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Live streaming : En kvalitativ undersökning om streaming av datorspelJakobsson, Rasmus, Jönsson, Viktor January 2014 (has links)
Vad är det som gör att en miljon människor lägger tid på att streama datorspel? Live streaming har funnits sedan 1920-talet, då i form av musik i hissar. På 1990-talet började hemdatorer utvecklas hårdvarumässigt tillräckligt för att kunna streama film och ljud. Med en kvalitativ enkät publicerad på nätet undersöker vi i den här uppsatsen varför en miljon personer idag väljer att streama när de spelar dator eller tv spel. Resultat vi kommer fram till är ett antal kategorier med olika motiveringar till varför en person väljer att dela med sig av sina spelupplevelser till andra.
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You pay I play : Microdonationer kring Twitch.tv med fokus på tittarna / You pay I playAndersson, Jonatan, Szanto, Therese January 2015 (has links)
Sedan Twitch startade sin livestreaming site 2011 så har livestreaming vuxit otroligt fort. År 2014 hade Twitch 100 miljoner unika tittare varje månad. De som streamar på Twitch är allt från esport spelare till personer som streamar för nöjets skull. Idag finns det streamers som inte jobbar utan livnärar sig på att streama och få microdonationer från sina tittare. Vi är nyfikna på hur en streamer kan leva genom att bara spela datorspel. De samlar på sig en publik som återkommer så fort streamern börjar streama. Utöver reklam på deras sida så får streamers in microdonationer via sina tittare. Dessa microdonationer står för en stor del av deras inkomst. Vi har valt att fokusera extra på de som tittar och inte de som streamar. Hur kommer det sig att någon kan tänka sig att donera pengar till en streamer? Vi har då valt att göra en enkät om motivation och microdonationer som Twitchtittare kommer svara på. I vår undersökning så var det endast 36.5% som spenderade mindre än 4 timmar per vecka på Twitch, restrerande svar var från personer över 4 timmar. Enligt vår undersökning så påverkas många inte av andra när det kommer till val av streams. Många väljer stream på grund av att streamern är underhållande eller att man spelar likadana spel som streamern. Trots att vissa personer i undersökningen spenderar mycket tid på Twitch så donerar de inte ofta. 43% har varken donerat eller subscribat till en stream innan. Endast 5.5% donerar mycket (över 10 $) och ofta. Enligt vår undersökning så har endast 56.1% donerat eller subscribat till en stream innan. Man får ta hänsyn till att 75,6% är ungdomar under 24 år och kanske inte har en inkomst, därav är det svårt att donera trots att man vill. Trots att många donerar väldigt små summor så finns det personer som donerar otroligt stora summor där en streamer kan nästan hamna i chocktillstånd. Det fanns ett antal olika faktorer som motiverade personer att donera sina pengar till streamers. De tre mest framstående faktorerna var "Entertaining streamer" en streamer som engagerar publiken och får dem att skratta, "I play the same game" tittarna känner igen spelet och spelar det under sin egen tid och "I want to learn something" tittarna vill förbättra sina egna färdigheter och lära sig något nytt. Mer än hälften av de personer som svarat skulle vara villiga att spendera minst 10 dollar i månaden på Twitch relaterat material. De flesta av de personer som svarade var män och cirka 1525 år. “Benefits” dvs få något i utbyte mot en donation hade en mycket lägre effekt på folks motivation än väntat. / Since Twitch started its livestreaming site in 2011 live streaming have grown incredibly fast. In 2014 Twitch had 100 million unique viewers monthly. The streams on Twitch range from esports players to people streaming for fun. Today there are streamers that are not working but instead create a living based on streaming and micro donations from its viewers. We are curious and want to explore how a streamer can live just by playing computer games. They accumulate an audience who will return as soon streamer begins streaming. In addition to advertising on their page to get streamers into micro donations through their viewers. These micro donations account for a large portion of their income. We focus on those watching rather than those who stream. How is it that someone would be willing to donate money to a streamer? We then decided to do a survey on motivation and microdonations Twitch viewers will answer. The questions is focused on what kind of genre, user prefer to watch and and what motivates them to donate. In our study, it was only 36.5% who spent less than 4 hours per week on Twitch, the rest of the responses were from people who spent over 4 hours. According to the responses of our survey people were not affected by others when it came to the choice of stream to watch. Many people choose the stream due to the streamer being entertaining or playing the same game as the streamer. Even if the people who answered our survey spent alot of time on Twitch only a part of them choose to donate 43% of them have neither donated or subscribed to a stream before. Only 5.5% donates much (over $ 10) and often. According to the answers only 56.1% have donated or subscribed to a stream before. We must take into account that 75.6% are young people under 24 years old and may not have an income, hence it is difficult to donate despite the fact that they want. Although many are donating very small sums, there are people who donate incredibly large sums which a streamer can almost fall into a state of shock. There was a number of different factors that motivated people to donate their money to streamers. The three most prominent factors were “Entertaining streamer” a streamer who engages the audience and makes them laugh, “I play the same game” the viewers recognize the game and play it during their own time and “I want to learn something” the viewers want to improve their own skills and learn something new. More than half the people who responded would be willing to spend atleast 10$ a month on Twitch related material. Most of the people who answered were men and around 1525 years. Benefits i.e getting something in return for a donation had a much lower impact towards motivating people than expected.
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P2P Live Video StreamingChatzidrossos, Ilias January 2010 (has links)
<p>The ever increasing demand for video content directed the focus of researchfrom traditional server-based schemes to peer-to-peer systems for videodelivery. In such systems, video data is delivered to the users by utilizing theresources of the users themselves, leading to a potentially scalable solution.Users connect to each other, forming a p2p overlay network on top of theInternet and exchange the video segments among themselves. The performanceof a p2p system is characterized by its capability to deliver the videocontent to all peers without errors and with the smallest possible delay. Thisconstitutes a challenge since peers dynamically join and leave the overlay andalso contribute different amounts of resources to the system.The contribution of this thesis lies in two areas. The first area is theperformance evaluation of the most prominent p2p streaming architectures.We study the streaming quality in multiple-tree-based systems. We derivemodels to evaluate the stability of a multiple tree overlay in dynamic scenariosand the efficiency of the data distribution over the multiple trees. Then, westudy the data propagation in mesh-based overlays. We develop a generalframework for the evaluation of forwarding algorithms in such overlays anduse this framework to evaluate the performance of four different algorithms.The second area of the thesis is a study of streaming in heterogeneous p2poverlays. The streaming quality depends on the aggregate resources that peerscontribute to the system: low average contribution leads to low streamingquality. Therefore, maintaining high streaming quality requires mechanismsthat either prohibit non-contributing peers or encourage contribution. In thisthesis we investigate both approaches. For the former, we derive a model tocapture the evolution of available capacity in an overlay and propose simpleadmission control mechanisms to avoid capacity drainage. For the latter, inour last work, we propose a novel incentive mechanism that maximizes thestreaming quality in an overlay by encouraging highly contributing peers tooffer more of their resources.</p> / QC 20100506
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Measurements on Large-scale Peer-assisted Live Streaming: A Survival Analysis ApproachLiu, Zimu 06 April 2010 (has links)
In large-scale peer-assisted live streaming systems with hundreds of online channels, it becomes critically important to investigate the lifetime pattern of streaming sessions to have a better understanding of peer dynamics. Aiming to improve performance of the P2P streaming systems, the goal of this thesis is twofold: 1) for popular channels, we wish to identify superior peers, that contribute a higher percentage of upload capacities and stay for a longer period of time; 2) for unpopular channels, we seek to explore factors that affect the peer instability. Utilizing more than 130 GB worth of run-time traces from a large-scale real-world live streaming system, UUSee, we conduct a comprehensive and in-depth statistical analysis. Using survival analysis techniques, we discover critical factors that may influence the longevity. Based on the Cox regression models we built, we also discuss several interesting insights from our measurement results.
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Measurements on Large-scale Peer-assisted Live Streaming: A Survival Analysis ApproachLiu, Zimu 06 April 2010 (has links)
In large-scale peer-assisted live streaming systems with hundreds of online channels, it becomes critically important to investigate the lifetime pattern of streaming sessions to have a better understanding of peer dynamics. Aiming to improve performance of the P2P streaming systems, the goal of this thesis is twofold: 1) for popular channels, we wish to identify superior peers, that contribute a higher percentage of upload capacities and stay for a longer period of time; 2) for unpopular channels, we seek to explore factors that affect the peer instability. Utilizing more than 130 GB worth of run-time traces from a large-scale real-world live streaming system, UUSee, we conduct a comprehensive and in-depth statistical analysis. Using survival analysis techniques, we discover critical factors that may influence the longevity. Based on the Cox regression models we built, we also discuss several interesting insights from our measurement results.
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P2P Live Video StreamingChatzidrossos, Ilias January 2010 (has links)
The ever increasing demand for video content directed the focus of researchfrom traditional server-based schemes to peer-to-peer systems for videodelivery. In such systems, video data is delivered to the users by utilizing theresources of the users themselves, leading to a potentially scalable solution.Users connect to each other, forming a p2p overlay network on top of theInternet and exchange the video segments among themselves. The performanceof a p2p system is characterized by its capability to deliver the videocontent to all peers without errors and with the smallest possible delay. Thisconstitutes a challenge since peers dynamically join and leave the overlay andalso contribute different amounts of resources to the system.The contribution of this thesis lies in two areas. The first area is theperformance evaluation of the most prominent p2p streaming architectures.We study the streaming quality in multiple-tree-based systems. We derivemodels to evaluate the stability of a multiple tree overlay in dynamic scenariosand the efficiency of the data distribution over the multiple trees. Then, westudy the data propagation in mesh-based overlays. We develop a generalframework for the evaluation of forwarding algorithms in such overlays anduse this framework to evaluate the performance of four different algorithms.The second area of the thesis is a study of streaming in heterogeneous p2poverlays. The streaming quality depends on the aggregate resources that peerscontribute to the system: low average contribution leads to low streamingquality. Therefore, maintaining high streaming quality requires mechanismsthat either prohibit non-contributing peers or encourage contribution. In thisthesis we investigate both approaches. For the former, we derive a model tocapture the evolution of available capacity in an overlay and propose simpleadmission control mechanisms to avoid capacity drainage. For the latter, inour last work, we propose a novel incentive mechanism that maximizes thestreaming quality in an overlay by encouraging highly contributing peers tooffer more of their resources. / QC 20100506
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A suitable server placement for peer-to-peer live streamingYuan, X.Q., Yin, H., Min, Geyong, Liu, X., Hui, W., Zhu, G.X. January 2013 (has links)
No / With the rapid growth of the scale, complexity, and heterogeneity of Peer-to-Peer (P2P) systems, it has become a great challenge to deal with the peer's network-oblivious traffic and self-organization problems. A potential solution is to deploy servers in appropriate locations. However, due to the unique features and requirements of P2P systems, the traditional placement models cannot yield the desirable service performance. To fill this gap, we propose an efficient server placement model for P2P live streaming systems. Compared to the existing solutions, this model takes the Internet Service Provider (ISP) friendly problem into account and can reduce the cross-network traffic among ISPs. Specifically, we introduce the peers' contribution into the proposed model, which makes it more suitable for P2P live streaming systems. Moreover, we deploy servers based on the theoretical solution subject to practical data and apply them to practical live streaming applications. The experimental results show that this new model can reduce the amount of cross-network traffic and improve the system efficiency, has a better adaptability to Internet environment, and is more suitable for P2P systems than the traditional placement models.
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Sexualidades em negociação: a pornografia live streaming no CAM4.comRost, Mariana 30 August 2016 (has links)
Submitted by Silvana Teresinha Dornelles Studzinski (sstudzinski) on 2016-10-11T16:17:07Z
No. of bitstreams: 1
Mariana Rost_.pdf: 1317779 bytes, checksum: 370b5784aeb1c758e3cac3a3342974f6 (MD5) / Made available in DSpace on 2016-10-11T16:17:07Z (GMT). No. of bitstreams: 1
Mariana Rost_.pdf: 1317779 bytes, checksum: 370b5784aeb1c758e3cac3a3342974f6 (MD5)
Previous issue date: 2016-08-30 / CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Esta dissertação focaliza as interações no CAM4, uma plataforma de pornografia live streaming, que consiste em transmissões ao vivo via webcam feitas por pessoas que se apresentam em atividade sexual com a possibilidade de quem as assiste interagir com elas e entre si através de um bate-papo alocado ao lado da caixa de vídeo. As práticas sexuais são negociadas por quem se apresenta e por quem assiste mediante o pagamento de gorjetas que operam desde metas distribuídas em torno de práticas particulares. Através de uma etnografia dos usos das mídias digitais, analiso o lugar da sexualidade, as noções de erotismo e a circulação de atributos de gênero nas negociações feitas nas transmissões do site. Interessa compreender as dinâmicas desse ambiente que produz e circula material pornográfico em um contexto de novas possibilidades tecnológicas e de busca pelo autêntico. Assim, identifico os mecanismos através dos quais a pornografia live streaming se organiza e como eles se articulam e concorrem na produção da diferença e das tecnologias de gênero e sexo. Também busco examinar como o dinheiro, os sex toys e os artefatos tecnológicos mobilizam formas específicas de obter prazer. Finalmente, procuro compreender como essa modalidade de pornografia pode se distribuir em investimentos políticos no campo das relações de gênero e sexualidade. / This Master's theses focuses on the negotiations on CAM4, a live streaming pornography website. This type of pornography consists of sharing live sexual activities over a webcam with the possibility of interaction between those who watch and the person on the video through an online chat beside the video box. The sexual practices are negotiated with tips that participants pay in exchange for specific activities. Through an ethnography about the use of digital media, I analyze the role of sexuality, the notions of eroticism and the circulation of gender attributes on the negotiations made in the transmissions on the website. I am interested in the dynamics of this environment that produces and circulates pornographic material in a context of the pursuit of the authenticity and new technological possibilities. Thus, I identify the mechanisms by which live streaming pornography is organized and how they compete in the production of difference as well as gender and sex technologies. I also aim to examine how money, sex toys and technological artifacts mobilize specific ways to have pleasure. Finally, I seek to understand how this type of pornography can be distributed in political actions in the field of gender relations and sexuality.
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A qualitative study of how consumers’ purchase intention is influenced by the livestreaming shopping streamer under negative incidents caused by streamers.Lu, Qian, Liu, Cong, Chen, Yiran January 2023 (has links)
Background:Live streaming shopping is becoming a mainstream method in China since the livestreaming feature has been applied to e-commerce. Live streaming commerce reflects theinterdependence between consumers and live streamers. Past studies have found that the ability,social presence and reputation of live streamers influence consumers' purchase intentions.However, there is a gap in how consumers' purchase intentions are affected by negative incidentsand a lack of qualitative perspective. Purpose:To explore consumers' understanding of their purchase intentions in relation to liveshopping streamers, in the context of negative incidents with streamers. Methodology:This study used qualitative research as the research method and abductivereasoning to conduct the data analysis. This study used semi-structured interviews and developedinterview questions based on the content of the theory chapter. The researchers usednon-probability sampling and general purpose sampling as the sampling strategy. The requireddata were obtained from 12 Chinese interviewees who had experience with live shopping. Theobtained data were then coded using grounded theory as the analysis method for qualitative data,which helped the researchers understand the thoughts of the interviewees. The final attempt is todevelop a theory that can explain the phenomenon. Moreover, the methods chapter explores thequality of the research in this study, as well as possible ethical and social issues. Findings:This paper identified three consumer needs (utilitarian, pleasure-seeking andemotional needs) and factors associated with streamers (attitude, streaming style, impact,characteristics and ability) that influence purchase intentions in the presence of negative streamerincidents. The paper also found how consumers' purchase intentions were influenced by thesefactors in different negative incident situations. Conclusion:This study obtained consumers' understanding of the relationship between theirpurchase intentions and streamers. Consumers exhibit three different levels of purchase3intention: willing to buy, wait-and-see (unsure of purchase intention) and no purchase intention.In the case of negative incidents, consumers' different purchase intentions are influenceddifferently by their own needs and streamer factors.
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TikTok Shopaholics : Unravelling the Emotive Influence of Time Pressure, Price Promotion, and Interaction on Gen Z’s Impulsive Cosmetic Purchases in Live Streaming.Omar, Iftin, Dewar, Ratchaneekorn January 2024 (has links)
Background: As businesses started to recognize the potential of live streaming platforms in reaching and engaging with their target audience, live streaming commerce (LSC) started to gain traction and popularity over the past few years. LSC, with its elements of time pressure, price promotion, and interaction, plays a significant role in influencing consumers’ impulsive buying behaviour. The live nature of these streams create a sense of urgency, making viewers feel like they need to act quickly before the opportunity is gone. Price promotions, such as limited-time discounts or exclusive deals, entice viewers to make impulsive purchases to take advantage of the savings. Moreover, the interactive aspect of live streaming allows viewers to ask questions and receive real-time responses, which enhances the overall shopping experience and can further stimulate impulsive buying. Purpose: The aim of this thesis is to investigate how Gen Z consumers’ impulsive buying behaviour of cosmetics through LSC is influenced by three factors, being; time pressure, price promotion, and interaction. As well as how emotions such as the feeling of urgency, the feeling of excitement, and perceived enjoyment could mediate this relationship. Methodology: A deductive research approach and a quantitative method was selected and utilised for this research. To gather data, a self-completion questionnaire was developed in Google Forms, taking into consideration ethical and societal factors. A total of 312 valid responses were collected, which were then subjected to descriptive analysis, correlation analysis, reliability analysis, regression analysis, and mediation analysis. Findings: The results of this research revealed that H2 and H3 were accepted, indicating that price promotion and interaction have a significant positive impact on Gen Z consumers’ impulsive buying behaviour in LSC. In the same vein, H1a, H2a, and H3a, i.e., the feeling of urgency, excitement, and perceived enjoyment were accepted. However, H1, measuring the influence of time pressure, was rejected. Conclusion: This study concluded that price promotion (H2) and interaction (H3) have a positive influence on the impulsive buying behaviour of Generation Z consumers. However, time pressure (H1) was not found to have a significant impact. Additionally, the results indicate that the feeling of urgency (H1a) mediates the relationship between time pressure and impulsive buying behaviour, the feeling of excitement (H2a) mediates the relationship between price promotion and impulsive buying behaviour, and perceived enjoyment (H3a) mediates the relationship between interaction and impulsive buying behaviour among Gen Z consumers in Sweden. Keywords: “Live Streaming Commerce” “Live Streaming E-commerce” “Time Pressure” “Price Promotion” “Interaction” “Impulsive Buying Behaviour” “Urgency” “Excitement” “Perceived Enjoyment” “Quantitative Research”.
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