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O valor do Netflix para o consumidor brasileiroAmaral, Marcela Rodrigues do 16 November 2016 (has links)
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Previous issue date: 2016-11-16 / The increase of internet penetration and mobility enabled the appearance of new players that offer online media subscription. Today Netflix is the largest of these players, with 87 subscribers around the world. The on demand model is already a reality for some Brazilian consumers. The option to customize the use of such platform changes the experience of the consumer, as it is possible to shape the users viewing experience to reflect their personal preferences and time availability. The objective of this dissertation is to understand the value that Netflix offers to the Brazilian consumer. To achieve this objective, other´s authors hypothesis were verified and new hypothesis were drawn. The conclusions were based on the answers of 225 responses to an online questionnaire, as well as some interviews. Among the main conclusions, we highlight three points. The first is that the greatest value for the consumers consisted in having the option to use the platform wherever and whenever they wished. The second point regards the kind of content offered: the international content was the highlight for being the most watched, while consumers indicated that the sports and news content was in short supply. The third point was a suggestion for a possible improvement to the product. The answers indicate that consumers would also like to have the ability to use the platform while offline. This point was indicated mainly because of the poor internet service in Brazil, which could momentarily block the access to online streaming services. / O aumento da penetração da internet e da mobilidade possibilitou o surgimento de novos players na distribuição de vídeo por assinatura. Atualmente, o maior deles é o Netflix, com 87 milhões de assinantes no mundo. O modelo sob demanda já é uma realidade para alguns brasileiros e muda a experiência do usuário na medida em que cada um elabora sua própria programação com base nos seus gostos pessoais, sua disponibilidade de tempo e preferências sobre o dispositivo que será utilizado para tal finalidade. Este trabalho teve como objetivo compreender o que é valor para o consumidor do Netflix no Brasil. Para isso, foram verificadas hipóteses que outros autores já apontaram como valor para consumidores do Netflix e novos pontos foram levantados. As conclusões foram baseadas nas 225 respostas de um questionário online e em algumas entrevistas presenciais. Dentre as principais conclusões podemos destacar três pontos. O primeiro é que a característica com maior valor para os consumidores foi a liberdade de poder assistir quando e onde quiserem. O segundo foi em relação ao tipo de conteúdo ofertado e consumido: o conteúdo internacional se destacou como o mais assistido e consumidores indicaram uma lacuna de conteúdo esportivo e jornalístico no serviço. O terceiro foi uma sugestão de melhoria no produto que está relacionado com a possibilidade de assistir offline. Esse ponto foi levantado por diversos participantes da pesquisa, que indicaram que a conexão precária da internet no Brasil poderia impedir o acesso em alguns momentos.
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Gerenciamento de conteúdo multimídia em redes cdn-p2p.Libório Filho, João da Mata 22 March 2012 (has links)
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Previous issue date: 2012-03-22 / Fundação de Amparo à Pesquisa do Estado do Amazonas / Scalability and high demand for resources are the main challenges that content providers
face to deploy Video-on-Demand applications. The most popular site for sharing
videos, YouTube, has over 4 billion videos viewed a day and 60 hours of video are uploaded
every minute. Hybrid systems (CDN-P2P) have been proposed as a scalable and cost
effective solution for VoD distribution. In these systems, peers share their resources decreasing
demand on the content distribution network infrastructure (CDN). On the other
hand, the CDN s servers guarantee the availability of content when peers contributions
are limited by churn. However, in these systems, the content distributed must be managed
so that the CDN servers workload is minimized. An issue to be investigated is the impact
of churn, i.e the effect of cycle of peers join and leave, on management policies. Carried
studies showed that the performance of policies improves as the storage capacity of peers
increases. However, this increasement does not impact proportionately the performance
of policies. Later on, we proposed, implemented and evaluated four object management
policies derived from data in YouTube video collections. These policies use information
left by users or generated by the video distribution system to measure the value of objects.
We found that the proposed policies were able to improve the availability of content in
more than 70%, compared to the LFU policy, and more than 50% compared to GDSP
policy. / A escalabilidade e a alta demanda por recursos s ao os principais desafios que os provedores de conte´udo enfrentam na viabiliza¸c ao de aplica¸c oes de v´ıdeos sob demanda (VoD).
O site mais popular de compartilhamento de v´ıdeos, o YouTube, tem mais de 4 bilh oes de visualiza¸c oes por dia e 60 horas de v´ıdeo s ao armazenadas a cada minuto em seus servidores.
Sistemas h´ıbridos (CDN-P2P) t em sido apresentado como uma solu¸c ao escal´avel para distribui¸c ao de VoD. Nesses sistemas, pares compartilham seus recursos diminuindo a demanda sobre a infraestrutura da rede de distribui¸c ao de conte´udo (CDN). Por outro lado, os servidores da CDN garantem a disponibilidade de conte´udo quando as contribui¸c oes
dos pares s ao limitadas pelo churn, ou quando o conte´udo for in´edito aos pares da rede par a par (P2P). No entanto, o conte´udo distribu´ıdo nesses sistemas precisa ser gerenciado, de forma que a carga de trabalho submetida aos servidores da CDN seja minimizada. Uma quest ao a ser investigada nesse sistema ´e o impacto do churn, isto ´e, o efeito criado pelo
ciclo de entrada e sa´ıda dos pares sobre os mecanismos de ger encia do conte´udo distribu´ıdo pelo sistema. Nesta disserta¸c ao avalia-se o impacto do churn no desempenho de pol´ıticas de gerenciamento de objetos em sistemas CDN-P2P; verificou-se que o impacto no desempenho
das pol´ıticas diminui com o aumento da capacidade de armazenamento dos pares, no entanto, esse aumento n ao impacta proporcionalmente a performance das pol´ıticas.
Em seguida, s ao propostas, implementadas e avaliadas quatro pol´ıticas de gerenciamento de objetos derivadas a partir de dados reais obtidos de cole¸c oes de v´ıdeos do YouTube.
Essas pol´ıticas exploram informa¸c oes deixadas pelos usu´arios ou geradas pelo sistema de distribui¸c ao dos v´ıdeos para mensurar o valor de um objeto. A suposi¸c ao acerca da efetividade dessas informa¸c oes na valora¸c ao dos objetos ´e devido `a influ encia do sistema de recomenda¸c ao do YouTube no acesso a seu conte´udo, pois esse sistema utiliza-se dessas informa¸c oes para indicar v´ıdeos aos usu´arios. As pol´ıticas propostas foram capazes de
melhorar a disponibilidade do conte´udo em mais de 70%, comparada `a disponibilidade proporcionada pela pol´ıtica LFU e mais de 50%, comparada `a pol´ıtica GDSP.
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User experience guidelines for design of virtual reality graphical user interfaces controlled by head orientation inputFröjdman, Sofia January 2016 (has links)
With the recent release of head-mounted displays for consumers, virtual reality experiences are more accessible than ever. However, there is still a shortage of research concerning how to design user interfaces in virtual reality for good experiences. This thesis focuses on what aspects should be considered when designing a graphical user interface in virtual reality - controlled by head orientation input - for a qualitative user experience. The research has included a heuristic evaluation, interviews, usability tests, and a survey. A virtual reality prototype of a video on demand service was investigated and served as the application for the research. Findings from the analysis of the data were application specific pragmatic and hedonic goals of the users, relevant to the subjective user experience, and current user experience problems with the prototype tested. In combination with previous recommendations, the result led to the development of seven guidelines. However, these guidelines are considered only to serve as a foundation for future research since they need to be validated. New head-mounted displays and virtual reality applications are released every day and with the increasing number of users, there will be a continuous need for more research.
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Přenos a zobrazení videa v prohlížeči pro záznam pracovní plochy / Processing and Streaming Video in Browser for Screen RecordingSvačina, Lukáš January 2016 (has links)
Aim of the thesis is to design and implement unique service based on the newest technologies in web apps fi eld which allows screen recording followed by P2P distribution between participating users using web browser only. Thesis deals with the analysis of modern and coming technologies which allow practical implementation of such a service. It involves obtaining access to the screen source data, its recording, transforming and transmission over the network followed by playing on the other side. Recorded videos are adapted for part by part use in a player with seeking capability. Distributed architecture for data exchange between peers using peer-to-peer connection based on hybrid P2P VoD network provides scalability of the solution. The player allows obtaining the necessary parts of the videos from the current watchers with smooth video playback experience during ongoing transmissions whilst allowing arbitrary video shifting. In consideration of early stages of development or experimental support for some of the APIs needed for this work, research into browsers' support with discussion on realistic applicability nowadays is always performed.
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Lokální produkce jako budoucnost pro Netflix? Srovnání obchodní strategie při vstupu do vybraných evropských zemí / Local production as a future for Netflix? Comparison of business strategy when entering selected European countriesCarhounová, Kristýna January 2019 (has links)
This diploma thesis deals with the current phenomenon of video on-demand and the strategy of the streaming company Netflix when entering the European market. In the opening chapters it is necessary to explain the boom of the video on-demand services (VoD) in the context of television history and its position in relation to traditional linear broadcasting. Subsequently, the dramaturgical line and the programming offer of the company are presented , which is undoubtedly a competitive advantage of Netflix. In this context, Netflix's biggest competitors and their approach to production of original content are mentioned. The challenges Netflix is facing in its international expansion are also mentioned, including the need to tailor its offer and produce local content when entering new markets. Afterwards the European market as a whole is analyzed with regard to the specificities of the region and the key steps that were necessary to successfully start doing business on the continent. Last but not least, the thesis examines the position and development tendencies of Netflix in the field of original production in selected three European markets - Norway, France and the Czech Republic. In this part, Netflix is compared to other VoD competitors in these markets as well as by established players such as...
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[pt] AUDIOVISUAL CONECTADO: DESIGN E MUDANÇAS DE PARADIGMAS / [en] CONNECTED AUDIOVISUAL: DESIGN AND PARADIGM CHANGESBERNARDO GOMES ALEVATO 10 November 2020 (has links)
[pt] Esta pesquisa tem como tema as transformações do audiovisual sob o viés do design, a partir da digitalização dos suportes, conectividade e convergência das mídias. Esta digitalização trouxe uma série de mudanças na cadeia produtiva e na experiência audiovisual. A pesquisa busca elucidar, neste contexto de convergência de mídias, como são ressignificados os elementos de design. Partindo do pressuposto de que, na medida em que novos suportes elaboram novas condições e novos hábitos, os elementos de design são ressignificados em suas aplicações. A dissertação tem como objetivo compreender como os elementos do design se comportam em um novo cenário digital, aponta como as transformações tecnológicas afetam a experiência e analisa essas transformações no design, nas possibilidades de interatividade, no videografismo e na passagem para a tridimensionalidade. Apresenta, ainda, tendências da aplicação do design em vídeo sob demanda e em variações tecnológicas. Explora aspectos da narrativa não linear em suportes de imagens em movimento e apresenta um experimento em realidade virtual, realizado de forma colaborativa e interdisciplinar. Esta é uma pesquisa exploratória com abordagem qualitativa e alguns experimentos práticos que observam a aplicação do design nos diferentes meios. / [en] This research is about the transformations in audiovisual, under design s perspective, which are consequences from the digitalization of media, connectivity, and media convergence. The digitalization phenomenon has arisen a considerable number of transformations into productive chains as well as in audiovisual experience. This research tries to elucidate, in this context of media convergence, how design elements are reframed. Based on the assumption that new media may conduct to new conditions and new habits, the design elements are reframed and transformed by its applications in the audiovisual products. This dissertation aims to understand how design elements behave in a new digital audiovisual scenario, pointing out how technological transformations affect the experience, and analyzing these transformations into the design field, into possibilities of interaction, motion graphics and the transition to tridimensional. It also presents some trends of design applications into video on demand and new technological possibilities, exploring implications of using nonlinear narratives in moving image media. Also, this dissertation presents an experiment in virtual reality which was a result of a collaborative and interdisciplinary effort. This is an exploratory research based on quality approach and it presents some case studies related to design applications in various media.
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Advertising product improvement opportunities using segmentation in Video-on-Demand services : A case study of MTG’s opportunities in the shift from television to streaming videoKohlberg, Marcus, Westman, Lars-Peter January 2014 (has links)
More and more people choose to watch television online through online video-on- demand services. For media corporations, such as the Modern Times Group (MTG), this means that video-on-demand will become an increasingly important source of revenue. Because video-on-demand is an online service, advertising products offered therein are in competition with other online advertising products. Currently, MTG’s video-on-demand advertising products are the same as on regular television, meaning they haven’t yet taken advantage of any advertising product development opportunities made possible by Internet technology. The purpose of this thesis is therefore to determine what MTG’s strategy should be to improve the competitiveness and revenue of their video-on-demand advertising products, and what key concerns need to be addressed in order to realize the determined strategy. By request of the commissioner, MTG, possible uses of segmentation to achieve the strategy are studied. The methods used to collect data include multiple interviews both at MTG and at their current advertising customers, as well as web analytics and a questionnaire. Both qualitative and quantitative analysis was used to answer the research questions. Findings suggest that MTG should strive to improve the engagement of their advertising products, through the use of contextual segmentation and self-segmentation. This goes against the current trend in online advertising, where segmentation is primarily used for ad targeting. The reason for not adhering to the trend is that MTG’s advertising customers operate in a television mindset, where ad targeting is of a very limited nature and engagement is of greater perceived value.
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Persistence of Preference- Based Customer Segments : An investigation of cluster evolution / Fortlevnad av preferens-baserade kundsegment : En undersökning av klusterevolutionAlmström, Sara January 2021 (has links)
Clustering is a technology within unsupervised learning with a wide range of applications. Several of these applications use data that change over time, which makes clusters’ persistence of interest. One among these employments of clustering time-variant data is preference based customer segmentation. Preferences are assumed to change over time and it is thus of interest to know for how long clusters based on preferences remain. This study explores clusters of clients obtained in the segmentation analysis of users of a video streaming service and their persistence over time. The clients were clustered based on viewing history from distinct months with the k-means algorithm. Various metrics, such as Rand Index (RI), Adjusted Rand Index (ARI) and Fowlkes-Mallows score, were employed for evaluation of cluster persistence. It was found that most of the identified clusters did not show persistence over months but that most partitions included at least one clustered that was considered persistent. The results also suggested that clusters featured by titles that target children were more persistent than other clusters. Moreover, clients with a large interest in videos within the children genres appeared to form relatively separated clusters, which supports considering consumers of children titles as a separate target group. / Klustring är en teknik inom oövervakad maskininlärning med en mängd applikationer. Flera av dess applikationer använder data som förändras med tid, vilket gör klusters bestående intressant. En av dessa användningar av klustring av tidsberoende data är preferensbaserad kundsegmentering. Preferenser antas förändras med tid och det är således av intresse att veta hur länge kluster baserade på preferenser förblir. Den här studien utforskar klient-kluster erhållna genom segmenteringsanalys av användare av en video-strömningstjänst och dessas beständighet över tid. Klienterna klustrades baserat på deras tittarhistorik från olika månader med k-means. Flertalet mätvärden, såsom RI, ARI och Fowlkes-Mallows, användes för att utvärdera klusters fortlevnad i termer av överlapp av klienter. Fortlevnad över månader visades inte vara norm bland de identifierade klustren. Resultaten visade också på att kluster som präglades av titlar riktade mot barn var mer beständiga än andra kluster. Vidare tycktes klusters top-titlar antingen uteslutande utgöras av titlar riktade mor barn eller inte inkludera några titlar riktade mot barn, vilket stödjer hantering av konsumenter av barntitlar som en separat målgrupp.
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Enhancing content discovery in Video on Demand services for children / Förbättra upptäckt av nytt innehåll i Video on Demand tjänster för barnAndersson, Maja January 2017 (has links)
The media landscape is changing and Internet-based streaming services for children are becoming increasingly popular. The concept of online streaming extends freedom and control over content selection but discovering new content is often experienced as troublesome. The objective of this thesis is to identify parameters to make it easier for users of streaming services for children to discover and watch unfamiliar programs. Guidelines are formed based on literature studies, interviews, observations, a survey, a benchmark, data analysis with Adobe Analytics, a workshop and finally user tests with prototypes. These guidelines conclude that content should be categorized, dynamicized, highlighted and socially engaging. Categorization based on age is primarily important but interests and genres can also be used to make children more interested in a title. Content should be dynamic, customizable and personal to each user to give more accurate recommendations based on age and interests. Making one alternative more visually prominent will make this alternative more interesting especially for younger children and social features with information about other users opinions can motivate a decision to discover new content among older children.
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Der Evangelist ‒ Schlüssel zum Publikum : Die performative Kraft der Erzählinstanz in J. S. Bachs Johannes-Passion / The Evangelist – Key to the Audience : The Performative Power of the Narrative Instance in J. S. Bach’s St. John PassionGandler-Årman, Kerstin January 2020 (has links)
In der vorliegenden Examensarbeit geht es um eine eingehende Analyse der Figur des Evangelisten in der Johannes-Passion von J. S. Bach. Mit Hilfe eines interdisziplinären und intermedialen Ansatzes soll der Frage nachgegangen werden, welche Bedeutung er als Erzählfigur für das Werk allgemein und für den Rezipienten im Besonderen hat. Wie wichtig sein Erzählbewusstsein im Hinblick auf ein zunehmend medialisiertes und säkularisiertes Publikum ist, soll dabei ebenso beleuchtet werden, wie die Kraft seiner Performativität - sein Potential als theatrale Figur. Der Blick auf eine aktuelle Inszenierung, in diesem Fall die gestreamte Fassung der Johannes-Passion von Peter Sellars in Zusammenarbeit mit den Berliner Philharmonikern aus dem Jahr 2019 sowie den Libretto-Text des Evangelisten ermöglicht das Untersuchen von Erzählweise, Kommunikationsstrategie und Spielart dieser spannenden und komplexen ErzählerFigur. Der Fokus auf das epische Moment und die strukturell/dramaturgische Bedeutung des Evangelisten ist dabei bewusst gewählt, da sie mir für die praktische Vermittlung und Darstellung des Evangelisten als relevant erscheinen. / This degree thesis entails a thorough analysis of the Evangelist-character in the St. John Passion from J. S. Bach. With the help of an interdisciplinary and intermedial approach, the question to be investigated is: which meaning does he have as a narrative figure for the work in general and for the recipient in particular? How important his narrative consciousness is in view of an increasingly medialized and secularized audience should also be illuminated, as well as the power of his performativity - his potential as a theatrical character. The look at a current production, in this case the streamed version of the St. John Passion from Peter Sellars in collaboration with the Berlin Philharmonic from 2019 as well as the libretto of the Evangelist, enables the exploration of narrative style, communication strategy and way of acting of this exciting and complex narrator figure. The focus on the epic moment and the structural/dramaturgical meaning of the Evangelist is deliberately chosen, because I deem them relevant to the practical mediation and presentation of the Evangelist.
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