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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.
41

Problems and Solutions for Conducting Online Live Instruction

Wang, Cheng-Jung 16 August 2004 (has links)
According to the literature there are still very few researches focusing on the Online Live Instruction in e-Learning. By Integrating IP-Based Video Conferencing System and Full Screen Capture with Live Streaming Broadcast System into an LMS, instructors can provide Online Live Instruction. In this kind of environment, teachers and students can interact together like in conventional classroom. This study explored the process of Online Live Instruction, solutions for the encountered problems are also provided. SOP (Standardized Operation Procedures) are developed on how to conduct Course Material Lecturing and Group Discussion & Summary Report activities. Suggestions about Online Live Instruction for teachers, teaching assistants and students are also included.
42

Live stream micro-media activism in the occupy movement : mediatized co-presence, autonomy, and the ambivalent face / Mediatized co-presence, autonomy, and the ambivalent face

Thomas, Judith A. 02 August 2012 (has links)
With camera, smart phone, and wireless connection to a worldwide distribution source on a single device that fits in your pocket, now billions of citizens are able to become sousveillant micro-media activist – in real time. This case study investigates purposive texts in detail from over 50 hours of live and archived streaming video webcasts taken from geographically diverse sites. The goal is to explore how this tool is being used by videographers in a complex 21st century social movement. My sample video texts were gathered in late February and early March 2012 as the Occupy Movement stirred to life after a relatively quiet winter (from the corporate media’s point-of-view). In this project, I examine how Occupy’s use of live-streaming video combines “mediated co-presence” (Giddens 1984; Ito 2005) with “networked autonomy” (Castells 2011) to represent the ambivalent face of a complex, postmodern movement for social justice. / text
43

Diffusion de flots vidéos dans des réseaux sous-provisionnés

LIU, Jiayi 04 November 2013 (has links) (PDF)
The proliferation of new devices (such as smartphones and tablets) promotes new multimedia services (e.g. user-generated live video broadcasting), as well as new streaming techniques (e.g. rate-adaptive streaming). As a matter of fact, scientists observe a formidable, sustainable growth of Internet traffic related to video streaming. Yet, network infrastructures struggle to cope with this growth and it is now frequent that a delivery network is insufficiently provisioned. Such underprovisioning problem is more severe for live videos due to its real-time requirement. In this thesis, we focus on bandwidth efficient video delivery solutions for live streaming in underprovisioned video delivery networks. Specifically, we have two main contributions: (1) a user-generated live videos sharing system based on peer-to-peer (P2P) technique, and (2) a live rate-adaptive streaming system based on Content Delivery Network (CDN). First of all, we built an multioverlay P2P video sharing system which allows Internet users to broadcast their own live videos. Typically, such a system consists of multiple P2P live video streaming systems, and faces the problem of finding a suitable allocation of peer upload bandwidth. We designed various bandwidth allocation algorithms for this problem and showed how optimal solutions can be efficiently computed. Then, we studied the problem of delivering live rate-adaptive streams in the CDN. We identified a discretize streaming model for multiple live videos in modern CDNs. We formulated a general optimization problem through Integer Linear Programming (ILP) and showed that it is NP-complete. Further, we presented a fast, easy to implement, and near-optimal algorithm with approved approximation ratios for a specific scenario. This work is the first step towards streaming multiple live rate-adaptive videos in CDN and provides a fundamental theoretical basis for deeper investigation. Last, we further extended the discretized streaming model into an user-centric one which maximizes the overall satisfaction of an user population. Further, we presented a practical system, which efficiently utilizes CDN infrastructure to deliver live video streams to viewers in dynamic and large-scale CDNs. The benefits of our approaches on reducing the CDN infrastructure capacity is validated through a set of realistic trace-driven large-scale simulations. All in one, this thesis explores bandwidth efficient live video delivery solutions in underprovisioned delivery network for multiple streaming technologies. The aim is to maximally utilize the bandwidth of relay nodes (peers in P2P and forwarding equipments in CDN) to achieve an optimization goal.
44

Avaliação de transmissão ao vivo de grandes eventos pela internet

Almeida Junior, Wagner de 04 September 2015 (has links)
Submitted by Renata Lopes (renatasil82@gmail.com) on 2016-05-17T12:01:58Z No. of bitstreams: 1 wagnerdealmeidajunior.pdf: 2594589 bytes, checksum: 9b2a2375eb8725cfda2a8aabadd86f22 (MD5) / Approved for entry into archive by Adriana Oliveira (adriana.oliveira@ufjf.edu.br) on 2016-06-28T14:01:42Z (GMT) No. of bitstreams: 1 wagnerdealmeidajunior.pdf: 2594589 bytes, checksum: 9b2a2375eb8725cfda2a8aabadd86f22 (MD5) / Made available in DSpace on 2016-06-28T14:01:42Z (GMT). No. of bitstreams: 1 wagnerdealmeidajunior.pdf: 2594589 bytes, checksum: 9b2a2375eb8725cfda2a8aabadd86f22 (MD5) Previous issue date: 2015-09-04 / A transmissão de conteúdo de mídia pela Internet é uma tendência que vem crescendo atualmente. Especialmente, o cenário de transmissão de vídeo sob demanda (VoD) já é bastante consolidado. Um novo desafio que surge é a transmissão de vídeo ao vivo, especialmente de conteúdo capaz de atrair um grande número de espectadores como eventos de grande escala. Neste trabalho nós caracterizamos a transmissão ao vivo pela Internet de dois eventos esportivos de grande escala. Esses eventos foram transmitidos gratuitamente por um dos maiores provedores de conteúdo da América Latina através de um portal web acessado pelo protocolo HTTP. Nos baseamos em registros de acesso dos servidores web do provedor para extrair as informações usadas nas caracterizações. Nós quantificamos o impacto da transmissão de um evento de grande escala no provedor de conteúdo e a qualidade de serviço recebida pelos usuários finais. Mostramos que os servidores de vídeo recebem carga substancial e que a carga varia significativamente entre jogos, o que dificulta o provisionamento de capacidade. Além disso apresentamos um mapa da difusão de acesso por região do Brasil com base em observações sobre a mídia recebida pelos clientes. / Streaming media on internet is currently a growing trend. In particular, video-on-demand (VoD) scenario is already quite consolidated. Although, live streaming still facing challenges, specially during large-scale events, which may attract a large number of viewers. In this work, we characterize two large-scale Internet live streaming sport events. These events were streamed free of charge through a web portal accessed via HTTP protocol by one of the largest content provider in Latin America. Our characterization relies on access logs we have obtained from the content provider’s web server. We quantify the impact of a large-scale event transmission on content provider servers. We also characterize the quality of service end users receive. Our results show that video servers receive substantial network load during a large-scale event. Moreover, this network load can vary significantly among distinct matches, which difficult capacity provisioning. In addition we present a map of the Brazilian Internet access distribution based on observations about the media content received by customers.
45

Modelling and Performance Analysis of New Coolstreaming for P2P IPTV

Raghvendra, Potnis Varada January 2012 (has links) (PDF)
Peer to peer networks are becoming increasingly popular among Internet users as the downloading peers share the storage and upload bandwidth load of the system. This makes it possible for a large number of users to share a data file available at a server without the server upload bandwidth becoming a bottleneck. The P2P technology is being widely used not only for file sharing but also for video on demand, live streaming and IPTV. The delay deadlines are more stringent in live streaming and IPTV than those in file sharing as the traffic is real time. The performance perceived by a user depends upon whether the video stream is being downloaded at the streaming rate. Coolstreaming is the first large scale P2P IPTV system. We model the multi-channel Coolstreaming system via an open queueing network. The peer dynamics at a channel is modelled by a closed queueing network working at a faster rate. We compute the expected number of substreams in the overlay of New Coolstreaming which are not being received at the proper rate. The computation of the Markov chain with a very large state space is handled using the two time scale decomposition. Further we characterize the end to end delay encountered by a video stream originating from the server and received at a user of New Coolstreaming. Three factors contribute towards the delay. The first factor is the mean path length in terms of overlay hops of the partnership graph. The second factor is the mean number of routers between any two overlay peers in the network layer and the third factor is the queueing delay at a router in the Internet. The mean shortest path length in terms of overlay peers in the New Coolstreaming graph is shown to be O(logn)where nis the number of peers in the overlay. This is done by modelling the overlay by a random graph. The mean shortest path in terms of routers in the Internet’s router level topology is seen to be at most O(logNI)where NIis the number of routers in the Internet. We also discuss a method by which we can get the mean delay at a router in the Internet. Thus, the mean end to end delay in New Coolstreaming is shown to be upper bounded by O(lognlogNIE[W])where E[W]is the mean delay at a router in the Internet.
46

HTTP Live Streaming : En studie av strömmande videoprotokoll

Swärd, Rikard January 2013 (has links)
Användningen av strömmande video ökar snabbt just nu. Ett populärt konceptär adaptive bitrate streaming som går ut på att en video kodas i flera olikabithastigheter. Dessa videor tas sedan och delas upp i små filer och görstillgänglig via internet. När du vill spela upp en sådan video laddar du först hemen fil som beskriver vart filerna finns och i vilka bithastigheter de är kodade i.Mediaspelaren kan där efter börja ladda hem filerna och spela upp dom. Om defysiska förutsättningarna, som exempelvis nedladdningshastighet eller CPUbelastning,ändras under uppspelningen kan mediaspelaren enkelt byta kvalitépå videon genom att börja ladda filer av en annan bithastighet och slippa attvideon laggar. Denna rapport tar därför en närmare titt på fyra tekniker inomadaptive bitrate streaming. De som undersöks är HTTP Live Streaming,Dynamic Adaptive Streaming over HTTP, HTTP Dynamic Streaming ochSmooth Streaming med avseende på vilka protokoll som dom använder.Rapporten undersöker även hur Apple och FFmpeg har implementerat HTTPLive streaming med avseende på hur mycket data som behövs läsas i en filinnan videon kan börja spelas upp. Rapporten visar att det inte är så storaskillnader mellan de fyra teknikerna. Dock sticker Dynamic AdaptiveStreaming over HTTP ut lite genom att vara helt oberoende av vilket ljud ellervideoprotokoll som används. Rapporten visar också på en brist i specificeringenav HTTP Live Streaming då det inte är specificerat att första komplettabildrutan i videoströmmen bör ligga i början av filen. I Apples implementationbehövs upp till 30 kB data läsas innan uppspelning kan påbörjas medan iFFmpegs implementation är det ca 600 byte. / The use of streaming video is growing rapidly at the moment. A popular conceptis adaptive bitrate streaming, which is when a video gets encoded in severaldifferent bit rates. These videos are then split into small files and made availablevia the internet. When you want to play such a video, you first download afile that describes where the files are located and in what bitrates they are encodedin. The media player then begin downloading the files and play them. Ifthe physical conditions, such as the download speed or CPU load, changes duringplayback, the media player can easily change the quality of the video bystarting to downloading files of a different bit rate and avoid that the video lags.This report will take a closer look at four techniques in adaptive bitrate streaming.They examined techniques are HTTP Live Streaming, Dynamic AdaptiveStreaming over HTTP, HTTP Dynamic Streaming and Smooth Streaming andwhich protocols they use. The report also examines how Apple and FFmpeg hasimplemented HTTP Live Streaming with respect to how much data is needed toread a file before the video can begin to be played. The report shows that thereare no large differences between the four techniques. However, Dynamic AdaptiveStreaming over HTTP stood out a bit by being completely independent ofany audio or video protocols. The report also shows a shortcoming in the specificationof HTTP Live Streaming as it is not specified that the first completeframe of the video stream should be at the beginning of the file. In Apple's implementationits needed to read up to 30 KB of data before playback can bestarted while in FFmpeg's implementation its about 600 bytes.
47

直播電商對消費者購買決策流程之影響 / The Influence of Live streaming commerce on consumer purchase decision.

謝佳蓉 Unknown Date (has links)
隨著網路科技的發展,許多新興媒體隨之興起,直播服務即為其中之一,直播為現今品牌或者商家躍躍欲試的行銷溝通管道。直播服務有許多的應用方式,而當中「直播+電商」為本研究所欲了解的應用,因直播電商近來廣受業界討論,也可看見許多品牌皆直播與消費者溝通以及導購,且許多品牌也都表示有良好的成效。直播電商即是透過直播服務在網路上進行商品的販售,其中主要組成的元素包括直播功能、直播主、直播內容以及閱聽眾,本研究希望能夠了解直播電商是如何能夠提升消費者購買意願以及對購買決策流程影響。 本研究將受訪者分為三組(前測、直播以及重播組),先讓受訪者共同觀看完直播電商節目後,再透過焦點團體訪談法深入瞭解其態度,研究結果歸納如下: 一、 購買意願 內容與直播主為直播電商關鍵成功因素,實用性價值高之內容、具專業性之直播主較能促使購買意願,而具知名度之直播主能吸引消費者注意以及提升購買意願,且當產品與直播主具有高度關聯性時較能說服消費者;直播功能對於消費者而言為附加價值,但是當消費者對於直播內容與直播主感到滿足、滿意時,直播功能能有效提升購買意願。 二、 購買決策流程 直播透過導購功能、互動功能能夠縮短消費者購買決策流程的資訊搜集以及評估方案階段。 根據研究結果,本研究提出實務建議以提供企業作為未來營運參考,亦提出研究建議作為未來研究參考。 / As the Internet Technologies continue to bloom and develop, many new media emerge. Of all, live streaming, has become the must try for brands and sellers nowadays. Among all the applications that live streaming brings, live streaming commerce, which is selling products through live streaming, is the focus of this study. The main components of live streaming commerce include live features, host, content and audiences. This study aims to understand the impact of live streaming commerce on consumers’ purchase intention and purchase decision-making process. To conduct focus group interviews, the study divided participants into three groups: 3 people in the pre-test, 5 people watching livestream, and 5 people watching video (same content as in the previous group but not live). Results and conclusions are summarized as below: The key successful factors of live streaming commerce are content and host. The content with high utilitarian value and the expert hosts are both significant to consumers’ purchase intention. Live streaming with popular hosts could capture consumers’ attention and enhance their purchase intention. Moreover, the live streaming hosts are more likely to persuade consumers into purchasing if the characteristics of live streaming hosts are strongly relevant to the products. Consumers regard functions of live streaming as additional value. Live streaming could effectively increase consumer purchase intention when the consumers are satisfied with the content and the performance of host in the live streaming. Live streaming commerce shortens the consumer decision making process through features of real- time text chatting and shopping guide. According the results, this study presents the practical recommendations to provide enterprises as a future operational reference, and propose research recommendations as a future study reference.
48

串流玩轉:論電子遊戲實況的嬉戲與遊戲 / Stream, Play and Games : Playing and Gaming in Video Game Streaming

蔡昀霆, Cai, Yun Ting Unknown Date (has links)
本文分析近年盛行的電子遊戲實況活動。從分心、不專注於電玩的現象開始,本文以「如何玩」這個提問來引導論證「嬉玩」與「遊戲」這組概念在分析上的效力,藉此,本文論證了電玩實況活動中的心智狀態與活動是游移在電玩活動與嬉鬧互動,在嚴肅遊戲與嬉戲玩耍之間游移,這樣的分神狀態之中也產生了有樂趣、具有實效的遊戲性。 從技術架構的觀點來看,以即時串流的技術為基礎,電玩實況活動結合了即時傳輸與即時互動。使用者所獲致的遊戲聆賞經驗以及互動是即時且與他人同步,便也構成了網路媒介之下的共時經驗,實況中以電玩活動為對象的起鬨也便具共在的實感。本文從聊天室起鬨、技術戲耍挪用等現象中論證了基於遊戲性旨趣的共謀嬉玩。嘲諷、干擾的對抗性是為了製造分神的條件,從中產生張力並獲致遊戲性,而包括實況主在內的所有參與者,皆是在這樣的分神狀態中嬉玩,維繫歡騰的共感情緒。 電子遊戲具有將遊戲性限定在其中的封閉性質,也因此對於電玩的遊戲經驗多有私密、個人的想像,即時串流的電玩實況活動便是打開了這樣的封閉性質。透過網路媒介將人匯聚在遊戲活動周圍,不僅共享了電玩活動本身的樂趣,也在即時串流之下共時的互動跟聆賞經驗中以遊戲為對象群聚嬉戲。這樣的網路活動之所以盛行,顯示了人對遊戲性的需求不僅是來自遊戲中,也來自與他人玩在一起的連結共感,電玩實況便是實現了這樣的需求。 / Taking the prevailing "video game live streaming" activities as research object, this thesis takes "play" and "game" as a set of core concepts, and begins the exploration into their conceptual effect. Setting out the arguments with "How to Play" question, this thesis concludes that the mentality and activities in video game live streaming are in an "in-between" condition. Between video game activity and playful disturbance, seriousness and playfulness, there are gameplay with actual effect. Taking the technical conditions into consideration, video game live streaming consists of live media transportation and live interaction. Users' experiences synchronize with each other, thus contribute to the "togetherness" mediated through the Internet, and also the carnivalistic interactions and disturbance in the live channel. From the fuss and disturbance in the chatroom to the appropriation of streaming "plugins", this thesis argues that these actions conducted by streamer and users contribute to the "distractive" scenario, and the conducts are all based on "the interest of play". Different from serious and immersive mentality which is deemed as the fundamental of playing and gaming, the gameplay in live stream is based on distraction, which is the core condition that brings tension and thus playfulness. All the users in video game live streaming, the streamer included, are connected and forged into a synchronized togetherness by this kind of distractive, carnivalistic playfulness. Digital video games have tributes of enclosure, which require concentration, seriousness and absorption. Video game live streaming opens up this kind of enclosure, and brings people in and around the video game activities. In the live channel, users experience the joy and fun of the game itself together in a synchronized way, and also act on the interest of play, creating distraction and disturbance that bring to playful experiences, and that explains why this kind of Internet activity prevails. This thesis shows that the need of gameplay comes not only from game activities themselves, but also from the desire to "play together". In a digital age, video game live streaming is just the fulfillment of this kind of desire.
49

Liveproduktion med Twitch som ett substitut för en allseende Gud

Österlind, Jerker January 2021 (has links)
En undersökning av hur online-exponering påverkar kreativa processer. Genom att arbeta i en öppen live-stream har Jerker Österlind inför publik skapat en EP under 30 Twitch-sändningar. Denna text utforskar effekterna av att bjuda in åskådare till vad som brukar ske bakom stängda dörrar, hur det musikaliska resultatet påverkas, hur arbetsprocessen förändras och funderingar om hur livestreaming kan ge nya möjligheter för marknadsföring och karriär. https://open.spotify.com/album/18uGeyxD00Ssayi1exCCJo?si=qbFel0xUTaeF4rXiwlR2GQ / An inquiry about the impacts of online exposure on creative processes. By working in a public livestream, Jerker Österlind has made an EP in front of an audience during 30 Twitch broadcasts. This text explores the effects of inviting an audience to things that usually take place behind closed doors, how the musical result is affected, how work methods are changed and how livestreaming can open up new opportunities for marketing and careers.  https://open.spotify.com/album/18uGeyxD00Ssayi1exCCJo?si=qbFel0xUTaeF4rXiwlR2GQ / <p>Arbetet presenteras i form av en EP med fem spår. Alla instrument är spelade av J. Österlind.</p><p>Musiken kan höras här:</p><p>https://open.spotify.com/album/18uGeyxD00Ssayi1exCCJo?si=qbFel0xUTaeF4rXiwlR2GQ</p><p>och här:</p><p>https://mudbody.bandcamp.com/album/underachieve-ep</p>
50

Distributed Optimization of P2P Media Delivery Overlays

Payberah, Amir H. January 2011 (has links)
Media streaming over the Internet is becoming increasingly popular. Currently, most media is delivered using global content-delivery networks, providing a scalable and robust client-server model. However, content delivery infrastructures are expensive. One approach to reduce the cost of media delivery is to use peer-to-peer (P2P) overlay networks, where nodes share responsibility for delivering the media to one another. The main challenges in P2P media streaming using overlay networks include: (i) nodes should receive the stream with respect to certain timing constraints, (ii) the overlay should adapt to the changes in the network, e.g., varying bandwidth capacity and join/failure of nodes, (iii) nodes should be intentivized to contribute and share their resources, and (iv) nodes should be able to establish connectivity to the other nodes behind NATs. In this work, we meet these requirements by presenting P2P solutions for live media streaming, as well as proposing a distributed NAT traversal solution. First of all, we introduce a distributed market model to construct an approximately minimal height multiple-tree streaming overlay for content delivery, in gradienTv. In this system, we assume all the nodes are cooperative and execute the protocol. However, in reality, there may exist some opportunistic nodes,  free-riders, that take advantage of the system, without contributing to content distribution. To overcome this problem, we extend our market model in Sepidar to be effective in deterring free-riders. However, gradienTv and Sepidar are tree-based solutions, which are fragile in high churn and failure scenarios. We present a solution to this problem in GLive that provides a more robust overlay by replacing the tree structure with a mesh. We show in simulation, that the mesh-based overlay outperforms the multiple-tree overlay. Moreover, we compare the performance of all our systems with the state-of-the-art NewCoolstreaming, and observe that they provide better playback continuity and lower playback latency than that of NewCoolstreaming under a variety of experimental scenarios. Although our distributed market model can be run against a random sample of nodes, we improve its convergence time by executing it against a sample of nodes taken from the Gradient overlay. The Gradient overlay organizes nodes in a topology using a local utility value at each node, such that nodes are ordered in descending utility values away from a core of the highest utility nodes. The evaluations show that the streaming overlays converge faster when our market model works on top of the Gradient overlay. We use a gossip-based peer sampling service in our streaming systems to provide each node with a small list of live nodes. However, in the Internet, where a high percentage of nodes are behind NATs, existing gossiping protocols break down. To solve this problem, we present Gozar , a NAT-friendly gossip-based peer sampling service that: (i) provides uniform random samples in the presence of NATs, and (ii) enables direct connectivity to sampled nodes using a fully distributed NAT traversal service. We compare Gozar with the state-of-the-art NAT-friendly gossip-based peer sampling service, Nylon, and show that only Gozar supports one-hop NAT traversal, and its overhead is roughly half of Nylon’s.   / QC 20110517

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