Academic literature on the topic 'Video streaming industry'
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Journal articles on the topic "Video streaming industry"
Krikke, J. "Streaming video transforms the media industry." IEEE Computer Graphics and Applications 24, no. 4 (July 2004): 6–12. http://dx.doi.org/10.1109/mcg.2004.17.
Full textJohnson, Mark R., and Jamie Woodcock. "The impacts of live streaming and Twitch.tv on the video game industry." Media, Culture & Society 41, no. 5 (December 20, 2018): 670–88. http://dx.doi.org/10.1177/0163443718818363.
Full textLee, Sangwon, Seonmi Lee, Hyemin Joo, and Yoonjae Nam. "Examining Factors Influencing Early Paid Over-The-Top Video Streaming Market Growth: A Cross-Country Empirical Study." Sustainability 13, no. 10 (May 19, 2021): 5702. http://dx.doi.org/10.3390/su13105702.
Full textPatel, Ujas, Sudeep Tanwar, and Anuja Nair. "Performance Analysis of Video On-demand and Live Video Streaming using Cloud based Services." Scalable Computing: Practice and Experience 21, no. 3 (August 1, 2020): 479–96. http://dx.doi.org/10.12694/scpe.v21i3.1764.
Full textRuan, Jinjia, and Dongliang Xie. "A Survey on QoE-Oriented VR Video Streaming: Some Research Issues and Challenges." Electronics 10, no. 17 (September 3, 2021): 2155. http://dx.doi.org/10.3390/electronics10172155.
Full textNguyen, Dien, Tuan Le, Sangsoon Lee, and Eun-Seok Ryu. "SHVC Tile-Based 360-Degree Video Streaming for Mobile VR: PC Offloading Over mmWave." Sensors 18, no. 11 (November 1, 2018): 3728. http://dx.doi.org/10.3390/s18113728.
Full textHam, Minjeong, and Sang Woo Lee. "Factors Affecting the Popularity of Video Content on Live-Streaming Services: Focusing on V Live, the South Korean Live-Streaming Service." Sustainability 12, no. 5 (February 27, 2020): 1784. http://dx.doi.org/10.3390/su12051784.
Full textFelczak, Mateusz. "Live Streaming Platforms and the Critical Discourse About Video Games." Replay. The Polish Journal of Game Studies 4, no. 1 (November 22, 2017): 19–37. http://dx.doi.org/10.18778/2391-8551.04.02.
Full textTaha, Miran, Jaime Lloret, Alejandro Canovas, and Laura Garcia. "Survey of Transportation of Adaptive Multimedia Streaming service in Internet." Network Protocols and Algorithms 9, no. 1-2 (June 30, 2017): 85. http://dx.doi.org/10.5296/npa.v9i1-2.12412.
Full textZhang, Jin Hai. "Research on the Embedded Network Streaming Media Technology." Applied Mechanics and Materials 299 (February 2013): 160–63. http://dx.doi.org/10.4028/www.scientific.net/amm.299.160.
Full textDissertations / Theses on the topic "Video streaming industry"
Karphammar, Millie, and Jennifer Brettschneider. "eCRM features and customer loyalty : A qualitative study within the video streaming industry." Thesis, Umeå universitet, Företagsekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185356.
Full textDaily, Ellen Wilmoth Matthews. "Metro Environmental: The impact of training HVAC technicians using the SightPros-VirTechs system for remote, wireless, Internet video assistance." Thesis, University of North Texas, 2008. https://digital.library.unt.edu/ark:/67531/metadc12112/.
Full textRumaldo, Calderón Camila Beatriz, and Torres Yerko Martín Tupayachi. "Efectos del social media content en el engagement behaviour dentro de la industria de servicios video streaming." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/654066.
Full textUsing Facebook has become part of people's lives, but within this platform, people can have different types of engagement behaviors with different people or groups, even with the brands that generate content within their pages. This interaction between the generated content and the behavior of your audience turns out to be a fundamental tool to know the successes and failures of the organizations' marketing plan. This study took as an example the main brands in the video streaming industry, to understand what influence the different types of content they create daily have on the engagement behavior of their fans. This article is based on online surveys conducted in Metropolitan Lima, aimed at a young audience and seeks to reveal the positive impact of certain types of content, in favor of video streaming companies.
Trabajo de investigación
Ranni, Davide. "La produzione di videoclip attraverso le sue trasformazioni economiche, sociali e distributive." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2021. http://amslaurea.unibo.it/23538/.
Full textHOU, PEI-YING, and 侯佩潁. "The Popularity of Video Streaming Platform (OTT) Impact on the Cable Industry." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/7fgyfr.
Full text國立雲林科技大學
企業管理系
107
In 2016, it was called the first year of OTT (Over-The-Top). Facing the rise of digital convergence trend OTT platform, it brought out new type of audio-visual media impact, enabling Taiwanese consumers to quickly accept the way of video streaming, and have caused a great impact to system operators. This study is aimed at OTT operators who provide services in Taiwan. The three major players compare with the cable TV industry, and test the differences to provide advice to cable TV operators. This study uses OTT operators: Netflix (NetFly), Iqiyi Taiwan Station, CATCHPLAY to compare objects. Providing TV channels ,audio and video content, charging methods and prices, video streaming terminal equipment for OTT operators and cable TV. Comparison of program type ratings and others. The results of this study found that the differences between OTT operators and cable TV are as follows: 1. Content providers: Netflix (NetFly), Iqiyi (Taiwan Station), CATCHPLAY, audio and video content have their own characteristics and advantages. 2. The cable TV price rate specification limit is 600 yuan, but the customer can flexibly purchase the digital value-added premium channel package, which is not subject to the upper limit specification; the OTT operator has the advantage in price, and the customer can only choose the favorite type channel to follow. 3. The cable set-top box (STB) needs to be provided by the cable TV provider, and the OTT operator does not need to bear the cost of the set-top box. 4. OTTs popular ratings data shows that the ratings of drama types and movie-type programs are affected, which has indeed caused the impact of the decline in cable TV households, but the ratings of news-type programs are not affected. Keywords:OTT, Cable TV, Digital Convergence
Yeh, Heng-Cheng, and 葉恆誠. "From Discs to Cloud: Optical Disc Player Industry, Streaming Video, and the UltraViolet Standard." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/28958599156185756599.
Full text國立臺灣大學
企業管理碩士專班
101
The purpose of this study is to analyze the impacts of new technologies and standards on the home entertainment industry. The study begins with the introduction of traditional optical disc player industry including its standards, technologies, participants and market status. The industry competitiveness is analyzed using Porter’s Five Forces model. Streaming video brings a paradigm shift to the home entertainment industry. Its business models, technologies, market players, future trends and impacts to the optical disc player industry are studied. The study further points how an emerging standard, UltraViolet, could turn streaming video from the substitute of disc player industry into its complement. Suggestions to the selected participants are made according to the role it plays in the industry.
Lu, Pao-Lin, and 呂寶麟. "Broadband audio/video streaming-media industry and their applications and services-Realma.com case study-." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/36305273420524450021.
Full text國立臺灣大學
國際企業學研究所
93
In recent years as overall Internet infrastructure begins to mature, numerous Internet applications and services such as online games, shopping, auction, search and advertisements have been gradually assuming more important roles in our daily lives, demonstrating that so long as the overall environment is ready, in addition to having a successful business model, Internet businesses are not simply “bubbles”. As a result, this research will provide an analysis on broadband audio/video streaming industry and their applications and services. Such analysis will be based on the example of the leading broadband content leader, Realma DigiMedia, and its realma.com services, to further discuss various broadband content applications’ commercial feasibility as well as to analyze the future and potential of broadband content/service industry. The broadband industry for the overall Chinese market is now capable of significant growth, based on the fact that the number of broadband subscribers has increased, the Internet is becoming a more important part of daily lives, and the lifting of Greater China economy’s significance. As a result, Taiwan broadband industry should focus on the global Chinese market. Take Realma DigiMedia’s realma.com for instance, such service has a number of advantages, such as partnership with an international leading company, ability to provide service across platforms and borders, larger subscriber base and strong management team and relationships. However, Realma also faces problems of slow change of consumer habits, small size of Taiwan market and competition from similar service providers. In addition, smaller resources compared to large media players is also a concern. Although confronted with certain threats and disadvantages, Realma can still skillfully maneuver strategic partnerships to accomplish objectives. Realma will also leverage its future businesses in providing richer content, entering into China market, self-producing original content to own usage rights, expanding e-commerce application realm, to prepare itself for soon coming mobile content distribution service and integrated marketing business.
Loureiro, Bruno Rogério Neves. "The impact of streaming services and video-on-demand on the cinematic exhibition industry: taking an experiential approach." Master's thesis, 2019. http://hdl.handle.net/10071/19690.
Full textOs serviços de streaming e de video-on-demand reformularam por completo a indústria cinemática, uma vez que oferecem uma alternativa mais conveniente à tradicional ida ao cinema. Como tal, os exibidores de cinema em todo mundo têm perdido cada vez mais terreno, e Portugal não é exceção, necessitando de se reinventar rapidamente. Com isto em mente, esta dissertação irá começar por analisar tópicos como brand love e brand engagement. Ambos são academicamente reconhecidos por gerar elevados níveis de satisfação e lealdade nos consumidores. Umas das mais importantes ilações é que ambos aparecem frequentemente associados a experiências de marca e valor co-criado. Portanto, o seguinte tópico irá incidir sobre o tema de experiências de marca e a maneira como estas abordagens promovem melhor relação entre consumidores e marca. Por fim, esta dissertação irá procurar perceber se práticas experienciais poderão ser aplicadas na indústria, se têm o potencial para devolver os Portugueses às salas de cinema. Para tal, foi levada a cabo um estudo onde foi apresentado um cenário experiencial aos respondentes, cenário esse que complementa a sua experiência de ida ao cinema. Consequentemente, este estudo é capaz de retirar algumas conclusões relevantes para a indústria. Os participantes demonstraram reações muito positivas quando confrontados com cenários experienciais que, por sua vez, contribuem para a experiência da marca no geral. Em termos comportamentais, os resultados revelam que os participantes sentem que estes cenários iriam melhorar a sua relação com a marca e encorajá-los a serem parte de uma audiência mais assídua nos cinemas.
Minder, Rolf-Moritz. "The Pay-TV Industry and the disruption by video-on-demand services : Germany vs. the USA." Master's thesis, 2020. http://hdl.handle.net/10400.14/31226.
Full textActualmente, a indústria americana da pay-TV está a perder clientes devido a um fenómeno denominado cord-cutting, enquanto na Alemanha o mercado é estável e está mesmo a aumentar. Entretanto, os serviços de streaming estão a gerar um elevado crescimento e exercer pressão sobre incumbents. Esta dissertação examina as razões para as tendências opostas. Explica as estratégias dos incumbents como reacção às disrupções causadas pelos serviços de video-on-demand (VOD) e à evolução do ambiente concorrencial. Foram realizados estudos primários qualitativos e quantitativos, entrevistas e um inquérito, para complementar a literatura e os dados existentes. Os resultados mostraram diferenças nos modelos comerciais dos incumbents, uma vez que os operadores de cabo dos EUA oferecem serviços de pay-TV, telefone e internet em conjunto. Além disso, a free-TV domina na Alemanha, o que resulta numa baixa vontade de pagar pelos conteúdos. Ao mesmo tempo, os clientes norte-americanos estão habituados a pagar um suplemento pela TV e, por isso, quando confrontados com a escolha entre os incumbents e novos serviços de streaming, é menos provável que os tratem como um suplemento. Para se manterem relevantes e evitarem ficar de fora, os incumbents devem lançar os seus próprios serviços de streaming e aumentar a produção de conteúdos, reagindo aos criadores de conteúdos que entram no mercado. Os conteúdos desportivos são difíceis de substituir e funcionam como um instrumento de aquisição de clients. As distinções entre os mercados americano e alemão de VOD e pay-TV são úteis para compreender a estratégia comercial e o mercado de entretenimento.
Books on the topic "Video streaming industry"
Streaming and digital media: Understanding the business and technology. Burlington, MA, USA: Focal Press, 2007.
Find full textNakaya, Andrea C. Reed Hastings and Nexflix. San Diego, CA: ReferencePoint Press, Inc., 2016.
Find full textRayburn, Dan. Streaming and Digital Media: Understanding the Business and Technology. Taylor & Francis Group, 2016.
Find full textRayburn, Dan. Streaming and Digital Media: Understanding the Business and Technology (NAB Executive Technology Briefings) (NAB Executive Technology Briefings). Focal Press, 2007.
Find full textUS GOVERNMENT. How Internet Protocol-Enabled Services Are Changing the Face of Communications: A Look at Video and Data Services: Hearing Before the Subcommittee on. Government Printing Office, 2005.
Find full textElkins, Evan. Locked Out. NYU Press, 2019. http://dx.doi.org/10.18574/nyu/9781479830572.001.0001.
Full textRichardson, John, Claudia Gorbman, and Carol Vernallis, eds. The Oxford Handbook of New Audiovisual Aesthetics. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199733866.001.0001.
Full textWaters, Rosa. Pinterest(tm): How Ben Silbermann & Evan Sharp changed the way we share what we love. 2015.
Find full textBook chapters on the topic "Video streaming industry"
Gąbka, Joanna. "Edge Computing Technologies as a Crucial Factor of Successful Industry 4.0 Growth. The Case of Live Video Data Streaming." In Lecture Notes in Mechanical Engineering, 25–37. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-18715-6_3.
Full textArya, A., and Babak Hamidzadeh. "Face Animation." In Multimedia Technologies, 958–75. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-953-3.ch065.
Full textHein, Daniel, and Hossein Saiedian. "Reasoning Qualitatively about Handheld Multimedia Framework Quality Attributes." In Digital Multimedia, 825–40. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-3822-6.ch041.
Full textHein, Daniel, and Hossein Saiedian. "Reasoning Qualitatively about Handheld Multimedia Framework Quality Attributes." In Handbook of Research on Innovations in Systems and Software Engineering, 731–45. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-6359-6.ch028.
Full textCurran, Kevin. "The World of Podcasting, Screencasting, Blogging, and Videoblogging." In Encyclopedia of Multimedia Technology and Networking, Second Edition, 1573–79. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-014-1.ch212.
Full text"eSports Media." In Implications and Impacts of eSports on Business and Society, 66–90. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1538-9.ch004.
Full textConference papers on the topic "Video streaming industry"
Czernik, Pawel, and Jakub Olszyna. "Secure real-time wireless video streaming in the aeronautical telecommunications network." In Photonics Applications in Astronomy, Communications, Industry, and High-Energy Physics Experiments 2010, edited by Ryszard S. Romaniuk. SPIE, 2010. http://dx.doi.org/10.1117/12.872102.
Full textCao, Haowei, Jialiang Lu, and Nan Zong. "A Multi-User 360-Video Streaming System for Wireless Network." In VRCAI '19: The 17th International Conference on Virtual-Reality Continuum and its Applications in Industry. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3359997.3365713.
Full textXinbei, Peng, and Xue Qianru. "Analysis of the Impact of Live Streaming and Short Video Industry in China." In 2021 6th International Conference on Social Sciences and Economic Development (ICSSED 2021). Paris, France: Atlantis Press, 2021. http://dx.doi.org/10.2991/assehr.k.210407.133.
Full textRossi, Guilmour, and Luiz Gomes-Jr. "Libreflix: A Peer-to-Peer On-demand Video Platform for Free Streaming." In XXV Simpósio Brasileiro de Sistemas Multimídia e Web. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/webmedia_estendido.2019.8152.
Full textYin, Zhijian, Kun Xiang, Zhaopan Wu, Qiang Luo, and Wang Fan. "The Research of Forest Fire Smoke Moving Target Detection Methods Based on Video Streaming." In 2016 2nd Workshop on Advanced Research and Technology in Industry Applications (WARTIA-16). Paris, France: Atlantis Press, 2016. http://dx.doi.org/10.2991/wartia-16.2016.343.
Full textRuseva, Radostina, and Petko Ruskov. "An application of a customer-centric innovation approach in the health industry: The case for video streaming in group fitness classes in German fitness centers." In 2015 IEEE International Conference on Engineering, Technology and Innovation/ International Technology Management Conference (ICE/ITMC). IEEE, 2015. http://dx.doi.org/10.1109/ice.2015.7438662.
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