Academic literature on the topic 'LIVE VIDEO'

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Journal articles on the topic "LIVE VIDEO"

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Ananthanarayanan, Ganesh, and Weisong Shi. "Live Video Analytics." IEEE Internet Computing 23, no. 4 (July 1, 2019): 8–9. http://dx.doi.org/10.1109/mic.2019.2930947.

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Meka, Abhimitra, Michael Zollhöfer, Christian Richardt, and Christian Theobalt. "Live intrinsic video." ACM Transactions on Graphics 35, no. 4 (July 11, 2016): 1–14. http://dx.doi.org/10.1145/2897824.2925907.

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Cotton, P. "Live Video Demonstrations." Endoscopy 38, no. 4 (April 2006): 426. http://dx.doi.org/10.1055/s-2006-925278.

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Wadia, Reena. "Live-video and video demonstration methods." British Dental Journal 228, no. 4 (February 2020): 253. http://dx.doi.org/10.1038/s41415-020-1309-0.

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Ruberg, Bonnie, and Amanda L. L. Cullen. "Feeling for an Audience." Digital Culture & Society 5, no. 2 (December 1, 2019): 85–102. http://dx.doi.org/10.14361/dcs-2019-0206.

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Abstract The practice of live streaming video games is becoming increasingly popular worldwide (Taylor 2018). Live streaming represents more than entertainment; it is expanding the practice of turning play into work. Though it is commonly misconstrued as “just playing video games,” live streaming requires a great deal of behind-the-scenes labor, especially for women, who often face additional challenges as professionals within video game culture (AnyKey 2015). In this article, we shed light on one important aspect of the gendered work of video game live streaming: emotional labor. To do so, we present observations and insights drawn from our analysis of instructional videos created by women live streamers and posted to YouTube. These videos focus on “tips and tricks” for how aspiring streamers can become successful on Twitch. Building from these videos, we articulate the various forms that emotional labor takes for video game live streamers and the gendered implications of this labor. Within these videos, we identify key recurring topics, such as how streamers work to cultivate feelings in viewers, perform feelings, manage their own feelings, and use feelings to build personal brands and communities for their streams. Drawing from existing work on video games and labor, we move this scholarly conversation in important new directions by highlighting the role of emotional labor as a key facet of video game live streaming and insisting on the importance of attending to how the intersection of play and work is tied to identity.
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Read, P. G. "Video discs live, OK." Electronics and Power 32, no. 7 (1986): 511. http://dx.doi.org/10.1049/ep.1986.0300.

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Curby, Timothy W., Price Johnson, Andrew J. Mashburn, and Lydia Carlis. "Live Versus Video Observations." Journal of Psychoeducational Assessment 34, no. 8 (August 3, 2016): 765–81. http://dx.doi.org/10.1177/0734282915627115.

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When conducting classroom observations, researchers are often confronted with the decision of whether to conduct observations live or by using pre-recorded video. The present study focuses on comparing and contrasting observations of live and video administrations of the Classroom Assessment Scoring System–PreK (CLASS-PreK). Associations between versions, mean differences, reliability, and predictive validity were examined. Results generally indicated high correlations between versions. Video codes were slightly lower on average than live codes. Reliability was generally acceptable in terms of Cronbach’s alpha, but multigroup confirmatory factor models suggested some differences between observation types. Finally, CLASS scores based on each observation type indicated some predictive validity of children’s academic achievement, but no observation type was uniformly better. The discussion focuses on why the codes might differ and the implications of those differences.
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Ma, Shuming, Lei Cui, Damai Dai, Furu Wei, and Xu Sun. "LiveBot: Generating Live Video Comments Based on Visual and Textual Contexts." Proceedings of the AAAI Conference on Artificial Intelligence 33 (July 17, 2019): 6810–17. http://dx.doi.org/10.1609/aaai.v33i01.33016810.

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We introduce the task of automatic live commenting. Live commenting, which is also called “video barrage”, is an emerging feature on online video sites that allows real-time comments from viewers to fly across the screen like bullets or roll at the right side of the screen. The live comments are a mixture of opinions for the video and the chit chats with other comments. Automatic live commenting requires AI agents to comprehend the videos and interact with human viewers who also make the comments, so it is a good testbed of an AI agent’s ability to deal with both dynamic vision and language. In this work, we construct a large-scale live comment dataset with 2,361 videos and 895,929 live comments. Then, we introduce two neural models to generate live comments based on the visual and textual contexts, which achieve better performance than previous neural baselines such as the sequence-to-sequence model. Finally, we provide a retrieval-based evaluation protocol for automatic live commenting where the model is asked to sort a set of candidate comments based on the log-likelihood score, and evaluated on metrics such as mean-reciprocal-rank. Putting it all together, we demonstrate the first “LiveBot”. The datasets and the codes can be found at https://github.com/lancopku/livebot.
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Tang, Shou Jiang, Richard Bergs, Saad F. Jazrawi, Christopher O. Olukoga, Raul Fernandez, and Daniel J. Scott. "Live Video Manipulator for Endoscopy and NOTES (with Videos)." Gastrointestinal Endoscopy 67, no. 5 (April 2008): AB117. http://dx.doi.org/10.1016/j.gie.2008.03.1106.

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Agarla, Mirko, Luigi Celona, and Raimondo Schettini. "An Efficient Method for No-Reference Video Quality Assessment." Journal of Imaging 7, no. 3 (March 13, 2021): 55. http://dx.doi.org/10.3390/jimaging7030055.

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Methods for No-Reference Video Quality Assessment (NR-VQA) of consumer-produced video content are largely investigated due to the spread of databases containing videos affected by natural distortions. In this work, we design an effective and efficient method for NR-VQA. The proposed method exploits a novel sampling module capable of selecting a predetermined number of frames from the whole video sequence on which to base the quality assessment. It encodes both the quality attributes and semantic content of video frames using two lightweight Convolutional Neural Networks (CNNs). Then, it estimates the quality score of the entire video using a Support Vector Regressor (SVR). We compare the proposed method against several relevant state-of-the-art methods using four benchmark databases containing user generated videos (CVD2014, KoNViD-1k, LIVE-Qualcomm, and LIVE-VQC). The results show that the proposed method at a substantially lower computational cost predicts subjective video quality in line with the state of the art methods on individual databases and generalizes better than existing methods in cross-database setup.
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Dissertations / Theses on the topic "LIVE VIDEO"

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Chatzidrossos, Ilias. "P2P Live Video Streaming." Licentiate thesis, KTH, Communication Networks, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-12373.

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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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Bjelm, Petter, and Mark Wibom. "Live Video Exploration - Exploring environments using live video, mobile devices and unacquainted users." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23385.

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The live video streaming market is, as some research suggests, a difficult one to develop.Comparing it to other media it has the disadvantage of being available during a limitedperiod of time. This thesis explores how mobile devices can be used as an exploratorytool through live video streaming. The opportunity of control in the moment is studiedand examined in this report. This research will suggest a mobile device platform in whichpeople can assist other people exploring new environments around the globe. It also triesto evaluate whether this exploring interaction can occur between unacquainted people andat the same time not be hindered by any language barriers. The motivation behind thissubject is the human need and curiosity of exploring new environments and places.The foundation of the research approach was based on interaction design principles andmethods. This created a chain of methods used with the intent of better understandingwhat is to be considered when designing for live video experiences focusing onenvironments. The process lead to important understandings and key aspects to beconsidered when designing live experiences focusing on environments. The results thatemerged, showed that the most important encouragement is; to be presented with anenvironment that includes novel elements. Furthermore, the results could also concludethat by giving access to directional controls, and some means of expressing appreciation,can help to influence and shape exploration with live video.
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Peng, Rui. "Live video database management systems." Doctoral diss., University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4609.

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With the proliferation of inexpensive cameras and the availability of high-speed wired and wireless networks, networks of distributed cameras are becoming an enabling technology for a broad range of interdisciplinary applications in domains such as public safety and security, manufacturing, transportation, and healthcare. Today's live video processing systems on networks of distributed cameras, however, are designed for specific classes of applications. To provide a generic query processing platform for applications of distributed camera networks, we designed and implemented a new class of general purpose database management systems, the live video database management system (LVDBMS). We view networked video cameras as a special class of interconnected storage devices, and allow the user to formulate ad hoc queries over real-time live video feeds. In the first part of this dissertation, an Internet scale framework for sharing and dissemination of general sensor data is presented. This framework provides a platform for general sensor data to be published, searched, shared, and delivered across the Internet. The second part is the design and development of a Live Video Database Management System. LVDBMS allows users to easily focus on events of interest from a multitude of distributed video cameras by posing continuous queries on the live video streams. In the third part, a distributed in-memory database approach is proposed to enhance the LVDBMS with an important capability of tracking objects across cameras.
ID: 029049951; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Thesis (Ph.D.)--University of Central Florida, 2010.; Includes bibliographical references (p. 96-101).
Ph.D.
Doctorate
Department of Electrical Engineering and Computer Science
Engineering and Computer Science
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Hirsh, David E. "Photorealistic Rendering for LIve-Action Video Integration." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/honors/399.

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Holmes, Alexander. "Paycheck.exe: Optimizing the Video Game Live Stream." Digital WPI, 2019. https://digitalcommons.wpi.edu/etd-theses/1283.

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Multiple resources currently exist that provide tips, tricks, and hints on gaining greater success, or increasing one’s chances for success, in the field of live content creation. However, these resources often lack depth, detail, large sample size, or significant research on the topic. The purpose of this thesis is twofold: to aggregate and optimize the very best methods for live content creators to employ as they begin a streaming career, and how best to implement these methodologies for maximum success in the current streaming market. Through analysis of a set of semi-structured interviews, popular literature, and existing, ancillary research, repeating patterns will be identified to be used as the basis for a structured plan that achieves the stated objectives. Further research will serve to reinforce as well as optimize the common methodologies identified within the interview corpus.
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Haghighi, Fard Sara. "Live Streaming / Video-on-Demand : An Integration." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-102163.

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Video delivery over the Internet is becoming increasingly popular and comes in many flavors, such as Live Streaming and Video-on-Demand. In the recent years, many peer to peer solutions for Live Streaming and VoD have been proposed as opposed to the centralized solutions that are not scalable due to the high bandwidth requirements. In all existing solutions, Live Streaming and VoD have traditionally and artificially been considered as separate technical problems. We propose an integrated Live Streaming with VoD system that offers the potential for users to watch live TV with short delays. In Live Streaming, peers are interested in the content that is being generated live by the streaming source, unlike VoD in which peers are interested in the content that has been generated from the beginning of the streaming. In this manner, Live nodes can contribute to VoD nodes and send them the pieces they have downloaded since their joining time. In this work, we demonstrate that our system, called Live-VoD, brings out the possibility of having both types of nodes in one system, each being served based on their interest. We propose a P2P Live-VoD protocol for overlay construction based on peer’s upload bandwidth that is built on top of the Gradient topology and an innovative algorithm based on the number of pieces peers can contribute to each other. We also propose an innovative stochastic algorithm for data dissemination based on the rareness of the piece and the requesting node’s download position. Our experiments show that Live-VoD is decentralized, scalable and self-organizing. We also show that even when most of the nodes in the system are VoDs, all VoD nodes regardless of their joining time, manage to download the whole movie with no assistance from the streaming source.
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Ullah, Ihsan. "Towards user-aware P2P live video streaming systems." Troyes, 2011. http://www.theses.fr/2011TROY0012.

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De part son support du facteur d’échelle et son faible coût de déploiement, le modèle Pair-à-Pair (P2P) est un excellent support pour les applications de diffusion vidéo sur Internet. Toutefois, étant donné que ce modèle inclue dans la diffusion de contenu les hôtes finaux contrôlés par les utilisateurs, le comportement de ces derniers impacte directement la performance de ces applications induisant des problématiques de qualité de service. Dans cette thèse, nous intégrons le comportement de l’utilisateur pour l’amélioration de performance des systèmes pair-à-pair de diffusion de contenu vidéo en direct. Tout d’abord, nous présentons une synthèse des mesures à grande échelle qui nous permet de comprendre le comportement d’un utilisateur dans sa globalité. Nous présentons ensuite deux modèles. Le premier modèle, non-contextuel, s’appuie uniquement sur l’historique des sessions passées. Il est basé sur deux méthodes statistiques, l’une basée sur la moyenne mobile et l’autre sur l’inférence Bayésienne. Le second modèle est un réseau Bayésien qui considère toutes les variables identifiées dans la synthèse des mesures. Nous validons ce modèle par simulation sur des traces de comportements réalistes générés synthétiquement à partir d’un modèle semi-Markovien. Nous proposons enfin deux stratégies pour stabiliser la topologie d’un réseau P2P et analysons l’amélioration de la performance par expérimentations dans un réseau local et sur PlanetLab et montrons le gain apporté par nos travaux
Potential scalability and low deployment cost of the Peer-to-Peer (P2P) architecture makes it a favorable choice for video streaming services. P2P systems involve end-hosts, called peers, in the stream delivery task by turning them into relays. Since peers are controlled by users, their behavior directly impacts the performance of these systems. Current approaches lack a comprehensive consideration of user behavior, hence suffering from Quality-of-Service issues. In this thesis, we focus on user behavior for performance improvement of P2P live streaming systems. To precisely understand the user behavior, we perform a synthesis of its measurements and based on it, we propose both a non-contextual and a contextual model. The former model includes two statistical methods, one based on exponential moving average and the other on Bayesian inference. Both of them only rely on the history of past sessions. The later model consists in a Bayesian network model that takes into account all variables identified in user behavior measurements. We validate our model through simulations over synthetic traces of realistic user behaviors generated through a semi-Markovian model. Finally, we propose two strategies that make use of our models to make P2P live streaming systems user-aware. These mechanisms are aimed at the stabilization of the overlay. Experiments in a LAN environment and over PlanetLab show that our approaches significantly improve the performance of an existing system
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O'Neil, Kason M., and Diana Mozen. "Supervising Physical Education Student Teachers Through Live Remove Video." Digital Commons @ East Tennessee State University, 2015. https://dc.etsu.edu/etsu-works/4034.

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This session will discuss the benefits, limitations and future possibilities of using live remote video supervision during physical education student teacher practicum experiences. Presenters will share their experiences using live remote video supervision both in general and adapted PE settings, and provide university supervisors ideas for implementation at their own institution.
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Deng, Jie. "Profiling large-scale live video streaming and distributed applications." Thesis, Queen Mary, University of London, 2018. http://qmro.qmul.ac.uk/xmlui/handle/123456789/43948.

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Today, distributed applications run at data centre and Internet scales, from intensive data analysis, such as MapReduce; to the dynamic demands of a worldwide audience, such as YouTube. The network is essential to these applications at both scales. To provide adequate support, we must understand the full requirements of the applications, which are revealed by the workloads. In this thesis, we study distributed system applications at different scales to enrich this understanding. Large-scale Internet applications have been studied for years, such as social networking service (SNS), video on demand (VoD), and content delivery networks (CDN). An emerging type of video broadcasting on the Internet featuring crowdsourced live video streaming has garnered attention allowing platforms such as Twitch to attract over 1 million concurrent users globally. To better understand Twitch, we collected real-time popularity data combined with metadata about the contents and found the broadcasters rather than the content drives its popularity. Unlike YouTube and Netflix where content can be cached, video streaming on Twitch is generated instantly and needs to be delivered to users immediately to enable real-time interaction. Thus, we performed a large-scale measurement of Twitchs content location revealing the global footprint of its infrastructure as well as discovering the dynamic stream hosting and client redirection strategies that helped Twitch serve millions of users at scale. We next consider applications that run inside the data centre. Distributed computing applications heavily rely on the network due to data transmission needs and the scheduling of resources and tasks. One successful application, called Hadoop, has been widely deployed for Big Data processing. However, little work has been devoted to understanding its network. We found the Hadoop behaviour is limited by hardware resources and processing jobs presented. Thus, after characterising the Hadoop traffic on our testbed with a set of benchmark jobs, we built a simulator to reproduce Hadoops job traffic With the simulator, users can investigate the connections between Hadoop traffic and network performance without additional hardware cost. Different network components can be added to investigate the performance, such as network topologies, queue policies, and transport layer protocols. In this thesis, we extended the knowledge of networking by investigated two widelyused applications in the data centre and at Internet scale. We (i) studied the most popular live video streaming platform Twitch as a new type of Internet-scale distributed application revealing that broadcaster factors drive the popularity of such platform, and we (ii) discovered the footprint of Twitch streaming infrastructure and the dynamic stream hosting and client redirection strategies to provide an in-depth example of video streaming delivery occurring at the Internet scale, also we (iii) investigated the traffic generated by a distributed application by characterising the traffic of Hadoop under various parameters, (iv) with such knowledge, we built a simulation tool so users can efficiently investigate the performance of different network components under distributed application.
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Tafleen, Sana. "Fault Tolerance Strategies for Low-Latency Live Video Streaming." Thesis, University of Louisiana at Lafayette, 2019. http://pqdtopen.proquest.com/#viewpdf?dispub=13420002.

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This paper describes the effect of failures on various video QoS metrics like delay, packet loss, and recovery time. SDN network has been used to guarantee reliability and efficient data transmission. There are many failures that can occur within the SDN mesh network or between the non-SDN and the SDN network. There is a need for both reliable and low-latency transmission of live video streams, especially in situations such as public safety or public gathering events. This is because everyone is trying to use the limited network at the same time. That leads to oversubscription and network outages, and computing devices may fail. Existing mechanisms built into TCP/IP and video streaming protocols, and fault tolerance strategies (such as buffering), are inadequate due to low latency and reliability requirements for live streaming, especially in the presence of limited bandwidth and computational power of mobile or edge devices. The objective of this paper is to develop an efficient fault tolerant strategy at the source-side to produce a high-quality video with low latency and data loss. To recover the lost data during failures, buffering approach is used to store chunks in a buffer and retransmit the lost frames, requested by the receiver.

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Books on the topic "LIVE VIDEO"

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Marx, Robert. Management live: The video book. Englewood Cliffs, NJ: Prentice Hall, 1991.

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My Xbox: Kinect, Xbox 360, and Xbox live. Indianapolis, Ind: Que Pub., 2012.

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Riebold, Philip. Do's and don'ts of video conferencing: Experience from LIVE-NET. [Loughborough]: SupportInitiative for Multimedia Applications, 1995.

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Cooke, Grayson. Live A/V in Australia. Broadway: UTS ePRESS, 2013.

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Video and multimedia transmissions over cellular networks: Analysis, modeling, and optimization in live 3G mobile networks. Chichester, West Sussex, U.K: Wiley, 2009.

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Murray, Kathleen. Live television link: An evaluation of its use by child witnesses in Scottish criminal trials. Edinburgh: Scottish Office Central research Unit, 1995.

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Writing your own scripts and speeches for corporate television, audio-visual, and live presentations. London: McGraw-Hill, 1991.

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Brandl, Rudolf Maria. Kunqu: Die klassische chinesische Oper des 16.-19. Jahrhunderts : masterpiece of the oral and intangible heritage of humanity (UNESCO 2001) : mit dem Katalog der Live-Video Dokumentaraufnahmen 2004/05. Göttingen: Cuvillier, 2006.

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Budnick, Dean. Jam bands: North America's hottest live groups plus how to tape and trade their shows. Toronto: ECW Press, 1998.

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Budnick, Dean. Jam bands: North America's hottest live groups plus how to tape and trade their shows. Toronto: ECW Press, 1998.

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Book chapters on the topic "LIVE VIDEO"

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Ashley, Joseph. "Live Video Broadcasting." In The Patrick Moore Practical Astronomy Series, 133–40. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-46937-9_9.

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Ravitz, Jeff, and James L. Moody. "Content Video." In Lighting for Televised Live Events, 115–17. First edition. | New York, NY : Routledge, 2021.: Routledge, 2021. http://dx.doi.org/10.4324/9780429288982-19.

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Hegemann, Thomas. "Live- und Video-Lehrsupervision." In Poesietherapie in der systemischen Praxis, 214–22. Göttingen: Vandenhoeck & Ruprecht, 2016. http://dx.doi.org/10.13109/9783666405679.214.

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Reason, Matthew. "Video Documents." In Documentation, Disappearance and the Representation of Live Performance, 73–91. London: Palgrave Macmillan UK, 2006. http://dx.doi.org/10.1057/9780230598560_5.

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Merani, Maria Luisa, and Daniela Saladino. "Live Video and IP-TV." In Handbook of Peer-to-Peer Networking, 985–1024. Boston, MA: Springer US, 2009. http://dx.doi.org/10.1007/978-0-387-09751-0_35.

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Bhanu, Bir, and Prue Talbot. "Live Imaging and Video Bioinformatics." In Computational Biology, 3–12. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-23724-4_1.

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Wang, Yi-Sheng. "Netnography in Live Video Streaming." In Netnography Unlimited, 278–92. New York, NY : Routledge, 2021.: Routledge, 2020. http://dx.doi.org/10.4324/9781003001430-23.

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Velez, John A., Melissa R. Gotlieb, Geoffrey Graybeal, Alan Abitbol, and Jonathan A. Villarreal. "Live Streams and Revenue Streams: Twitch as a Hybrid Gaming Culture." In Video Games, 193–207. New York, NY : Routledge, 2018. | Series: Electronic media research series: Routledge, 2018. http://dx.doi.org/10.4324/9781351235266-12.

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Lucas, Laurent, Céline Loscos, and Yannick Remion. "Experiments in Live Capture and Transmission of Stereoscopic 3D Video Images." In 3D Video, 421–40. Hoboken, USA: John Wiley & Sons, Inc., 2013. http://dx.doi.org/10.1002/9781118761915.ch22.

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Kelly, James Floyd. "Working with Video." In Getting StartED with Windows Live Movie Maker, 45–70. Berkeley, CA: Apress, 2010. http://dx.doi.org/10.1007/978-1-4302-2902-5_3.

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Conference papers on the topic "LIVE VIDEO"

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Manzato, Marcelo G., and Rudinei Goularte. "Live video adaptation." In the 11th Brazilian Symposium. New York, New York, USA: ACM Press, 2005. http://dx.doi.org/10.1145/1114223.1114230.

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Ahmad, Shakeel, Raouf Hamzaoui, and Marwan Al-Akaidi. "Robust live unicast video streaming with rateless codes." In Packet Video 2007. IEEE, 2007. http://dx.doi.org/10.1109/packet.2007.4397028.

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Lundrigan, Philip, Mojgan Khaledi, Makito Kano, Naveen Dasa Subramanyam, and Sneha Kasera. "Mobile Live Video Upstreaming." In 2016 28th International Teletraffic Congress (ITC 28). IEEE, 2016. http://dx.doi.org/10.1109/itc-28.2016.124.

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Dougherty, Audubon. "Live-streaming mobile video." In the 13th International Conference. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2037373.2037437.

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Wang, Zhenchen, and Stefan Poslad. "Personalising Live Sports Video Zooming." In 2013 IEEE International Conference on Systems, Man and Cybernetics (SMC 2013). IEEE, 2013. http://dx.doi.org/10.1109/smc.2013.578.

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Engström, A., M. Esbjörnsson, and O. Juhlin. "Mobile collaborative live video mixing." In the 10th international conference. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1409240.1409258.

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Celik, Mehmet, Jaap Haitsma, Pavlo Barvinko, Gerhard Langelaar, and Martijn Maas. "Video fingerprinting for live events." In IS&T/SPIE Electronic Imaging, edited by Edward J. Delp III, Jana Dittmann, Nasir D. Memon, and Ping Wah Wong. SPIE, 2009. http://dx.doi.org/10.1117/12.805551.

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Xu, Rui, Zhengning Zhang, Fan Qin, Zhubo Zhou, Hemeng Yang, and Ruihai Li. "Research on video motion compensation method based on the analysis of airborne video camera shaking mode of continuous video frames." In 2016 IEEE PES 13th International Conference on Transmission & Distribution Construction, Operation & Live-Line Maintenance (ESMO). IEEE, 2016. http://dx.doi.org/10.1109/tdcllm.2016.8013239.

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Susu Xie, Gabriel Y. Keung, and Bo Li. "A measurement of a large-scale peer-to-peer live video streaming system." In Packet Video 2007. IEEE, 2007. http://dx.doi.org/10.1109/packet.2007.4397037.

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Smith, Thomas, Marianna Obrist, and Peter Wright. "Live-streaming changes the (video) game." In the 11th european conference. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2465958.2465971.

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Reports on the topic "LIVE VIDEO"

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Louw, Adriaan. A Randomized Trial of Live versus Video Delivery of Pain Neuroscience Education for Middle School Children. Science Repository, July 2019. http://dx.doi.org/10.31487/j.pdr.2019.02.03.

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Sharova, Iryna. WAYS OF PROMOTING UKRANIAN PUBLISHING HOUSES ON FACEBOOK DURING QUARANTINE. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11076.

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The article reviews and analyzes the promotion of Ukrainian publishing houses on Facebook during quarantine in 2020. The study’s main objective is content and its types, which were used for representing on Facebook. We found out that going live and posting a text with a picture was most popular. The phenomenon of live video is tightly connected to the quarantine phenomenon. Though, not every publishing house was able to go live permanently or at least regular. However, simple text with a picture is the most uncomplicated content to post and the most popular. Ukrainian publishers also use UGC (User Generated Content), situational content, and different contexts. The biggest problem for Ukrainian publishers is continual strategic work with social media for promotion. During quarantine, social media became the first channel for communication with customers and subscribers. Therefore promotion on the Internet and in social media indeed should become equivalent to offline promotion.
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Cooke, B., and A. Saucier. Correction of Line Interleaving Displacement in Frame Captured Aerial Video Imagery. New Orleans, LA: U.S. Department of Agriculture, Forest Service, Southern Forest Experiment Station, 1995. http://dx.doi.org/10.2737/so-rn-380.

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Ho, Justin, Katherine Ho, and Julie Holland Mortimer. The Use of Full-line Forcing Contracts in the Video Rental Industry. Cambridge, MA: National Bureau of Economic Research, December 2008. http://dx.doi.org/10.3386/w14588.

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Rodríguez Chatruc, Marisol, and Sandra V. Rozo. How Does it Feel to Be Part of the Minority?: Impacts of Perspective Taking on Prosocial Behavio. Inter-American Development Bank, September 2021. http://dx.doi.org/10.18235/0003612.

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Can online experiences that illustrate the lives of vulnerable populations improve prosocial behaviors and reduce prejudice? We randomly assign 850 individuals to: i) an online game that immerses individuals in the life decisions of a Venezuelan migrant and ii) a documentary about the migration process of Venezuelans to Colombia. Both treatments effectively improve altruism and reduce prejudice towards migrants. The impacts of both treatments are not statistically different in any of the other outcomes that we examine. The effects of the game are mainly driven by changes in perspective-taking while the effects of the video are induced by changes in both empathy and perspective-taking.
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Adel, G. T., and G. H. Luttrell. Development of a video-based slurry sensor for on-line ash analysis. Quarterly report, April 1, 1996--June 30, 1996. Office of Scientific and Technical Information (OSTI), July 1996. http://dx.doi.org/10.2172/378676.

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Adel, G. T., and G. H. Luttrell. Development of a video-based slurry sensor for on-line ash analysis. Final technical report, October 1, 1994--September 30, 1996. Office of Scientific and Technical Information (OSTI), December 1996. http://dx.doi.org/10.2172/469176.

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Adel, G. T., and G. H. Luttrell. Development of a video-based slurry sensor for on-line ash analysis. Fourth quarter technical progress report, July 1--September 30, 1995. Office of Scientific and Technical Information (OSTI), October 1995. http://dx.doi.org/10.2172/201708.

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Adel, G. T., and G. H. Luttrell. Development of a video-based slurry sensor for on-line ash analysis. Technical progress report, third quarter, April 1, 1995--June 30, 1995. Office of Scientific and Technical Information (OSTI), July 1995. http://dx.doi.org/10.2172/137341.

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Taylor, Paul A., and Candice Frances Cooper. Simulation of Blast and Behind-Armor Blunt Trauma to Life-Critical Organs in the Human Torso; Video Supplement for 2015 HPC Annual Report. Office of Scientific and Technical Information (OSTI), May 2015. http://dx.doi.org/10.2172/1183058.

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