Dissertations / Theses on the topic 'Streaming audio'
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Čeněk, Radek. "Audio/Video streaming." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2015. http://www.nusl.cz/ntk/nusl-220405.
Full textAfzaal, Qasim, and Usman Ahmad. "Audio Video Streaming Solution for Bambuser." Thesis, Umeå universitet, Institutionen för datavetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-58494.
Full textBansal, Deepak 1978. "Congestion control for streaming video and audio applications." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/86577.
Full textMarks, Stuart Keith. "Joint Source/Channel Coding for Mobile Audio Streaming." Thesis, Griffith University, 2006. http://hdl.handle.net/10072/367550.
Full textThesis (PhD Doctorate)
Doctor of Philosophy (PhD)
School of Information and Communication Technology
Full Text
Claesén, Daniel. "MCapture; An Application Suite for Streaming Audio over Networks." Thesis, Linköping University, Department of Computer and Information Science, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-4387.
Full textThe purpose of this thesis is to develop software to stream input and output audio from a large number of computers in a network to one specific computer in the same network. This computer will save the audio to disk. The audio that is to be saved will consist mostly of spoken communication. The saved audio is to be used in a framework for modeling and visualization.
There are three major problems involved in designing a software to fill this purpose: recording both input and output audio at the same time, efficiently receiving multiple audio-streams at once and designing an interface where finding and organizing the computers to record audio from is easy.
The software developed to solve these problems consists of two parts; a server and a client. The server captures the input (microphone) and output (speaker) audio from a computer. To capture the output and input audio simultaneously an external application named Virtual Audio Cable (VAC) is used. The client connects to multiple servers and receives the captured audio. Each one of the client’s server-connections is handled by its own thread. To make it easy to find available servers an Automatic Server Discovery System has been developed. To simplify the organization of the servers they are displayed in a tree-view specifically designed for this purpose.
Sahd, Curtis Lee. "Bluetooth audio and video streaming on the J2ME platform." Thesis, Rhodes University, 2010. http://hdl.handle.net/10962/d1006521.
Full textMoscote, Freire Ariana. "Tuning into you: personalized audio streaming services and their remediation of radio." Thesis, McGill University, 2008. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=18799.
Full textCe mémoire a pour but d'étudier et de mettre en contexte les discours et les structures liés à une forme naissante de promotion, de distribution et de consommation de musique, soit des services de programmation musicale personnalisés par des systèmes de recommandation. Il y est démontré que ces services, dont Yahoo! LAUNCHcast, Last.fm, Pandora.com et Radiolibre.ca s'appuient sur une notion discursive de ce qu'est la radio afin d'encadrer et de rendre légitimes leurs activités aux yeux de leurs membres, de l'industrie musicale et de l'État. Ils rejettent simultanément cette même notion lorsqu'ils clament dépasser la radio conventionnelle en offrant à leurs usagers de contrôler leurs expériences auditives, et aux artistes émergents un accès plus égal et pertinent aux « ondes », aux conséquences potentiellement révolutionnaires. La thèse présentée est qu'un concept particulier de la « radio » est exploité dans ces situations, et que la valeur apparente des promesses des services personnalisés ne correspond pas nécessairement à la réalité, définie par l'impact structurel de la réglementation, des pratiques de l'industrie et de la technologie sur le développement de ces nouveaux médias.
Buffet, Julien. "Techniques de protection contre les erreurs pour le streaming audio sur IP." Châtenay-Malabry, Ecole centrale de Paris, 2002. http://www.theses.fr/2002ECAP0857.
Full textChiappetta, Marco. "Composizione musicale e streaming peer-to-peer con web audio e webrtc." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2013. http://amslaurea.unibo.it/6200/.
Full textMathews, Abraham. "Smart Home Based Li-Fi System : Stereo Audio & Image Streaming by Visible light." Thesis, Mittuniversitetet, Avdelningen för elektronikkonstruktion, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-32835.
Full textTimoncini, Riccardo. "Streaming audio e video nei sistemi Peer-To-Peer TV: il caso Sopcast P2PTV." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2012. http://amslaurea.unibo.it/3670/.
Full textFoulkes, Philip James. "An investigation into the control of audio streaming across networks having diverse quality of service mechanisms." Thesis, Rhodes University, 2012. http://hdl.handle.net/10962/d1004865.
Full textOlaleye, Olufunke I. "Symbiotic Audio Communication on Interactive Transport." Kent State University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=kent1176438067.
Full textJanovič, Jakub. "Webový prohlížeč audio/video záznamů přednášek: převod prohlížeče na MySQL databázi." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2010. http://www.nusl.cz/ntk/nusl-237118.
Full textHaandel, Johan Cavalcanti Van. "Formatos emergentes de criação e transmissão de áudio online: a construção do webcasting sonoro." Pontifícia Universidade Católica de São Paulo, 2009. https://tede2.pucsp.br/handle/handle/5224.
Full textCoordenação de Aperfeiçoamento de Pessoal de Nível Superior
In the last years the transmission of audio is being transformed for the new technologies of the digital support, which had generated new processes and products, among them is the sonorous webcasting. This work investigates the creation of content of the four existing formats of sonorous webcasting: web radio, playlist, on demand audio and the audio portal, which comprises the corpus of the research. As methodological strategy, firstly, examples of the sonorous webcasting formats and of others transmission processes for the digital support had been observed, to distinguish them; the second step was to observe the assembly of audio of the sonorous webcasting formats and the third step was to investigate its graphical interfaces. With basis in the methodological strategy, the research presents itself in three stages: in the first one, it was outlined a mapping of the existing digital transmissions of audio and a classification of sonorous webcasting formats, in which the main authors of reference are Trigo-De-Souza and Kischinhevsky, among others; in the second stage, the construction of the transmission of sonorous webcasting through audio assembly is investigated with data based on Ferraretto, Cyro César, Barbosa Filho and McLeish, among others; and in third stage, it is investigated the construction of the transmission of sonorous webcasting through the graphical interface, where the hypermedia interfaces study referring data are based on Beiguelman, Manovich and Johnson. It is concluded that sonorous webcasting consists of a transmission process of audio that does not have to be confounded with radio and it sets up a new type of content reading, mediated by texts and images, implying, therefore, in studies of audio assembly and graphical interface
Nos últimos anos a transmissão de áudio está sendo transformada pelas novas tecnologias do suporte digital, as quais geraram novos processos e produtos, entre eles o webcasting sonoro. A presente pesquisa investiga a criação de conteúdo dos quatro formatos existentes do webcasting sonoro: a web rádio, a playlist, o áudio on demand e o portal de áudio, os quais compõem o corpus da pesquisa. Como estratégia metodológica, primeiro foram observados exemplos dos formatos do webcasting sonoro e de outros processos de transmissão pelo suporte digital, para particularizá-los; o segundo passo foi observar a montagem de áudio dos formatos do webcasting sonoro e o terceiro passo foi investigar as suas interfaces gráficas. Baseada na estratégia metodológica, a pesquisa se apresenta em três etapas: na primeira, há um mapeamento das transmissões digitais de áudio existentes e uma classificação dos formatos do webcasting sonoro, em que os principais autores de referência são Trigo-De-Souza e Kischinhevsky, entre outros; na segunda, é investigada a construção da transmissão do webcasting sonoro através da montagem de áudio, com dados baseados em Ferraretto, Cyro César, Barbosa Filho e McLeish, entre outros; e na terceira, é investigada a construção da transmissão do webcasting sonoro através da interface gráfica, em que os dados referentes ao estudo de interfaces da hipermídia são baseados em Beiguelman, Manovich e Johnson. Conclui-se que o webcasting sonoro consiste em um processo de transmissão de áudio que não deve ser confundido com rádio e que institui um novo tipo de leitura de conteúdo, mediado por textos e imagens, implicando, por isso, em estudos de montagem sonora e de interface gráfica
Igumbor, Osedum Peter. "An investigation of protocol command translation as a means to enable interoperability between networked audio devices." Thesis, Rhodes University, 2014. http://hdl.handle.net/10962/d1011128.
Full textEriksson, Mattias. "Speech recognition availability." Thesis, Linköping University, Department of Computer and Information Science, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2651.
Full textThis project investigates the importance of availability in the scope of dictation programs. Using speech recognition technology for dictating has not reached the public, and that may very well be a result of poor availability in today’s technical solutions.
I have constructed a persona character, Johanna, who personalizes the target user. I have also developed a solution that streams audio into a speech recognition server and sends back interpreted text. Johanna affirmed that the solution was successful in theory.
I then incorporated test users that tried out the solution in practice. Half of them do indeed claim that their usage has been and will continue to be increased thanks to the new level of availability.
Uttermalm, Johan. "Audio streaming on top of 802.11n in an IoT context : An implementation along with a literature study of wireless IoT standards." Thesis, Karlstads universitet, Institutionen för matematik och datavetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-42961.
Full textDibley, James. "An investigation of the XMOS XSl architecture as a platform for development of audio control standards." Thesis, Rhodes University, 2014. http://hdl.handle.net/10962/d1011789.
Full textSoldi, Giovanni. "Diarisation du locuteur en temps réel pour les objets intelligents." Electronic Thesis or Diss., Paris, ENST, 2016. http://www.theses.fr/2016ENST0061.
Full textOn-line speaker diarization aims to detect “who is speaking now" in a given audio stream. The majority of proposed on-line speaker diarization systems has focused on less challenging domains, such as broadcast news and plenary speeches, characterised by long speaker turns and low spontaneity. The first contribution of this thesis is the development of a completely unsupervised adaptive on-line diarization system for challenging and highly spontaneous meeting data. Due to the obtained high diarization error rates, a semi-supervised approach to on-line diarization, whereby speaker models are seeded with a modest amount of manually labelled data and adapted by an efficient incremental maximum a-posteriori adaptation (MAP) procedure, is proposed. Obtained error rates may be low enough to support practical applications. The second part of the thesis addresses instead the problem of phone normalisation when dealing with short-duration speaker modelling. First, Phone Adaptive Training (PAT), a recently proposed technique, is assessed and optimised at the speaker modelling level and in the context of automatic speaker verification (ASV) and then is further developed towards a completely unsupervised system using automatically generated acoustic class transcriptions, whose number is controlled by regression tree analysis. PAT delivers significant improvements in the performance of a state-of-the-art iVector ASV system even when accurate phonetic transcriptions are not available
Žižka, Josef. "Webový prohlížeč přednášek." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2009. http://www.nusl.cz/ntk/nusl-236668.
Full textBonneau-Crépin, Charlotte. "Les pratiques de réception comme marques de capital symbolique : le cas du mass-streaming chez les fans de musique populaire coréenne." Master's thesis, Université Laval, 2020. http://hdl.handle.net/20.500.11794/66325.
Full textThe transformations brought upon by the rise of social networks and music streaming platforms have caused the birth of new ways to consume music. This thesis is about one of them, exclusive to fans of Korean popular music. More precisely, it is about a novel activity called mass-streaming, popular amongst the K-pop (Korean Pop) fan community. This practice consists in the use of specific methods that are geared towards the quickest rise possible in streams associated to a particular song on streaming platforms. The aim of this thesis is to determine the measure in which mass-streaming has an influence on the music industry and the fan community. Different conceptual models are applied in order to formulate an answer to that question, namely those of Monde des Arts (Becker 1984), symbolic capital (Bourdieu 1994) and subcultrual capital (Thornthon 2013). As a case study, it is Korean boyband Beyond The Scene (BTS) and its fan community that are studied. Data collection took place in two distinct phases. The first, which took place entirely on microblogging site Twitter, consisted in the creation of a collection of tweets about mass-streaming. The second was made up of a series of semi-directed interviews with music industry professionals. In order to present a complete picture of what mass-streaming is, a description of the historic context and causes that lead to its emergence is made, as well as the presentation of the methods used by fans. Finally, the different impacts of the studied practice are considered as different types of symbolic capital (economic, social, cultural, subcultural) in order to represent as precisely as possible the potential repercussions of this new practice on all parties involved in its functioning.
LINDSTRÖM, CARL, and TORA BYGREN. "Att Lyssna På Boken Som Lyssnar På Dig : Hur användaren och dess beteende integreras i produktutvecklingen av ljudbokstjänster." Thesis, KTH, Skolan för industriell teknik och management (ITM), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-279780.
Full textThe audiobook industry has undergone extensive digitisation. One of the results of this digitalisation is the emergence of a whole new market for audio books and from this a number of audiobook services have emerged. These audiobook services offer their users a product as an application where the users have access to an unlimited amount of streamed content in form of audiobooks. The product development of these audiobook services has taken place during a time when agile work processes have become increasingly popular, which promotes shared knowledge between developers and customers. At the same time, access to quantitatively logged user data has grown tremendously, which has enabled a greater and more continuous proximity to the product's users than ever before. This study aims to investigate how Swedish audiobook services work to integrate their users in the development of their product, with what methods and purposes it is performed. With the unlimited access to users in the form of quantitatively logged user data, it is of interest to investigate how it affects the use of other traditional methods of user involvement. A literature study was conducted to find out the current state of knowledge regarding methods of user involvement in the product development of streaming services. Based on this literature study, an interview guide was designed. Subsequently, three qualitative interviews were conducted with one representative each from three of the largest and most established Swedish audiobook services. The interviews were transcribed and analysed against the theory investigated. From the analysed empiric study, two main purposes for the user involvement of audiobook services could be established: • Involving users as a co-creator of the product • Involving the user as a test object for prototypes All of the audiobook companies surveyed used logged quantitative user data in both of these cases of user involvement. With the user as a test object, A / B testing proves to play a major role in the use of logged quantitative user data. Two-thirds of audiobook companies used qualitative methods such as focus groups, which proved to be of great importance to both user testing and co-creation. The focus group's unique advantages, for example empathic understanding of the user, is something that the quantitatively logged user data cannot offer.
Kotouček, Filip. "Vícekanálový přenos zvukových signálů po lokální počítačové síti." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2017. http://www.nusl.cz/ntk/nusl-316879.
Full textLanfranchi, Laetitia I. "MPEG-4 AVC traffic analysis and bandwidth prediction for broadband cable networks." Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/29776.
Full textCommittee Chair: Bing Benny; Committee Co-Chair: Fred B-H. Juang; Committee Member: Gee-Kung Chang. Part of the SMARTech Electronic Thesis and Dissertation Collection.
Liese, Christin. "Kaufst du noch oder streamst du schon?" Bachelor's thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2017. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-223500.
Full textKNOBEL, KARIN, and LOVISA LÆSTADIUS. "Big Data in Performance Measurement: : Towards a Framework for Performance Measurement in a Digital and Dynamic Business Climate." Thesis, KTH, Skolan för industriell teknik och management (ITM), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-238689.
Full textI dagens affärsklimat genomsyrat av Big Data finns en möjlighet att driva resultat framåt genom analys av kundbeteenden från användardata. I synnerhet för online-tjänsteföretag samlas användardata kontinuerligt och finns tillgänglig i en oerhörd mängd. Detta skapar nya möjligheter för design och användande av mätetal då företag kan utveckla smartare och snabbare beslutsfattande. För att verkligen dra fördel av användardata i prestationsmätning (PM) är det dock kritiskt att identifiera mätetal som faktiskt bistår beslutsfattande, vilket följaktligen kräver en effektiv PM-process. Trots potentialen är forskning på Big Data inom PM begränsad. Studier har analyserat kundbeteenden från användardata, exempelvis i kontexten av strömmad video eller audio och webbsökningar, men primärt med fokus på tjänstens tekniska prestanda. Vidare är forskning på PM hos online-tjänsteföretag fragmenterad, och huvudsakligen genomförd av företag inom industrin. Följaktligen bör fältet aktualiseras för att reflektera dagens digitala och dynamiska affärsklimat. Därför var syftet med denna studie att utforska hur online-tjänsteföretag, som besitter stora mängder användardata, arbetar med PM, men även praktiskt illustrera hur mätetal kan designas från denna data. Studien genomfördes som en fallstudie på ett ljud-strömningsföretag, men empiri insamlades även från andra online-tjänsteföretag med avsikt att öka generaliserbarheten. Den praktiska illustrationen av mätetals-design baserades på en kvantitativ analys av pendlares audio-strömning i bil. För pendlares audio-strömning i bil fann denna studie att lämpliga mätetal bör fånga den vanemässiga aspekten associerad med pendling. Därmed anses mätetal som reflekterar engagemang lämpliga, exempelvis andelen som har sessioner både på förmiddagen och eftermiddagen och andelen som har mer än en dag med pendlar-sessioner i veckan. Gällande PM-processen hos online-tjänsteföretag bidrar denna studie med ett föreslaget ramverk som utvecklades från tre existerande ramverk; HEART som reflekteras i form av viktiga mätetalsdimensioner samt översättning av mål till mätetal, OKR vilket sätter fokus för processen i termer av mål på högre nivå, och designa-implementera-använda som reflekterar processens faser. I studien kom det fram att insikter från användardata och explicit användaråterkoppling kompletterar varandra, och att dessa kan uppkomma under hela processen. Vidare konstaterar denna studie att ömsesidig kommunikation mellan dataforskare och produktchefer är essentiellt. Dessutom identifierades fyra typer av iterationer som kan förekomma vid användning av mätetal; modifiera mätetal, designa nya mätetal, fullständigt förändra mätetal samt påbörja nya initiativ. Därutöver kan studien konstatera att mätetal är högst kontextberoende, och att det finns fyra viktiga aspekter att ta hänsyn till i mätetals-design; data-tillgänglighet och proxy-utvärdering, karaktäristik och form på mätetal, trade-off mellan mätetal, samt tolkning av mätetals-förändringar.
Gonçalves, Neto Jahyr 1980. "Desenvolvimento de uma plataforma multimidia utilizando a linguagem Python." [s.n.], 2007. http://repositorio.unicamp.br/jspui/handle/REPOSIP/259651.
Full textDissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Eletrica e de Computação
Made available in DSpace on 2018-08-10T00:12:12Z (GMT). No. of bitstreams: 1 GoncalvesNeto_Jahyr_M.pdf: 950657 bytes, checksum: f62691d16e5db013d1b8a9c4e4a32c88 (MD5) Previous issue date: 2007
Resumo: Nesta dissertação apresentamos o desenvolvimento de uma plataforma multimídia baseada no modelo cliente-servidor voltada para aplicações de streaming de áudio e vídeo. Essa plataforma deverá evoluir para um sistema de videoconferência em um projeto futuro. A plataforma permite a comunicação de áudio, vídeo e texto a partir de um ponto (o servidor) para vários outros pontos (os clientes). Uma das inovações do projeto está no desenvolvimento em Python, que é uma linguagem interpretada, orientada a objetos e dinamicamente tipada
Abstract: This dissertation presents the development of a client-server platform designed initially for audio and video streaming applications. This platform will evolve into a videoconference system as part of a future project. The platform allows audio, video and text communication from a point (the server) to several others points (the clients). One of the project innovations is the implementation Python Language, which is an interpreted, objectoriented and dynamically typed language
Mestrado
Telecomunicações e Telemática
Mestre em Engenharia Elétrica
Wen, Jing Yao, and 溫景堯. "Streaming audio classification for smart home environments." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/24322561547704851822.
Full text國立政治大學
資訊科學學系
98
Human receive sounds such as language and music through audition. Therefore, audition and vision are viewed as the two most important aspects of human perception. Computational auditory scene analysis (CASA) defined a possible direction to close the gap between computerized audition and human perception using the correlation between features of ears and mental perception in psychology of hearing. In this research, we develop and integrate methods for real-time streaming audio classification based on the principles of psychology of hearing as well as techniques in pattern recognition. There are three major parts in this research. The first is audio processing, translating sounds into information that can be enhanced by computers; the second part uses the principles of CASA to design a framework for audio signal description and event detection by means of computer vision and image processing techniques; the third part defines the distance of image feature vectors and uses K-Nearest Neighbor (KNN) classifier to accomplish audio recognition and classification in real-time. Experimental results show that the proposed approach is quite effective, achieving an overall recognition rate of 80-90% for 8 types of audio input. The performance degrades only slightly in the presence of noise and other interferences.
Chieu, An-bang, and 邱安邦. "Audio streaming system design Based on Embedded system." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/w2xkm4.
Full text國立臺灣科技大學
電子工程系
95
The object of this thesis is to design and develop a set to apply the system which applys to the multimedia audio streaming. We use the most popular embedded application at present, uses the existing platform to develop the audio streaming correlation the audio player software and the system core, then porting on the development platform which we select, finally penetrates the wireless network, may the selective reception or the transmission audio streaming, realizes the multimedia audio streaming to flow the development the goal. The key point discusses which in the paper divides into two major parts, respectively the hardware specification and system actualization. For the hardware specification , mainly introduces the development board each item of overhead construction, including CPU, Flash Memory, LCD, I/O equipment and so on main installment. For the system realization contains the operation system, the application program, the decoding software and GUI(Graphic User Interface).
鄭淙毅. "Development of an Embedded Multimedia Audio Streaming System." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/93228156850978632766.
Full textSun, Shih-Jung, and 孫世榮. "An Implementation of Wireless MP3 Audio Streaming with Bluetooth Technique." Thesis, 2003. http://ndltd.ncl.edu.tw/handle/39681848502391687017.
Full text國立中正大學
電機工程研究所
91
The Bluetooth specification version 1.1 has only defined a SCO link for audio transmission of voice quality. With SCO link, none of the high quality audio can be transmitted. The other ACL link for data transmission which can offer up to 723.2kbps data rate in asymmetric mode is able to transmit some compressed audio file such as MP3,WMA,ACC etc. To do audio streaming in data transmission channel needs extra scheme for pseudo-isochronous operation to ensure real time audio playback. The capability of high quality audio streaming is an added value in Bluetooth products. The possible applications are MP3 walkman with wireless headphone or MP3 player with wireless speaker. The hardware contains two sets of personal computers and Bluetooth USB dongles. One of the computers transmits MP3 file while the other receives, decodes and plays it back.. The control functions such as “PLAY”,”PAUSE”,”STOP” are added to form a complete system. The software stack follows the basic Bluetooth protocols such as L2CAP,SDP,HCI,AVDTP,A2DP etc. and the MP3 decoder fallows the ISO 11172-3 and ISO 13818-3 standard. During transmission the received data is saved to be compared with the original one for testing system performance. Finally, an idea of non-standard profile called “Simple Audio on Demand Profile” is issued from the process of implementation. This non-standard profile is based on a different point of view as A2DP and trying to fit better for some kind of applications.
Wu, Jheng-Jhong, and 吳正中. "The Investigation and Implementation of Audio and Video Streaming Techniques." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/21815164028894351420.
Full text義守大學
資訊工程學系碩士班
95
Streaming media is a new type of internet multimedia transport mechanism. Traditionally, user must download the interested file first, and then play the file by some multimedia player software. This may cause a long waiting time and large memory consumption. Sometimes the intellectual property is an issue in this kind of transport mechanism, because after the whole file is downloaded, the user may distribute it to unauthorized user. Streaming media is a technique which can solve the problems mentioned above. When the server receives the client’s request, the server splits the file into packets and delivers them to the client. After filling an initial buffer, the player can start playing the video and audio in real-time without downloading the whole file into the hard disk first. The video and audio signals then transfer from the server to the client continuously. This is also why this kind of transport mechanism is called streaming. Imaging technology is a key technique in multimedia technology development. Image compression technology continuously improves from MPEG-2 (DVD) and MPEG-4 to H.264 (MPEG-4 Part 10). H.264 enhances the compression efficiency by 50% compared with MPEG-2, and will play an important role in the future. The development and application of multimedia communication is an evolving technology. It also changes the way we communicate to each other. How to transfer high quality multimedia streaming data is an ongoing topic and has caught many researchers’ interests. We investigated video/audio compression and multimedia streaming techniques, and finally developed a multimedia streaming server in practice.
Chen, Fang-Jie, and 陳芳傑. "SIP-based Video/Audio Streaming System in Home Security Application." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/41883725889655047461.
Full text雲林科技大學
資訊工程研究所
97
Due to the popularity of wireless networking and home security, this paper propose architecture combining the doorbell and real-time monitor in the wireless network based on the Session Initiation Protocol, and combine embedded system with PDA device, to achieve a real-time video and audio streaming of the ubiquitous home security monitoring environment. At the same time, due to the often packet loss in wireless network environment, we use MPEG-4 encoding features with proposed XOR-based FEC algorithm, a mechanism to recover the lost packets and thus to improve streaming video quality.
Huang, Xin-Zhang, and 黃信璋. "Real-time Video/Audio Streaming Mechanisms and Applications on Embedded System." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/5b6553.
Full text國立成功大學
工程科學系碩博士班
92
With advances in communication, multimedia, and the growth of embedded system,the applications of multimedia become diverse. Base on cost-effective design, we use a low cost hardware with free software – LWIP to develop a stable embedded A/V streaming system.We combined embedded system with LWIP to develop a system which is inexpensive and easy to develop software. In this thesis, we studied the free software – LWIP, and designed a mechanism for A/V streaming sytem to allow our products can provide better A/V streaming services. In addition, the network protocol and A/V streaming system that we developed is independent of the system, so it is easy to portable to other platforms.
Lin, Yi-Wei, and 林宜瑋. "Real-time Video/Audio Streaming Mechanisms and Applications overWireless/Mobile Networks." Thesis, 2002. http://ndltd.ncl.edu.tw/handle/08900081270263144964.
Full text國立成功大學
資訊工程學系碩博士班
90
Due to the characteristics of (1) smaller bandwidth and (2) unreliable transmission media, real-time media streaming over wireless networks is not trivial. To have smooth media streaming over wireless networks, we propose schemes for video and audio streaming respectively. For audio, two sending modes, in which redundant information is embedded in each packet, that the proposed scheme contains are (1) the "redundant" mode and (2) the "duplicated" mode. Let a packet i can contain three audio frames i, i-1, and i-2. In the redundant mode, frame i uses a codec of better quality than that for frames i-1 and i-2. In the duplicated mode, frames i, i-1, and i-2 use the same codec, which has lower quality than that for frame i used in the redundant mode. The "redundant" mode may give better quality of sound but consumes more bandwidth, while the "duplicated" mode gives lower quality of sound but consumes less bandwidth. For video, an adaptive real-time video streaming scheme that uses the layered video technique is proposed. Two attributes that are used to determine the network situation and then adjust the sending rate accordingly are loss-rate and round-trip time (RTT). Two thresholds named "upper-ratio" and "lower-ratio" are set. When the average RTT exceeds the upper-ratio multiplies the maximum RTT, the network situation is set to congested; when the average RTT is under the lower-ratio multiplies the maximum RTT, the network situation is set to unloaded. Since the unreliable media cause of packet loss in the wireless environment is rate-independent, a method that can separate these rate-independent loss from the congestion loss is needed. We use inter-arrival time between two received packets to identify if an out of order packet was received in time. If the out of order packet was received in time, then the packet loss between the two received packets is caused by unreliable media; otherwise, the packet loss is caused by congestion and the network situation is congested. Upon a congestion situation is determined, the sending rate of the sender is dropped down; upon unloaded situation is determined, the sending rate of the sender is raised up. In this way, the adaptive real-time media streaming can be achieved for wireless networks.
Carvalhido, Eugénio Bettencourt. "Real-Time Audio Fingerprinting for Advertising Detection in Streaming Broadcast Content." Master's thesis, 2018. https://hdl.handle.net/10216/114095.
Full textCarvalhido, Eugénio Bettencourt. "Real-Time Audio Fingerprinting for Advertising Detection in Streaming Broadcast Content." Dissertação, 2018. https://hdl.handle.net/10216/114095.
Full textChen, Ying-Long, and 陳穎隆. "Mining Behavior Patterns of Learner from Streaming Technique Video/Audio Forum." Thesis, 2002. http://ndltd.ncl.edu.tw/handle/37988111204129393291.
Full text大葉大學
資訊管理研究所
90
Nowadays, the multimedia learning via PC has become a mega trend. Thanks to many scholars indicate the digitized presentation of multimedia is more active than the single media way. To improve the interaction degree of learning and the knowledge sharing between trainees, this thesis adopts the video/audio streaming technology into the Video/Audio Forum. With the modified TAM(Technology Acceptance Model), which issued by this thesis, the forecast capability of learning performance has been improved. TAM can evaluate the acceptance performance after an IT system was introduced into an organization. However, without the learning history Portfolio, TAM still suffers the uncertainty of “actual usage aspect”. This thesis tries to improve TAM via the clustering of Media Log Mining method. With this method to analyze the cluster-pattern of learning-behavior of trainees from the WEB log and streaming log in the Video/Audio Forum. The contribution of this thesis is issuing a new TAM model by replacing the “actual usage aspect” of the original TAM with the cluster-pattern of learning-behavior by Media Log Mining Method and forecast the learning performance via “technique acceptance of trainee ”. Consequently, the correlation between the total aspect and learning performance of the modified TAM is experimental better than the original TAM.
Käs, Christian Haardt Martin. "Analyse und Simulation von Streaming Audio- und Videoanwendungen unter Berücksichtigung von Dienstgüteanforderungen /." 2006. http://www.gbv.de/dms/ilmenau/abs/515081124kaes.txt.
Full textLiu, Hsiang-Chun, and 劉祥俊. "Design and Implement a Mobile Audio / Video Streaming System for Digital Home." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/02401019907343637805.
Full text元智大學
資訊工程學系
93
Now, people get into a digital life style by the prevalence and development of Internet and digitalize content. Now the digital home living is more and more popular. Every hardware factory invests positively in creating an environment that people could enjoy the digital living and the convenient of information technology more easily and convenient. In this research uses the guideline that propose by DLNA, to establish a multimedia digital home living entertainment platform, which makes it easier to connect the information appliance, digital content, and information service. Users can simply choose their favorite multimedia content by the controller. This platform all application build above Linux operation system, uses TCP/IP stacks and device discovery technology (Universal Plug and Play, UPnP) . Using real tine transport streaming protocol (RTP) suites to control the network flow. In this research, we embedded the network flow adaptive of transfer the digital content processing on Digital Media Server, DMS. In another side, we uses cache and adaptive of hardware ability on Digital Media Player, DMP to play digital content more smooth, to make the platform to attain quality of service(QoS) for playing multimedia content.
Aires, Nuno Miguel. "Audio-guiding imersivo." Master's thesis, 2018. http://hdl.handle.net/10773/24947.
Full textAn audio-guiding system prototype was developed which makes it possible to associate virtual sound sources to the focal points of each tourist route and apply, in the stereophonic reproduction over headphones, a spatialisation effect controlled in real time by user pose (position and head orientation) relative to those points. An augmented reality effect is thus achieved, with the (virtual) audio content seemingly originating from specified (real) points. A route management program was developed to allow specification of the focal points (through GPS coordinates), audio content (monophonic file) intended for each and route point where its playback should be triggered. Position was detected by a GPS receptor plugged into the computing platform carried by the user; head-tracking was based on an inertial sensor (InertiaCube) attached to the headphone strap. The main application, developed in C++, implemented software buffers to stream audio through from the input files with the lowest possible latency. The processing resorts to a real-time auralisation engine using a public access HRTF database. In order to choose the appropriate HRTF pair for each processing cycle, the azimuth and elevation of the virtual source are continuously recalculated according to the acquired user pose data. In order to assess performance, identify possible problems and characterise the most appropriate application parameter ranges (e.g. buffer size, number of samples per audio block, filtering window for GPS data), preliminary subjective tests were carried out, with ten subjects following a route created for this purpose. Whilst confirming the ability to provide the desired audio spatialisation effects, the tests also evidenced the need to improve the precision of position data, as this was the main factor negatively affecting the experience.
Mestrado em Engenharia Eletrónica e Telecomunicações
Hsu, Ching-Yun, and 許菁云. "A Study of Video-Audio Streaming Technology and anImplementation of Integrated Management System." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/nmcnsp.
Full text國立高雄第一科技大學
電腦與通訊工程所
96
An audiovisual streaming technology is becoming even more important recently with the widespread use of Internet. It conveys video and audio streams in real time through Internet. A client player can play an audiovisual stream that transmitted from server. In addition, it doesn’t have to wait until the downloaded streams are completed. The advantages of this technology are to save the waiting time and reduce the disk storage. In order to make it convenient, the administrator can operate and manage the Video-Audio Streaming service in remote. So, the thesis is an implementation about an integrated management system of Video-Audio streaming service. This system integrates three major components, the process of the video and audio, server management, and Video-Audio test player. Using the Integrated Management System can control WebCam to catch video and audio. And, compressing it into MPEG-4 format, then upload and store the content to the streaming server. The content can be outputted by streaming technology via the streaming server. Not only can it operate and manage the Video-Audio streaming server by means of the remote Management system, but the authentication and authorization access control functions provide users the better video quality. Finally, using the test player can check all the settings of streaming service correctly. Besides implementing an integrated management system of Video-Audio streaming service, this thesis studys the streaming network packet, the processes of Video-Audio streaming service that contain the protocol of RTSP, RTP, RTCP , and decoding the MPEG-4 video by MPlayer.
Wong, Hon-Long, and 黃漢龍. "A Ubiquitous IAs and Audio Streaming Access Platform in the UPnP Home Network." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/94482795023513578585.
Full text國立成功大學
資訊工程學系碩博士班
95
The radical development of information technology makes the new generation of home appliance become Information Appliances (IA). IAs can interact and share information inside the UPnP home network. In this thesis, we proposes the Ubiquitous IAs and Audio Streaming Access Platform (UIAP) that includes two main services: (i) IA Access Service and (ii) Audio Access Service. User can use a PC, a handheld device and a light-weight Bluetooth headset to access the above two services via the home gateway. IA Access Service enables users access IAs anytime and anywhere. Inter-IA interactions which involve more than one IAs to cooperate together are achieved and speci ed in Service Interaction Script (SIS) language. Audio Access Service enables users to access audio files which are distributed in different media servers by using the light-weight Bluetooth headset in the digital home network. When users with the light weight Bluetooth headset roam from one room to another, it may cause the degradation of signal quality, UIAP will perform the Computing Powerless Handoff (CP-Handoff) procedure to keep continuous audio streaming. In UIAP, the home gateway provides Web-based interface for users to access IAs, audio files and to define inter-IA interaction no matter they are at home or out of home.
Lai, Chih-Yun, and 賴志昀. "Design and Implementation of Intelligent Audio/Video Streaming System Based on OSGi Service Platform." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/33849046019288290116.
Full text國立成功大學
工程科學系碩博士班
96
The study of this thesis focuses on the design and implementation of intelligent audio/video streaming system based on OSGi service platform. This system is split into three sub-system: Indoor location sub-system、Multimedia streaming service sub-system and Intelligent A/V management sub-system. These sub-systems are implement as bundles on OSGi Service platform. We will write multiple bundles to combine the ZigBee wireless sensor network and the UPnP A/V Architecture. In this system,we will collect information from the sensor network,analysis these data and then control the UPnP A/V Devices in the home network.
Lu, Pao-Lin, and 呂寶麟. "Broadband audio/video streaming-media industry and their applications and services-Realma.com case study-." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/36305273420524450021.
Full text國立臺灣大學
國際企業學研究所
93
In recent years as overall Internet infrastructure begins to mature, numerous Internet applications and services such as online games, shopping, auction, search and advertisements have been gradually assuming more important roles in our daily lives, demonstrating that so long as the overall environment is ready, in addition to having a successful business model, Internet businesses are not simply “bubbles”. As a result, this research will provide an analysis on broadband audio/video streaming industry and their applications and services. Such analysis will be based on the example of the leading broadband content leader, Realma DigiMedia, and its realma.com services, to further discuss various broadband content applications’ commercial feasibility as well as to analyze the future and potential of broadband content/service industry. The broadband industry for the overall Chinese market is now capable of significant growth, based on the fact that the number of broadband subscribers has increased, the Internet is becoming a more important part of daily lives, and the lifting of Greater China economy’s significance. As a result, Taiwan broadband industry should focus on the global Chinese market. Take Realma DigiMedia’s realma.com for instance, such service has a number of advantages, such as partnership with an international leading company, ability to provide service across platforms and borders, larger subscriber base and strong management team and relationships. However, Realma also faces problems of slow change of consumer habits, small size of Taiwan market and competition from similar service providers. In addition, smaller resources compared to large media players is also a concern. Although confronted with certain threats and disadvantages, Realma can still skillfully maneuver strategic partnerships to accomplish objectives. Realma will also leverage its future businesses in providing richer content, entering into China market, self-producing original content to own usage rights, expanding e-commerce application realm, to prepare itself for soon coming mobile content distribution service and integrated marketing business.
Gomes, João Francisco Vaz Brandão. "Evaluating the Performance of the AES70/AES 67-based Network Architectures for Audio Streaming." Master's thesis, 2021. https://hdl.handle.net/10216/137345.
Full textThe consumption of multimedia services via streaming has become a core aspect of modern life. Such a role brings enormous challenges to ensure general satisfaction with the quality of those services, which naturally tends to accelerate their development, i.e., it reflects in a tendency for successive improvements. Their quality, for an user, is measured quite elementally: the service must not present any discernible latency and must deliver the highest possible fidelity. These parameters are precisely the ones this project intends to evaluate in the performance of the AES70 protocol and the AES67 standard, thus constituting the project's main objective. This evaluation is contextualized within the available options for audio transmission over an Ethernet local area network, especially when applied to embedded microcontrollers. As such, the work that comprises this dissertation was initially concerned with mastering the testing environment, i.e., the controller provider for that role, in this case, an STM board with an ARM Cortex-M7 microcontroller. During this process, the analysis of the controller's idiosyncrasies was the main object of focus, contributing to the uncovering of important shortcomings which further challenged not only the evaluation process of these protocols, but particularly, their implementation in the embedded system. However, an implementation of an audio streaming over Ethernet application was accomplished and it is expected to be useful for future work. This is, in fact, the most valuable factor of this dissertation: it incorporates a precise explanation for understanding all key aspects of the STM controller, namely those most relevant to audio and Ethernet applications, rendering it ready for test scenarios and, subsequently, for the comparison of results with similar audio streaming approaches.
Lin, Yu-Ching, and 林毓慶. "A Study on Developing a Streaming Client-Server Architecture for MPEG-4 Video and Audio." Thesis, 2003. http://ndltd.ncl.edu.tw/handle/74699973759935510775.
Full text義守大學
資訊管理學系碩士班
91
An audiovisual streaming technology is becoming even more important now with the widespread use of Internet. It conveys video and audio streams in real time through Internet. A client player can play an audiovisual stream that transmitted from server. In addition, it doesn’t have to wait until the downloaded streams are completed. The advantages of this technology are saving the waiting time and reducing the disk storage. The standard MPEG-4 provides the high compressions rate and streaming delivery service for audiovisual objects. Therefore, it can be applied to the applications of communication network and streaming delivery. This thesis proposes a streaming client-server architecture for MPEG-4 audiovisual objects. Also, a media player which can receive and play the MPEG-4 streaming over Internet. In order to achieve playing audiovisual objects simultaneously, an audiovisual synchronized method with AVI format is also proposed in this thesis. Finally, a streaming client-server architecture is mentioned and implemented.
Liese, Christin. "Kaufst du noch oder streamst du schon?: Der Einfluss von Musik Streaming Diensten auf den Kauf von Musikdateien und Musikdatenträgern." Bachelor's thesis, 2015. https://tud.qucosa.de/id/qucosa%3A30277.
Full textHung, Hsi-Hsuan, and 洪晳瑄. "Peer to Peer(P2P) Synchronous Transmission of Audio and Video Signals ─A case study on the Wei-Wu-Ying Center for the Performing Arts and Pier 2 SAR performances with a Synchronous Transmission of Video Streaming." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/94519952562656002082.
Full text國立高雄應用科技大學
電機工程系博碩士班
101
In recent years, due to many scholars in the world involved in the research and marketing experiments on P2P (Peer to Peer) based audio and video transmission, enabling a rapid growth of audio and video streaming technology. A significant example is the recent progress of related Internet and networking technologies in Mainland China. In this work we focus on developing a method for P2P audio and video synchronous transmission, and propose an experimental prototype through a case study on data transmission between two landmarks in Kaohsiung, say, “Wei-Wu-Ying Center for the Performing Arts” and “Pier-2 SAR”. Such a solution is not only more convenient but also able to save money for the promotion of cultural business. For instance, for the promotion of cultural and artistic activities or performances in previous years it was often considered only about the limitation of specific performance area; if all activities or performances are being performed simultaneously in many regions, SNG satellite connection provided by several funding television companies for synchronous transmission should be utilized for promoting such activity or performance purposes. Under such a circumstance, program scheduling and planning should be constrainted to the arrangement of the funding companies, the expected performance of the activity organizer will not be fully achieved. As a result, it is expected that by means of P2P audio and video signal synchronous transmission, the issues will be solved. Furthermore, the application domain can be expanded from the concept of “point” to that of “line”, then eventually reach to that of “surface”, for offering an alternative approach for an effective audio and video synchronous transmission, in order to make a practical contribution to the development of cultural business.