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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
51

Um modelo para a implementação de vídeo sob demanda em ambientes corporativos / An Implementation model for video on demand in corporative environments

Feitosa, Eduardo Luzeiro January 2001 (has links)
Com os avanços tecnológicos, as aplicações multimídia de vídeo sob demanda (VoD) são cada vez mais utilizadas. Por ser aplicável na área comercial, na área de entretenimento e até na área educacional, vídeo sob demanda é, ou será, muito empregada em ambiente corporativo. Contudo, dados multimídia, em especial vídeo, requerem certas garantias de qualidade de serviço. O problema é como obter tais garantias em redes corporativas. Deste modo, este trabalho propõe um modelo para implementação de aplicações de vídeo sob demanda em ambientes corporativos. Sendo assim, serão apresentados os requisitos básicos do serviço, padrões e modelos, e os protocolos multimídia que podem ser aplicados no desenvolvimento do modelo e na validação, através de um protótipo. / Based on technological development, the applications of video multimedia related to video on demand (VoD) have been more and more used. Since it has been applicable to commercial, entertainment, and educational field, video on demand is, or will be, used in a corporative environment. Multimedia data, especially video, require such quality of service and guarantees, but the problem is: how to get such assurances into corporative networks. Therefore, this work proposes an implementation model for video on demand applications in corporative environments. For this reason, it will present the basic requirements of the service, as well as, it standards and models, and also multimedia protocols that can be put into effects to development of the model and to its validity through a prototype.
52

Um modelo para a implementação de vídeo sob demanda em ambientes corporativos / An Implementation model for video on demand in corporative environments

Feitosa, Eduardo Luzeiro January 2001 (has links)
Com os avanços tecnológicos, as aplicações multimídia de vídeo sob demanda (VoD) são cada vez mais utilizadas. Por ser aplicável na área comercial, na área de entretenimento e até na área educacional, vídeo sob demanda é, ou será, muito empregada em ambiente corporativo. Contudo, dados multimídia, em especial vídeo, requerem certas garantias de qualidade de serviço. O problema é como obter tais garantias em redes corporativas. Deste modo, este trabalho propõe um modelo para implementação de aplicações de vídeo sob demanda em ambientes corporativos. Sendo assim, serão apresentados os requisitos básicos do serviço, padrões e modelos, e os protocolos multimídia que podem ser aplicados no desenvolvimento do modelo e na validação, através de um protótipo. / Based on technological development, the applications of video multimedia related to video on demand (VoD) have been more and more used. Since it has been applicable to commercial, entertainment, and educational field, video on demand is, or will be, used in a corporative environment. Multimedia data, especially video, require such quality of service and guarantees, but the problem is: how to get such assurances into corporative networks. Therefore, this work proposes an implementation model for video on demand applications in corporative environments. For this reason, it will present the basic requirements of the service, as well as, it standards and models, and also multimedia protocols that can be put into effects to development of the model and to its validity through a prototype.
53

Protocolos de difusão periodica de video sob limitação de banda passante

Zafalão, Rogerio Makiyama 27 February 2004 (has links)
Orientador : Nelson Luis Saldanha da Fonseca / Dissertação (mestrado) - Universidade Estadual de Campinas, Instituto de Computação / Made available in DSpace on 2018-08-03T23:48:34Z (GMT). No. of bitstreams: 1 Zafalao_RogerioMakiyama_M.pdf: 562652 bytes, checksum: 8fef838d9bae43c90f268cf88c61b763 (MD5) Previous issue date: 2003 / Resumo: Sistemas de Video sob Demanda possibilitam ao usuário a escolha de vídeos para exibiçao dentre uma vasta coleção. Como a transmissão de um fluxo de vídeo demanda uma grande quantidade de bande passante, estratégias de compartilhamento da transmissão de fluxos de vídeo são utilizadas para reduzir esta demanda. Dentre estas técnicas, os protocolos baseados em difusão periódica são indicados para a transmissão dos vídeos mais requisitados, uma vez que estes utilizam largura de banda constante independente do número de usuários. Entretanto, os protocolos mais eficientes nao levam em consideração limitações de banda passante existentes no cliente. Nesta dissertação, dois protocolos de difusão periódica otimamente estruturados são estendidos de forma a permitir que clientes sujeitos a limitações de largura de banda possam utilizar serviços de Vídeo sob Demanda baseados em difusão periódica / Abstract: Video on Demand (VoD) services allow users to watch movies of their choice among a wide collection. As video transmition requires a huge amount of bandwidth, stream sharing techniques has been developed to reduce the bandwidth requirements. Among these techniques, periodic broadcasting protocols are indicated to transmit most frequently requested videos, since they require a constant amount of bandwidth. However, these protocolos do not consider users with limited bandwidth. In this dissertation two new protocols are introduced, the Polyharmonic Broadcasting with Limited User Bandwidth (PHB-LUB) and the Greedy Equal-Bandwidth Broadcasting with Limited User Bandwidth (GEBB-LUB) / Mestrado / Ciência da Computação / Mestre em Ciência da Computação
54

Gränssnittsanalys av Video On Demand tjänster : En gränssnittsanalys av fyra stycken VOD-tjänster på fyra stycken plattformar / Interface analysis of Video On Demand services : An interface analysis of four VOD services on fourplatforms

Ask, Hanna January 2013 (has links)
This paper works as an assignment from the Video On Demand Company Headweb, who wanted aninterface analysis of their own and their competitors VOD services. The purpose is to help Headwebwith their own interface by studying theirs and others interfaces and make an analysis on how theyfunction, how they look and how good the usability is with every service, with hope to findsomething that could make the VOD service of Headweb better.I have also studied how the interfaces of the VOD services look on different platforms, to see howthey are designed as a whole. This has been an expert analysis where I have studied the differentVOD-services by myself, without any external users.To find advantages and disadvantages with the services and their platforms, I have used differenttheories, models and design patterns to frame areas such as filmsearch, categorization, registrationand navigation. I have compared the VOD services with each other and drew conclusions for eacharea to see how the interfaces differ between the services, but also between platforms.My analysis has shown that all VOD services in this project have a very unique interface, eventhough they all have the same goal, to allow the user to control their viewing of film. They usevarious functions and structure and use their own page names and categorizations. In this project, Ihave also found a number of changes that I recommend that Headweb does to their service toenhance the usability.
55

Netflix ur ett användarperspektiv : En kvalitativ studie om Binge Watching, tittarvanor och teknikens betydelse / Netflix from a user perspective : A qualitative study about Binge Watching, viewing habits and the technical influence

Boustedt, Jeanette, Larsson, Felicia January 2015 (has links)
Syfte: Studien syftar till att få en djupare förståelse i hur användarens tittarvanor påverkas av Netflix design och teknik, och huruvida dessa uppmuntrar användaren till Binge Watching. Teori: Studien använder sig främst av Sidneyeve Matrix (2014) teori och forskning om det tekniska fenomenet Binge Watching från artikeln “The Netflix Effect: Teens, Binge Watching and on Demand Media Trends” samt Jonas Löwgrens (2002) teori om kvalitet på användning från artikeln “The use qualities of digital designs, draft 1.0”. Även Gunnar Nygren och Ingela Wadbrings (2013) forskning om den tekniska utvecklingen från publikationen “På väg mot medievärlden 2020” används i undersökningen. Metod: Studien utgår från en kvalitativ forskningsmetod baserad på enskilda djupgående intervjuer. Resultat: Resultatanalysen indikerar att Netflix teknik och funktioner har en stor påverkan på användaren och dess tittarvanor. Informanterna upplever att de utan dessa funktioner inte hade använt tjänsten i lika stor utsträckning och att en lojalitet och känslomässig hängivenhet upprättats efter Netflix många taktiker att förbättra den personliga användarupplevelsen. De tekniska funktionerna har även resulterat i att samtliga informanter kontinuerligt Binge Watchar och inte sällan ser fler avsnitt av en serie än från början tänkt. / Purpose: The study aims to gain a deeper understanding of how the users viewing habits are influenced by Netflix design and technology, and whether they encourage the user to Binge Watching. Theory: The study mainly uses the theory and research by Sidneyeve Matrix (2014) on the technical phenomenon Binge Watching from the article “The Netflix Effect: Teens, Binge Watching and on Demand Media Trends” and the theory about the use qualities by Jonas Löwgren (2002) from the article “The use qualities of digital designs, draft 1.0”. The research on technological developments by Gunnar Nygren and Ingela Wadbring (2013) from the publication “På väg mot medievärlden 2020” is also used in this study. Method: The study is based on a qualitative research method based on individual in-depth interviews. Results: The result analysis indicates that Netflix technologies and features have a transparent impact on users and their viewing habits. The informants felt that they without these features would not have used the service to the same extent and that loyalty and emotional commitment was established due to the many tactics Netflix used to improve the personal user experience. The technical features have also resulted in an increased Binge Watching for all of the informants who also often view more episodes of a series than originally thought. It also became clear that it was the technology, features and wider range that made Netflix the most preferred VoD service among the informants.
56

What keeps customers subscribing to streaming services? : A Quantitative Study of E-Loyalty towards Subscription Video on Demand Services in Sweden

Bennhult, Louise, Frogner, Hanna January 2021 (has links)
E-loyalty is an important aspect for practitioners to understand as it determines a digital company’s success. The Subscription Video on Demand (SVOD) industry is rapidly growing and becoming more competitive, which emphasizes the need to understand the key determinants of e-loyalty towards them. A quantitative study was thereby performed to investigate these. Data was collected from a survey examining e-satisfaction, e-trust, website/application quality, switching barriers, and customization, with the purpose of testing whether these can be considered key determinants in the SVOD context. The results include a regression model explaining 51.89% of the variance in e-loyalty, and show that e-trust and e-satisfaction had the largest impact on e-loyalty. These can thereby be considered key determinants of e-loyalty towards SVOD services in this study, which is in line with previous findings. Although, the results indicate that established theories might not be fully applicable, since switching barriers and website/application quality had negative impacts on e-loyalty. / E-lojalitet är en viktig aspekt för marknadsförare att ha förståelse för, då detta påverkar digitala företags framgång. De streamingtjänster som är prenumerationsbaserade och tillhandahåller videoinnehåll, som kallas SVOD, växer snabbt och marknaden blir alltmer konkurrenspräglad. Detta betonar behovet av att förstå de avgörande faktorerna när det kommer till e-lojalitet gentemot dem, vilket denna studie ämnar undersöka. Med en kvantitativ metod och enkätundersökning samlades data in, där fokus var på faktorerna e-kundnöjdhet, e-tillit, webbside/appkvalitet, byteshinder och kundanpassning för att se om dessa är avgörande i e-lojalitet i SVOD-kontexten. Resultaten inkluderar en regressionsmodell som beskriver 51.89% av variansen i e-lojalitet, samt visar att e-tillit och e-kundnöjdhet har störst påverkan på e-lojalitet. De ses därför som de avgörande faktorerna i denna studie vilket är i linje med tidigare studier. Dock visar resultaten att etablerade e-lojalitetsteorier inte verkar vara fullt applicerbara på SVOD-kontexten, eftersom byteshinder och webbside/appkvalitet påverkade e-lojalitet negativt i denna studie.
57

Video na vyžádání v JavaME / Video on Demand service in JavaME

Obdržálek, Petr January 2009 (has links)
The master’s thesis deals with creation of system that provides video on demand. Technologies which are used to creation mobile application are analyzed. There are also mentioned today's most used codecs in the mobile devices. There are described standards, norms, principles and recommendations for transfer multimedia data on network in real time. Technologies which are appropriate for functionality of system on server side are described. The output of the work is an operational sample of whole system and description of functionality of this system.
58

Model-Based Monitoring in Large-Scale Distributed Systems

Reimann, Carsten 31 May 2002 (has links)
Monitoring remains an important problem in computer science. This thesis describes which monitor information is needed to analyze distributed service environments. This thesis also describes how to get these information and how to store them in a monitoring database. The resulting model is used to describe a distributed media content environment and a simulation system that runs on the CLIC helps to generate measurements as in real systems. / Monitoring ist ein wichtiges Problem in der Informatik. In dieser Arbeit werden die benoetigten Daten beschrieben, welche zur Analyse von verteilten Dienstumgebungen dienen. Weiterhin wird beschrieben, wie man diese Daten messen und in einer geeigneten Datenbank speichern kann. Das daraus entstehende Modell wird verwendet um eine verteilte Medien-Daten-Umgebung zu beschreiben und eine Simulation auf dem CLIC erzeugt Messdaten wie sie in realen Systemen vorkommen.
59

Interactivity as Dynamic Demand: A Conceptual, Methodological, and Empirical Foundation for an Innovative Approach to Study Video Games

Koban, Kevin 09 December 2019 (has links)
Video games are anything but a marginalized subject among communication scholars and media psychologists for quite some time now. Nevertheless, a certain lack of empirically valid theoretical conceptualizations that truly respect the unique nature of the medium is still an important issue, even concerning basic concepts such as interactivity. Drawing from a recently introduced multidimensional conceptualization of video game interactivity as continuously required player effort to meet game demands and to exercise in-situ authorial control over the game experience, this dissertation consists of four manuscripts (covering seven individual studies) that aim for empirical evidence for a rather general but extremely vital question: How do players process video games? In my understanding of the field, this question exemplifies a substantial shift in how researchers examine games to explain not only the medium’s worldwide appeal but also the psychological consequences that may result from playing it. Just as psychophysiological and neurophysiological perspectives have gained significant momentum within game scholarship these days, an experiential approach that focuses on the (dynamic) interplay between demand and effort promises to serve as a valuable theoretical basis to develop an advanced understanding of video gaming beyond what we as game scholars currently know. My work is inspired by this vision and the four manuscripts that are included in this thesis contribute little pieces to it by examining interpersonal competition (manuscript 1) and game streaming (manuscript 3) as well as by developing and validating a German scale to assess different game demands (manuscript 2) and a methodology to explore demand dynamics (manuscript 4). In doing so, it intends to provide conceptual and empirical groundwork necessary not only to ask bigger questions about video games but also to answer them.
60

Chování českého uživatele na mediálních platformách Video on Demand / Behaviour of the czech user on media platforms Video on Demand

Kahánek, Adam January 2020 (has links)
In the last decade Video on Demand (VOD) services are becoming the centre of audiovisual entertainment consumption. American company Netflix is currently the biggest player on the market. Thanks to growing base of viewers it has become big competitor even for big hollywood studios. Those studios don't want to lose the track in this new, popular segment of on-line entertainment, therefore they are also coming out with their own platforms. Viewer's habits on VOD services has many specifics, for example in ways of consumption or in choosing the content. The subject of this thesis is to capture allround behaviour of czech user on VOD platforms.

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