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1

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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10

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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Ramanujam, Sukumar, Mahesh T R e Mouleeshwaran S K. "A Novel Approach for Enhancing Performance of VoD Systems". International Journal of Advanced Research in Engineering 4, n.º 4 (31 de dezembro de 2018): 7. http://dx.doi.org/10.24178/ijare.2018.4.4.07.

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Multimedia applications such as Video-on-Demand (VoD), Live streaming, Internet stock quotes, Internet radio, audio/music delivery, video surveillance are of growing interest among general public. Existing systems that support these kinds of applications such as centralized server, independent server nodes, and proxy incur significant delay and serve only less number of videos. In this research, a multi-server system that utilizes a split and merge scheme is proposed to reduce the waiting time. This system helps us to achieve load balancing, while increasing the number of videos being served. Our simulation model consists of a single main multimedia server and a set of streaming servers. The performance of the proposed system for various K values is evaluated in the VoD scenario. The results show that the proposed multi-server scheme performs better in terms of initial latency and number of videos being served, compared to the other existing schemes. Index Terms—Component, formatting, style, styling, insert.
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Quinlan, Jason. "TV on the move: How the growth in Internet streaming influences the video quality on your mobile device." Boolean: Snapshots of Doctoral Research at University College Cork, n.º 2014 (1 de janeiro de 2014): 159–63. http://dx.doi.org/10.33178/boolean.2014.32.

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Every day, millions of people logon to the Internet to view their favorite TV show on Netflix, or similar streaming services, or to watch the latest viral video on YouTube. Two things are paramount, 1) that they receive the best streaming quality available, and 2) the video starts to play as quickly as possible. There is nothing worse than a video that stops and starts, takes forever to view or constantly changes between viewable qualities (resolutions). Due to our limited download speeds (bandwidth), in most houses it is not uncommon to hear “Stop downloading, I’m trying to watch something on Netflix”. When we couple this rise in online streaming with the growing number of portable devices (smart phones, tablets, laptops) we see an ever-increasing demand for high-definition online videos while on the move. This demand for mobile streaming highlights the need for adaptive video streaming schemes that can adjust to ...
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Costa, André H. M., Helard Becerra Martinez, Daniel G. Silva e Mylène C. Q. Farias. "Analyzing the effect of adding temporal features to an autoencoder-based video quality model". Electronic Imaging 2021, n.º 9 (18 de janeiro de 2021): 261–1. http://dx.doi.org/10.2352/issn.2470-1173.2021.9.iqsp-261.

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According to Cisco, most Internet traffic is currently comprised of videos. Therefore, developing a quality assessment method for assuring that those videos are received and displayed with quality at the user side is an important and challenging task. As a consequence, over the last decades, several no-reference video quality metrics have been proposed with the goal of blindly predicting (with no access to the original signal) the quality of videos in streaming applications. One of such metrics is NAVE, whose architecture includes an auto-encoder module that produces a compact set of visual features with a higher descriptive capacity. Nevertheless, the visual features in NAVE do not include descriptive temporal features that are sensitive to temporal degradation. In this work, we analyze the effect on accuracy performance of using a new type of temporal features, based on natural scene statistics. This approach has the goal of making the tested video quality metric more generic, i.e. sensitive to both spatial and temporal distortions and therefore adequate for video streaming applications.
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Chen, Yingwen, Hujie Yu, Bowen Hu, Zhimin Duan e Guangtao Xue. "An Edge Caching Strategy Based on User Speed and Content Popularity for Mobile Video Streaming". Electronics 10, n.º 18 (10 de setembro de 2021): 2217. http://dx.doi.org/10.3390/electronics10182217.

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Mobile users’ demands to delay-sensitive video streaming media put forward new requirements for mobile networks, such as architecture optimization. Edge caching as a new paradigm is proposed to enhance the quality of service (QoS) for mobile users at the network edge. Due to the limited coverage of edge cache nodes, the frequent handoffs between base stations would aggravate network traffic overhead, resulting in a bad experience of high latency and service interruption when mobile users browse videos. This paper first proposes a three-layer mobile edge network architecture and applied edge caching to video streams to build an efficient caching system. Given the user’s mobility and low latency of mobile video streaming, we propose an edge caching strategy based on user speed and content popularity. Horizontally, the user’s speed affects the spanning area and the buffer size of the cache on edge; vertically, content popularity determines the priority of cached videos. Experimental results demonstrate that our caching strategy outperforms other schemes in terms of the average delay and the cache hit ratio in mobile video streaming scenes compared with the other three classic caching methods.
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Oliveira, Eva, Teresa Chambel e Nuno Magalhães Ribeiro. "Sharing Video Emotional Information in the Web". International Journal of Web Portals 5, n.º 3 (julho de 2013): 19–39. http://dx.doi.org/10.4018/ijwp.2013070102.

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Video growth over the Internet changed the way users search, browse and view video content. Watching movies over the Internet is increasing and becoming a pastime. The possibility of streaming Internet content to TV, advances in video compression techniques and video streaming have turned this recent modality of watching movies easy and doable. Web portals as a worldwide mean of multimedia data access need to have their contents properly classified in order to meet users’ needs and expectations. The authors propose a set of semantic descriptors based on both user physiological signals, captured while watching videos, and on video low-level features extraction. These XML based descriptors contribute to the creation of automatic affective meta-information that will not only enhance a web-based video recommendation system based in emotional information, but also enhance search and retrieval of videos affective content from both users’ personal classifications and content classifications in the context of a web portal.
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Liu, Yan, Xinheng Wang e Liqiang Zhao. "Scalable Video Streaming in Wireless Mesh Networks for Education". International Journal of Distance Education Technologies 9, n.º 1 (janeiro de 2011): 1–20. http://dx.doi.org/10.4018/jdet.2011010101.

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In this paper, a video streaming system for education based on a wireless mesh network is proposed. A wireless mesh network is a self-organizing, self-managing and reliable intelligent network, which allows educators to deploy a network quickly. Video streaming plays an important role in this system for multimedia data transmission. This new system adopts the scalable video coding scheme that enables the video server to deliver layered videos to different user groups. In addition, a quality control method was developed to automatically change the output data rate based on network conditions. Real implementation test results show the proposed methods are effective.
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Mrvelj, Štefica, Marko Matulin e Sergo Martirosov. "Subjective Evaluation of User Quality of Experience for Omnidirectional Video Streaming". Promet - Traffic&Transportation 32, n.º 3 (10 de maio de 2020): 409–21. http://dx.doi.org/10.7307/ptt.v32i3.3444.

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This paper reports on the results of subjective testing of user Quality of Experience (QoE) for omnidirectional video (ODV) streaming quality. The test was conducted among 20 test subjects who watched three ODVs using a Head Mounted Display (HMD) system. The length of the videos was between two and three minutes. The first video was used for training purposes and contained no quality degradations. The quality of the other two ODVs was degraded by manipulating the resolution or by introducing different frame drop patterns. While watching the pre-prepared videos the subjects indicated if they noticed the changes in the quality and then rated it. After watching each video, the subjects completed a separate questionnaire, which evaluated their level of enjoyment and discomfort with the video. The results showed that the degradation of both objective parameters (video resolution and frame rate) impacted the subjects’ perception of quality; however, the impact was somewhat alleviated in ODV which contained dynamic scenes and fast camera movements.
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Lahbabi, Youssef, El Hassan Ibn Elhaj e Ahmed Hammouch. "Adaptive Streaming of Scalable Videos over P2PTV". International Journal of Digital Multimedia Broadcasting 2015 (2015): 1–10. http://dx.doi.org/10.1155/2015/283097.

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In this paper, we propose a new Scalable Video Coding (SVC) quality-adaptive peer-to-peer television (P2PTV) system executed at the peers and at the network. The quality adaptation mechanisms are developed as follows: on one hand, the Layer Level Initialization (LLI) is used for adapting the video quality with the static resources at the peers in order to avoid long startup times. On the other hand, the Layer Level Adjustment (LLA) is invoked periodically to adjust the SVC layer to the fluctuation of the network conditions with the aim of predicting the possible stalls before their occurrence. Our results demonstrate that our mechanisms allow quickly adapting the video quality to various system changes while providing best Quality of Experience (QoE) that matches current resources of the peer devices and instantaneous throughput available at the network state.
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Eltobgy, Omar, Omar Arafa e Mohamed Hefeeda. "Mobile Streaming of Live 360-Degree Videos". IEEE Transactions on Multimedia 22, n.º 12 (dezembro de 2020): 3139–52. http://dx.doi.org/10.1109/tmm.2020.2973855.

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Liu, Tiecheng, e Chekuri Choudary. "Content-adaptive wireless streaming of instructional videos". Multimedia Tools and Applications 28, n.º 2 (fevereiro de 2006): 157–71. http://dx.doi.org/10.1007/s11042-006-6140-3.

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Kantarcı, Aylin. "Bandwidth-effective streaming of educational medical videos". Multimedia Systems 16, n.º 6 (16 de maio de 2010): 381–97. http://dx.doi.org/10.1007/s00530-010-0183-z.

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Kalpana, Bapana, e Rangarajan Parthasarathy. "Real-time Dash Streaming Architecture for Internet of Things Using FBMRWP Model for Medical Videos". Current Medical Imaging Formerly Current Medical Imaging Reviews 15, n.º 8 (27 de setembro de 2019): 761–68. http://dx.doi.org/10.2174/1573405614666180322142358.

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Background: The proposed method uses random adjustments in the online video quality based on the bandwidth allocated over Dynamic Adaptive Streaming over HTTP (DASH) streaming service. Aim: The main objective is to improve the video quality from DASH-HTTP servers with variable bandwidth. Here, the system is adjusted dynamically for providing best video quality services based on the requirement of the user. Methods: In order to achieve such objective, the DASH service is assigned with three modules. Initially, the quality is adjusted dynamically using Fractional Brownian Motion and Random Waypoint Mobility (FBM-RWP) model. This initial model schedules the packets in sub-streams based on the priority as per the requirement of the user. The final model uses the Proportional Integral Derivative (PID) quality control algorithm for the past and future prediction of quality based on bandwidth allocation. This feedback of quality is used by the FBM-RWP model to prioritize the packets in the sub-streams. The entire process works by matching the bit rate of video streaming with the user required quality. Results: The technique concentrates mostly on medical videos for improving the live video streaming in case of medical emergencies. The performance of the proposed method is compared with the conventional DASH services. The results proved that the proposed method performs better in terms of reduced error and improved throughput.
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Li, Mingfu, Chien-Lin Yeh e Shao-Yu Lu. "Real-Time QoE Monitoring System for Video Streaming Services with Adaptive Media Playout". International Journal of Digital Multimedia Broadcasting 2018 (15 de fevereiro de 2018): 1–11. http://dx.doi.org/10.1155/2018/2619438.

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Quality of Experience (QoE) of video streaming services has been attracting more and more attention recently. Therefore, in this work we designed and implemented a real-time QoE monitoring system for streaming services with Adaptive Media Playout (AMP), which was implemented into the VideoLAN Client (VLC) media player to dynamically adjust the playout rate of videos according to the buffer fullness of the client buffer. The QoE monitoring system reports the QoE of streaming services in real time so that network/content providers can monitor the qualities of their services and resolve troubles immediately whenever their subscribers encounter them. Several experiments including wired and wireless streaming were conducted to show the effectiveness of the implemented AMP and QoE monitoring system. Experimental results demonstrate that AMP significantly improves the QoE of streaming services according to the Mean Opinion Score (MOS) estimated by our developed program. Additionally, some challenging issues in wireless streaming have been easily identified using the developed QoE monitoring system.
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Kim, Yu-Sin, Jeong-Min Lee, Jong-Yeol Ryu e Tae-Won Ban. "A New Cache Update Scheme Using Reinforcement Learning for Coded Video Streaming Systems". Sensors 21, n.º 8 (19 de abril de 2021): 2867. http://dx.doi.org/10.3390/s21082867.

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As the demand for video streaming has been rapidly increasing recently, new technologies for improving the efficiency of video streaming have attracted much attention. In this paper, we thus investigate how to improve the efficiency of video streaming by using clients’ cache storage considering exclusive OR (XOR) coding-based video streaming where multiple different video contents can be simultaneously transmitted in one transmission as long as prerequisite conditions are satisfied, and the efficiency of video streaming can be thus significantly enhanced. We also propose a new cache update scheme using reinforcement learning. The proposed scheme uses a K-actor-critic (K-AC) network that can mitigate the disadvantage of actor-critic networks by yielding K candidate outputs and by selecting the final output with the highest value out of the K candidates. The K-AC exists in each client, and each client can train it by using only locally available information without any feedback or signaling so that the proposed cache update scheme is a completely decentralized scheme. The performance of the proposed cache update scheme was analyzed in terms of the average number of transmissions for XOR coding-based video streaming and was compared to that of conventional cache update schemes. Our numerical results show that the proposed cache update scheme can reduce the number of transmissions up to 24% when the number of videos is 100, the number of clients is 50, and the cache size is 5.
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Carlson, Kathleen. "Tutorial: Delivering Information to Students 24/7 with Camtasia". Information Technology and Libraries 28, n.º 3 (1 de setembro de 2009): 154. http://dx.doi.org/10.6017/ital.v28i3.3223.

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This article examines the selection process for and use of Camtasia Studio software, a screen video capture program created by TechSmith. The Camtasia Studio software allows the author to create streaming videos which gives students 24 hour access on any topics including how to order books through interlibrary loan.
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Laghari, Asif Ali, Hui He, Shahid Karim, Himat Ali Shah e Nabin Kumar Karn. "Quality of Experience Assessment of Video Quality in Social Clouds". Wireless Communications and Mobile Computing 2017 (2017): 1–10. http://dx.doi.org/10.1155/2017/8313942.

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Video sharing on social clouds is popular among the users around the world. High-Definition (HD) videos have big file size so the storing in cloud storage and streaming of videos with high quality from cloud to the client are a big problem for service providers. Social clouds compress the videos to save storage and stream over slow networks to provide quality of service (QoS). Compression of video decreases the quality compared to original video and parameters are changed during the online play as well as after download. Degradation of video quality due to compression decreases the quality of experience (QoE) level of end users. To assess the QoE of video compression, we conducted subjective (QoE) experiments by uploading, sharing, and playing videos from social clouds. Three popular social clouds, Facebook, Tumblr, and Twitter, were selected to upload and play videos online for users. The QoE was recorded by using questionnaire given to users to provide their experience about the video quality they perceive. Results show that Facebook and Twitter compressed HD videos more as compared to other clouds. However, Facebook gives a better quality of compressed videos compared to Twitter. Therefore, users assigned low ratings for Twitter for online video quality compared to Tumblr that provided high-quality online play of videos with less compression.
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Calagari, Kiana, Tarek Elgamal, Khaled Diab, Krzysztof Templin, Piotr Didyk, Wojciech Matusik e Mohamed Hefeeda. "Depth Personalization and Streaming of Stereoscopic Sports Videos". ACM Transactions on Multimedia Computing, Communications, and Applications 12, n.º 3 (15 de junho de 2016): 1–23. http://dx.doi.org/10.1145/2890103.

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Yang, Kai-Chao, Chun-Ming Huang e Jia-Shung Wang. "Design of frame dependency for VCR streaming videos". Signal Processing: Image Communication 22, n.º 5 (junho de 2007): 505–14. http://dx.doi.org/10.1016/j.image.2007.03.005.

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Sangeethan.Y, Saravanan.S, Thiyagarajan.M, Sugumaran.V.R. "Modeling Dynamics of Video Request Routing in Mobile Networks using Adaptive Scheme". International Journal on Recent and Innovation Trends in Computing and Communication 7, n.º 3 (12 de março de 2019): 01–03. http://dx.doi.org/10.17762/ijritcc.v7i3.5239.

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3G and 4G equipment development has melodramatically increasing the mobile internet in the recent years. The devices like laptops, cellular mobiles and tablets using the mobile broadband internet like rise steeply. The most popular mobile presentation is the video streaming in the application of hypermedia. In a cost effective way, the big challenge is the quality to make obtainable these services to users. The above task is achievable by means of emerging the LTE (Long Term Evolution) in the world of mobile. With low latency and high data rates in the applications of multimedia the effective services is provided by the LTE equipment features. In this paper, we study and analyze the Quality of Experience (QoE) at the end user for Video on Demand (VoD) over the LTE network. To achieve this, we streamed High Definition (HD) videos based on H.264/AVC and these videos are delivered from foundation to destination using Transport Control Protocol (TCP) and User Datagram Protocol (UDP). Specifically, our study is about QoEassessment in terms of delay variation, packet loss metrics and provides performance assessment to characterize the impact of conveyance layer protocol in video streaming over radio systems like LTE.
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30

Llano, Christian R., Yuan Ren e Nazrul I. Shaikh. "Object Detection and Tracking in Real Time Videos". International Journal of Information Systems in the Service Sector 11, n.º 2 (abril de 2019): 1–17. http://dx.doi.org/10.4018/ijisss.2019040101.

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Object and human tracking in streaming videos are one of the most challenging problems in vision computing. In this article, we review some relevant machine learning algorithms and techniques for human identification and tracking in videos. We provide details on metrics and methods used in the computer vision literature for monitoring and propose a state-space representation of the object tracking problem. A proof of concept implementation of the state-space based object tracking using particle filters is presented as well. The proposed approach enables tracking objects/humans in a video, including foreground/background separation for object movement detection.
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Zhang, Weizhan, Hao He, Shuyan Ye, Zhiwen Wang e Qinghua Zheng. "Enhancing QoE for Mobile Users by Environment-Aware HTTP Adaptive Streaming". Sensors 18, n.º 11 (27 de outubro de 2018): 3645. http://dx.doi.org/10.3390/s18113645.

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HTTP adaptive streaming (HAS) has become a dominated media streaming paradigm in today’s Internet, which enriches the user’s experience by matching the video quality with the dynamic network conditions. A range of HAS mechanisms have been proposed to enhance the Quality of Experience (QoE). However, existing mechanisms ignore the environmental impact in the QoE evaluation of mobile users, while the popularity of mobile video allows users to watch videos in diversified scenarios. In this paper, we propose an environment-aware HAS scheme that fully concentrates on the different criteria for evaluating video QoE under different environments. Using the advantage of the sensors in mobile phones, the scheme constructs and validates a video QoE model based on environment perception and then designs a model-driven, environment-aware HAS rate adaptation algorithm. We also evaluate the scheme with an environment-aware DASH (Dynamic Adaptive Streaming over HTTP) player in real mobile environments. Compared to the benchmark HAS mechanism, the experimental results demonstrate that our scheme can provide appropriate differentiated rate adaptation for different environments, resulting in a higher QoE.
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Chang, Kuei-Chung, e Kuan-Hsiung Wang. "Efficient Support of Streaming Videos through Patching Proxies in the Cloud". International Journal of Grid and High Performance Computing 4, n.º 4 (outubro de 2012): 22–36. http://dx.doi.org/10.4018/jghpc.2012100102.

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Multimedia streaming applications such as mobile conferencing, e-learning and mobile cinema are becoming popular for the Internet and mobile devices. Patching can enable a client to receive multicast streaming by listening to ongoing transmission of the same video clip in order to reduce retransmission from the media server. However, multimedia streams multicasting to clients must be stored in the client buffer in advance; most fractions of ongoing streaming frames are lost due to limited space. The authors first propose a patching cache scheduling algorithm to patch and cache the shared frames of the ongoing streams on cloud-based patching proxy servers. The patching proxy cloud is responsible for patching and caching streaming data and mobile devices in the same cloud share bandwidth and cooperatively stream video frames to distribute the load. The simulation results show that the proposed patching proxy cloud can efficiently improve the cache utility, decrease the user-perceived latency, and reduce the transmission overhead between the proxy and the original media server when a video clip is very popular.
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33

Skjuve, Marita, e Petter Bae Brandtzaeg. "Facebook Live: A Mixed-Methods Approach to Explore Individual Live Streaming Practices and Motivations on Facebook". Interacting with Computers 31, n.º 6 (1 de novembro de 2019): 589–602. http://dx.doi.org/10.1093/iwc/iwz038.

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Abstract In April 2016, Facebook launched Facebook Live. Yet, how and why people stream on Facebook Live is poorly understood. Guided by the uses and gratifications theory, we analyzed public, individual live stream videos on Facebook Live (N = 1118) from the USA, Europe and Asia and applied a questionnaire to Facebook Live users (N = 246) in the USA. We found 14 different live streaming practices, the two most common of which were chatting with random people (seen in 48% of the videos) and demonstrations of skills (seen in 10% of the videos). We also identified live streaming sessions that were problematic and challenged Facebook guidelines. From the questionnaire, we revealed that the most important motivations are (i) socializing with family and friends (reported by 38%), (ii) sharing opinions and experiences (reported by 16%) and (iii) entertainment/fun (reported by 15%). Our findings offer insight into the various personal incentives that drive people to stream on Facebook Live and thus contribute to an understanding of the social implications of a new mode of mediated interaction. RESEARCH HIGHLIGHTS Our findings contribute novel insights into how social media usage among individual streamers is moving towards more immediate forms of interaction in a live streaming environment. Some streaming practices challenge both the Facebook community guidelines and users’ privacy. The basic motivations for streaming on Facebook Live are consistent with previous research on the uses and gratifications relating to Facebook in general. However, Facebook Live streaming practices differ with respect to how user-generated content is presented and experienced. Live streaming gives users a greater sense of presence than more traditional social media; however, Facebook Live is used by relatively few and might not represent a major shift in how we communicate.
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van Kasteren, Anouk, Kjell Brunnström, John Hedlund e Chris Snijders. "Quality of Experience Assessment of 360-degree video". Electronic Imaging 2020, n.º 11 (26 de janeiro de 2020): 91–1. http://dx.doi.org/10.2352/issn.2470-1173.2020.11.hvei-091.

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The research domain on the Quality of Experience (QoE) of 2D video streaming has been well established. However, a new video format is emerging and gaining popularity and availability: VR 360-degree video. The processing and transmission of 360-degree videos brings along new challenges such as large bandwidth requirements and the occurrence of different distortions. The viewing experience is also substantially different from 2D video, it offers more interactive freedom on the viewing angle but can also be more demanding and cause cybersickness. Further research on the QoE of 360-videos specifically is thus required. The goal of this study is to complement earlier research by (Tran, Ngoc, Pham, Jung, and Thank, 2017) testing the effects of quality degradation, freezing, and content on the QoE of 360-videos. Data will be gathered through subjective tests where participants watch degraded versions of 360-videos through an HMD. After each video they will answer questions regarding their quality perception, experience, perceptual load, and cybersickness. Results of the first part show overall rather low QoE ratings and it decreases even more as quality is degraded and freezing events are added. Cyber sickness was found not to be an issue.
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He, Thomas, Chelsea DeGuzman, Leon Zucherman, Tiffany Tong e Mark Chignell. "Memories of Video: Impact of Sequencing on Rated Technical Quality for Viewed and Visualized Disruptions". Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, n.º 1 (novembro de 2019): 386–90. http://dx.doi.org/10.1177/1071181319631135.

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In this paper we explore how memories of experience with streaming video affect Quality of Experience (QoE) indicators that are of interest to service providers and marketers. Since observations of experience are time consuming, and the effects of technical quality (TQ) are difficult to entangle from content quality (CQ), we examined the impact of a visualization methodology for assessing experiences. A study was carried out to examine how well overall technical quality (TQ) judgments for a sequence of visualized video experience (a picture of a red video playbar with yellow portions indicating disrupted video in place of actually viewed video) would correspond to overall TQ judgments made after watching a sequence of actual videos. Sequencing effects found in overall TQ ratings, made after viewing visualizations (with their overlaid disruptions) were similar to sequencing effects found after viewing actual videos. However, the sequencing effects after viewing the visualizations were less pronounced than the corresponding sequencing effects that were found after viewing actual videos. Sequences of both visualized and actually viewed videos showed significant negative end effect and trend effects (both positive and negative). There was also evidence that sequencing effects respond to relative change in TQ rather than absolute TQ.
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36

Moon, Seonghoon, Juwan Yoo e Songkuk Kim. "Optimal Multi-Interface Selection for Mobile Video Streaming in Efficient Battery Consumption and Data Usage". Mobile Information Systems 2016 (2016): 1–18. http://dx.doi.org/10.1155/2016/4871629.

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With the proliferation of high-performance, large-screen mobile devices, users’ expectations of having access to high-resolution video content in smooth network environments are steadily growing. To guarantee such stable streaming, a high cellular network bandwidth is required; yet network providers often charge high prices for even limited data plans. Moreover, the costs of smoothly streaming high-resolution videos are not merely monetary; the device’s battery life must also be accounted for. To resolve these problems, we design an optimal multi-interface selection system for streaming video over HTTP/TCP. An optimization problem including battery life and LTE data constraints is derived and then solved using binary integer programming. Additionally, the system is designed with an adoption of split-layer scalable video coding, which provides direct adaptations of video quality and prevents out-of-order packet delivery problems. The proposed system is evaluated using a prototype application in a real, iOS-based device as well as through experiments conducted in heterogeneous mobile scenarios. Results show that the system not only guarantees the highest-possible video quality, but also prevents reckless consumption of LTE data and battery life.
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Abarna, K. T. Meena, e T. Suresh. "Enrich multi-channel P2P VoD streaming based on dynamic replication strategy". International Journal of Advances in Applied Sciences 9, n.º 2 (1 de junho de 2020): 110. http://dx.doi.org/10.11591/ijaas.v9.i2.pp110-116.

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Peer-to-Peer Video-on-Demand (VoD) is a favorable solution which compromises thousands of videos to millions of users with completeinteractive video watching stream. Most of the profitable P2P streaming groupsPPLive, PPStream and UUSee have announced a multi-channel P2P VoD system that approvals user to view extra one channel at a time. The present multiple channel P2P VoD system resonant a video at a low streaming rate due to the channel resource inequity and channel churn. In order to growth the streaming capacity, this paper highlights completely different effective helpers created resource balancing scheme that actively recognizes the supply-and-demand inequity in multiple channels. Moreover, peers in an extra channel help its unused bandwidth resources to peers in a shortage channel that minimizes the server bandwidth consumption. To provide a desired replication ratio for optimal caching, it develops a dynamic replication strategy that optimally tunes the number of replicas based on dynamic popularity in a distributed and dynamic routine. This work accurately forecasts the varying popularity over time using Auto-Regressive Integrated Moving Average (ARIMA) model, an effective time-series forecasting technique that supports dynamic environment. Experimental assessment displays that the offered dynamic replication strategy which should achieves high streaming capacity under reduced server workload when associated to existing replication algorithms.
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Alsafrjalani, Mohamad Hammam. "A Framework Model for Integrating Social Media, the Web, and Proprietary Services Into YouTube Video Classification Process". International Journal of Multimedia Data Engineering and Management 10, n.º 2 (abril de 2019): 21–36. http://dx.doi.org/10.4018/ijmdem.2019040102.

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Online video streaming has gained ubiquity in disparate educational, governmental, and corporate environments. The ubiquity of these videos elicits new challenges in video classification that is used to promote relative videos and block unwanted content. These challenges include the incorporation of contextual information, rapid development of the ad-hoc query modules, and keeping pace with contemporary contextual information. In this article, the authors present a framework model for incorporating contextual information into video classification information. To illustrate the model, the authors propose a framework which comprises video classification, web search engines, social media platforms, and third-party classification modules. The modules enable the framework's flexibility and adaptivity to different contextual environment—educational, governmental, and corporate. Additionally, the model emphasizes standardized module interface to enable the framework's extensibility and rapid development of future modules.
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Edwin, Joseph, e Irwansyah Irwansyah. "Motivasi Milenial Menonton Layanan Streaming". Jurnal Komunikasi Global 10, n.º 1 (30 de junho de 2021): 77–100. http://dx.doi.org/10.24815/jkg.v10i1.20210.

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Ponsel cerdas semakin banyak digunakan untuk menonton subscription video-on-demand. Tingkat adopsi aktivitas ini pun sangat tinggi di kalangan kaum milenial di Indonesia. Ini memunculkan pertanyaan mengapa khalayak semakin terbiasa menonton SVOD di ponsel cerdas meski memiliki keterbatasan audiovisual dibandingkan televisi, laptop atau komputer. Penelitian ini bertujuan melihat apa kebutuhan-kebutuhan spesifik yang terpenuhi ketika khalayak mengonsumsi konten subscription video-on-demand (SVOD) melalui ponsel cerdas. Berlandaskan teori uses and gratifications, penelitian menggunakan pendekatan kualitatif dan strategi grounded theory. Berdasarkan wawancara dengan enam informan, ditemukan bahwa khalayak memiliki tipologi kebutuhan yakni informasi, mengisi waktu, pengalaman terkustomisasi dan media displacement. Muncul tipologi yang mengalami ekspansi yakni hiburan hedonistik/eudaimonik, pindah waktu/tempat, kenyamanan/relaksasi, dan pengalihan/pengalaman imersif. Sementara muncul tipologi yang belum ditemukan dalam penelitian sebelumnya, yaitu menonton maraton. Direkomendasikan untuk mengoperasionaliasikan tipologi-tipologi yang ditemukan secara kuantittif untuk penelitian selanjutnya. Smartphones are increasingly used to access videos, including subscription video-on-demand services. This is especially true among millennials, who are the primary adopters. This raises the question of why millennials watch SVOD through their smartphones when other wide-screened devices offer better audiovisual quality. This research aims to reveal the motivations satisfied by using uses and gratification theory through qualitative approach and grounded theory strategy. Based on in-depth interviews of six informants, we found classical UG typologies, namely Information and Passing Time, and typologies recurring in new media research, which are customized experienced and media displacement. The study also produced expanded typologies, including hedonistic/eudaimonic entertainment, time/place-shifting, comfort/relaxation, and diversion/immersive experience. Lastly, binge-watching was discovered to be an emergent typology. As this research analyzes data from one informant, the results cannot be generalized. Operationalizing these typologies by using a quantitative approach is recommended for future research.
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Barbosa, Flávio, e Guido de Souza Filho. "BemTV: Hybrid CDN/Peer-to-Peer Architecture for Live Video Distribution over the Internet". SET INTERNATIONAL JOURNAL OF BROADCAST ENGINEERING 2020, n.º 6 (1 de agosto de 2020): 67–74. http://dx.doi.org/10.18580/setijbe.2020.6.

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Assuming that video streaming is now responsible for the absolute majority of the Internet traffic and considering that the audience uses WebRTC-enabled web browsers and mobile devices to access and retrieve content, this work proposes the development of a peer-to-peer overlay network to assist the delivery of video streaming events that use HTTP-based protocols without the need to install additional software. Using the peer-to-peer network, the client/server model becomes hybrid, where network nodes that are watching the same event can retrieve portions of the video content directly from the server or neighboring nodes. This approach has two main objectives; decrease the client/server traffic and consequently the economic cost of delivery while improving the quality of the users' experience, given that communication between neighboring nodes can support the flow of better quality videos between the points
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41

Dusi, Nicola, Maria Federico e Marco Furini. "MovieRemix: Having Fun Playing with Videos". International Journal of Computer Games Technology 2011 (2011): 1–13. http://dx.doi.org/10.1155/2011/857371.

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The process of producing new creative videos by editing, combining, and organizing pre-existing material (e.g., video shots) is a popular phenomenon in the current web scenario. Known asremixor video remix, the produced video may have new and different meanings with respect to the source material. Unfortunately, when managing audiovisual objects, the technological aspect can be a burden for many creative users. Motivated by the large success of the gaming market, we propose a novel game and an architecture to make the remix process a pleasant and stimulating gaming experience. MovieRemix allows people to act like a movie director, but instead of dealing with cast and cameras, the player has to create a remixed video starting from a given screenplay and from video shots retrieved from the provided catalog. MovieRemix is not a simple video editing tool nor is a simple game: it is a challenging environment that stimulates creativity. To temp to play the game, players can access different levels of screenplay (original, outline, derived) and can also challenge other players. Computational and storage issues are kept at the server side, whereas the client device just needs to have the capability of playing streaming videos.
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42

Benson-Allott, Caetlin. "Learning from Horror". Film Quarterly 70, n.º 2 (2016): 58–62. http://dx.doi.org/10.1525/fq.2016.70.2.58.

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In July 2016, Diamond Reynolds broadcast the murder of her boyfriend, Philando Castile, by Minnesota police using Facebook Live, a new video-streaming service. Facebook had begun offering live video streaming in order to increase its market share and profits, but Reynolds's video radicalized the platform while also exposing several myths undergirding viewers’ investment in live media, notably the fantasy of shared experience across distance. Reynolds's FB feed is but one of a great many recent videos of black men and women suffering and dying from police violence, yet its platform invests it with a unique feeling of immediacy. This pain and shock might best be described as horror, were it not for the ongoing commercial misuse of that term. This article investigates horror as an affect in order to understand the profound impact that Reynolds's video has had upon U.S. media and politics.
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Sendra, Sandra, Ana Isabel Túnez-Murcia, Jaime Lloret e Jose Miguel Jiménez. "Network Performance in HTML5 Video Connections". Network Protocols and Algorithms 10, n.º 3 (6 de janeiro de 2019): 43. http://dx.doi.org/10.5296/npa.v10i3.13933.

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Currently, most of remote education systems use video streaming as the main basis to support teaching. These emissions can be seen in devices with different hardware features such as personal computers, tablets or smartphones through networks with different capacities. The use of different web browsers and coding options can also influence the network performance. Therefore, the quality of the video displayed may be different. This work presents a practical study to establish the best combination of web browsers and containers to encode multimedia files for videos streaming in personal computers running Windows 7 and Windows 10 operating systems. For this, a video encoded with different codecs and compressed with different containers have been transmitted through a 1000BaseT network. Finally, the results are analyzed and compared to determine which would be the most efficient combination of parameters according to the resolution of the transmitted video.
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Nguyen, Thoa, Thang Vu, Nam Pham Ngoc e Truong Cong Thang. "SDP-Based Quality Adaptation and Performance Prediction in Adaptive Streaming of VBR Videos". Advances in Multimedia 2017 (2017): 1–12. http://dx.doi.org/10.1155/2017/7323681.

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Recently, various adaptation methods have been proposed to cope with throughput fluctuations in HTTP adaptive streaming (HAS). However, these methods have mostly focused on constant bitrate (CBR) videos. Moreover, most of them are qualitative in the sense that performance metrics could only be obtained after a streaming session. In this paper, we propose a new adaptation method for streaming variable bitrate (VBR) videos using stochastic dynamic programming (SDP). With this approach, the system should have a probabilistic characterization along with the definition of a cost function that is minimized by a control strategy. Our solution is based on a new statistical model where the future streaming performance is directly related to the past bandwidth statistics. We develop mathematical models to predict and develop simulation models to measure the average performance of the adaptation policy. The experimental results show that the prediction models can provide accurate performance prediction which is useful in planning adaptation policy and that our proposed adaptation method outperforms the existing ones in terms of average quality and average quality switch.
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45

Tabata, Tomohiro, e Tse Yu Wang. "Life Cycle Assessment of CO2 Emissions of Online Music and Videos Streaming in Japan". Applied Sciences 11, n.º 9 (28 de abril de 2021): 3992. http://dx.doi.org/10.3390/app11093992.

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In this study, we analyzed the CO2 emissions of online music and video streaming services, as one of the digital contents, in Japan using life cycle assessment. As a system boundary of online music and video streaming, processes such as data center construction and server manufacturing, usage of communication networks and internet communication technology devices (personal computers (PCs) and smartphones), and disposal of data centers and servers were considered. Data were collected using statistical and online surveys, and CO2 emissions per 1 MB of communication volume were calculated. One of the results revealed that the lifecycle CO2 emissions of listening to online music using PCs and smartphones were 5.88 × 10−4 and 1.43 × 10−4 kg-CO2/MB, respectively. The overall CO2 emissions for domestic music and video streaming services in 2019 was 921 thousand t-CO2. Online video streaming accounted for 87.7% of the total emissions, which corresponded to approximately 0.23% of domestic CO2 emissions derived from electric power generation.
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Ha, Hojin. "Viewport Adaptive Streaming for 360-degree Videos using ICP". Journal of Korean Institute of Information Technology 18, n.º 11 (30 de novembro de 2020): 123–29. http://dx.doi.org/10.14801/jkiit.2020.18.11.123.

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Park, Jae Young, e Michael B. Wakin. "Multiscale algorithm for reconstructing videos from streaming compressive measurements". Journal of Electronic Imaging 22, n.º 2 (3 de janeiro de 2013): 021001. http://dx.doi.org/10.1117/1.jei.22.2.021001.

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Concolato, Cyril, Jean Le Feuvre, Franck Denoual, Frederic Maze, Eric Nassor, Nael Ouedraogo e Jonathan Taquet. "Adaptive Streaming of HEVC Tiled Videos Using MPEG-DASH". IEEE Transactions on Circuits and Systems for Video Technology 28, n.º 8 (agosto de 2018): 1981–92. http://dx.doi.org/10.1109/tcsvt.2017.2688491.

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Hu, Donglin, e Shiwen Mao. "Streaming Scalable Videos over Multi-Hop Cognitive Radio Networks". IEEE Transactions on Wireless Communications 9, n.º 11 (novembro de 2010): 3501–11. http://dx.doi.org/10.1109/twc.2010.092810.100098.

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Kantarcı, Aylin. "Streaming of scalable h.264 videos over the Internet". Multimedia Tools and Applications 36, n.º 3 (27 de junho de 2007): 303–24. http://dx.doi.org/10.1007/s11042-007-0147-2.

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