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1

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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Jung, Seongin. "A Case Study of Convergence Class through Realistic Media: Focusing on Korean Traditional Music Education Using STEAM." Korean Society of Culture and Convergence 45, no. 10 (2023): 757–66. http://dx.doi.org/10.33645/cnc.2023.10.45.10.757.

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The purpose of this study is to overcome the limitations of theoretical classes through convergence education, away from the boundaries of theory-centered classes of Korean traditional music. Accordingly, the background of STEAM, which is the predecessor of convergence classes, was examined and applied. Under the theme of “Daechwita.”, Korean traditional music classes were implemented through realistic media by introducing STEAM to Korean traditional music classes and video classes through cooperation with broadcasting videos and teachers. Based on this, through the convergence class conducted
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Ferrari, R. J., H. Zhang, and C. R. Kube. "Real-time detection of steam in video images." Pattern Recognition 40, no. 3 (2007): 1148–59. http://dx.doi.org/10.1016/j.patcog.2006.07.007.

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Sudirman, Dodick Zulaimi, Yaya Heryadi, Harco Leslie Hendric Spits Warnars, Benfano Soewito, Ford Lumban Gaol, and Edi Abdurachman. "Comparison of Xbox One and Steam Joystick-based Operating System User Interface using KLM- GOMS." Journal of Games, Game Art, and Gamification 5, no. 2 (2021): 58–64. http://dx.doi.org/10.21512/jggag.v5i2.7480.

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Despite having many advances in video game control such as voice or gesture control, most video game console manufacturers still use a joystick as the main control for their console. Currently, the problem with video game manufacturers is that instead of using the joystick as the point of user interface design, they instead used a design from another device such as a computer or tv. The research will compare Xbox One and Steam OS user interface by using KLM-GOMS Model. Based on the calculation it is concluded that the overall Xbox One has a more efficient design compared to Steam.
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Caballero, José Antonio Caballero. "Multiverso: Rock'n'Astronomy." Communicating Astronomy with the Public Journal 6, no. 1 (2012): 6–8. https://doi.org/10.5281/zenodo.14890766.

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In the last few years, there have been several projects involving astronomy and classical music. But have a rock band ever appeared at a science conference or an astronomer at a rock concert? We present a project, Multiverso, in which we mix rock and astronomy, together with poetry and video art (Caballero, 2010). The project started in late 2009 and has already reached tens of thousands people in Spain through the release of an album, several concert-talks, television, radio, newspapers and the internet.
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Cabrera Medina, Jaime Malqui, Irlesa Indira Sánchez Medina, and Boris Alberto Céspedes Muñoz. "inclusion engineer with STEAM in the educational institution." Ingeniería Solidaria 18, no. 3 (2022): 1–23. http://dx.doi.org/10.16925/2357-6014.2022.03.10.

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Introduction: The article presents a research carried out in an educational institution where video game design is worked through Kodu, for three years in a teaching-learning process of Mathematics and Natural Sciences in primary school with STEAM methodology. Objective: Strengthen skills in mathematical logic, creativity and environment as a basis for future engineering in 5th grade students. Methodology: The research was of a mixed type, using a documentary analysis for performance levels in mathematics and natural sciences in fifth grade. , an observation protocol for the characterization o
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Teja, Andreas S., Muhammad Lukman I. Hanafi, and Nunung Nurul Qomariyah. "Predicting Steam Games Rating with Regression." E3S Web of Conferences 388 (2023): 02001. http://dx.doi.org/10.1051/e3sconf/202338802001.

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This paper tries to find out the best regression model to predict the rating of video games. It is done by comparing multiple variables related to Metascore, such as genres and player count. In order to be able to get accurate results, we gather some data by scraping them from Steam and combining them with public data. The games in this study are from Steam since it is one of the largest computer video games distributors. In this study, we evaluate several regression models, such as Linear regression, Decision Tree, Random Forest to predict the game rating. The experiment shows that tree-based
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Pratama, Lalu Nadra Ananda, and Rusminah Rusminah. "Pengaruh Electronic Word of Mouth dan Perceived Ease of Use Terhadap Keputusan Pembelian Video Game pada Platform Steam." ALEXANDRIA (Journal of Economics, Business, & Entrepreneurship) 5, no. 1 (2024): 119–24. http://dx.doi.org/10.29303/alexandria.v5i1.579.

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This study aims to examine the influence of Electronic Word of Mouth (eWOM) and Perceived Ease of Use (PEU) on the purchase decision of video games on the Steam platform. The population of this study is all consumers on the Steam platform in Mataram City, while the sample of this study is 100 consumers on the Steam platform using purposive sampling. This type of research is an associative research. Data processing in this study uses SPSS 25.0 for Windows, where validity tests, reliability tests, classical assumption tests, path analysis tests, significance tests (t tests), and coefficient of d
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Žmuk, Berislav. "Performance analysis of the Croatian video game industry." Croatian review of economic, business and social statistics 10, no. 1 (2024): 13–26. http://dx.doi.org/10.62366/crebss.2024.1.002.

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The Croatian video game industry demonstrated substantial growth amid the challenges posed by the COVID-19 pandemic. A descriptive statistics approach was utilized, encompassing all enterprises in the Croatian video game industry. Statistical tests for proportions significance were then applied to assess player satisfaction on the Steam platform with video games developed and/or published by the Croatian video game industry. The analysis indicated a concentration of the industry in Zagreb, accounting for 50% of enterprises and 77.4% of employees in 2022. Over the period from 2018 to 2022, tota
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Pearce, Daniel Roy, Mayo Oyama, Danièle Moore, and Kana Irisawa. "Plurilingualism and STEAM." International Journal of Bias, Identity and Diversities in Education 5, no. 2 (2020): 1–23. http://dx.doi.org/10.4018/ijbide.2020070101.

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This contribution attempts to clarify the relationship between the practice of plurilingual education and STEAM (interdisciplinary pedagogy that incorporates science, technology, engineering, art, and mathematics) through the lens of peace learning at an elementary school in Japan. Japan has a rich history of peace education, although it has received limited focus in the international literature, whereas plurilingual education remains relatively unknown in the country. Within this context, the article examines a teacher-initiated plurilingual and intercultural project focused on a multidiscipl
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Wardhana, Yusra Sakti, and Ayundyah Kesumawati Ayundyah Kesumawati. "Implementasi Klasifikasi Naive Bayes dan Pemodelan Topik dengan Latent Dirichlet Allocation untuk Data Ulasan Video Game Lokal Pada Platform Steam." Emerging Statistics and Data Science Journal 1, no. 3 (2023): 345–53. http://dx.doi.org/10.20885/esds.vol1.iss.3.art41.

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Industri video game global terus meroket dengan partisipasi pemain yang meningkat setiap tahun. Steam, sebagai platform distribusi digital terbesar yang dikembangkan oleh Valve Corporation, memungkinkan pengguna memberikan ulasan terbuka tentang video game. Prediksi sentimen yang akurat dalam ulasan online dapat meningkatkan peluang keuntungan bagi pengembang video game. Penelitian ini fokus pada klasifikasi dan pemodelan topik ulasan video game lokal di Steam menggunakan metode Naïve Bayes dan Latent Dirichlet Allocation. Sebelum penyeimbangan data, tingkat akurasi klasifikasi Naïve Bayes men
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Hilda Maulidiansy, Novaliyosi, and Aan Hendrayana. "E-Motivector (E-Modul Interaktif Berbantuan Video Creator) yang Mendukung Pembelajaran STEAM." Proximal: Jurnal Penelitian Matematika dan Pendidikan Matematika 6, no. 2 (2023): 336–46. http://dx.doi.org/10.30605/proximal.v6i2.2742.

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Dilatarbelakangi oleh urgensi model pembelajaran STEAM (Science, Technology, Engineering, Art, Mathematics) sebagai solusi pembelajaran abad 21 dan kesulitan guru dalam mengimplementasikannya di kelas, terutama dalam pembelajaran Matematika, peneliti menawarkan ide solutif berupa bahan ajar dengan nama “E-Motivector (E-Modul Interaktif Berbantuan Video Creator)”. Oleh karenanya, penelitian ini bertujuan untuk mengetahui kelayakan E-Motivector sebagai bahan ajar berbentuk modul elektronik yang mendukung pembelajaran berbasis STEAM (Science, Technology, Engineering, Art, Mathematics) di SMA/Sede
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Haditira, Ragil, Danang Triantoro Murdiansyah, and Widi Astuti. "Analisis Sentimen pada Steam Review Menggunakan Multinomial Naïve Bayes dan Seleksi Fitur Gini Index Text." KOMPUTEK 8, no. 2 (2024): 71–78. https://doi.org/10.24269/jkt.v8i2.2981.

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Video game is one of the entertainment medias chosen by most people today, many of which are played through computer devices. On computer devices, many video games are obtained through one of the game distribution platforms, namely Steam. However, Steam has several shortcomings, including those related to Steam reviews. On Steam reviews, you can see the rating of the game, but the rating does not really show the actual quality or condition of the game. As one example, there are users who give a high rating to a game, but in the comments column the user actually mentions the shortcomings of the
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Rotua Marbun, Haryanto, and Aulia Sanova. "Pengembangan Video Pembelajaran Berbasis PjBL-STEAM Pada Materi Koloid Untuk Menumbuhkan Literasi Kimia." Jurnal Pengabdian Masyarakat dan Riset Pendidikan 3, no. 4 (2025): 624–30. https://doi.org/10.31004/jerkin.v3i4.421.

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Penelitian ini merupakan penelitian pengembangan menggunakan model pengembangan Lee & Owens yaitu Analisis, Desain, Pengembangan, Implementasi, dan Evaluasi. Instrument penilaian yang digunakan berupa lembar pedoman wawancara dan angket. Teknik analisis data yang digunakan yaitu analisis data kualitatif komentar dan saran dan analisi data kuantitatif (rata-rata jawaban dan persentase). Penelitian ini bertujuan untuk mengembangkan Video pembelajaran Berbasis PjBL-STEAM Pada Materi Koloid untuk menumbuhkan literasi kimia peserta didik serta untuk mengetahui kelayakan, respon peserta didik da
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Pangestu, Bryan Arya, and Iriani Iriani. "Analisa Kepuasan Pelanggan Pada Platform Game Steam dengan Metode Importance Performance Analysis (IPA)." JUMINTEN 3, no. 2 (2022): 49–60. http://dx.doi.org/10.33005/juminten.v3i2.394.

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Perdagangan yang sedang marak pada masa modern ini adalah perdagangan digital berupa video game. Banyaknya perusahaan digital yang mulai muncul untuk menawarkan layanan DRM agar dapat memenuhi kebutuhan masyarakat atas video game menyebabkan ketatnya persaingan. Steam merupakan salah satu platform e-commerce produk digital game berbasis komputer yang mengalami kenaikan tanggapan negatif pada tahun 2021 karena tidak puasnya pengguna atas pelayanan yang didapat. Penelitian ini bertujuan untuk menganalisa kepuasan pelanggan terhadap pelayanan yang diberikan oleh Steam. Metode yang digunakan dalam
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Pinandhita, Boy, Fuldiaratman Fuldiaratman, and Aulia Sanova. "Innovative STEAM Learning: Creating Engaging Colloid Material Videos for High School Students Using CapCut." Journal Evaluation in Education (JEE) 6, no. 1 (2024): 34–44. https://doi.org/10.37251/jee.v6i1.1224.

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Purpose of the study: The purpose of this study was to develop STEAM-based learning videos using the CapCut application on Colloid material at the high school level. Methodology: This study is a development research using the Lee & Owens development model. The research instruments used were interview guidelines and questionnaires. The development products were validated by media experts and material experts, practitioner assessments were carried out by teachers and then tested in small groups. The data analysis techniques used were qualitative data analysis (comments and suggestions) and q
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Bektiningsih, Bektiningsih, Yulia Maftuhah H, Arum Susilowati, Sumini Sumini, and Anatri Desstya. "PENDEKATAN STEAM BERBASIS VIDEO PEMBELAJARAN PADA MATERI BANGUN DATAR SISI BANYAK." Primary: Jurnal Pendidikan Guru Sekolah Dasar 11, no. 3 (2022): 928. http://dx.doi.org/10.33578/jpfkip.v11i3.8940.

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Filipe, Josina, Mónica Baptista, and Teresa Conceição. "Integrated STEAM Education for Students’ Creativity Development." Education Sciences 14, no. 6 (2024): 676. http://dx.doi.org/10.3390/educsci14060676.

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This study aims to explore how a learning sequence designed with an Integrated STEAM Education perspective (iSTEAM) contributes to students’ levels of creativity. The participants in this study were students from 9th and 10th grade with ages between 14 and 16 years old. Students were challenged to produce a soundtrack for an animation video. This was achieved by building artifacts and using the phenomena of physics under study (mechanical energy) to produce sound effects. These were later digitally recorded and assembled to build the video’s soundtrack. This research work contributes to addres
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Wahyudi, Muhammad Iqbal, Allsela Meiriza, Nabila Rizky Oktadini, Pacu Putra, and Putri Eka Sevtiyuni. "Analisis Kepuasan Pengguna Aplikasi Steam Mobile Menggunakan Metode Customer Satisfaction Index (CSI)." Jurnal Ilmiah Media Sisfo 18, no. 1 (2024): 18–26. http://dx.doi.org/10.33998/mediasisfo.2024.18.1.1645.

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Sasaran dari penelitian ini adalah untuk menilai seberapa puas pengguna terhadap kualitas dari layanan yang disediakan oleh aplikasi Steam mobile. Steam mobile adalah aplikasi yang dikembangkan oleh Valve Corporation yang diluncurkan pada tahun 2012, Perusahaan dibalik platform distribusi digital popular untuk video game, Steam. Aplikasi ini dirancang untuk memungkinkan pengguna mengakses berbagai fitur Steam melalu perangkat seluler mereka. Beberapa masalah yang dihadapi oleh aplikasi ini ialah kinerja yang lambat, bug atau masalah teknis, antarmuka yang terlalu kompleks, masalah keamanan pad
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Adzani, Nadhif Nurul Fajri, Wina Witanti, and Fajri Rakhmat Umbara. "KLASIFIKASI TINGKAT PENJUALAN VIDEO GAME DENGAN MENGGUNAKAN METODE K – NEAREST NEIGHBORS." INFOTECH journal 9, no. 2 (2023): 618–25. http://dx.doi.org/10.31949/infotech.v9i2.7371.

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Klasifikasi Tingkat Penjualan Video Game Dengan Menggunakan Metode K – Nearest Neighbors memiliki fungsi untuk mengklasifikasikan video game berdasarkan penjualannya, dan memerlukan variabel, seperti genre, platform, publisher, best seller. Permasalahan yang terjadi di Platform penjualan game seperti di Steam, Epic games, etc. Adalah dimana saat gamers membeli game tersebut dan ternyata game tersebut tidak sesuai dengan ekspetasi dari gamers yang membeli game tersebut alhasil game tidak lagi dimainkan. Oleh karena itu, solusi yang dibuat disini yaitu klasifikasi video game berdasarkan karakter
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Wolke, Nathalie, Daniel Laumann, and Yvonne Webersen. "Interdisciplinary approaches between physics and art using the example of optical experiments and artistic light installations." Physics Education 59, no. 4 (2024): 045008. http://dx.doi.org/10.1088/1361-6552/ad40ee.

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Abstract The disciplines of physics and art are often seen as antithetical in social and educational contexts. However, in recent years, STEAM education has promoted the collaboration of art and STEM. Linking the subjects together offers a wide range of learning opportunities. For example, the design of (video) light installations can develop both artistic and physical skills. Such a teaching approach allows to address different types of interests within the same lesson. In this article, two basic ways of meaningfully combining artistic and physical topics are presented: ‘STEAM design’ and ‘ST
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Yudhanto, Sigied Himawan. "Konteks Persepsi Transcultural Dalam 10 Judul Video Game Di Indonesia." GESTALT 4, no. 1 (2022): 57–68. http://dx.doi.org/10.33005/gestalt.v4i1.110.

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Kajian ini membahas tentang 10 judul video game buatan studio lokal yang terdapat di platform Steam. Ke-10 game menunjukan eksistensi industri game di Indonesia yang mulai menggeliat. Akan tetapi data yang dihimpun dari Deputi Bidang Ekonomi Digital dan Produk Kreatif Kemenparekraf 90 persen (dari game) yang dimainkan gamer lokal masih berupa game impor, dan persentase hasil penjualan developer lokal masih didominasi oleh penjualan yang berasal dari luar negeri sehingga beberapa IP dari produk lokal tersebut belum bisa menjadi bintang di rumah sendiri, developer-developer seperti Digital Happi
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Trina, Nazia Afrin, Muntazar Monsur, Nilda Cosco, Leehu Loon, Stephanie Shine, and Ann Mastergeorge. "Rethinking Traditional Playgrounds: Temporary Landscape Interventions to Advance Informal Early STEAM Learning in Outdoors." Education Sciences 15, no. 8 (2025): 952. https://doi.org/10.3390/educsci15080952.

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Traditional playground settings are often less effective in fostering STEAM (Science, Technology, Engineering, Arts, and Mathematics)-related activities, as fixed play structures tend to restrict the diversity of play behaviors and inhibit children’s ability to engage in self-directed, imaginative exploration. Using a research-through-design methodology, this study investigated how playground design (temporary landscape interventions) influences children’s engagement in informal STEAM learning activities and enhances the STEAM learning affordances of the playground. Conducted at an early learn
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Trina, Nazia Afrin, Muntazar Monsur, Nilda Cosco, Stephanie Shine, Ann Mastergeorge, and Leehu Loon. "The Role of Landscape Elements in Outdoor Learning Environment Design to Facilitate STEAM Learning in Early Years: A Case Study Approach." Children, Youth and Environments 35, no. 1 (2025): 55–81. https://doi.org/10.1353/cye.2025.a959176.

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Abstract: Children learn from their surroundings during the early years, and a diverse natural environment inherently affords informal STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning behaviors. Engaging in STEAM activities helps young minds not only appreciate and understand their environment but also enhances curiosity, questioning, exploration, discussion, investigation, reflection, and the formation of ideas and theories. Postulating that an outdoor learning environment designed with appropriate landscape elements for children ages 3-5 is associated with increased o
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Rusnilawati, Rusnilawati, Farizky Rahman, Arief Cahyo Utomo, et al. "SMART E-Learning dengan Pendekatan STEAM-3R Bagi Guru dalam Mewujudkan Program School Well-Being." Buletin KKN Pendidikan 5, no. 2 (2023): 167–79. http://dx.doi.org/10.23917/bkkndik.v5i2.23166.

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STEAM merupakan pendekatan interdisipliner yang mengarahkan siswa untuk menggunakan Sains (Science), Teknologi (Technology), Teknik (Engineering), Seni (Art) dan Matematika (Mathematics) dalam konteks masalah nyata. Model pembelajaran Flipped Learning menjadi model pembelajaran inovatif yang dilaksanakan secara hybrid atau blended dengan berbagai platform e-leaning dan aplikasi seperti Liveworksheet. Kegiatan pelatihan ini dilaksanakan pada bulan Oktober tahun 2023 dengan 34 peserta guru sekolah dasar. Hasil observasi pada beberapa SD di Surakarta menunjukkan penggunaan teknologi masih belum o
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Camargo, Tamara Carolina de, Caroline Dal Pian Alarcon Rocha, and Kazuko Uchikawa Graziano. "Steam sterilization of previously-assembled laparoscopic instruments." Acta Paulista de Enfermagem 21, no. 3 (2008): 493–97. http://dx.doi.org/10.1590/s0103-21002008000300018.

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Video-laparoscopy represents one of the greatest surgical advances in the recent past. Reprocessable laparoscopic instruments are complex devices that, if completely disassembled for sterilization, would cause problems for the surgical teams at the moment of their use in the surgery. The method of choice for the sterilization of this equipment is saturated steam under pressure. The goal of this review was to describe the state-of-the-art in the search for safe results in autoclaving the previously-assembled reprocessable laparoscopic instruments, since they are difficult to assemble at the mom
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Goncharov, A. L., A. P. Sliva, I. S. Chulkov, A. V. Chulkova, and I. A. Kharitonov. "Investigation of the effect of electron beam parameters on the characteristics of the steam-gas channel during welding of nickel and titanium alloys." Journal of Physics: Conference Series 2275, no. 1 (2022): 012004. http://dx.doi.org/10.1088/1742-6596/2275/1/012004.

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Abstract The article presents the developed technique of high-speed video recording of the combined-cycle gas channel and subsequent frame processing to obtain the dimensional characteristics of the combined-cycle gas channel. On the basis of this technique, dependences of the width of the weld at different depths were obtained depending on the current and welding speed. A pattern of dimensional characteristics of the steam-gas channel depending on the running energy and the dependence of the frequency of collapse of the steam-gas channel on the electron beam current at a constant welding spee
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Phillips, Cody, Madison Klarkowski, Julian Frommel, Carl Gutwin, and Regan L. Mandryk. "Identifying Commercial Games with Therapeutic Potential through a Content Analysis of Steam Reviews." Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (2021): 1–21. http://dx.doi.org/10.1145/3474682.

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While evidence supports that some commercial off-the-shelf video games may promote mental wellbeing, it is an extensive time investment to experimentally identify games that benefit players. The time delay between commercial games research and commercial game development can render such research out-of-date. In this work, we explore player-written game reviews as a way to expeditiously identifying games with potential benefits for mental wellbeing. Through a content analysis of review data, we found that players publicly disclose experiences consistent with self-care. Our analysis generated ca
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Cekić, Marko. "Video Games as a Teaching Material." Društvene i humanističke studije (Online) 7, no. 2(19) (2022): 551–70. http://dx.doi.org/10.51558/2490-3647.2022.7.2.551.

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The paper deals with the theory of the application of video games in teaching discuss the advantages and disadvantages of using video games as a teaching tool, as well as to raises some additional issues that require further consideration of the use of video games in the classroom. The cathode ray tube amusement device (patent US2455992A) is at the start of its ninth generation of technology. All current knowledge, skills, and innovations of the current age of civilization are united in the creation of such a device and medium when it reproduces for entertainment. Certainly, each of these medi
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Park, Namje. "Korea STEAM Education Program: Video Continuity, Crude Oil of 21st Century—Big Data." Advanced Science Letters 21, no. 3 (2015): 496–98. http://dx.doi.org/10.1166/asl.2015.5820.

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Fan, Xueliang, Zhihai Jia, Jingjing Zhang, and Xiaoshu Cai. "A video probe measurement system for coarse water droplets in LP steam turbine." Journal of Physics: Conference Series 147 (February 1, 2009): 012065. http://dx.doi.org/10.1088/1742-6596/147/1/012065.

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Hadi, Yosua Arif, Yuswo Supatmo, Novi Kusumaningrum, and Hardono Susanto. "COMPARISON OF DURATION PLAYING DEFENSE OF THE ANCIENTS-2 VIDEO GAME WITH REACTION TIME." DIPONEGORO MEDICAL JOURNAL (JURNAL KEDOKTERAN DIPONEGORO) 9, no. 6 (2020): 464–68. http://dx.doi.org/10.14710/dmj.v9i6.29332.

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Background: DotA-2 is the most popular MOBA video game, which ranks the second most sold on the steam platform. Reaction time as a physiological parameter to find out how quickly to respond to a stimulus. Some research states that video games can increase reaction time. Objective: To know the correlation of playing video game Defense of the Ancients-2 with the duration of reaction time. Method: The study used cross-sectional design. This study was conducted in the area of the Faculty of Medicine, Diponegoro University. In this study found 42 respondents participated. Score of reaction time is
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Li, Xiaozhou, Zheying Zhang, and Kostas Stefanidis. "A Data-Driven Approach for Video Game Playability Analysis Based on Players’ Reviews." Information 12, no. 3 (2021): 129. http://dx.doi.org/10.3390/info12030129.

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Playability is a key concept in game studies defining the overall quality of video games. Although its definition and frameworks are widely studied, methods to analyze and evaluate the playability of video games are still limited. Using heuristics for playability evaluation has long been the mainstream with its usefulness in detecting playability issues during game development well acknowledged. However, such a method falls short in evaluating the overall playability of video games as published software products and understanding the genuine needs of players. Thus, this paper proposes an appro
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Croissant, Maximilian, and Madeleine Frister. "A data-driven approach for examining the demand for relaxation games on Steam during the COVID-19 pandemic." PLOS ONE 16, no. 12 (2021): e0261328. http://dx.doi.org/10.1371/journal.pone.0261328.

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The COVID-19 pandemic has been a major source of stress for a majority of people that might have negative long-term effects on mental health and well-being. In recent years, video games and their potential positive effects on stress relief have been researched and “relaxation” has been an important keyword in marketing a certain kind of video game. In a quasi-experimental design, this study investigated the increase of average daily player peak (ADPPs) for the COVID period compared to the pre-COVID period and if this increase was significantly larger for relaxing games in contrast to non-relax
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Harahap, Yenni Novita, and Jihan Hidayah Putri. "Analisis Kemampuan Literasi Numerasi Anak Disabilitas Intelektual melalui Metode pembelajaran STEAM berbantu Artificial Intelligence." Jurnal Cendekia : Jurnal Pendidikan Matematika 9, no. 1 (2024): 66–79. https://doi.org/10.31004/cendekia.v9i1.3582.

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Penelitian ini bertujuan untuk menganalisis kemampuan literasi dan numerasi anak-anak dengan disabilitas intelektual melalui pendekatan STEAM (Science, Technology, Engineering, Arts, Mathematics) yang didukung teknologi Artificial Intelligence (AI). Disabilitas intelektual sering dikaitkan dengan keterbatasan pada kecerdasan, interaksi sosial, dan pembelajaran akademik, namun anak-anak ini memiliki potensi unik yang memerlukan pendekatan khusus. Penelitian menggunakan metode kuantitatif dengan desain eksperimen di SLB ABC Taman Pendidikan Islam Medan pada siswa kelas 4-6 (usia 13-15 tahun). Se
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Pesetti, A., C. Merello, G. Giambartolomei, M. Raucci, and D. Aquaro. "Experimental Analysis of Steam Condensation Heat Transfer Coefficient in Water Pool at Sub-Atmospheric Pressure." Journal of Physics: Conference Series 2177, no. 1 (2022): 012041. http://dx.doi.org/10.1088/1742-6596/2177/1/012041.

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Abstract The experimental analysis of steam direct contact condensation in a water pool at sub-atmospheric condition was carried out in relevant configurations for the International Thermonuclear Experimental Reactor (ITER) Vacuum Vessel Pressure Suppression System, during a postulated Ingress of Coolant Event category IV accidental scenario. This transient accident was experimentally simulated in a reduced scale (1:22) facility at University of Pisa, adopting a defined scaling law. The steam jet plumes were video recorded and image analysis was performed at stable and interfacial oscillation
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Reyes-de-Cózar, Salvador, Carlos Ramírez-Moreno, and Jose María Barroso-Tristán. "A Qualitative Analysis of the Educational Value of Commercial Video Games." Education Sciences 12, no. 9 (2022): 584. http://dx.doi.org/10.3390/educsci12090584.

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Video games have evolved from a mere object of consumption to a cultural artifact of our time. Each cultural milieu is connected to the dominant technologies of its time, and video games today present narratives that allow for meaningful dialogues between the younger generations and the themes or content they find interesting. The main objective of this research was to highlight the value of commercial video games with an ideal potential for transmitting pedagogical and curricular content in educational contexts. The scientific methodology used in this study followed a mixed approach divided i
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Yungkeun, Park. "Analysis of Teachers' Questions in the STEAM Class for Students with Intellectual Disabilities." Journal of Curriculum and Teaching 11, no. 5 (2022): 205. http://dx.doi.org/10.5430/jct.v11n5p205.

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The purpose of this study is to analyze the various characteristics of teacher's question to find out whether teachers who teach STEAM classes are conducting effective classes that can stimulate creativity and improve problem-solving skills. For the purpose of the study, the video recording data of the 8th hour of the STEAM class by two special education teachers and the teaching/learning process plan of the class were collected. Then, researchers and research assistants transcribed all verbal interactions that appeared in class and the researcher read the transcription data line by line and a
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Mendes, Leonardo O., Leonardo R. Cunha, and Renio S. Mendes. "Popularity of Video Games and Collective Memory." Entropy 24, no. 7 (2022): 860. http://dx.doi.org/10.3390/e24070860.

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Describing the permanence of cultural objects is an important step in understanding societal trends. A relatively novel cultural object is the video game, which is an interactive media, that is, the player is an active contributor to the overall experience. This article aims to investigate video game permanence in collective memory using their popularity as a proxy, employing data based on the Steam platform from July 2012 to December 2020. The objectives include characterizing the database; studying the growth of players, games, and game categories; providing a model for the relative populari
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Tsuchiya, Kanako, and Ikuko Gyobu. "Activating STEAM Learning in Young Children Through Aha-Experiences: Supporting Creativity and Aesthetic Sensitivity in Infants and Toddlers." Education Sciences 15, no. 2 (2025): 117. https://doi.org/10.3390/educsci15020117.

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This research explored the occurrence of aha-experiences in young children during participatory creative processes within STEAM learning. The study aimed to provide a comprehensive understanding of the specific conditions that contribute to the emergence of these aha-experiences. A series of activities were designed and implemented as part of a participatory observation study at the Municipal Center for Early Childhood Education and Care in Tokyo, Japan. The STEAM sessions involved the use of a Wind Tunnel and colorful scarves, engaging infants and toddlers in exploratory interactions with the
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Wiyarno, Indro, and Erna Budiarti. "Learning Effectiveness Of STEAM Video Making Fruit Salad In Improving Early Childhood Cognitive Skills." Journal of Scientific Research, Education, and Technology (JSRET) 3, no. 4 (2024): 1583–89. https://doi.org/10.58526/jsret.v3i4.529.

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This study aims to determine the effectiveness of using STEAM learning videos about fruit salad making in improving cognitive skills of children aged 5-6 years at Rising Stars Kindergarten Jakarta. The research type used is experimental research with a one-group pretest-posttest design. The research population comprises all 20 students aged 5-6 years at Rising Stars Kindergarten Jakarta. The sampling technique uses total sampling, so the entire population is used as the research sample. The data collection technique uses structured observation with an instrument in the form of an observation s
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