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2022 ◽  
Author(s):  
adi suantara
Keyword(s):  

Youtube merupakan situs web yang dirancang untuk berbagi vidio agar bisa di tonton oleh pengguna di seluruh dunia , youtube dibuat oleh stven chen, chad hurley, dab jawed karim ,yang paling sering menggunakan adalah seorang atlet gamers ,dalam menonton video game streaming dan dampak streaming video game terhadap pertumbuhan industri game di Indonesia. Pendekatan penelitian adalah metode kualitatif dengan strategi penelitian studi kasus. Berdasarkan hasil analisis data yang diperoleh dari wawancara mendalam dengan lima informan yang memenuhi kriteria sebagai gamer dan streamer profesional, diketahui bahwa motif interpersonal utility, mencari informasi, dan hiburan menjadi motif utama para gamer dalam menonton video game streaming. . Kemudian, platform game YouTube lebih disukai oleh gamer profesional di Indonesia daripada Twitch. Terakhir, streaming video game pada industri game di Indonesia mempengaruhi keputusan membeli game, cara menjual game, menghadirkan kembali game klasik, dan kesuksesan developer game independen. Di Indonesia ada 5 gamers dengan subsriber terbanyak yaitu zuxxy, ryzen gaming, XINNN, MR 05, dan RRQ lemon.


2022 ◽  
Vol 6 (1) ◽  
Author(s):  
Muhammad Irfan Djamzuri ◽  
Agung Putra Mulyana

Netflix sebagai salah satu media layanan streaming video film dan serial televisi dunia memberikan dampak kepada budaya perfilman umat manusia. Menurut penelitian yang diterbitkan oleh Media Partners Asia (MPA) Mempublikasi bahwa platform video premium, seperti Netflix, Viu, WeTV, iQIYI dan Vidio mendapatkan 10% share/bagian dari Share Of Video Streaming Minutes In SEA di Q1 2021 (triwulan 1 tahun 2021). Dari Share Premium Video Streaming in SEA, Netflix telah memimpin konsumsi video premium dengan pangsa 40%, didorong oleh luas daya tarik katalog internasionalnya. Besarnya pemanfaatan Netflix yang begitu masif dan eskalatif di Indonesia, telah diantisipasi oleh Kementerian Kominfo sebagai perpanjangan dari regulator/ pemerintah RI. Penelitian ini menggunakan pendekatan kualitatif deskriptif tentang konsep Etika maya/ cyber-ethics. Peneliti mencoba memahami Netflix sebagai entitas bentuk platform film Menggunakan penjelasan Richard A. Spinello mengenai Etika Maya (cyber-ethics) dan argumen Richard A. Spinello terkait Governing and Regulating the Internet yang dipubikasikan pada Artikel ACM SIGCAS Computers and Society tahun 2000 dengan judul Excerpt from CyberEthics: Morality and Law in Cyberspace. Film dan Televisi dapat dibahas dari berbagai aspek. Dalam konteks di Indonesia, regulasi yang dihasilkan untuk mengatur Film dan Televisi, yaitu lahirnya Undang-Undang Penyiaran No.32 Tahun 2002 dan Undang-Undang No. 33 Perfilman Tahun 2009. Netflix merupakan Platform Premium Video Streaming terindikasi mengandung unsur ponografi, SARA, LGBT, dan sadisme. Namun Netflix tidak bisa diregulasi oleh Undang-Undang Penyiaran No.32 Tahun 2002 dan Undang-Undang No. 33 Perfilman Tahun 2009. Tetapi  menggunakan UU Nomor 36 Tahun 1999 tentang Telekomunikasi. Secara Regulasi netflix harus tunduk dengan aturan UU Telekomunikasi. Pemahaman cyber-ethics menjadi pembahasan yang penting dan harus mampu mengkaji perilaku yang sesuai moral, hukum, dan isu-isu sosial sebagai alat interaksi antar manusia. Berdasarkan Excerpt From CyberEthics: Morality and Law in Cyberspace ada solusi yang ditawarkan oleh Richard A. Spinello (2014) adalah Internet Governance/ Tata Kelola Internet. Selain melakukan Direct State Intervention, negara juga bisa membuat literasi terhadap membangun kesadaran cyber-ethics. Pemahaman Cyber-ethics dapat ditumbuhkan dengan memahami cyber wellness


2021 ◽  
Vol 4 (2) ◽  
pp. 264-277
Author(s):  
Hu Fangjia ◽  
Jill Savege Scharff

A Chinese student of psychoanalytic child therapy, Hu Fangjia (HF), presented to a small clinical case consultation group an obsessional thirteen-year-old boy who spoke of nothing but equipment for streaming video games. A Western small group consultant, Jill Savege Scharff (JSS), encouraged the bored group to consider the unconscious symbolism in the boy’s obsessive communication in order to sustain interest in understanding his experience of loss and neglect as the eldest living boy in his family.


2021 ◽  
Vol 20 (07) ◽  
pp. A07
Author(s):  
Cecilia Lartigue ◽  
Guillaume Carbou ◽  
Muriel Lefebvre

The impact of human activity on our planet is undeniable. However, this matter of fact is not fully understandable without analyzing the narratives through which people make sense of it. In this study, we aim to describe the narratives present in environmental discourses of Mexican and French YouTubers' videos. This corpus is intended to show how environmental issues are framed in the ever-growing discursive arena of entertainment and “influencing” streaming video. We set out to perform a cross-country comparison, with the purpose of contributing to the discussion of whether environmental discourse is country-specific or shared by various nations and, possibly, even global. Our study contributes to the understanding of the social construction of the environment via these discourses. Our main result points to a paradoxical treatment of environmental issues: the YouTubers of our sample represent them as collectively induced problems, but seem to mainly believe that individual-based solutions would resolve them. More broadly, our study suggests a tendency to the individualization and, therefore, the depoliticization of environmental issues as well as a globalization of the environmental discourses in YouTubers' videos.


2021 ◽  
Vol 9 (2) ◽  
pp. 101-110
Author(s):  
Tara Murray Grove

The vast majority of academic libraries offer streaming video services to support teaching and research, and demand for this already popular format from faculty and students increased when libraries closed their physical locations during the COVID-19 pandemic. Despite its popularity, many users are unfamiliar with copyright and terms of use for video content. Use of streaming video is further complicated by its availability on a variety of platforms using different licensing models. This case study shows how the Penn State University Libraries (PSUL) helped librarians, faculty, and students navigate access to video content for remote instruction during the pandemic. The examples of training library staff, educating faculty and students, and streamlining internal processes can be adapted by all academic libraries to provide greater access to video content. Demand for streaming video will continue even when libraries return to full in-person operations, so these approaches will continue to be relevant.


2021 ◽  
Vol 9 (2) ◽  
pp. 239
Author(s):  
Rudi Heriansyah ◽  
Wahyu Mulyo Utomo

Scilab is an open-source, cross-platform computational environment software available for academic and research purposes as a free of charge alternative to the matured computational copyrighted software such as MATLAB. One of important library available for Scilab is image processing toolbox dedicated solely for image and video processing. There are three major toolboxes for this purpose: Scilab image processing toolbox (SIP), Scilab image and video processing toolbox (SIVP) and recently image processing design toolbox (IPD). The target discussion in this paper is SIVP due to its vast use out there and its capability to handle streaming video file as well (note that IPD also supports video processing). Highlight on the difference between SIVP and IPD will also be discussed. From testing, it is found that in term of looping test, Octave and FreeMat are faster than Scilab. However, when converting RGB image to grayscale image, Scilab outperform Octave and FreeMat.


2021 ◽  
Author(s):  
Marcelo A. Marotta ◽  
Gustavo C. Souza ◽  
Maristela Holanda ◽  
Marcos F. Caetano

2021 ◽  
Author(s):  
Elans Grabs ◽  
Tianhua Chen ◽  
Ernests Petersons ◽  
Dmitry Efrosinin ◽  
Aleksandrs Ipatovs ◽  
...  

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