798 resultados para streaming video HTTPAdaptiveStreaming BufferBased
Resumo:
COO 1469-0197.
Resumo:
Mode of access: Internet.
Resumo:
“Autonomous Sensory Meridian Response” (ASMR) is a term that has emerged online to describe a mysterious tingling sensation that some people experience in response to particular audiovisual and interpersonal “triggers.” Initially coalescing via discussion threads on health forums, ASMR culture quickly began using platforms like YouTube and Reddit to exchange trigger videos. This paper frames the emergence of ASMR video culture as an example of how bodies and algorithms are conspiring to bring into being new cultural forms that can seem literally inexplicable on first encounter. Treating videos as “inputs,” judged not as messages to be understood or interpreted but by their ability to elicit particular affective and somatic “outputs,” ASMR communities cultivate a quasi-cybernetic relationship with the moving image, using video as a vehicle for “feeling out” phenomena that seem to thwart linguistic articulation and rational comprehension.
Resumo:
Mode of access: Internet.
Resumo:
Shipping list no.: 88-100-P.
Resumo:
Mode of access: Internet.
Resumo:
"Submitted to the Illinois General Assembly pursuant to section 21-1101(j) of the Illinois Public Utilities Act."
Resumo:
Includes: Supplement, additional listings (various categories) June 1997.
Resumo:
"Report no. FHWA-IL-UI-278"--Technical report documentation page.
Resumo:
Mode of access: Internet.
Resumo:
Includes index.
Resumo:
"June 1988."
Resumo:
Caption title.
Resumo:
Playing video games is an activity that takes up an increasing amount of children’s and adolescent’s spare time. While some previous studies have highlighted the negative aspects of video games, little research has been carried out on the linguistic learning opportunities that video games present. This study primarily investigates if Swedish second language learners of English can increase their vocabulary proficiency in English with the use of video games. In order to answer the research questions, two quantitative data elicitation methods are used: a questionnaire which aims to gather attitudinal and behavioral data, and a Vocabulary Levels Test which elicits data about the participants’ receptive vocabulary proficiency. The participants consist of 25 students at an upper secondary school in Stockholm. The results show that participants who played video games scored higher on the Vocabulary Levels Test, indicating a higher receptive vocabulary proficiency. Furthermore, the results show that participants who played moderate to frequent amounts of time performed better in the Vocabulary Levels Test than infrequent players. The results also show that video games emphasizing co-operation and communication are preferable to use for vocabulary acquisition. Additionally, the study discusses if video games could be integrated into the Swedish upper secondary school system.