Academic literature on the topic 'Video streaming industry'

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Journal articles on the topic "Video streaming industry"

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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.

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Johnson, 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.

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This article explores the growing importance of live streaming, specifically on website and platform Twitch.tv, to the games industry. We focus not on live streaming as a form of media production and consumption, but instead explore its newly central role in the contemporary political economy of the whole video games ecosystem. We explore three cases: streaming newly released games and the attendant role of streaming in informing consumer choice; the visibility and added lifespan that streaming is affording to independent and niche games and older games; and the live streaming of the creation of games, shedding light on the games industry and subverting ordinarily expensive or highly competitive game-design courses, training and employment paths. To do so, we draw on empirical data from offline and online fieldwork, including 100 qualitative interviews with professional live-streamers, offline ethnography at live-streaming events, and online ethnography and observation of Twitch streams. The article concludes that live streaming is a major new force in the games industry, creating new links between developers and influencers and shifting our expectations of game play and game design, and is consequently a platform whose major structural effects are only now beginning to be understood.
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Lee, 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.

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This study examines the factors influencing early paid Over-The-Top (OTT) video streaming market growth in 50 countries. The results of the panel data analysis suggest that Netflix’s market entry, traditional pay TV market size, broadband infrastructure, and OTT platform competition contribute to the early market growth of paid OTT video streaming services, such as subscription video-on-demand (SVOD) services. The results also reveal that the traditional pay TV subscription market and the paid OTT video streaming market initially grow together in many countries. However, the findings also reveal a negative association between the market entry of Netflix and the subscription revenue growth rate of traditional pay TV services. The results of this study suggest industry and policy implications for paid OTT video streaming market growth and the sustainable development of the media industry.
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Patel, 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.

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The advent of Cyber-Physical Systems (CPS) has brought a revolutionary change coined as a mixture of information, communication, computation, and control. With applications in smart grid, health monitoring, automatic avionics, distributed robotics, etc., CPS is currently an area of attention among the academia and industry. The advancement of mobile communications and embedded technology has made it possible to build large scale CPS consisting of the interconnection of mobile phones. These devices collect information about the surrounding environment at any time anywhere basis through real-time video capture. Video streaming has proven to be a massive industry that is growing rapidly playing an important role in everyday life. Customer-driven approach wanting best experience with quality has to be the core offering of contemporary scenario. Video streaming is categorized into Video-On-Demand Streaming (VoDS) and Live Video Streaming (LVS) showing the current state-of-art opportunities. Many diverse applications of video streaming are military video surveillance using drones, live sports match player face recognition, on-demand video characters recognition, movie summarization like identifying parts of the movie which are viewed many times by different users, movie and series recognition, motion detection, gesture recognition, image segmentation, etc. This paper introduces an approach to develop video analysis on VoD and LVS using cloud-based services and analyzes the impact of Quality of Experience (QoE), cost, and bandwidth on the cloud. To achieve the best user experience for video streaming and video analysis, Content Delivery Network (CDN) offers the best QoE at various analyzed locations using various cloud providers like Amazon Web Services (AWS) CloudFront, Google Cloud CDN, Azure CDN, Akamai CDN, etc.
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Ruan, 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.

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With the advent of the information age, VR video streaming services have emerged in large numbers in scenarios such as immersive entertainment, smart education, and the Internet of Vehicles. People are also demanding an increasing number of virtual-reality (VR) services, and service providers must ensure a good user experience. Therefore, the quality of the VR user’s experience is receiving increasing attention from academia and industry. The review in this paper focuses on a comprehensive summary of the current state of quality-of-experience (QoE) technologies applied to VR video streaming. First, we review the main influencing factors of QoE and VR video streaming. Second, the user QoE for VR evaluation is discussed. Third, the modeling of QoE for VR video streaming, the QoE-oriented VR optimization problem, and enabling techniques of machine learning for VR video streaming improvement are summarized. Lastly, we present current challenges and possible future research directions.
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Nguyen, 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.

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360-degree video streaming for high-quality virtual reality (VR) is challenging for current wireless systems because of the huge bandwidth it requires. However, millimeter wave (mmWave) communications in the 60 GHz band has gained considerable interest from the industry and academia because it promises gigabit wireless connectivity in the huge unlicensed bandwidth (i.e., up to 7 GHz). This massive unlicensed bandwidth offers great potential for addressing the demand for 360-degree video streaming. This paper investigates the problem of 360-degree video streaming for mobile VR using the SHVC, the scalable of High-Efficiency Video Coding (HEVC) standard and PC offloading over 60 GHz networks. We present a conceptual architecture based on advanced tiled-SHVC and mmWave communications. This architecture comprises two main parts. (1) Tile-based SHVC for 360-degree video streaming and optimizing parallel decoding. (2) Personal Computer (PC) offloading mechanism for transmitting uncompressed video (viewport only). The experimental results show that our tiled extractor method reduces the bandwidth required for 360-degree video streaming by more than 47% and the tile partitioning mechanism was improved by up to 25% in terms of the decoding time. The PC offloading mechanism was also successful in offloading 360-degree decoded (or viewport only) video to mobile devices using mmWave communication and the proposed transmission schemes.
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Ham, 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.

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Naver V Live, a South Korean live-streaming service, showcases video contents specific to the entertainment industry, such as K-pop and music. On V Live, K-pop stars and their fans can interact directly in a natural way, and V Live provides high-quality video content with novel topics. This study has identified key characteristics of video content that affect its popularity. A total of 620 video contents of five leading Star channels were classified on the basis of production company, type of video content, and whether it was live-streamed or not. The popularity of video content was measured by the number of comments, hearts, and views. To control potential bias, additional variables were set as control variables—such as the number of channel subscribers, mini-album sales, if the video content was previewed, and cumulative number of days since the video content was uploaded. For analysis, a hierarchical linear regression was conducted. The findings suggest future directions in video content planning.
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Felczak, 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.

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This work concerns online streaming platforms centered on broadcasting video games-related content, such as Twitch.tv and Douyu.com. The aim of this article is two-fold: first, to point out the possible research methods regarding online streaming services as mediums for video game criticism, and second, to assess the potential of these platforms for generating critical discourse about video games. The methodology of the research is based on Mia Consalvo’s take on paratextual frameworks and Veli-Matti Karhulahti’s notions of interview and play frames regarding the activity of video games streaming. In this article, the initial characterization of Twitch.tv and Douyu.com is followed by an analysis on how the work of streamers as content creators can influence the reception of video games. Afterwards, a reading of analyzed phenomena based on paratextual framework is proposed. The last section juxtaposes the initial findings with the perspective of changing viewership figures in relation to selected ludic properties of games. In conclusion, it is stated that the analyzed streaming platforms reflect the proliferating crowdsource trends in the video game industry, with forms of interacting with the product at various stages of its development cycle establishing new practices of talking in and about video games.
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Taha, 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.

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World Wide Web is the greatest boon towards the technological advancement of modern era. Using the benefits of Internet globally, anywhere and anytime, users can avail the benefits of accessing live and on demand video services. The streaming media systems such as YouTube, Netflix, and Apple Music are reining the multimedia world with frequent popularity among users. A key concern of quality perceived for video streaming applications over Internet is the Quality of Experience (QoE) that users go through. Due to changing network conditions, bit rate and initial delay and the multimedia file freezes or provide poor video quality to the end users, researchers across industry and academia are explored HTTP Adaptive Streaming (HAS), which split the video content into multiple segments and offer the clients at varying qualities. The video player at the client side plays a vital role in buffer management and choosing the appropriate bit rate for each such segment of video to be transmitted. A higher bit rate transmitted video pauses in between whereas, a lower bit rate video lacks in quality, requiring a tradeoff between them. The need of the hour was to adaptively varying the bit rate and video quality to match the transmission media conditions. Further, The main aim of this paper is to give an overview on the state of the art HAS techniques across multimedia and networking domains. A detailed survey was conducted to analyze challenges and solutions in adaptive streaming algorithms, QoE, network protocols, buffering and etc. It also focuses on various challenges on QoE influence factors in a fluctuating network condition, which are often ignored in present HAS methodologies. Furthermore, this survey will enable network and multimedia researchers a fair amount of understanding about the latest happenings of adaptive streaming and the necessary improvements that can be incorporated in future developments.
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Zhang, 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.

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With the development of the information industry, awareness of information resources has gradually transition from text and images to audio and video, and an increased emphasis on getting real-time and interactive resources. Streaming media with start delay is small, does not take the client's local storage space advantages, gradually became the preferred. Streaming media applications based on IP networks continuous development on a global scale.
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Dissertations / Theses on the topic "Video streaming industry"

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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.

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The video streaming industry has grown at a rapid speed during the past decade and has becomea trending topic in regard to technological advancements. Nowadays, there are manycompetitors in the market, and it is getting harder to stand out from the competition. Furthermore, the customers are demanding more in their choice of video streaming servicesand are expecting several features and functions in order to retain the service. Electronic Customer Relationship Management (eCRM) is a tool that has been used by providers of videostreaming services in order to improve long-term customer relationships. eCRM has beenresearched before as well as implemented by many companies. However, there are stillresearch gaps in relation to a potential impact that eCRM features have on customer loyalty, aswell as a managerial need to investigate these issues further. The purpose of this thesis is to develop deeper knowledge about how pre-, at- and postpurchase features of eCRM affect the customer loyalty in the video streaming industry. Thecontext of the study was the video streaming industry as it has increased majorly in popularityover the past years and there are many features to consider in the purchasing process. Therefore,we developed a conceptual model that was based on prior research to investigate the influenceof specific features on customer loyalty. The empirical data collection was conductedconsidering the conceptual model. This study was conducted by using a qualitative methodwith semi structured interviews, the respondents consisted of active users of a streaming serviceat the age between 18 to 34 years old. By analyzing the empirical data, we could determinefeatures of eCRM that affected and did not affect customer loyalty in our study. The findings showed that all the steps of the purchase process had features that affectedcustomer loyalty. The features of pre-purchase that we found relevant to customer loyalty inour study were captivating customers, which refers to the ability to attract customers' attention. The features of captivating customers are marketing, popularity, and recommendations, andout of these features, it was popularity and recommendation that we found affecting thecustomers loyalty. The features of the second step in the purchase process, at-purchase, that wefound affecting customer loyalty in our study were assortment, price, and convenience. Assortment refers to the content and supply of the service while the price refers to how muchthe service cost. Convenience is divided into four parts, the number of profiles, active users,devices that can use the service and the ability to stream offline, all these features exceptstreaming offline were found to have an effect on customer loyalty. Post-purchase refers to astage after the purchase has been made and, in our study, we found that the feature of clientcommunication has an effect on customer loyalty. Client communication is the communicationthat accrue between company and customer.
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Daily, 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/.

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This qualitative study explored the overall impact of training HVAC technicians using the SightPros-VirTechs system for remote, wireless, internet video assistance at a small HVAC company, Metro Environmental. John Thomason, the president/co-owner developed a website and a new SightPros communication tool that allows wireless, one-on-one, just-in-time, high-quality, video-monitored instructions between an expert at one site and a technician at another site. Metro Environmental successfully used the SightPros-VirTechs system to train a new apprentice remotely. The apprentice and expert changed their normal and routine physical activities because the expert worked remotely and the apprentice worked on-site. Within just a few months, the apprentice proved competent enough to go to customer accounts without more experienced technicians nearby. The technicians express excitement about the SightPros communication tool as a way to contact remote experts whenever needed. The customer and business contacts also give good reviews and suggest other benefits. The expert permanently captures the communications so the company can use the saved video for many applications, especially training. The dissertation provides a list of recommendations to trainers/educators for similar applications.
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Rumaldo, 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.

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Utilizar Facebook se ha vuelto parte de la vida de las personas, pero dentro de esta plataforma, las personas pueden tener distintos tipos de comportamientos de engagement con diferentes personas o grupos, incluso con las marcas que generan contenido dentro de sus páginas, esta interacción entre el contenido generado y el comportamiento de su audiencia resulta ser una herramienta fundamental para conocer los aciertos y desaciertos del plan de marketing de las organizaciones. Este estudio tomó como ejemplo a las principales marcas de la industria del videostreaming, para entender qué influencia tienen en el comportamiento de engagement de sus fanáticos los diferentes tipos de contenidos que crean diariamente. Este artículo se apoya en la realización de encuestas online en Lima Metropolitana, dirigida a un público joven y busca revelar el impacto positivo de ciertos tipos de contenidos, a favor de las empresas de videostreaming.
Using 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
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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/.

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Questo lavoro intende dimostrare in quali modi e tramite quali strumenti la produzione di videoclip sia cambiata nel corso degli anni attraverso le sue trasformazioni nei campi della distribuzione, della legislazione e dei finanziamenti al videoclip. Comprendere cosa voglia dire oggi produrre un videoclip significa constatare come questi tre macro-argomenti abbiano influenzato, secondo diverse sfaccettature, i budget e gli investimenti monetari da parte delle case discografiche. Inoltre, non si vuole dare un giudizio sulla natura stilistica dei videoclip o fare una critica su quelli che stilisticamente si avvicinano a una bellezza cinematografica, ma affermare che una buona produzione e un discreto budget, uniti a una buona collocazione distributiva e l’uso di finanziamenti pubblici e privati, può far sì che il videoclip sia ancora un mezzo remunerativo, sia a livello economico sia a livello di immagine dell’artista. L’obiettivo principale, quindi, del videoclip è riferito alla sua funzione sociale e non alla finalità economica; l’engagement tra artista e audiece non comporta un ritorno ecnomico, ma un guadagno sociale, di immagine e di fidelizzazione perché un’artista, che sia un cantante, un attore o un qualsiasi performer nell’industria dell’entertainment, è possibile assimilarlo a un brand, a un’azienda che ha bisogno di “fedeli seguaci” che supportino il prodotto, il quale, in questi casi, coincide con la persona stessa.
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HOU, 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.

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碩士
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
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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.

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碩士
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.
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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.

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碩士
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.
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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.

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Streaming services and video-on-demand completely reshaped the cinematic industry, as people now have more convenient alternatives to the traditional movie-going experience. One can say that audiences have fallen out of love and are now disengaged with movie theatres. As such, movie exhibitors are losing business all over the world, including in Portugal, and they need to reimagine themselves. With this in mind, this dissertation will start off by reviewing topics such as brand love and engagement. Both of these are recognized to foster customer satisfaction and loyalty. One of the most interesting conclusions is that both appear to be deeply embedded in brand experiences and co-created value. Thusly, the following topic will revolve around brand experiences and how experiential marketing enhances the interactions and the relationship between consumers and brands. Lastly, this dissertation will attempt to understand if experiential practices are a good fit to the cinematic exhibition industry, and if they have the potential to take Portuguese viewers back to movie theatres. To do this, primary research was conducted where respondents were presented with an experiential scenario to complement their typical movie-going experience. This study provides some interesting ones, along with important insights for the cinematic industry in Portugal. The participants responded overwhelmingly positive to the experiential scenarios, which enhance the brand experience overall. Regarding behavioural intentions and commitment, the results were also encouraging, with respondents feeling like these scenarios would increase their connection to the brand and they would encourage them to be more frequent moviegoers.
Os 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.
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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.

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Currently, the US pay-TV industry is losing customers from a phenomenon called cord-cutting, whereas in Germany the market is stable and even increasing. Meanwhile, streaming services are generating high growth and putting pressure on the incumbents. This dissertation examines the reasons for opposite trends across the Atlantic. It explains incumbents’ strategies as a reaction to the disruption caused by video-on-demand services and the changing competitive environment. Qualitative and quantitative primary research, expert interviews and a German customer survey were conducted to complement the existing literature and data. The results showed differences in incumbent business models as US cable operators offer pay-TV, phone and internet services bundled together. Aside from that, free-TV dominates in Germany, resulting in a low willingness to pay for content. At the same time, US customers are accustomed to paying a premium for TV and, so, when faced with the choice between incumbents and new streaming services, are less likely to treat them as an add-on. To stay relevant and prevent missing out, incumbents must launch their own streaming services and increase the production of content, reacting to content creators entering the market. Sports content is difficult to replace and functions as a customer acquisition tool. Distinctions between the US and German VOD and pay-TV markets are useful for understanding business strategy and the multi-billion Euro entertainment market.
Actualmente, 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.
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Books on the topic "Video streaming industry"

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Streaming and digital media: Understanding the business and technology. Burlington, MA, USA: Focal Press, 2007.

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

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Rayburn, Dan. Streaming and Digital Media: Understanding the Business and Technology. Taylor & Francis Group, 2016.

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Rayburn, Dan. Streaming and Digital Media: Understanding the Business and Technology (NAB Executive Technology Briefings) (NAB Executive Technology Briefings). Focal Press, 2007.

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US 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.

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Elkins, Evan. Locked Out. NYU Press, 2019. http://dx.doi.org/10.18574/nyu/9781479830572.001.0001.

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“This content is not available in your country.” Media consumers around the world regularly run into this reminder of geography’s imprint on digital culture. Despite utopian hopes of a borderless digital society in an era of globalization, DVDs, video games, and streaming platforms include digital rights management mechanisms like region codes and IP address detection systems that block media access within certain territories. Although propped up by national and transnational intellectual property regulation, these technologies of “regional lockout” are designed primarily to keep the entertainment industries’ global markets distinct. Beyond this, they frustrate consumers around the world and place certain territories on a hierarchy of global media access. Drawing on extensive research of media-industry strategies, consumer and retailer practices, and media regulation, Locked Out explores regional lockout in DVDs, console video games, and streaming video and music platforms. The book argues that regional lockout has shaped global media culture over the past few decades in three interrelated ways: as technological regulation, media distribution, and geocultural discrimination. As a form of digital rights management, regional lockout builds in limitations on the affordances of digital software and hardware. As distribution, it seeks to ensure that digital technologies accommodate media industries’ traditional segmentation of markets. Finally, as a cultural system, regional lockout shapes and reflects long-standing global hierarchies of power and discrimination.
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Richardson, 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.

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This volume offers new ways to read the audiovisual. In the media landscapes of today, conglomerates jockey for primacy and the Internet increasingly places media in the hands of individuals-producing the range of phenomena from movie blockbuster to YouTube aesthetics. Media forms and genres are proliferating and interpenetrating, from movies, music, and other entertainments streaming on computers and iPods to video games and wireless phones. The audiovisual environment of everyday life, too-from street to stadium to classroom-would at times be hardly recognizable to the mid-twentieth-century subject. The Oxford Handbook of New Audiovisual Aesthetics provides powerful ways to understand these changes. Earlier approaches tended to consider sound and music as secondary to image and narrative. These remained popular even as practices from theater, cinema, and television migrated across media. However, the traversal, or “remediation,” from one medium to another has also provided practitioners and audiences the chance to rewrite the rules of the audiovisual contract. Whether viewed from the vantage of televised mainstream culture, the Hollywood film industry, the cinematic avant-garde, or the participatory discourses of “cyberspace,” audiovisual expression has changed dramatically. The book provides a definitive cross-section of current ways of thinking about sound and image. Its authors-leading scholars and promising younger ones, audiovisual practitioners and nonacademic writers (both mainstream and independent)-open the discussion on audiovisual aesthetics in new directions. Our contributors come from fields including film, visual arts, new media, cultural theory, and sound and music studies, and they draw variously from economic, political, institutional, psychoanalytic, genre-based, auteurist, internationalist, reception-focused, technological, and cultural approaches to questions concerning today’s sound and image. All consider the aural dimension, and what Michel Chion calls “audio-vision:” the sensory and semiotic result of sound placed with vision, an encounter greater than their sum.
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Waters, Rosa. Pinterest(tm): How Ben Silbermann & Evan Sharp changed the way we share what we love. 2015.

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Book chapters on the topic "Video streaming industry"

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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.

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Arya, 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.

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This chapter will discuss the multimedia modeling and specification methods, especially in the context of face animation. Personalized Face Animation is and/or can be a major user interface component in modern multimedia systems. After reviewing the related works in this area, we present the ShowFace streaming structure. This structure is based on most widely accepted industry standards in multimedia presentations like MPEG-4 and SMIL and extends them by providing a higher level Face Modeling Language (FML) for modeling and control purposes and by defining image transformations required for certain facial movements. ShowFace establishes a comprehensive framework for face animation consisting of components for parsing the input script, generating and splitting the audio and video “behaviors,” creating the required images and sounds, and eventually displaying or writing the data to files. This component-based design and scripted behavior make the framework suitable for many purposes including web-based applications.
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Hein, 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.

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Today's mobile handheld devices, such as smartphones and action cameras, are well equipped for a wide range of multimedia and context-aware tasks. Such tasks can leverage traditional services like streaming audio and video as well as newer services like sensor fusion. Ubiquitous network access, coupled with an increasingly sophisticated mixture of device-based hardware and software, is enabling context-aware applications at an unprecedented rate. The objective of this chapter is to discuss specific quality attributes with respect to device-side software architectures providing these multimedia and sensor capabilities. This chapter focuses specifically on device-side client architectures rather than network or server architectures. Specific domain requirements and quality attributes are first derived through a synthesis of current research and industry trends, and subsequently analyzed. The analysis reveals some qualitative results that seem unintuitive at first glance but that become more understandable when provided with rationale relative to the handheld domain context.
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Hein, 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.

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Today's mobile handheld devices, such as smartphones and action cameras, are well equipped for a wide range of multimedia and context-aware tasks. Such tasks can leverage traditional services like streaming audio and video as well as newer services like sensor fusion. Ubiquitous network access, coupled with an increasingly sophisticated mixture of device-based hardware and software, is enabling context-aware applications at an unprecedented rate. The objective of this chapter is to discuss specific quality attributes with respect to device-side software architectures providing these multimedia and sensor capabilities. This chapter focuses specifically on device-side client architectures rather than network or server architectures. Specific domain requirements and quality attributes are first derived through a synthesis of current research and industry trends, and subsequently analyzed. The analysis reveals some qualitative results that seem unintuitive at first glance but that become more understandable when provided with rationale relative to the handheld domain context.
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Curran, 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.

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A podcast is a Web feed containing audio or video files which is then placed on the Internet for anyone to download. What makes the podcast distinct from traditional media like broadcasting and streaming is that the podcast file will arrive in archived form. A Screencast is a digital recording of computer screen output, which contains audio narration. Screencasts are useful for demonstrating simple and complicated new software to others. It is a neat way to show off work, report bugs, and show how a task can be accomplished. Screencasting is a term for recording a movie of a computer screen to a file that others can view. Screencasts are mostly used for tutorials, overview/ tours, reviews, and demonstrations. Screencasts may also be used as a way to enhance regular movie files. A Weblog, or blog, is a Web site were the owner or user of the Web site posts messages on it so that others can log on and read them. Blogs often focus on one subject, for example, if the blogger is a computer programmer, then the topic of his messages is mainly related to programming languages. However, many are using the blogs as online diaries where they post messages describing their daily news or how they feel about certain subjects. Videoblogging is a new form of blogging, which includes posting videos on the Web. It is a new paradigm for people to place aspects of their personal lives on the Web. Videoblogging is rising in popularity partially due to the release of the Video iPod and the availability of videoblogs on iTunes. So this means that with the recent boom in iPod sales, they will see this one as the most updated one and this will also hit the computer industry by storm. The rest of this article examines the new phenomenon of podcasting, screencasting, blogging, and videoblogging.
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"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.

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eSports media, in contrast to legacy media (print, linear broadcasting), are almost exclusively creators and disseminators of digital content. They can take the form of live competitions on streaming platforms such as Twitch, videos of gameplay and interviews on YouTube, or coverage of the latest League of Legends Spring Championship. The gaming industry is bullish on the potential for eSports growth out of the endemic online culture associated with gaming. However, the value of eSports media rights compared to traditional sports pales in comparison. This chapter considers the current and future landscape of eSports media, starting with an examination of Twitch's pivotal role in promoting and supporting competitive gaming on the streaming platform. It will describe the integration between game publishers and their extensive “do-it-yourself” media operations, as well as the ways independent endemic and mainstream media cover the industry and monetize content.
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Conference papers on the topic "Video streaming industry"

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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.

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Cao, 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.

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Xinbei, 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.

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Rossi, 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.

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On-demand video streaming platforms are becoming one of the most important means to publish and consume multimedia content on the internet. The platforms are usually owned by corporations that charge for content access and implement restrictive copyright policies. While the platforms are beneficial, in many aspects, to the multimedia industry and consumers, they can be too restrictive for independent content creators and users with limited resources. This paper presents Libreflix, an on-demand video platform for free publication and consumption of content. Libreflix is intended for aggregation of content with permissive licences, fostering collaboration, community engagement and democratization of knowledge in the internet. This paper describes Libreflix’s architecture, the main functionalities implemented in the platform, and discusses important aspects and lessons learned during its ongoing development.
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Yin, 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.

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Ruseva, 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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