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Artigos de revistas sobre o assunto "Streaming videos"

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Suriya, Aslam Y., e Dr S. B. Kishor Dr. S. B. Kishor. "Analytical Study of Streaming Videos". Indian Journal of Applied Research 3, n.º 8 (1 de outubro de 2011): 356–57. http://dx.doi.org/10.15373/2249555x/aug2013/112.

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Le, Hung T., Hai N. Nguyen, Nam Pham Ngoc, Anh T. Pham e Truong Cong Thang. "A Novel Adaptation Method for HTTP Streaming of VBR Videos over Mobile Networks". Mobile Information Systems 2016 (2016): 1–11. http://dx.doi.org/10.1155/2016/2920850.

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Recently, HTTP streaming has become very popular for delivering videos over the Internet. For adaptivity, a provider should generate multiple versions of a video as well as the related metadata. Various adaptation methods have been proposed to support a streaming client in coping with strong bandwidth variations. However, most of existing methods target at constant bitrate (CBR) videos only. In this paper, we present a new method for quality adaptation in on-demand streaming of variable bitrate (VBR) videos. To cope with strong variations of VBR bitrate, we use a local average bitrate as the representative bitrate of a version. A buffer-based algorithm is then proposed to conservatively adapt video quality. Through experiments in the mobile streaming context, we show that our method can provide quality stability as well as buffer stability even under very strong variations of bandwidth and video bitrates.
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Ruberg, Bonnie, e Amanda L. L. Cullen. "Feeling for an Audience". Digital Culture & Society 5, n.º 2 (1 de dezembro de 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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Jeong, JongBeom, Dongmin Jang, Jangwoo Son e Eun-Seok Ryu. "3DoF+ 360 Video Location-Based Asymmetric Down-Sampling for View Synthesis to Immersive VR Video Streaming". Sensors 18, n.º 9 (18 de setembro de 2018): 3148. http://dx.doi.org/10.3390/s18093148.

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Recently, with the increasing demand for virtual reality (VR), experiencing immersive contents with VR has become easier. However, a tremendous amount of calculation and bandwidth is required when processing 360 videos. Moreover, additional information such as the depth of the video is required to enjoy stereoscopic 360 contents. Therefore, this paper proposes an efficient method of streaming high-quality 360 videos. To reduce the bandwidth when streaming and synthesizing the 3DoF+ 360 videos, which supports limited movements of the user, a proper down-sampling ratio and quantization parameter are offered from the analysis of the graph between bitrate and peak signal-to-noise ratio. High-efficiency video coding (HEVC) is used to encode and decode the 360 videos, and the view synthesizer produces the video of intermediate view, providing the user with an immersive experience.
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Exarchakos, George, Luca Druda, Vlado Menkovski e Antonio Liotta. "Network analysis on Skype end-to-end video quality". International Journal of Pervasive Computing and Communications 11, n.º 1 (7 de abril de 2015): 17–42. http://dx.doi.org/10.1108/ijpcc-08-2014-0044.

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Purpose – This paper aims to argue on the efficiency of Quality of Service (QoS)-based adaptive streaming with regards to perceived quality Quality of Experience (QoE). Although QoS parameters are extensively used even by high-end adaptive streaming algorithms, achieved QoE fails to justify their use in real-time streaming videos with high motion. While subjective measurements of video quality are difficult to be applied at runtime, objective QoE assessment can be easier to automate. For end-to-end QoS optimization of live streaming of high-motion video, objective QoE is a more applicable approach. This paper contributes to the understanding of how specific QoS parameters affect objective QoE measurements on real-time high-motion video streaming. Design/methodology/approach – The paper approached the question through real-life and extensive experimentation using the Skype adaptive mechanisms. Two Skype terminals were connected through a QoS impairment box. A reference video was used as input to one Skype terminal and streamed on one direction. The impairment box was stressing the stream with different conditions. Received video was stored and compared against the reference video. Findings – After the experimental analysis, the paper concludes that adaptive mechanisms based on QoS-related heuristics fail to follow unexpected changes to stream requirements. High-motion videos are an example of this variability, which makes the perceived quality sensitive to jitter more than to packet loss. More specifically, Skype seems to use if-else heuristics to decide its behavior to QoS changes. The weaknesses to high-motion videos seem to lie on this rigidity. Research limitations/implications – Due to the testbed developed, the results may be different if experiments are run over networks with simultaneous streams and a variety of other traffic patterns. Finally, other streaming clients and algorithms would contribute to a more reliable generalization. Practical implications – The paper motivates video streaming engineers to emphasize their efforts toward QoE and end-to-end optimization. Originality/value – The paper identifies the need of a generic adaptive streaming algorithm able to accommodate a big range of video characteristics. The effect of QoS variability to high-motion video streaming helps in modeling and design.
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Widyantara, I. Made Oka, Muhammad Audy Bazly e Ngurah Indra ER. "ADAPTIVE STREAMING OVER HTTP (DASH) UNTUK APLIKASI VIDEO STREAMING". Majalah Ilmiah Teknologi Elektro 14, n.º 2 (30 de dezembro de 2015): 18. http://dx.doi.org/10.24843/mite.2015.v14i02p04.

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This paper aims to analyze Internet-based streaming video service in the communication media with variable bit rates. The proposed scheme on Dynamic Adaptive Streaming over HTTP (DASH) using the internet network that adapts to the protocol Hyper Text Transfer Protocol (HTTP). DASH technology allows a video in the video segmentation into several packages that will distreamingkan. DASH initial stage is to compress the video source to lower the bit rate video codec uses H.26. Video compressed further in the segmentation using MP4Box generates streaming packets with the specified duration. These packages are assembled into packets in a streaming media format Presentation Description (MPD) or known as MPEG-DASH. Streaming video format MPEG-DASH run on a platform with the player bitdash teritegrasi bitcoin. With this scheme, the video will have several variants of the bit rates that gave rise to the concept of scalability of streaming video services on the client side. The main target of the mechanism is smooth the MPEG-DASH streaming video display on the client. The simulation results show that the scheme based scalable video streaming MPEG-DASH able to improve the quality of image display on the client side, where the procedure bufering videos can be made constant and fine for the duration of video views
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Pan, Tung-Ming, Kuo-Chin Fan e Yuan-Kai Wang. "Object-Based Approach for Adaptive Source Coding of Surveillance Video". Applied Sciences 9, n.º 10 (16 de maio de 2019): 2003. http://dx.doi.org/10.3390/app9102003.

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Intelligent analysis of surveillance videos over networks requires high recognition accuracy by analyzing good-quality videos that however introduce significant bandwidth requirement. Degraded video quality because of high object dynamics under wireless video transmission induces more critical issues to the success of smart video surveillance. In this paper, an object-based source coding method is proposed to preserve constant quality of video streaming over wireless networks. The inverse relationship between video quality and object dynamics (i.e., decreasing video quality due to the occurrence of large and fast-moving objects) is characterized statistically as a linear model. A regression algorithm that uses robust M-estimator statistics is proposed to construct the linear model with respect to different bitrates. The linear model is applied to predict the bitrate increment required to enhance video quality. A simulated wireless environment is set up to verify the proposed method under different wireless situations. Experiments with real surveillance videos of a variety of object dynamics are conducted to evaluate the performance of the method. Experimental results demonstrate significant improvement of streaming videos relative to both visual and quantitative aspects.
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Wahl, Mary. "Full Stream Ahead: Designing a Collection Development Workflow for Streaming Video Content". Library Resources & Technical Services 61, n.º 4 (9 de outubro de 2017): 226. http://dx.doi.org/10.5860/lrts.61n4.226.

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Academic libraries face many challenges in collecting and maintaining streaming videos, particularly as demand for this unique format continues to increase. At the Oviatt Library at California State University, Northridge, it was determined that streaming video activity needed to be examined and that there was a strong need to develop a workflow for incoming video requests. A Video Streaming Decision Tree Committee composed of librarians and staff from various units within the library including collection development, acquisitions, cataloging, and music and media. Its charge was to create a decision tree workflow for incoming streaming video requests. The committee designed and implemented a detailed decision tree that accounts for many of the complexities of streaming video. This paper discusses various factors involved with collection development for streaming video and provides a detailed description of the committee’s workflow for the format.
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Saputra, Indra, Harun Mukhtar e Januar Al Amien. "Analisis Perbandingan Performa Codec H.264 & H.265 Video Streaming Dari Segi Quality of Service". Jurnal CoSciTech (Computer Science and Information Technology) 2, n.º 1 (12 de junho de 2021): 9–13. http://dx.doi.org/10.37859/coscitech.v2i1.2190.

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Video streaming is a technology that is often used when watching videos on the internet without having to download then video to play it. Some problems that affect the performance of video streaming are such as the large capacity of the video size, the capacity of the video size affects the smoothness when streaming video. In this research, two video compression methods will be compared, namely H.264 codec and H.265 codec. The test is carried out to determine the effect of using the compression method according to changes in the codec ang framerate used. After testing the two codec, it can be concluded that the H.265 codec is more effective to apply than the H.264 codec.
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Garcia, Henrique D., Mylène C. Q. Farias, Ravi Prakash e Marcelo M. Carvalho. "Statistical characterization of tile decoding time of HEVC-encoded 360° video". Electronic Imaging 2020, n.º 9 (26 de janeiro de 2020): 285–1. http://dx.doi.org/10.2352/issn.2470-1173.2020.9.iqsp-285.

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In this paper, we present a statistical characterization of tile decoding time of 360° videos encoded via HEVC that considers different tiling patterns and quality levels (i.e., bitrates). In particular, we present results for probability density function estimation of tile decoding time based on a series of experiments carried out over a set of 360° videos with different spatial and temporal characteristics. Additionally, we investigate the extent to which tile decoding time is correlated with tile bitrate (at chunk level), so that DASH-based video streaming can make possible use of such an information to infer tile decoding time. The results of this work may help in the design of queueing or control theory-based adaptive bitrate (ABR) algorithms for 360° video streaming.
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Mais fontes

Teses / dissertações sobre o assunto "Streaming videos"

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Liu, Jiayi. "Multiple Live Videos Delivery in Underprovisioned Networks". Télécom Bretagne, 2013. http://www.telecom-bretagne.eu/publications/publication.php?idpublication=14166.

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Avec la prolifération de nouveaux appareils (tels que les smartphones et tablettes), de nouveaux services multimédias (e. G. Vidéo en direct généré par les utilisateurs), ainsi que de nouvelles techniques de diffusion (e. G. Le streaming adaptatif) sont apparues. Les scientifiques observent une croissance formidable du trafic Internet lié au streaming vidéo, au point que les réseaux de distribution peuvent être insuffisamment provisionné. Ce problème est particulièrement sévère pour les vidéos en direct en raison de sa condition en temps réel. Dans cette thèse, nous nous concentrons sur des solutions de diffusion vidéo en direct efficaces en bande passante depuis les réseaux sous-provisionnés. Nous avons deux contributions principales: (1) un système basé sur les réseaux pair-à-pair(P2P) pour partager des vidéos en direct générées par les utilisateurs, et (2) un système de streaming des vidéos en direct en débit adaptatif reposant sur un Content Delivery Network(CDN). Dans le cas du système de partage de vidéos basé sur les réseaux P2P, un problème apparaît quand il y a de multiples vidéos dans le système car chaque pair doit alors allouer ses ressources parmi de nombreux réseaux P2P. Nous avons conçu différents algorithmes pour ce problème et montré comment des solutions optimales peuvent être calculées rapidement. Ensuite, nous avons étudié le problème de diffuser des vidéos en direct adaptatif dans le CDN. Pour ce problème, nous avons identifié un modèle de « streaming discrétisé », et formulé un problème d'optimisation général qui est NP-complet. En outre, nous avons présenté un algorithme rapide, facile à mettre en oeuvre, et quasi-optimal pour un scénario spécifique. Ce travail est la première étape vers le streaming des vidéos en direct multiples avec débit adaptatif dans CDN. Enfin, nous avons étendu le modèle discrétisé général à un modèle centré sur les utilisateurs, qui maximise la satisfaction d'une population d'utilisateurs. Nous avons présenté un système pratique, qui utilise efficacement l'infrastructure CDN pour fournir des flux vidéos en direct aux téléspectateurs. Les avantages de nos approches sur la réduction de la capacité de l'infrastructure CDN sont validés par un ensemble de simulations à grande échelle réalistes. Plus généralement, cette thèse explore des solutions de diffusion vidéo en direct efficace dans des réseaux de distribution sous-provisionnés pour plusieurs technologies de streaming. L'objectif est d'utiliser au maximum la bande passante de noeuds relais (pairs dans P2P et les équipements de CDN) pour atteindre un objectif d'optimisation
The proliferation of new devices (such as smartphones and tablets) promotes new multimedia services (e. G. User-generated live video broadcasting), as well as new streaming techniques (e. G. Rate-adaptive streaming). As a matter of fact, scientists observe a formidable, sustainable growth of Internet traffic related to video streaming. Yet, network infrastructures struggle to cope with this growth and it is now frequent that a delivery network is insufficiently provisioned. Such underprovisioning problem is more severe for live videos due to its real-time requirement. In this thesis, we focus on bandwidth efficient video delivery solutions for live streaming in underprovisioned video delivery networks. Specifically, we have two main contributions: (1) a user-generated live videos sharing system based on peer-to-peer (P2P) technique, and (2) a live rate-adaptive streaming system based on Content Delivery Network (CDN). First of all, we built an multioverlay P2P video sharing system which allows Internet users to broadcast their own live videos. Typically, such a system consists of multiple P2P live video streaming systems, and faces the problem of finding a suitable allocation of peer upload bandwidth. We designed various bandwidth allocation algorithms for this problem and showed how optimal solutions can be efficiently computed. Then, we studied the problem of delivering live rate-adaptive streams in the CDN. We identified a discretize streaming model for multiple live videos in modern CDNs. We formulated a general optimization problem through Integer Linear Programming (ILP) and showed that it is NP-complete. Further, we presented a fast, easy to implement, and near-optimal algorithm with approved approximation ratios for a specific scenario. This work is the first step towards streaming multiple live rate-adaptive videos in CDN and provides a fundamental theoretical basis for deeper investigation. Last, we further extended the discretized streaming model into an user-centric one which maximizes the overall satisfaction of an user population. Further, we presented a practical system, which efficiently utilizes CDN infrastructure to deliver live video streams to viewers in dynamic and large-scale CDNs. The benefits of our approaches on reducing the CDN infrastructure capacity is validated through a set of realistic trace-driven large-scale simulations. All in one, this thesis explores bandwidth efficient live video delivery solutions in underprovisioned delivery network for multiple streaming technologies. The aim is to maximally utilize the bandwidth of relay nodes (peers in P2P and forwarding equipments in CDN) to achieve an optimization goal
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But, Jason. "A novel MPEG-1 partial encryption scheme for the purposes of streaming video". Monash University, Dept. of Electrical and Computer Systems Engineering, 2004. http://arrow.monash.edu.au/hdl/1959.1/9709.

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Lin, Ching-Ping. "Streaming video for parental involvement education". CSUSB ScholarWorks, 2003. https://scholarworks.lib.csusb.edu/etd-project/2473.

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The purpose of this project is to develop a way of communication between school and parents. It aims to help parents to be more involved in their children's education. One of the main aspects and focus of this project is the analysis of the use of streaming video.
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Lang, Linda Sue. "An analysis of instructor streaming videos on the practice sets in the Accounting 1 online course at Chippewa Valley Technical College". Menomonie, WI : University of Wisconsin--Stout, 2004. http://www.uwstout.edu/lib/thesis/2004/2004langl.pdf.

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Nair, Binu Muraleedharan. "Learning Latent Temporal Manifolds for Recognition and Prediction of Multiple Actions in Streaming Videos using Deep Networks". University of Dayton / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1429532297.

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MACHADO, NETO Luiz Teixeira. "Avaliação da qualidade de vídeos transmitidos via vídeo streaming em ambientes residenciais". Universidade Federal de Campina Grande, 2015. http://dspace.sti.ufcg.edu.br:8080/jspui/handle/riufcg/593.

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Submitted by Johnny Rodrigues (johnnyrodrigues@ufcg.edu.br) on 2018-05-07T15:46:17Z No. of bitstreams: 1 LUIZ TEIXEIRA MACHADO NETO - DISSERTAÇÃO PPGCC 2015..pdf: 936539 bytes, checksum: 75e4ab7774a9d4c965e23ec09254fc86 (MD5)
Made available in DSpace on 2018-05-07T15:46:17Z (GMT). No. of bitstreams: 1 LUIZ TEIXEIRA MACHADO NETO - DISSERTAÇÃO PPGCC 2015..pdf: 936539 bytes, checksum: 75e4ab7774a9d4c965e23ec09254fc86 (MD5) Previous issue date: 2015-03-01
A utilização de serviços de streaming cresceu bastante nos últimos anos, por meio de sistemas como Youtube, Hulu, Netflix, Vimeo, etc. Utilizando o stream, os vídeos são transmitidos e exibidos em tempo real e em qualquer lugar do mundo por meio da internet. Muitosusuáriosdestessistemasosutilizamemsuaresidênciaondeébastante comumencontrarumaredesemfio(devidoàmobilidadequesepodealcançarpormeio deste tipo de rede). Apesar de mais mobilidade, uma rede sem fio está mais suscetível a interferências do que a rede cabeada e, por isso, um vídeo pode ter sua imagem degradada com mais facilidade. Neste trabalho, é avaliada a transmissão de vídeos via stream para descobrir se o vídeo realmente é degradado pela transmissão; se tipos de conteúdos diferentes afetam a qualidade do vídeo recebido; e se de acordo com o padrão de compressão utilizado, é possível observar melhorias na qualidade do vídeo recebido. Por meio de uma abordagem experimental com um design de experimentos fatorial completo, foram feitas transmissões de vídeos utilizando o H.264, o HEVC e o MPEG-4; padrões mais utilizados atualmente. Além de definir os padrões, foram definidas outras variáveis: porcentagem de ocupação do canal de transmissão (com o objetivo de avaliar a degradação dos vídeos de acordo com a competição que a rede está sofrendo); potência do sinal de transmissão (com o objetivo de avaliar o impacto da qualidade do sinal da rede no vídeo recebido); quantidade de movimento no vídeo (para avaliar se a quantidade de movimento que o vídeo exibe impacta na sua qualidade). Nos experimentos, foi utilizado um ambiente residencial que conta as interferências de outras redes, exatamente como pode acontecer em um ambiente real. Para definir as porcentagens de ocupação, foram realizados experimentos para medição da capacidade máxima de transmissão da rede de testes. Em se tratando da quantidade de movimento, foi necessário fazer uma classificação prévia dos vídeos de acordo com características espaciais e temporais de cada vídeo. Os vídeos foram separados em três categorias e dentro dessas categorias, três vídeos foram escolhidos aleatoriamente para participar dos experimentos. Os resultados mostram que o HEVC obteveamelhormédiaparaasmétricasdequalidadedevídeoescolhidas, sendoocodec que menos perde qualidade numa transmissão sem fio. Também foi possível observar que a quantidade de movimento foi o parâmetro que mais influenciou na qualidade do vídeos nos experimentos realizados.
The use of streaming services has grown significantly in recent years, through systems such as Youtube, Hulu, Netflix, Vimeo, etc. Using the stream, videos are transmitted and displayed in real time and from anywhere in the world via the Internet. Many users of these systems use the same in their homes where it is quite common to find a wireless network (due to the mobility we can achieve through this type of computer network). In spite of having more mobility, a wireless network is more susceptible to interference than the wired network so a video can have its picture degraded more easily just because it is transmitted over a wireless network. We evaluate the transmission of videos via stream to find out whether the video is actually degraded by transmission; if different types of content affect the quality of the received video; and if there are compression standarts (H.264 and MPEG-4 HEVC, the most currently used) which ensure a better received video quality. Through an experimental approach with a design of full factorial experiments, several transmissions of videos were made in the three chosen standarts. In addition to defining the standarts, other variables were defined as: transmission channel occupancy percentage (in order to evaluate the degradation of videos according to occupation); power transmission signal (in order to assess the impact of network signal quality in the video received); amount of motion in the video (to evaluate whether the amount of motion the video displays impacts on its quality). For the experiments we used a residential environment that has all the interference from other networks, just as it can happen in a real environment. To set the occupancy percentages, experiments were performed to measure the maximum transmission capacity of the test network. Concerning the quantity of movement, it was necessary to make a preliminary classification of videos according to spatial and temporal characteristics of each one. The videos were separated into three categories and within these categories, three videos were chosen at random to participate in the experiments. The results show that the HEVC achieved the highest average for quality metricsofthechosenvideos,andthecodecistheonethatloseslessqualityinawireless transmission. The amount of movement affects the quality of the received video, and the greater the amount of motion, the bigger the loss of image quality.
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Mittal, Ashutosh. "Novel Approach to Optimize Bandwidth Consumption for Video Streaming using Eye Tracking". Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-212061.

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Recent leaps in eye tracking technology have made it possible to enable eye tracking as a cheap, reliable and efficient addition to the human computer interaction technologies. This thesis looks into the possibility of utilizing it for client aware video streaming. Increasingly people are consuming high quality video content on wireless network devices, thus there is need to optimize bandwidth consumption for efficient delivery of such high resolution content, both for 2D and 360°videos.This work proposes SEEN (Smart Eye-tracking Enabled Networking), a novel approach to streaming video content using real time eye tracking information. This uses HEVC video tiling techniques to display high and low qualities in the same video frame depending on where the user is looking. The viability of proposed approach is validated using extensive user testing conducted on a Quality of Experience (QoE) testbed which was also developed as part of this thesis. Test results show significant bandwidth savings of up to 71% for 2D videos on standard 4K screens, and up to 83% for 360°videos on Virtual Reality (VR) headsets for acceptable QoE ratings. A comparative study on viewport tracking and eye tracking for VR headsets is also included in the thesis in order to further advocate the necessity of eye tracking.This research was conducted in collaboration with Ericsson, Tobii and KTH under the umbrella project SEEN: Smart Eye-tracking Enabled Networking.
Nya framsteg inom ögonstyrningsteknologi har möjliggjort att betrakta ögonstyrning (o.k.s. eyetracking) som ett billigt, pålitligt och effektivt tillägg till teknologier för människa-dator interaktion. Det här examensarbetet utforskar möjligheten att använda ögonstyrning för klientmedveten videoströmning. Allt fler personer förbrukar videoinnehåll av hög kvalitet genom trådlösa nätverk, därmed finns det ett behov av att optimera bandbreddskonsumtionen för effektiv leverans av ett sådant högkvalitativt innehåll, både för 2Doch 360°-videor.Det här arbetet introducerar SEEN (Smart Eye-tracking Enabled Networking), en ny approach för att strömma videoinnehåll, som bygger på realtidsinformation från ögonstyrning. Den använder HEVC-metoder för rutindelning av video för att visa högkvalitativt och lågkvalitativt innehåll i samma videoram, beroende på vart användaren tittar. Lönsamheten av den föreslagna approachen validerades med hjälp av omfattande användartester utförda på en testbädd för upplevelsekvalité (Quality of Experience, QoE) som också utvecklades som en del av det här examensarbetet. Testresultaten visar betydande bandbreddsbesparingar på upp till 71% för 2D-videor på vanliga 4K-skärmar samt upp till 83% för 360°-videor på VR-headset för acceptabla QoE-betyg. En komparativ studie om viewport tracking och ögonstyrning i VR-headset är också inkluderad i det här examensarbetet för att ytterligare förespråka behovet av ögonstyrning.Denna forskning genomfördes i samarbete med Ericsson, Tobii och KTH under paraplyprojektet SEEN: Smart Eye-tracking Enabled Networking.
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Ejembi, Oche Omobamibo. "Enabling energy-awareness for internet video". Thesis, University of St Andrews, 2016. http://hdl.handle.net/10023/9768.

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Continuous improvements to the state of the art have made it easier to create, send and receive vast quantities of video over the Internet. Catalysed by these developments, video is now the largest, and fastest growing type of traffic on modern IP networks. In 2015, video was responsible for 70% of all traffic on the Internet, with an compound annual growth rate of 27%. On the other hand, concerns about the growing energy consumption of ICT in general, continue to rise. It is not surprising that there is a significant energy cost associated with these extensive video usage patterns. In this thesis, I examine the energy consumption of typical video configurations during decoding (playback) and encoding through empirical measurements on an experimental test-bed. I then make extrapolations to a global scale to show the opportunity for significant energy savings, achievable by simple modifications to these video configurations. Based on insights gained from these measurements, I propose a novel, energy-aware Quality of Experience (QoE) metric for digital video - the Energy - Video Quality Index (EnVI). Then, I present and evaluate vEQ-benchmark, a benchmarking and measurement tool for the purpose of generating EnVI scores. The tool enables fine-grained resource-usage analyses on video playback systems, and facilitates the creation of statistical models of power usage for these systems. I propose GreenDASH, an energy-aware extension of the existing Dynamic Adaptive Streaming over HTTP standard (DASH). GreenDASH incorporates relevant energy-usage and video quality information into the existing standard. It could enable dynamic, energy-aware adaptation for video in response to energy-usage and user ‘green' preferences. I also evaluate the subjective perception of such energy-aware, adaptive video streaming by means of a user study featuring 36 participants. I examine how video may be adapted to save energy without a significant impact on the Quality of Experience of these users. In summary, this thesis highlights the significant opportunities for energy savings if Internet users gain an awareness about their energy usage, and presents a technical discussion how this can be achieved by straightforward extensions to the current state of the art.
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Theriault, Shelli. "Enhancing visual arts instruction through technology : how the integration of Discovery Education's United Streaming Videos and the interactive SMART Board is changing instruction in the art room /". Abstract Full Text (HTML) Full Text (PDF), 2007. http://eprints.ccsu.edu/archive/00000437/02/1933FT.htm.

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Thesis (M.S.) -- Central Connecticut State University, 2007.
Thesis advisor: Cora Marshall. "... in partial fulfillment of the requirements for the degree of Master of Science in Art Education." Includes bibliographical references (leaves 77-80). Also available via the World Wide Web.
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Corbillon, Xavier. "Enable the next generation of interactive video streaming". Thesis, Ecole nationale supérieure Mines-Télécom Atlantique Bretagne Pays de la Loire, 2018. http://www.theses.fr/2018IMTA0103/document.

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Les vidéos omnidirectionnelles, également appelées vidéos sphériques ou vidéos360°, sont des vidéos avec des pixels enregistrés dans toutes les directions de l’espace. Un utilisateur qui regarde un tel contenu avec un Casques de Réalité Virtuelle (CRV) peut sélectionner la partie de la vidéo à afficher, usuellement nommée viewport, en bougeant la tête. Pour se sentir totalement immergé à l’intérieur du contenu, l’utilisateur a besoin de voir au moins 90 viewports par seconde en 4K. Avec les technologies de streaming traditionnelles, fournir une telle qualité nécessiterait un débit de plus de100 Mbit s−1, ce qui est bien trop élevé. Dans cette thèse, je présente mes contributions pour rendre possible le streaming de vidéos omnidirectionnelles hautement immersives sur l’Internet. On peut distinguer six contributions : une proposition d’architecture de streaming viewport adaptatif réutilisant une partie des technologies existantes ; une extension de cette architecture pour des vidéos à six degrés de liberté ; deux études théoriques des vidéos à qualité spatiale non-homogène; un logiciel open source de manipulation des vidéos 360°; et un jeu d’enregistrements de déplacements d’utilisateurs regardant des vidéos 360°
Omnidirectional videos, also denoted as spherical videos or 360° videos, are videos with pixels recorded from a given viewpoint in every direction of space. A user watching such an omnidirectional content with a Head Mounted Display (HMD) can select the portion of the videoto display, usually denoted as viewport, by moving her head. To feel high immersion inside the content a user needs to see viewport with 4K resolutionand 90 Hz frame rate. With traditional streaming technologies, providing such quality would require a data rate of more than 100 Mbit s−1, which is far too high compared to the median Internet access band width. In this dissertation, I present my contributions to enable the streaming of highly immersive omnidirectional videos on the Internet. We can distinguish six contributions : a viewport-adaptive streaming architecture proposal reusing a part of existing technologies ; an extension of this architecture for videos with six degrees of freedom ; two theoretical studies of videos with non homogeneous spatial quality ; an open-source software for handling 360° videos ; and a dataset of recorded users’ trajectories while watching 360° videos
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Livros sobre o assunto "Streaming videos"

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United States. Congress. Senate. Committee on Commerce, Science, and Transportation. At a tipping point: Consumer choice, consolidation and the future video marketplace : hearing before the Committee on Commerce, Science, and Transportation, United States Senate, One Hundred Thirteenth Congress, second session, July 16, 2014. Washington: U.S. Government Publishing Office, 2015.

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2

Nakaya, Andrea C. Reed Hastings and Nexflix. San Diego, CA: ReferencePoint Press, Inc., 2016.

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3

Exploitation: Lo sguardo che uccide. Roma: UniversItalia, 2013.

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4

Tian, Ye, Min Zhao e Xinming Zhang. Internet Video Data Streaming. Singapore: Springer Singapore, 2017. http://dx.doi.org/10.1007/978-981-10-6523-1.

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5

Music and video streaming. New York: Rosen PublishinG, 2015.

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6

Setton, Eric, e Bernd Girod. Peer-to-Peer Video Streaming. Boston, MA: Springer US, 2007. http://dx.doi.org/10.1007/978-0-387-74115-4.

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7

Follansbee, Joe. Get Streaming! San Diego: Elsevier Science & Technology, 2010.

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8

Bing, Benny. Next-Generation Video Coding and Streaming. Hoboken, NJ, USA: John Wiley & Sons, Inc, 2015. http://dx.doi.org/10.1002/9781119133346.

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9

The technology of video and audio streaming. 2a ed. Burlington, MA: Focal Press, 2004.

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10

Mastering internet video: A guide to streaming and on-demand video. Boston: Addison-Wesley, 2005.

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Capítulos de livros sobre o assunto "Streaming videos"

1

Shou, Zheng, Junting Pan, Jonathan Chan, Kazuyuki Miyazawa, Hassan Mansour, Anthony Vetro, Xavier Giro-i-Nieto e Shih-Fu Chang. "Online Detection of Action Start in Untrimmed, Streaming Videos". In Computer Vision – ECCV 2018, 551–68. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-01219-9_33.

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Lee, Chu-Chuan, Pao-Chi Chang e Shih-Jung Chuang. "Unequal Priority Arrangement for Delivering Streaming Videos over Differentiated Service Networks". In Advances in Image and Video Technology, 812–21. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11949534_81.

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Nair, Binu M. "Unsupervised Deep Networks for Temporal Localization of Human Actions in Streaming Videos". In Advances in Visual Computing, 143–55. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-50832-0_15.

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Li, Yunqiao, Yiling Xu, Shaowei Xie, Liangji Ma e Jun Sun. "Two-Layer FoV Prediction Model for Viewport Dependent Streaming of 360-Degree Videos". In Communications and Networking, 501–9. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-06161-6_49.

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Chang, Ing-Chau, e Ming-Hung Huang. "The Adaptive Feedback Scheduling Framework for Streaming VBR Videos with Wireless ATM ABR Service". In Advances in Multimedia Information Processing — PCM 2002, 920–27. Berlin, Heidelberg: Springer Berlin Heidelberg, 2002. http://dx.doi.org/10.1007/3-540-36228-2_114.

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Garcia, Marie-Neige, Savvas Argyropoulos, Nicolas Staelens, Matteo Naccari, Miguel Rios-Quintero e Alexander Raake. "Video Streaming". In Quality of Experience, 277–97. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-02681-7_19.

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Girod, Bernd, Niko Färber e Klaus Stuhlmüller. "Internet Video-Streaming". In Multimedia Communications, 547–56. London: Springer London, 1999. http://dx.doi.org/10.1007/978-1-4471-0859-7_45.

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Abboud, Osama, e Julius Rückert. "Video-Streaming Overlays". In Benchmarking Peer-to-Peer Systems, 169–93. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-38673-2_9.

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Edge, Charles S., Chris Barker e Ehren Schwiebert. "Streaming QuickTime Video". In Beginning Mac OS X Snow Leopard Server, 453–72. Berkeley, CA: Apress, 2010. http://dx.doi.org/10.1007/978-1-4302-2773-1_17.

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Narayanan, Ram Lakshmi, Yinghua Ye, Anuj Kaul e Mili Shah. "Mobile Video Streaming". In Advanced Content Delivery, Streaming, and Cloud Services, 141–58. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2014. http://dx.doi.org/10.1002/9781118909690.ch7.

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Trabalhos de conferências sobre o assunto "Streaming videos"

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Filho, Roberto Irajá Tavares da Costa, Filip De Turck e Luciano Paschoal Gaspary. "From 2D to Next Generation VR/AR Videos: Enabling Efficient Streaming via QoE-aware Mobile Networks". In XXXVIII Simpósio Brasileiro de Redes de Computadores e Sistemas Distribuídos. Sociedade Brasileira de Computação, 2020. http://dx.doi.org/10.5753/sbrc_estendido.2020.12416.

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Ranging from traditional streaming to Virtual Reality (VR) videos, the demand for video applications to mobile devices is booming. In the context of mobile operators a challenging problem is how to handle the increasing video traffic while managing the interplay between infrastructure optimization and QoE. Solving this issue is remarkably difficult, and recent investigations do not consider large-scale networks. In this dissertation paper we explore the solution space of efficient video streaming over mobile networks.
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Ma, Hongwei, Xiaoke Jiang, Rui Ma, Zhiyou Ma, Yizhen Cai e Dah Ming Chiu. "Smart Streaming of Panoramic Videos". In SIGCOMM '18: ACM SIGCOMM 2018 Conference. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3229625.3229628.

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Qin, Yanyuan, Shuai Hao, K. R. Pattipati, Feng Qian, Subhabrata Sen, Bing Wang e Chaoqun Yue. "ABR streaming of VBR-encoded videos". In CoNEXT '18: The 14th International Conference on emerging Networking EXperiments and Technologies. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3281411.3281439.

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Romero-Rondón, Miguel Fabian, Lucile Sassatelli, Frédéric Precioso e Ramon Aparicio-Pardo. "Foveated streaming of virtual reality videos". In MMSys '18: 9th ACM Multimedia Systems Conference. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3204949.3208114.

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Dasari, Mallesham, Arani Bhattacharya, Santiago Vargas, Pranjal Sahu, Aruna Balasubramanian e Samir R. Das. "Streaming 360-Degree Videos Using Super-Resolution". In IEEE INFOCOM 2020 - IEEE Conference on Computer Communications. IEEE, 2020. http://dx.doi.org/10.1109/infocom41043.2020.9155477.

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Xu, Zhimin, Xinggong Zhang, Kai Zhang e Zongming Guo. "Probabilistic Viewport Adaptive Streaming for 360-degree Videos". In 2018 IEEE International Symposium on Circuits and Systems (ISCAS). IEEE, 2018. http://dx.doi.org/10.1109/iscas.2018.8351404.

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Ni, Pengpeng, Alexander Eichhorn, Carsten Griwodz e Pål Halvorsen. "Fine-grained scalable streaming from coarse-grained videos". In the 18th international workshop. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1542245.1542269.

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Hasan, Mahmudul, e Amit K. Roy-Chowdhury. "Incremental Activity Modeling and Recognition in Streaming Videos". In 2014 IEEE Conference on Computer Vision and Pattern Recognition (CVPR). IEEE, 2014. http://dx.doi.org/10.1109/cvpr.2014.107.

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Corbillon, Xavier, Francesca De Simone, Gwendal Simon e Pascal Frossard. "Dynamic adaptive streaming for multi-viewpoint omnidirectional videos". In MMSys '18: 9th ACM Multimedia Systems Conference. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3204949.3204968.

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Temel, Dogancan, Mohammed Aabed, Mashhour Solh e Ghaassan AlRegib. "Efficient streaming of stereoscopic depth-based 3D videos". In IS&T/SPIE Electronic Imaging, editado por Amir Said, Onur G. Guleryuz e Robert L. Stevenson. SPIE, 2013. http://dx.doi.org/10.1117/12.2005161.

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Relatórios de organizações sobre o assunto "Streaming videos"

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Fletcher, Jonathan, David Doria e David Druno. Android Video Streaming. Fort Belvoir, VA: Defense Technical Information Center, maio de 2014. http://dx.doi.org/10.21236/ada601489.

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Woods, John W., e Shivkumar Kalyanaraman. Streaming Video Compression for Heterogeneous Networks. Fort Belvoir, VA: Defense Technical Information Center, abril de 2004. http://dx.doi.org/10.21236/ada424493.

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Bounker, Paul. Streaming Video Modeling for Robotics Teleoperation. Fort Belvoir, VA: Defense Technical Information Center, agosto de 2011. http://dx.doi.org/10.21236/ada548050.

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Lederer, S., D. Posch, C. Timmerer, A. Azgin, W. Liu, C. Mueller, A. Detti et al. Adaptive Video Streaming over Information-Centric Networking (ICN). Editado por C. Westphal. RFC Editor, agosto de 2016. http://dx.doi.org/10.17487/rfc7933.

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