporate rhetoric. Despite its profound influence on the video game industry, scholarly inquiry into Steam has focused on analyses of user or value creation. However, Steam arguably derives its long-term disruptive potential from combining the gamification of digital distribution with the formation of ephemeral public spheres around the games that it d
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Darmadi, Budiono, and M. Rifai. "Pembelajaran STEAM Sebagai Pembelajaran Inovatif." Jurnal Multidisiplin Madani 2, no. 8 (2022): 3469–74. http://dx.doi.org/10.55927/mudima.v2i8.924.

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Tidak sedikit ahli atau orang yang merasa dirinya ahli atau orang yang dianggap ahli menyatakan bahwa pembelajaran inovasi identik dengan pembelajaran STEAM. Artikel ini membahas kesiapan perangkat pembelajaran STEAM dan perbedaan pembelajaran inovatif dengan pembelajaran STEAM. Metode penelitian mengunakan penelitian kualitatif. Subjek penelitian adalah seorang ahli atau orang yang dianngap ahli. Pengumpulan data menggunakan wawancara mendalam. Hasil penelitian menunjukan bahwa video-video terkait pembelajaran dengan pendekatan STEAM masih bersifat teoritis dan belum masuk praktis sehingga di
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Annisa, Annisa, Syahmani Syahmani, and Rahmat Yunus. "Pengembangan media pembelajaran sistem akuaponik berbasis STEAM pada pembelajaran IPAS untuk meningkatkan kreativitas siswa SMK." SERIBU SUNGAI: Jurnal Penelitian dan Pengabdian Kepada Masyarakat 1, no. 1 (2023): 26–32. https://doi.org/10.20527/seru.v1i1.200.

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Penelitian ini bertujuan untuk menghasilkan video pembelajaran menggunakan Project Based Learning terintegrasi STEAM (STEAM-PjBL) yang layak untuk meningkatkan kemampuan berpikir kreatif siswa. Penelitian pengembangan ini menggunakan model ADDIE (Analysis, Design, Developmen, Implementation, and Evaluation). Data penelitian diperoleh dari pedoman wawancara, angket respon dan lembar validasi. Validator yang dilibatkan untuk memvalidasi berjumlah delapan orang yang terdiri dari pakar dan praktisi. Data aspek kepraktisan diperoleh dari respon sepuluh siswa kelas X Kuliner 2. Hasil penelitian m
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Rahayu, Endang Yanuarti, Yuliani Nurani, and Sri Martini Meilanie. "Pembelajaran yang terinspirasi STEAM: Menumbuhkan Keterampilan Berpikir Kritis melalui Video Tutorial." Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini 7, no. 3 (2023): 2627–40. http://dx.doi.org/10.31004/obsesi.v7i3.4228.

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STEAM menawarkan banyak manfaat dalam proses pembelajaran bagi anak kecil atau usia dini. Penelitian ini bertujuan dalam mendeskripsikan keterampilan berpikir kritis bagi anak-anak dalam pembelajaran STEAM dengan perantara video tutorial. Pembelajaran STEAM melalui video tutorial mengintergrasikan lima konten pembelajaran dalam satu kegiatan. Penelitian ini menggunakan pendekatan ADDIE dengan analisis data deskriptif kuantitatif. Subjek penelitian ini meliputi 10 anak usia 5-6 tahun dan 2 orang guru pada lembaga non formal wilayah Bekasi Timur Kota Bekasi yaitu SPS Asoka. Hasil penelitian seca
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Abu Taha, Mohammed, Wassim Hamidouche, Naty Sidaty, et al. "Privacy Protection in Real Time HEVC Standard Using Chaotic System." Cryptography 4, no. 2 (2020): 18. http://dx.doi.org/10.3390/cryptography4020018.

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Video protection and access control have gathered steam over recent years. However, the most common methods encrypt the whole video bit stream as unique data without taking into account the structure of the compressed video. These full encryption solutions are time and power consuming and, thus, are not aligned with the real-time applications. In this paper, we propose a Selective Encryption (SE) solution for Region of Interest (ROI) security based on the tile concept in High Efficiency Video Coding (HEVC) standards and selective encryption of all sensitive parts in videos. The SE solution dep
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Liu, Yun Feng, Xian Rong Peng, and Zheng Jin. "Design of a High Definition Video Communication System in Real-Time Network." Applied Mechanics and Materials 347-350 (August 2013): 2012–17. http://dx.doi.org/10.4028/www.scientific.net/amm.347-350.2012.

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This paper presents the design of a high definition video communication system with real-time performance in the network. In order to process and transmit the high definition video, the design combines FPGA and SOC, follows the H.264 video coding compression. The FPGA realizes the highspeed video acquisition via Cameralink interface, and convert the raw image to ITU-R BT.1120 stream. The SOC contains CPU and Codec, it compresses the BT.1120 stream to H.264 steam and transmit the stream in the network. The low-delay rate control algorithm can limit the bitrate in a very low level. The result sh
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Puspita, Ika, and Sulasfiana Alfi Raida. "Development of Video Stop Motion Graphic Animation Oriented STEAM (Science, Technology, Engineering, Arts, And Mathematics) on Global Warming Materials in Junior High School." THABIEA : JOURNAL OF NATURAL SCIENCE TEACHING 4, no. 2 (2021): 198. http://dx.doi.org/10.21043/thabiea.v4i2.11895.

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<p>This study aims to design and produce a stop motion graphic animation video oriented to STEAM global warming material that is used as a learning medium and to determine the response of students at MTs Manbaul Huda Ngaluran Karanganyar Demak to stop motion graphic animation video oriented STEAM global warming material. The research method used is Research and Development (R&D) which refers to the Borg and Gall development procedure. This research includes 7 stages. The trial was carried out after going through a validity test by media experts and material experts. The trial was
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Rizani, Muhammad Nazhif, Mohd Nor Akmal Khalid, and Hiroyuki Iida. "Application of Meta-Gaming Concept to the Publishing Platform: Analysis of the Steam Games Platform." Information 14, no. 2 (2023): 110. http://dx.doi.org/10.3390/info14020110.

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The digital marketplace has rapidly grown, transitioning the market of video games from physical localized experiences to more networked, expanded, virtual spaces. With a highly competitive business market, platform governance policy allows for the emergence of rapidly growing publishing platforms for digital video games such as the Steam platform. This study demonstrated the importance of the meta-gaming of a platform based on the Steam platform; 18,658 Steam-listed games were acquired and analyzed from the Steam Store, Steam Spy, and Steam achievement databases. A detailed analysis was condu
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de, Palacio Desiré. "Bariónica: Combining Photography, Philosophy and Astronomy for the ESA/Hubble Ode to Hubble Competition." Communicating Astronomy with the Public Journal 9, no. 2 (2015): 27–32. https://doi.org/10.5281/zenodo.14942627.

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In early 2015 the artist behind the photographic collection Bariónica entered it in video form into the European Space­ Agency’s (ESA) Ode to Hubble competition — a public video competition organised to celebrate the 25th anniversary of the Hubble Space Telescope1. The photographic collection aims to show the connection between cosmic matter and the matter which constitutes mankind, using images and ideas from astronomy to symbolise the connection between what we are, and where we came from. On 24 April 2015, Hubble’s 25th birthday, Bariónica was announced a
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Solikhah, Makhfudhotus, Yasmin Mumtaz Tsabitah, Arifatin Rosichah Rahmadani, and Andika Adinanda Siswoyo. "PENERAPAN MODEL STEAM BERBANTUAN VIDEO PEMBELAJARAN DALAM MENINGKATKAN HASIL BELAJAR IPAS MUATAN IPA PADA SISWA." ACTION : Jurnal Inovasi Penelitian Tindakan Kelas dan Sekolah 5, no. 2 (2025): 124–34. https://doi.org/10.51878/action.v5i2.5478.

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This study aims to improve the learning outcomes of fourth grade students of SDN Kamal 1 on the Greenhouse Effect material through the application of the STEAM learning model assisted by learning videos. The problem faced is the low creativity of teachers in science learning so that students in the class are classified as less active and their learning outcomes have not reached an optimal level. This is indicated by the fact that only 25 percent of students managed to achieve learning completeness in the initial exam. This study uses the Classroom Action Research (CAR) method, which is based o
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Dissertations / Theses on the topic "Video steam"

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Skořepa, Jakub. "Video na WEBu." Master's thesis, Vysoká škola ekonomická v Praze, 2007. http://www.nusl.cz/ntk/nusl-1276.

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Práce shrnuje problematiku digitálního videa na WEBu a nastiňuje možnosti využití videa, jako velice účinného způsobu přenosu informací po internetu. Dále práce identifikuje způsoby využití digitálního videa v praxi a pro jednotlivé způsoby použití stanovuje doporučení týkající se konkrétních charakteristik digitálního videa. Vyjadřuje se také k budoucím trendům v oblasti digitálního videa na WEBu. Pro porozumění závěrečných kapitol jsou nejdříve rozebrány obecné principy digitálního videa. Proto se v první části práce zaměřuje na digitální video obecně a s ním spojené pojmy. Poté jsou rozebír
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Poullot, Sébastien. "Scalable Content-Based Video Copy Detection for Stream Monitoring and Video Mining." Paris, CNAM, 2009. http://www.theses.fr/2009CNAM0627.

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This thesis essentially adresses the scability of the indexong methods of vectorial databases. The applications concern the similarity-based search of video descriptors in large volumes in order to perform content-based copy detection. On one hand we want to perform an online monitoring of a video stream on a reference database, containing here 280000 hours of video, which means 17 billions of descriptors. The proposed solution is based on a new indexing and probalistic searching method based on a Zgrid, but also on a distorsion of the video descriptors and on a local density model. The goal i
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Wolkesson, Henrik. "Realtime Mosaicing of Video Stream from µUAV." Thesis, Linköpings universitet, Datorseende, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-76357.

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This is a master thesis of the Master of Science degree program in Applied Physics and Electrical Engineering (Y) at Linköping University. The goal of the projectis to develop an application for creating a map in real time from a video camera on a miniature unmanned aerial vehicle. This thesis project and report is a first exploratory study for this application. It implements a prototype method and evaluates it on sample sequences from an on-board video camera. The method first looks for good points to follow in the image and then tracks them in a sequence.The image is then pasted, or merged,
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Drake, Matthew Henry. "Stream programming for image and video compression." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/36774.

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Thesis (M. Eng. and S.B.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2006.<br>Includes bibliographical references (p. 101-108).<br>Video playback devices rely on compression algorithms to minimize storage, transmission bandwidth, and overall cost. Compression techniques have high realtime and sustained throughput requirements, and the end of CPU clock scaling means that parallel implementations for novel system architectures are needed. Parallel implementations increase the complexity of application design. Current languages force the programm
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Sych, Alexey, and Олексій Сергійович Сич. "Image depth evaluation system by stream video." Thesis, National Aviation University, 2021. https://er.nau.edu.ua/handle/NAU/50762.

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1. Depth map generation for 2d-to-3d conversion by short-term motion assisted color segmentation/Yu-Lin Chang, Chih-Ying Fang, Li-Fu Ding, Shao-Yi Chen, and Liang-Gee Chen - DSP/IC Design Lab, Graduate Institute of Electronics Engineering, National Taiwan University, Taipei, Taiwan 2. Scharstein D., Szeliski R. A taxonomy and evaluation of dense two-frame stereo correspondence algorithms // Int. Journal of Computer Vision 47. April-June 2002. PP. 7–42. 3. Разработка и исследование алгоритма вычисления карты глубины стереоизображения/ В.В. Воронин. 4. Метод оценки глубины сцены и текстуры не
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Holmes, Alexander. "Paycheck.exe: Optimizing the Video Game Live Stream." Digital WPI, 2019. https://digitalcommons.wpi.edu/etd-theses/1283.

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Multiple resources currently exist that provide tips, tricks, and hints on gaining greater success, or increasing one’s chances for success, in the field of live content creation. However, these resources often lack depth, detail, large sample size, or significant research on the topic. The purpose of this thesis is twofold: to aggregate and optimize the very best methods for live content creators to employ as they begin a streaming career, and how best to implement these methodologies for maximum success in the current streaming market. Through analysis of a set of semi-structured intervie
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Allouche, Mohamed. "Video tracking for marketing applications." Electronic Thesis or Diss., Institut polytechnique de Paris, 2024. http://www.theses.fr/2024IPPAS033.

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Au cours des dernières décennies, la production et la consommation de vidéos ont considérablement augmenté et il est communément admis que 80 % du trafic Internet est constitué de vidéos. Dans ce cadre, les vidéos de marketing sont encore dominées par le contenu payant (c'est-à-dire le contenu créé par l'annonceur qui paie un annonceur pour distribuer ce contenu). Cependant, le contenu vidéo organique progresse lentement mais sûrement. Le terme « contenu organique » fait référence à un contenu dont la création et/ou la distribution n'est pas payante. Dans la plupart des cas, il s'agit d'un con
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Bondy, Michel D. "Voice stream-based lip animation for audio-video communication." Thesis, University of Ottawa (Canada), 2001. http://hdl.handle.net/10393/9169.

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This thesis describes a system that uses the voice track to determine the shape of a speaker's lips for use in a model-based audio-video communication system. A parametric model (deformable template) is used to measure the shape of a speaker's lips. The system uses Linear Predictive Coding (LPC) analysis and the LPC cepstral coefficients for audio recognition. As each individual has his/her own typical lip positions while uttering various speech sounds the system is speaker dependent. A vector quantization algorithm is used to create a compact and speaker dependent cepstral coefficient to lip
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Pacura, Dávid. "Hardware Accelerated Digital Image Stabilization in a Video Stream." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255435.

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Cílem této práce je návrh nové techniky pro stabilizaci obrazu za pomoci hardwarové akcelerace prostřednictvím GPGPU. Využití této techniky umožnuje stabilizaci videosekvencí v reálném čase i pro video ve vysokém rozlišení. Toho je zapotřebí pro ulehčení dalšího zpracování v počítačovém vidění nebo v armádních aplikacích. Z důvodu existence vícerých programovacích modelů pro GPGPU je navrhnutý stabilizační algoritmus implementován ve třech nejpoužívanějších z nich. Jejich výkon a výsledky jsou následně porovnány a diskutovány.
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Brown, Michelle M. "Hardware study on the H.264/AVC video stream parser /." Online version of thesis, 2008. http://hdl.handle.net/1850/7766.

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Books on the topic "Video steam"

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Shi, Feng. Learn About Collaborative Filtering in R With Data From Steam Video Games Dataset (2017). SAGE Publications, Ltd., 2019. http://dx.doi.org/10.4135/9781526487704.

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Hu, Liangyun. Bu dan wan, hai zi ji zuo VR! dong shou kai fa HTC Vive you xi. Jia kui shu wei, 2017.

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1972-, Gutgesell Natalie, and KunstMühle Mürsbach (Rattelsdorf Germany), eds. From a spark to a stream. Mitteldeutscher Verlag, 2017.

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Bonn, Städtisches Kunstmuseum, and Wilhelm Lehmbruck Museum Duisburg, eds. Mioon: Menschenstrom : eine Videoinstallation für Kinder und Jugendliche = human stream : a video installation for the young. Kunstmuseum, 2005.

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STEAM Jobs in Game Development. Rourke Educational Media, 2016.

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Rosenberg, Kenneth. STEAM Jobs in Game Development. Rourke Educational Media, 2016.

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Rosenberg, Kenneth. STEAM Jobs in Game Development. Rourke Educational Media, 2019.

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STEAM Jobs in Game Development. Rourke Educational Media, 2016.

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Rhodes, Sam. STEAM Jobs for Gamers. Capstone, 2018.

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Rhodes, Sam. STEAM Jobs for Gamers. Capstone, 2018.

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Book chapters on the topic "Video steam"

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Cai, Shuyao, Sunyi Zhang, Lin Zhu, and Yanxia Jia. "A Data Analysis of Video Game Reviews on Steam." In Proceedings of Eighth International Congress on Information and Communication Technology. Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-99-3091-3_56.

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Leung, Suzannie K. Y., Kimburley W. Y. Choi, and Mantak Yuen. "Creative Digital Art: Young Children’s Video Making Through Practice-Based Learning." In Embedding STEAM in Early Childhood Education and Care. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-65624-9_3.

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Kim, Jeongyeun, and Namje Park. "The Organization and Presentation of Video Continuity Using 3D Floating Technique in STEAM Education." In Lecture Notes in Electrical Engineering. Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-642-54900-7_66.

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Liang, Yu-Chen, Koong Hao-Chiang Lin, and Cheng-Tsung Li. "Employing STEAM 6E Teaching Methods to Analyze the Academic Emotions of the Digital Video Practice Course." In Lecture Notes in Computer Science. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-91540-7_60.

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Rocher, Pierre-Olivier, Christophe Gravier, Julien Subercaze, and Marius Preda. "Video Stream Transmodality." In Enterprise Information Systems. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-22348-3_20.

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Flanagan, Eílis. "Conducting video studies." In Perspectives in Contemporary STEM Education Research. Routledge, 2022. http://dx.doi.org/10.4324/9781003108122-10.

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Maraev, Anton A., Gennady A. Shut, Alexander N. Timofeev, et al. "Effect of Illumination on Errors in Estimation of a Rotor Blade Chord Value During Intelligent Video Endoscopy of a Closed Steam Turbine Cylinder." In Studies in Systems, Decision and Control. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-97004-8_13.

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Fischer, Walter. "The MPEG Data Stream." In Digital Video and Audio Broadcasting Technology. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-32185-7_3.

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Fischer, Walter. "The MPEG Data Stream." In Digital Video and Audio Broadcasting Technology. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-11612-4_3.

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Lederman, Jaci Lee. "STEM Learning Through Video Games." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_328-1.

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Conference papers on the topic "Video steam"

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Hadinata, Dendy, Mahendra Dwifebri Purbolaksono, and Utami Kusuma Dewi. "Sentiment Analysis of Steam Video Game Reviews for Disco Elysium Using the Random Forest Tuning Method with Chi-Square Features." In 2024 International Conference on Intelligent Cybernetics Technology & Applications (ICICyTA). IEEE, 2024. https://doi.org/10.1109/icicyta64807.2024.10913106.

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Dewi, Rizka Marina, Mahendra Dwifebri Purbolaksono, and Utami Kusuma Dewi. "Sentiment Analysis on Disco Elysium Video Game Reviews from Steam using K-Nearest Neighbor Method and Chi-Square Feature Selection." In 2024 International Conference on Intelligent Cybernetics Technology & Applications (ICICyTA). IEEE, 2024. https://doi.org/10.1109/icicyta64807.2024.10913400.

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Kumar, Ashok, Ali Odeh, Fathi Ghorbel, and Mark Spong. "Robotic Corrosion Inspection Crawler." In CORROSION 1990. NACE International, 1990. https://doi.org/10.5006/c1990-90174.

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Abstract The inspection of corrosion damage for piping systems both underground and in buildings is required to make repair decisions. It is difficult to inspect and diagnose the outside of underground piping, because the pipe is usually enclosed in casing or in insulation. The emphasis of this research is on internal inspection and corrosion status assessment of gas, water and steam pipes. The prototype designs of the Robotic Corrosion Inspection Crawler were investigated based on kinematic principles. The crawler is designed to negotiate a right angle turn and carry an optical video probe as
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Feng, Dou, Lin Wang, Shutong Chen, Lingching Tung, and Fangming Liu. "X-Stream: A Flexible, Adaptive Video Transformer for Privacy-Preserving Video Stream Analytics." In IEEE INFOCOM 2024 - IEEE Conference on Computer Communications. IEEE, 2024. http://dx.doi.org/10.1109/infocom52122.2024.10621341.

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Kostyukova, Anastasia P., and Regina I. Mukhametyanova. "Archive Video Stream Using AI." In 2025 International Conference on Industrial Engineering, Applications and Manufacturing (ICIEAM). IEEE, 2025. https://doi.org/10.1109/icieam65163.2025.11028315.

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Hargrave, Robert, and Norris Johnston. "A Deposit-Related Problem in the Lower Wall of a Kraft Recovery Boiler." In CORROSION 2006. NACE International, 2006. https://doi.org/10.5006/c2006-06464.

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Abstract Following a deposit-related overheating failure of a smelt spout opening tube in a single-drum Kraft recovery boiler, an investigation was initiated to focus on deposit mechanisms in the waterwall tubing. During the next scheduled outage, a similar spout opening was removed for destructive testing. Highly localized zones of thick deposit were documented inside the composite tube opening, while immediately adjacent areas inside the tubing were clean. The deposit morphology suggests steam pockets formed inside the spout opening tubes because of departure from nucleate boiling (DNB), whi
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Stevanović, Nenad. "EDUCATIONAL POTENTIAL OF VIDEO GAMES FOR APPLICATION IN STEAM/STREAM APPROACH IN TEACHING." In STEM/STEAM/STREAM APPROACH IN THEORY AND PRACTICE OF CONTEMPORARY EDUCATION. University of Kragujevac, Faculty of Education in Jagodina, 2025. https://doi.org/10.46793/stream25.245s.

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The paper analyzes the educational potentials of video games within modern teaching and learning approaches, such as STEAM and STREAM models. Video games are seen as products of the culture of the contemporary information society, which in interaction with children acquire new qualities, meanings, and potentials and can have significant educational value and application. The entire process that occurs in the child’s interaction with the video game is considered, taking into account both the natural and social environment. The paper analyzes the potential of video games for developing a deeper
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MAKAO, HIROYUKI, and HIRONORI TERAI. "STEAM PUNK ''GO ROUND''." In ACM SIGGRAPH 2001 video review. ACM Press, 2001. http://dx.doi.org/10.1145/945191.945248.

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Tasić, Sandra Z. "DEVELOPING CREATIVE AND CRITICAL THINKING THROUGH STEAM PROJECTS IN EARLY ENGLISH LANGUAGE LEARNING: A CASE STUDY." In STEM/STEAM/STREAM APPROACH IN THEORY AND PRACTICE OF CONTEMPORARY EDUCATION. University of Kragujevac, Faculty of Education in Jagodina, 2025. https://doi.org/10.46793/stream25.195t.

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This case study explores how project-based STEAM activities in English foster creative and critical thinking in young children. The participants were two boys, aged 3 and 5, native Serbian speakers exposed to English as a foreign language daily. A pressure-free, whole-child learning environment based on Montessori principles and Bloom’s taxonomy incorporated in STEAM activities supported their authentic learning experiences within the CLIL framework. Home-based projects addressed the boys’ developmental needs and interests while encouraging exploration, creativity, and critical thinking. Over
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Čavić, Milan, Milica Pavkov Hrvojević, Milica Beljin Čavić, and Ivana Bogdanović. "Interdisciplinary Approach within Project-Based Learning of University Students." In 1st International Scientific Conference Steam + X Approach in Education: Research, Practice and Perspectives. Faculty of Education in Sombor, University of Novi Sad, 2024. https://doi.org/10.46793/steam-x24.056c.

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In lower elementary school levels, an interdisciplinary approach is implied, but as students progress to higher grades, subjects become more differentiated, even within the realm of natural sciences. This content differentiation is particularly pronounced in university education. The research aimed to investigate the correlations between students’ attitudes toward the applied approach, motivation, and metacognition when implementing an interdisciplinary approach along with modern technology within projectbased learning. A pedagogical experiment was conducted with a sample of 62 first-year stud
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Reports on the topic "Video steam"

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George and Hart. PR-015-06603-R02 Tests of Instruments for Measuring Hydrocarbon Dew Points in Natural Gas Streams Phase 2. Pipeline Research Council International, Inc. (PRCI), 2008. http://dx.doi.org/10.55274/r0010969.

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Research has assessed the accuracy of two commercially-available hydrocarbon dew point (HCDP) analyzers, an Ametek� Model 241 CE II and a Michell Condumax II. During a previous phase of this project, both automated analyzers, along with a Bureau of Mines chilled mirror device serving as a reference, were tested on gravimetrically-prepared gas blends chosen to simulate a transmission-quality gas and a production gas. The measurement repeatability of both units was found to be better than the manual chilled mirror. Trends in the analyzer and manual chilled mirror measurements suggested that diff
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Svedeman. L51729 Gas Scrubber Performance Evaluation - Measurement Methods. Pipeline Research Council International, Inc. (PRCI), 1995. http://dx.doi.org/10.55274/r0010420.

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Scrubbers and separators are used in natural gas pipelines to remove solid and liquid materials from the gas stream. Failure to remove the entrained materials from the gas can result in equipment damage, increased pressure drop due to liquid accumulation, flow measurement errors, and corrosion. The performance of separators is rarely tested after a separator is installed because there is a lack of test instrumentation and it is difficult to conduct tests at the high pressures. The only indicators of poor separator performance are recurring problems in downstream equipment or the detection of a
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