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Beyond the Castle: An Analysis of the Strategic Implications of Disney+Sturgill, Jordan 01 May 2019 (has links)
The Walt Disney Company has been incomparably successful in a wide array of product and experience markets. In the fall of 2019, Disney will launch a new branded streaming service, Disney+. This research will examine and analyze, by means of SWOT and PEST analyses, the marketing strategy and managerial implications for Disney+ as well as the internal and external conditions facing the company that may affect, either directly or indirectly, the platform’s success.
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Gemenskap online : Streaming ur ett sociologiskt perspektivBrodin, Beatrice January 2021 (has links)
I denna uppsats undersöks gemenskap online, närmare bestämt studeras den socialainteraktion som sker via streaming på webbplatsen Twitch och gemenskapen den genererar. Syftet är att ur ett sociologiskt perspektiv undersöka till vilken grad och på vilket sätt gemenskapen skapas i frånvaron av fysiska möten. Detta med bakgrund av digitaliseringen av den moderna världen som i och med Covid-19 på ett drastiskt sätt gjort att människans närvaro online ökat ytterligare. Den metod som används är den etnografiska metoden där materialet inhämtas genom att observera streamingsessioner och de valda kanalernas presentationssidor. Det teoretiska angrepp som används för att undersöka frågan ärhuvudsakligen Randall Collins teori om interaktionsritualer med avstamp i Émile Durkheims teori om det kollektiva medvetandet och Erving Goffmans teori om interaktionsritualer. Resultatet av studien visar att genom att använda teorin skapas en förståelse för dynamiken och delarna i den som formar samhörighet och gemenskap. Det i sin tur ger ett intressant perspektiv på upptakten till att en grupp presenterar delad moral eller delade åsikter. Genom att flytta fokus från individ till situation skapas en mycket bättre förståelse för vad det är som egentligen sker. Drivkraften till agerande från individernas sida bottnar i den moral som situationen skapar, inte i individernas personliga värdegrund. När det gäller hur gemenskap skapas finns det tillvägagångssätt som innebär att spänningar och avstånd mellan olikagrupper växer. Det finns andra typer av gemenskap där den aspekten inte alls är lika framträdande. I de sammanhangen har de stora delarna i gemenskapens grund en betydligt mer positiv karaktär. I den gemenskap där spänningar mellan grupper får näring i processen skapas gemenskapen på bekostnad av någon annan, individ eller grupp. I den andra typen av gemenskap skapas den med en stark betoning på de positiva känslor en individ, grupp eller aktivitet tillför medlemmarna.
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A comparison of the organization of chloroplast-associated and chloroplast-free action bundles in Nitella internodal cellsDineley, Kelly Tennyson 01 January 1987 (has links)
The actin fibrils found at the ectoplasm-endoplasm interface in Nitella internodal cells are a major component of the mechanism that is responsible for cytoplasmic streaming in these giant algal cells. The fibrils have been shown to attach to the inner surface of internodal chloroplasts which are embedded in long files within the stationary ectoplasm along the length of the cell. The existence of actin bundles at the ends of the cell, where chloroplast files are absent, has not been examined. Through the use of scanning and transmission electron microscopy, the present work shows that actin bundles are continuous throughout the cell and that those bundles in the chloroplast-free endwall region have a distinct distribution from those associated with chloroplast files. Additionally, the organization of regenerated actin bundles in blue light-irradiated areas of cells {in which an area of the cell cortex is stripped of its chloroplasts and associated actin fibrils) is compared to untreated regions of the cell. These morphological observations are quantified and discussed in terms of their implications towards the nature of actin bundle immobilization and bundle organization during cell ontogeny.
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Modélisation et optimisation de la qualité d'expérience client des services data sur le réseau mobile. Application au vidéo streaming / Modeling and optimization of the quality of customer experience (QoE) of data services on the mobile network. Application to video streamingBouzian, Mohamed 20 July 2017 (has links)
Ces dernières années, les terminaux mobiles sont devenus plus performants en termes de puissance de calcul, de mémoire, de taille et de la qualité de l'écran. Ces améliorations ont fortement stimulé la demande de services multimédias notamment la vidéo streaming. Par ailleurs les clients sont de plus en plus exigeants quant à la qualité rendue sur ce type de service. En plus une mauvaise expérience de la vidéo streaming a un grand impact sur la perception qu’ont les clients de l’opérateur. Optimiser la qualité d’expérience (QdE) des clients sur les services de la vidéo streaming est donc un enjeu concurrentiel majeur. Dans cette thèse, nous nous intéressons à modéliser et optimiser la QdE des services streaming en tenant compte des usages et de la mobilité des clients. En particulier, nous nous intéresserons à deux stratégies de délivrance des contenus sur le réseau mobile : la stratégie ‘’Fast Caching’’ et la stratégie ‘’On-Off’’. Nous développons des modèles analytiques qui nous permettent de calculer des indicateurs majeurs de la QdE pour le service streaming qui sont : i) la famine, qui pousse les opérateurs à envoyer plus de contenu et ii) la perte due à abandonner la lecture d’une vidéo, qui pousse ces derniers à envoyer du contenu vidéo d’une manière strictement raisonnable. Un équilibre optimal est à trouver. Nous proposons aussi des stratégies de gestion de la QdE en maintenant un bon niveau de QdE sur la totalité du réseau et en optimiser les indicateurs de la QdE du service streaming. / In recent years, mobile devices have become more powerful in terms of computing power, memory, size and screen quality. These improvements have greatly stimulated demand for multimedia services including video streaming. Moreover, customers are increasingly demanding in terms of the quality rendered on this type of service. In addition, a bad experience of video streaming has a great impact on the perception that customers have of the operator. Optimizing the quality of experience (QoE) of customers on the services of video streaming is thus a major competitive challenge. In this thesis, we are interested in modeling and optimizing the QoE of the streaming services taking into account the usages and the mobility of the clients. In particular, we are interested in two strategies for delivering content on the mobile network: the Fast Caching strategy and the On-Off strategy. We develop analytical models that allow us to calculate major indicators of the QoE for the streaming service that are: i) starvation, which drives operators to send more video content to customers and ii) the loss due to abandoning the video playback, which pushes them to send video content in a strictly reasonable manner. An optimal balance is to be found. We also propose QoE oriented strategies by maintaining a good level of QoE over the entire network and optimizing the QoE indicators of streaming services.
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Implementace uživatelsky orientované vizualizační platformy pro proudová data / Implementation of a user-centered visualization platform for stream dataBalliu, Ilda January 2020 (has links)
With the complexity increase of enterprise solutions, the need to monitor and maintain them increases with it. SAP Concur offers various services and applications across different environments and data centers. For all these applications and the services underneath, there are different Application Performance Management (APM) tools in place for monitoring them. However, from an incident management point of view, in case of a problem it is time consuming and non-efficient to go through different tools in order to identify the issue. This thesis proposes a solution for a custom and centralized APM which gathers metrics and raw data from multiple sources and visualizes them in real-time in a unified health dashboard called Pulse. In order to fit this solution to the needs of service managers and product owners, Pulse will go through different phases of usability tests and after each phase, new requirements will be implemented and tested again until there is a final design that fits the needs of target users.
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GAME NOW: Plataforma de streaming, intercambio de ítems y apuestas electrónicas para e-sports / Game Now: Streaming Platform for sport electronics betsAmable Guerrero, Ximena Isabel, Bardales Cerrillo, Priscilla Luisa, Chavez Mozzo, Karlos Oswaldo, Luperdi Tafur, Carlos Josafat, Ramírez Díaz, Rudy Nicolás 06 June 2020 (has links)
El objetivo principal del presente trabajo de investigación es demostrar la viabilidad de una plataforma que permite realizar intercambio de ítems, apuestas y visualizar streaming de e-sports en una sola plataforma, llamada Game Now. Gracias a la investigación realizada a hombres y mujeres de 18 a 39 años residente en Lima Metropolitana de los NSE A, B y C pertenecientes a la Población Económicamente Activa, gamers y apostantes en videojuegos, hemos podido detectar que existe una alta aceptación de esta plataforma, pues muchos investigados rescatan que la plataforma les brindaría mayor comodidad. Sin embargo, existe una preocupación constante en la seguridad, pues los usuarios constantemente estarían poniendo en juego su dinero. Por lo tanto, se realizó una planeación estratégica en donde se llevó a cabo el desarrollo del Plan de Operaciones, Plan de Recursos Humanos, Plan de Marketing, Plan Financiero y Plan de Responsabilidad Social Empresarial. En cada uno de ellos se ha contemplado el compromiso de brindar seguridad dentro de la plataforma, como en los costos adquiriendo certificaciones y firmas digitales, así como trabajar con empresas de seguridad en los procesos de cobranza; además del personal capacitado para el desarrollo de la infraestructura, información y seguridad de la plataforma. Como resultado de todo ello, considerando una inversión inicial de S/200, 000 y una proyección de las ventas positivas, el proyecto generaría valor obteniendo utilidades netas de S/26, 319, S/81, 438 y S/151, 493, para el año 2021, 2022 y 2023 respectivamente. / The main objective of this research work is to demonstrate the viability of a platform that allows trading items, bets, and streaming of e-sports on a single platform, called Game Now. Thanks to the research carried out on men and women from 18 to 39 years old residing in Metropolitan Lima of the SEL (Social Economics Level) A, B, and C belonging to the Economically Active Population. This gamers and bettors in e-sports that we´ve been able to detect, have a high acceptance of this platform because many of them recall that this new product would provide them greater comfort. However, there is a constant security concern that might have worried to the users that will be putting, constantly, their money for the service.
Therefore, strategic planning was carried out where the development of the Operations Plan, Human Resources Plan, Marketing Plan, Financial Plan, and Corporate Social Responsibility Plan was carried out. In each of them, the commitment to provide security within the platform has been contemplated, such as the costs of acquiring digital certifications and signatures, as well as working with security companies in the collection processes; in addition to trained personnel for the development of the infrastructure, information and security of the platform. As a result of all this, considering an initial investment of S/ 200, 000 and a projection of positive sales, the project would generate value obtaining net profits of S/26, 319, S/81, 438 y S/151, 493, for the year 2021, 2022 and 2023 respectively. / Trabajo de investigación
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Virtually@HomeLindberg, Magnus, Nilsson, Anders January 2009 (has links)
With today's rapid development of technology and IT systems the demand for security and accessibility by both companies and individuals has increased. More and more people want access to their private files and services even when they are not at home. Geographical limitations can be a problem, and some such limitations have been deliberately added to a number of new services on the Internet, such as IPTV and other media services. Today it is neither safe nor appropriate to send sensitive information over public connections, such as the Internet. Because of this, several solutions including IPsec, SSL / TLS, and several other technologies have been developed and implemented. With these, you can create encrypted connections between two endpoints over an internet protocol. This implies in turn that you can access files and services just as you would have done if you actually been at home – you are “Virtually@home”. The report shows a solution to the problem of how to be virtually at home in a simple, cost-effective and safe manner by using a proxy server and a VPN. We review how each of the relevant technologies work and why we believe that this solution is an optimal solution to this problem. / Med dagens snabba utveckling av teknik och informationsteknologiska system har krav ställts på säkerhet och tillgänglighet hos både företag och privatpersoner. Fler och fler vill ha tillgång till sina privata filer och tjänster även när de inte är hemma. Geografiska begränsningar kan vara ett problem, och har medvetet lagts till på ett flertal nya tjänster på internet. såsom IPTV och andra mediaprodukter. Idag är det varken säkert eller lämpligt att skicka känslig information över publika anslutningar, såsom Internet. På grund av detta har ett flertal lösningar såsom IPsec, SSL/TLS, med flera andra tekniker utvecklas och implementerats. Med hjälp av dessa kan man skapa krypterade anslutningar mellan två ändpunkter genom att använda TCP/IP protokollet. Detta går sedan i sin tur att utnyttja för att komma åt filer och tjänster som man skulle gjort om man faktiskt varit hemma – du är Virtually@home. Rapporten visar hur man skapar en lösning till detta problem på ett enkelt, kostnadseffektivt och säkert sätt med hjälp av en proxy och ett VPN. Vi går igenom hur olika tekniker fungerar och varför vi anser att denna lösning är optimal för vårt syfte.
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Streaming Predictive Analytics on Apache FlinkBeligianni, Foteini January 2015 (has links)
Data analysis and predictive analytics today are driven by large scale dis- tributed deployments of complex pipelines, guiding data cleaning, model training and evaluation. A wide range of systems and tools provide the basic abstractions for building such complex pipelines for offline data processing, however, there is an increasing demand for providing support for incremental models over unbounded streaming data. In this work, we focus on the prob- lem of modelling such a pipeline framework and providing algorithms that build on top of basic abstractions, fundamental to stream processing. We design a streaming machine learning pipeline as a series of stages such as model building, concept drift detection and continuous evaluation. We build our prototype on Apache Flink, a distributed data processing system with streaming capabilities along with a state-of-the-art implementation of a varia- tion of Vertical Hoeffding Tree (VHT), a distributed decision tree classification algorithm as a proof of concept. Furthermore, we compare our version of VHT with the current state-of- the-art implementations on distributed data processing systems in terms of performance and accuracy. Our experimental results on real-world data sets show significant performance benefits of our pipeline while maintaining low classification error. We believe that this pipeline framework can offer a good baseline for a full-fledged implementation of various streaming algorithms that can work in parallel. / Dataanalys och predictive analytics drivs idag av storskaliga distribuerade distributioner av komplexa pipelines, guiding data cleaning, model training och utvärdering. Ett brett utbud av system och verktyg ger endast grundläggande abstractions (struktur) för att bygga sådana komplexa pipelines för databehandling i off-line läge, men det finns en ökande efterfrågan att tillhandahålla stöd för stegvis modell över unbounded streaming data. I detta arbete fokuserar vi på problemet med modellering som ramverket för pipeline och ger algoritmer som bygger på grundläggande abstraktioner för stream processing. Vi konstruerar en streaming maskininlärnings pipeline som innehåller steg som model building, concept drift detection och kontinuerlig utvärdering. Vi bygger vår prototyp på Apache Flink, ett distribuerat databehandlingssystem med strömnings kapacitet tillsammans med den bästa tillgängliga implementation av en Vertical Hoeffding Tree (VHT) variant och ett distribuerat beslutsträd algoritm som koncepttest. Dessutom jämför vi vår version av VHT med den senaste tekniken inom destributed data processing systems i termer av prestanda och precision. Vårt experimentella resultaten visar betydande fördelarna med vår pipeline och samtidigt bibehållen låg klassificerat felet. Vi anser att detta ramverk kan erbjuda en bra utgångspunkt vid genomförandet av olika streaming algoritmer som kan arbeta parallellt.
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Streaming Graph Analytics Framework DesignBali, János Dániel January 2015 (has links)
Along with the spread of the World Wide Web, social networks and the Internet of Things in the past decades, the need for systems and algorithms that can process massive graphs has been continuously increasing. There has been considerable amount of research done in distributed graph processing since the emergence of such large-scale graphs. Another steadily growing field in the past years has been stream processing. This rise of interest can be attributed to the need to process large amounts of continuously streaming data with scalability, fault tolerance and very low latency. Graph streaming, the unification of these two fields is a rather new idea, with some research already being done on it. Processing graphs that are unbounded, and so large that they cannot be stored in memory or even on the disk, is only possible with a distributed graph streaming model. Our goal is to provide a graph streaming model and API that can handle common transformations and provide statistics on streamed graphs. This graph streaming API is created on top of Flink streaming and provides similar interfaces to Gelly, which is the graph library on the batch processing part of Flink.
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Ensamma tillsammans till vänster om kompassen : En enkätanalys av Breadtubes politiska påverkan på sin publik / Alone together to the left of the compass : A survey analysis of the political effect of Breadtube on its audienceEnocson, Dante January 2021 (has links)
Streaming on Twitch and creating content for YouTube is a relatively new platform for politically aimed content. This study aims to find out, through surveying the platform forums of Breadtube, if this content has changed the users political views over the course of two years. The survey shows that watching Breadtube clearly has changed the participants in their political affiliation, so the discussion part of the study goes over what effect this political shift might in turn affect and in different ways how this new life in media affects both consumer and creator.
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