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1

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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2

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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10

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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11

Kumar Panda, Dr Subodh, M. Harshita, Nishmitha A R, and Priyanka P. "Design and Development of Web Based Embedded Robot for Safety and Security Applications." Journal of University of Shanghai for Science and Technology 23, no. 07 (July 10, 2021): 543–49. http://dx.doi.org/10.51201/jusst/21/07180.

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This paper proposes the design and development of an embedded system with a robot for safety and security application using wifi communication and the webserver. This compact design has a robot along with various peripherals and sensors for detecting hazardous gas leakage and performs necessary control actions like an alarm for fire accidents, intruder detection, and sends alert messages to the local system. The robot can extinguish the fire and monitors the area inside the industry and passes the audio-video streaming to the local system. This robot also has a battery-powered wireless AV camera which provides robotic in-front environment information to the local and remote system and performs the audio and video streaming through a web server.
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12

Bingham, Christopher M. "Talking about Twitch: Dropped Frames and a normative theory of new media production." Convergence: The International Journal of Research into New Media Technologies 26, no. 2 (November 15, 2017): 269–86. http://dx.doi.org/10.1177/1354856517736974.

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Twitch is an online video distribution platform that allows users to broadcast live video of themselves playing videogames. This distribution infrastructure includes features that allow viewers to financially support their favorite Twitch streamers, creating a new type of media professional: the entrepreneurial Twitch streamer. Like other professionals, Twitch streamers meet regularly to discuss the profession and business of live streaming. This article applies critical discourse analysis to one such venue for insider dialogue on professional Twitch streaming: the weekly talk show, Dropped Frames. On this program, professional broadcasters discuss many aspects of their career, such as Twitch’s corporate presence, production technology, the time and effort required to stream, precarity, their relationship to their community, the data they use to run their channels, the games they play, and their relationship to game developers. Speech within these empirically present categories demonstrates an underlying set of common assumptions about how the streaming industry should function. In other words, professional Twitch broadcasters develop a normative theory of streaming practice that is expressed in their speech. I argue that through their speech, professional Twitch streamers demonstrate a theoretical understanding of professional streaming that is based on their ability to negotiate uncertainty and the responsibility they feel for their communities.
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13

Mongkol, Chalvin Sharon, Aditya Nugroho Pratomo, and Dhita Widya Putri. "PEMBUATAN ACARA LIVE STREAMING “JOOX LIVE NOW” SEBAGAI BENTUK KONTEN RADIO DI ERA DIGITAL." ABDIMASKU : JURNAL PENGABDIAN MASYARAKAT 2, no. 1 (May 7, 2019): 28. http://dx.doi.org/10.33633/ja.v2i1.35.

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The development of technology and communication has brought many changes, especially in broadcast industry. Since the internet era, people could listen to music through various media portals that they accessed through smartphones. This trend is known as media convergence, where there is an interlacing between internet and radio. The birth of media convergence in radio industry also gave rise to the term of ‘streaming’, where the content broadcasted live through the internet, in the form of audio and video. One of the streaming radio service providers in Indonesia is JOOX. This scientific work’s aim is to provide an overview and contribution to the era of new media, especially for music and radio industry. The concept of online strategy in music radio programming from Newton and Kaiser is being used. The result showed that JOOX is an audio visual based live streaming program that facilitates musicians to promote their new albums, as well as the place to interact with their fans through the live-chat feature as a form of engagement.
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Razavi, Rouzbeh, Martin Fleury, and Mohammed Ghanbari. "Adaptive Packet-Level Interleaved FEC for Wireless Priority-Encoded Video Streaming." Advances in Multimedia 2009 (2009): 1–14. http://dx.doi.org/10.1155/2009/982867.

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Packet-level Forward Error Control (FEC) for video streaming over a wireless network has received comparatively limited investigation, because of the delay introduced by the need to assemble a group of packets. However, packet-level interleaving when combined with FEC presents a remedy to time-correlated error bursts, though it can further increase delay if this issue is not addressed. This paper proposes adapting the overall degree of interleaved packet-level FEC according to the display deadlines of packets, transmit buffer occupation, and estimated video input to the wireless channel, all of which address the issue of delay. To guard against estimation error, the scheme applies a conservative adaptation policy, which accounts for picture type importance to ensure that display deadlines are met, thus avoiding this defect of interleaving. The paper additionally introduces a greedy algorithm that effectively groups packet-level FEC protection according to packet priority. Priority encoding adds extra protection during deep fades. As feedback is not required, the interleaving scheme is suitable for all forms of video broadcast. A Bluetooth piconet demonstrates the packet-level FEC interleaving scheme, which provides higher quality delivered video compared to the industry-standard Pro-MPEG Cop#3r2 interleaving scheme.
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Taha, Miran, Jose Miguel Jimenez, Alejandro Canovas, and Jaime Lloret. "Intelligent Algorithm for Enhancing MPEG-DASH QoE in eMBMS." Network Protocols and Algorithms 9, no. 3-4 (February 18, 2018): 94. http://dx.doi.org/10.5296/npa.v9i3-4.12573.

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Multimedia streaming is the most demanding and bandwidth hungry application in today’s world of Internet. MPEG-DASH as a video technology standard is designed for delivering live or on-demand streams in Internet to deliver best quality content with the fewest dropouts and least possible buffering. Hybrid architecture of DASH and eMBMS has attracted a great attention from the telecommunication industry and multimedia services. It is deployed in response to the immense demand in multimedia traffic. However, handover and limited available resources of the system affected on dropping segments of the adaptive video streaming in eMBMS and it creates an adverse impact on Quality of Experience (QoE), which is creating trouble for service providers and network providers towards delivering the service. In this paper, we derive a case study in eMBMS to approach to provide test measures evaluating MPEG-DASH QoE, by defining the metrics are influenced on QoE in eMBMS such as bandwidth and packet loss then we observe the objective metrics like stalling (number, duration and place), buffer length and accumulative video time. Moreover, we build a smart algorithm to predict rate of segments are lost in multicast adaptive video streaming. The algorithm deploys an estimation decision regards how to recover the lost segments. According to the obtained results based on our proposal algorithm, rate of lost segments is highly decreased by comparing to the traditional approach of MPEG-DASH multicast and unicast for high number of users.
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Tiwari, Akash, A. L. Narasimha Reddy, and Satish T. S. Bukkapatnam. "Cybersecurity Assurance in the Emerging Manufacturing-as-a-Service (MaaS) Paradigm: A Lesson from the Video Streaming Industry." Smart and Sustainable Manufacturing Systems 4, no. 3 (March 1, 2020): 20200066. http://dx.doi.org/10.1520/ssms20200066.

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Yuan, Chao, and Jie Zhang. "Violation Detection of Live Video Based on Deep Learning." Scientific Programming 2020 (May 11, 2020): 1–12. http://dx.doi.org/10.1155/2020/1895341.

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With the rapid development of Internet technology, live broadcast industry has also flourished. However, in the public network live broadcast platform, live broadcast security issues have become increasingly prominent. The detection of suspected pornographic videos in live broadcast platforms is still in the manual detection stage, that is, through the supervision of administrators and user reports. At present, there are many online live broadcast platforms in China. In mainstream live streaming platforms, the number of live broadcasters at the same time can reach more than 100,000 people/times. Only through manual detection, there are a series of problems such as low efficiency, poor pertinence, and slow progress. This approach is obviously not up to the task requirements of real-time network supervision. For the identification of whether live broadcasts on the Internet contain pornographic content, a deep neural network model based on residual networks (ResNet-50) is proposed to detect pictures and videos in live broadcast platforms. The core idea of detection is to classify each image in the video into two categories: (1) pass and (2) violation. The experiments verify that the network proposed can heighten the efficiency of pornographic detection in webcasts. The detection method proposed in this article can improve the accuracy of detection on the one hand and can standardize the detection indicators in the detection process on the other. These detection indicators have a certain promotion effect on the classification of pornographic videos.
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Wayne, Michael L. "Netflix, Amazon, and branded television content in subscription video on-demand portals." Media, Culture & Society 40, no. 5 (October 13, 2017): 725–41. http://dx.doi.org/10.1177/0163443717736118.

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Branding has been described as the defining industrial practice of television’s recent past. This article examines publicly available industry documents, trade press coverage, and executive interviews to understand the place of traditional television network branding in subscription video on-demand (SVOD) portals as represented by Amazon and Netflix. Focusing on materials relating to licensed rather than original content and this content’s role within the US domestic SVOD market, two distinct approaches emerge. For Amazon, the brand identities of some television networks act as valuable lures drawing customers into its Prime membership program. For Netflix, linear television networks are competitors whose brand identities reduce Netflix’s own brand equity. Ultimately, Amazon’s efforts to build a streaming service alongside network brand identities and Netflix’s efforts to build its own brand at the expense of such identities demonstrate the need to think about contemporary television branding as an ongoing negotiation between established and emerging practices.
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Hernández, Álvaro. "The Anime Industry, Networks of Participation, and Environments for the Management of Content in Japan." Arts 7, no. 3 (August 22, 2018): 42. http://dx.doi.org/10.3390/arts7030042.

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Video-sharing sites like YouTube and streaming services like Amazon Prime Video and Netflix, along with unlawful platforms such as Anitube, are environments of consumption enabled by increasing transnational consumption that are pushing for transformations in the Japanese animation industry. Among these platforms, the Kadokawa Dwango Corporation is known to rely on the integration of consumers’ practices and the needs of the animation industry in a changing and challenging era of transnational content flows. In this paper, I focus on the Kadokawa Dwango Corporation, a major player in the contemporary media mix, and its pushing forward of the creation of an environment that integrates two different stances on cultural content: one which represents the industry’s needs regarding cultural content as intellectual property, and another that represents consumers’ practices and which regards content as a common or free resource for enabling participation in digital networks. I argue that rather than the production of content, it is the production of value through the management of fictional worlds and user’s participation in media platforms that lies at the core of the Kadokawa Dwango Corporation’s self-proclaimed ‘ecosystem’. This case represents the transformations in the Japanese content industry to survive the increasing transnationalisation of consumption and production.
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Larson, Benjamin, Jeffrey A Bohler, and Anand Krishnamoorthy. "Innovative Pedagogical Strategies of Streaming, Just-in-Time Teaching, and Scaffolding: A Case Study of Using Videos to Add Business Analytics Instruction Across a Curriculum." Journal of Information Technology Education: Innovations in Practice 20 (2021): 001–19. http://dx.doi.org/10.28945/4694.

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Aim/Purpose: Business analytics is a cross-functional field that is important to implement for a college and has emerged as a critically important core component of the business curriculum. It is a difficult task due to scheduling concerns and limits to faculty and student resources. This paper describes the process of creating a central video repository to serve as a platform for just in time teaching and the impact on student learning outcomes. Background: Industry demand for employees with analytical knowledge, skills, and abilities requires additional analytical content throughout the college of business curriculum. This demand needs other content to be added to ensure that students have the prerequisite skills to complete assignments. Two pedagogical approaches to address this issue are Just-in-Time Teaching (JiTT) and scaffolding, grounded in the Vygoskian concept of “Zone of Proximal Development. Methodology: This paper presents a case study that applies scaffolding and JiTT teaching to create a video repository to add business analytics instruction to a curriculum. The California Critical Thinking Skills Test (CCTST) and Major Field Test (MFT) scores were analyzed to assess learning outcomes. Student and faculty comments were considered to inform the results of the review. Contribution: This paper demonstrates a practical application of scaffolding and JiTT theory by outlining the process of using a video library to provide valuable instructional resources that support meaningful learning, promote student academic achievement, and improve program flexibility. Findings: A centrally created library is a simple and inexpensive way to provide business analytics course content, augmenting standard content delivery. Assessment of learning scores showed an improvement, and a summary of lessons learned is provided to guide implications. Recommendations for Practitioners: Pedagogical implications of this research include the observation that producing a central library of instructor created videos and assignments can help address knowledge and skills gaps, augment the learning of business analytics content, and provide a valuable educational resource throughout the college of business curriculum. Recommendation for Researchers: This paper examines the use of scaffolding and JiTT theories. Additional examination of these theories may improve the understanding and limits of these concepts as higher education evolves due to the combination of market forces changing the execution of course delivery. Impact on Society: Universities are tasked with providing new and increasing skills to students while controlling the costs. A centrally created library of instructional videos provides a means of delivering meaningful content while controlling costs. Future Research: Future research may examine student success, including the immediate impact of videos and longitudinally using video repositories throughout the curriculum. Studies examining the approach across multiple institutions may help to evaluate the success of video repositories. Faculty acceptance of centrally created video libraries and assignments should be considered for the value of faculty recruiting and use in the classroom. The economic impact on both the university and students should be evaluated.
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Cole, Rachel. "The changing context of age-based classification and policy research in the age of subscription-video-on-demand." Journal of Digital Media & Policy 12, no. 2 (June 1, 2021): 311–24. http://dx.doi.org/10.1386/jdmp_00063_1.

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This article draws on a history of media classification in Australia to consider how this field is developing. The focus is on age-based classification of commercially and professionally produced content, specifically made available through streaming and subscription-video-on-demand (SVOD) platforms. As platform company Netflix steps into the terrain of regulation, this environment is changing quite dramatically. The Netflix tool emerges in a governmental space characterized by new and emerging transnational governance and monitoring Boards, ghost work and moral panics in the form of online firestorms. Questions developed in the time of legacy media that consider human and machine, and industry and government as working separately, are confronted by new practices and points of inquiry with impacts broader than Australian media consumption.
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Brusila, Johannes, and Kim Ramstedt. "From audio broadcasting to video streaming: The impact of digitalization on music broadcasting among the Swedish-speaking minority of Finland." Journal of European Popular Culture 10, no. 2 (October 1, 2019): 145–59. http://dx.doi.org/10.1386/jepc_00006_1.

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This paper investigates how digitalization has affected the role that Finland’s Public Service Broadcasting Company (YLE) plays for the popular music culture of the Swedish-speaking minority of Finland. Drawing on theories from popular music and cultural industry studies, the study explores to what extent new technology has changed practices, structures and perspectives of minority artists. The paper, which forms a sub-study of a larger research project on the impact of digitalization on minority music, focuses on two case studies, the comic duo Pleppo and comedian/artist Alfred Backa. The analysis illustrates how important the public service broadcasting company still is for minority culture despite the structural changes caused by digitalization. However, the radio’s quality norms have led to a paradoxical situation where the digital productions of the musicians need to compete with the technical standards of the international entertainment industry, whereas the channels’ own productions can follow DIY norms. As the broadcasting company is increasingly moving its focus towards the web, it must in the future achieve a balance between the different dynamics of commercial interests, controversial creativity and traditional public broadcasting objectives.
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ARYA, ALI, and BABAK HAMIDZADEH. "PERSONALIZED FACE ANIMATION IN SHOWFACE SYSTEM." International Journal of Image and Graphics 03, no. 02 (April 2003): 345–63. http://dx.doi.org/10.1142/s0219467803001044.

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The problem of Personalized Face Animation is addressed in this paper by proposing the ShowFace streaming structure. This structure is based on most widely accepted industry standards in multimedia presentation like MPEG-4 and SMIL, extending them by defining image transformations required for certain facial movements, and also by providing a higher level Face Modeling Language (FML) for modeling and control purposes. It defines 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. Various examples illustrate the efficiency of our method.
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ARJUNA MADANAYAKE, H. L. P., R. J. CINTRA, V. S. DIMITROV, and L. T. BRUTON. "BLOCK-PARALLEL SYSTOLIC-ARRAY ARCHITECTURE FOR 2-D NTT-BASED FRAGILE WATERMARK EMBEDDING." Parallel Processing Letters 22, no. 03 (July 8, 2012): 1250009. http://dx.doi.org/10.1142/s0129626412500090.

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Number-theoretic transforms (NTTs) have been applied in the fragile watermarking of digital images. A block-parallel systolic-array architecture is proposed for watermarking based on the 2-D special Hartley NTT (HNTT). The proposed core employs two 2-D special HNTT hardware cores, each using digital arithmetic over GF(3), and processes 4 × 4 blocks of pixels in parallel every clock cycle. Prototypes are operational on a Xilinx Sx35-10ff668 FPGA device. The maximum estimated throughput of the FPGA circuit is 100 million 4 × 4 HNTT fragile watermarked blocks per second, when clocked at 100 MHz. Potential applications exist in high-traffic back-end servers dealing with large amounts of protected digital images requiring authentication, in remote-sensing for high-security surveillance applications, in real-time video processing of information of a sensitive nature or matters of national security, in video/photographic content management of corporate clients, in authenticating multimedia for the entertainment industry, in the authentication of electronic evidence material, and in real-time news streaming.
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McClellan, Miranda, Cristina Cervelló-Pastor, and Sebastià Sallent. "Deep Learning at the Mobile Edge: Opportunities for 5G Networks." Applied Sciences 10, no. 14 (July 9, 2020): 4735. http://dx.doi.org/10.3390/app10144735.

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Mobile edge computing (MEC) within 5G networks brings the power of cloud computing, storage, and analysis closer to the end user. The increased speeds and reduced delay enable novel applications such as connected vehicles, large-scale IoT, video streaming, and industry robotics. Machine Learning (ML) is leveraged within mobile edge computing to predict changes in demand based on cultural events, natural disasters, or daily commute patterns, and it prepares the network by automatically scaling up network resources as needed. Together, mobile edge computing and ML enable seamless automation of network management to reduce operational costs and enhance user experience. In this paper, we discuss the state of the art for ML within mobile edge computing and the advances needed in automating adaptive resource allocation, mobility modeling, security, and energy efficiency for 5G networks.
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Szydełko, Joanna. "The quest for a successful book-to-series adaptation in the times of SVOD — using the examples of “The Handmaid’s Tale and Alias Grace” by Margaret Atwood." Prace Kulturoznawcze 24, no. 4 (January 11, 2021): 93–103. http://dx.doi.org/10.19195/0860-6668.24.4.7.

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A fascinating factor of so-called mass culture is the ability to adapt to society and its needs. The same pattern seems to be followed by the film industry, as it has been influenced by other branches of entertainment, television included. These are SVODs (Streaming Video on Demand platforms), which offer a growing number of screen adaptations of literary works. The following paper aims to analyse some criteria upon which book-to-series adaptations might be regarded as successful, using examples from The Handmaid’s Tale and Alias Grace.Produced respectively by Hulu and CBC, both based on books by the Canadian female writer Margaret Atwood, the analysed shows confirm that the audience is more inclined to watch (and read) an intertextual production that often reflects and comments on contemporary political and social reality.
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Daidj, Nabyla, and Charles Egert. "Towards new coopetition-based business models? The case of Netflix on the French market." Journal of Research in Marketing and Entrepreneurship 20, no. 1 (July 9, 2018): 99–120. http://dx.doi.org/10.1108/jrme-11-2016-0049.

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PurposeThe purpose of this research paper is to discuss the evolution in business models (BM) of one key player (Netflix) in the French online streaming video services market.Design/methodology/approachThe paper is based on a qualitative approach (Netflix case study based on secondary data) to reduce the gap between theory and business practice.FindingsThrough technological convergence, the movie and video industry has seen dramatic changes in the means of consumption, forcing the traditional media players to evolve and adapt their strategy and BM to face new entrants (mainly IT companies). Coopetitive practices have been developed in spite of a fierce competition in the French market with impact on BM. Netflix is representative of this evolution.Research limitations/implicationsThis qualitative research is based on a case study. The results of a single case study cannot be used to make generalizations. Certainly, this paper represents only a first step. Further research is required in this field.Originality/valueThe originality of this paper is to expand the understanding of BMs by including various strategic and marketing perspectives and analyze the impact of coopetitive practices on the BM of one key player: Netflix.
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Sarigiannidis, Panagiotis, Antonios Sarigiannidis, Ioannis Moscholios, and Piotr Zwierzykowski. "DIANA: A Machine Learning Mechanism for Adjusting the TDD Uplink-Downlink Configuration in XG-PON-LTE Systems." Mobile Information Systems 2017 (2017): 1–15. http://dx.doi.org/10.1155/2017/8198017.

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Modern broadband hybrid optical-wireless access networks have gained the attention of academia and industry due to their strategic advantages (cost-efficiency, huge bandwidth, flexibility, and mobility). At the same time, the proliferation of Software Defined Networking (SDN) enables the efficient reconfiguration of the underlying network components dynamically using SDN controllers. Hence, effective traffic-aware schemes are feasible in dynamically determining suitable configuration parameters for advancing the network performance. To this end, a novel machine learning mechanism is proposed for an SDN-enabled hybrid optical-wireless network. The proposed architecture consists of a 10-gigabit-capable passive optical network (XG-PON) in the network backhaul and multiple Long Term Evolution (LTE) radio access networks in the fronthaul. The proposed mechanism receives traffic-aware knowledge from the SDN controllers and applies an adjustment on the uplink-downlink configuration in the LTE radio communication. This traffic-aware mechanism is capable of determining the most suitable configuration based on the traffic dynamics in the whole hybrid network. The introduced scheme is evaluated in a realistic environment using real traffic traces such as Voice over IP (VoIP), real-time video, and streaming video. According to the obtained numerical results, the proposed mechanism offers significant improvements in the network performance in terms of latency and jitter.
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Governo, Fernando, Aurora A. C. Teixeira, and Ana Margarida Brochado. "Social Multimedia Computing: An Emerging Area of Research and Business for Films." Journal of Creative Communications 12, no. 1 (March 2017): 31–47. http://dx.doi.org/10.1177/0973258616688967.

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We survey and analyze the relationship between ‘social media’ landscape and the ‘over-the-top’ film industry and provide a new market overview of how distinctive media platforms are leveraging each other features as part of their business model. With an elevated penetration of mass-market over the top (OTT) services and coexistence of several business models and value chains that need to be proven, our findings suggest that new entrants, to stand apart, will have to experiment new business models and with multimedia integration of content and services; and, unless they establish new niche services to communities of interest it will be difficult for them to differentiate their offerings and survive. Developing a social content network that connects people socially through films can offer media entrepreneurs and the ‘world film’ industry with a stable business model and a new window of opportunity in their competition for market share. By clarifying the boundaries and affordances of distinct OTT and social media platforms, the present research sustains that coupling video streaming and social networking is the future. It further bears that social multimedia computing should be used to capture and leverage the social activity and interaction of users in order to understand the drivers and trends in the film industry. Finally, it provides a direction for online world films.
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Handoyo, Rossanto Dwi. "EDITORIAL: IMPACT OF COVID 19 ON TRADE, FDI, REAL EXCHANGE RATE AND ERA OF DIGITALIZATION: BRIEF REVIEW GLOBAL ECONOMY DURING PANDEMIC." Journal of Developing Economies 5, no. 2 (December 3, 2020): 86. http://dx.doi.org/10.20473/jde.v5i2.23641.

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The COVID-19 pandemic has not only triggered an unprecedented global health crisis but also a global economic, trade and investment crisis. Global Trade in merchandise fall from 12% to 32% in 2020. FDI flows are projected to fall further by 30% to 40% in 2020-202. The decline in trade is a reflection, instead of a cause, of the economic contraction that occurred, caused by rising trade costs - from disruptions in transportation, logistics and supply chains, as well as trade restrictions. At the same time, the COVID-19 pandemic is driving an overall digital transition in society and industry. Since June 2020, there has been increasing trend in social media and other apps, it rose by 38 percent while streaming video increased to 35 percent. A significant increase was in the use of conference tools during the COVID-19 pandemic and it will have an impact on improving technology infrastructure.Keywords: Pandemic COVID-19, Trade in Merchandise, FDI, Exchange Rate and Digitalization
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Buchna, Y. A., and D. S. Davydov. "Changes in the Advertising Industry in the Context of the Global Lockdown-2020: Economic and Social Issues." Business Inform 10, no. 513 (2020): 413–19. http://dx.doi.org/10.32983/2222-4459-2020-10-413-419.

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The article is aimed at highlighting major changes in advertising and marketing at the international level as a result of the coronavirus pandemic and the resulted global economic crisis. When carrying out a detailed analysis of scientific articles, the main trends were identified, according to which the modern advertising industry in the world will continue to change, and a vision of possible ways to further develop the situation in the context of the international crisis in the economy has been formed. The key indicators of the economic crisis have been defined and their impact on the decisions of advertising agencies on the choice of means, channels and content of advertising campaigns is highlighted. A new direction has been formed in which advertising agencies implement and promote their own campaigns. The relevance of on-line advertising during the lockdown period is substantiated, namely, advertising on social networks, video resources and streaming platforms; advertising embedded in online games, etc. Benefits of broadcasting advertising through on-line channels compared to traditional advertising methods are allocated and substantiated. Prospect of this direction of research is to determine the most effective methods and topics of on-line advertising in order to reach a new audience and increase the customer base of advertising agencies. For in today’s world information technology occupies the position of the most actual way to move business forward in any sphere, a significant share of investments are made in new ad formats, payment models and technology solutions that meet or surpass global industry standards. Further development of the sphere of digital advertising can lead to even more displacement of the off-line methods of advertising from the market: because the end consumers no longer use a PC in order to go on-line, but more often browse the Internet resources from their portable devices.
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WOLFE, ARNOLD S. "‘Over to you’: Can Europe restrain Microsoft's threat to freedom of musical expression in computer-mediated communication?" Popular Music 23, no. 1 (January 2004): 63–78. http://dx.doi.org/10.1017/s0261143004000029.

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The United States Supreme Court characterised the trend toward the convergence of the communication, music and computer worlds as ‘a promising new medium that could empower citizens and promote democracy in the next millennium’. Yet inquiry into United States vs Microsoft, the case that may determine whether ‘the free and open nature of … computer-assisted communication’ will remain ‘free and open’ has been lacking. This study focuses on the antitrust and First Amendment implications of Microsoft's disputed strategy of marrying its Web browser to its operating system (OS) software.The study argues that rulings on the legality of this strategy have ramifications for Microsoft's subsequent move to suture its streaming audio and video software to its OS product. Implications of this case – and the European Commission's similar inquiry into such suturing – for popular music as an industry, as an industrialised technology, and as a form of communication are discussed. Scholars, practitioners, and fans must be ever mindful that when one firm dominates a human enterprise as central to contemporary life as personal computing, the opportunity for abuse exists.
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Reardon, James, Denny McCorkle, Anita Radon, and Desalegn Abraha. "A global consumer decision model of intellectual property theft." Journal of Research in Interactive Marketing 13, no. 4 (November 20, 2019): 509–28. http://dx.doi.org/10.1108/jrim-07-2018-0093.

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Purpose Intellectual property theft amounts to billions of dollars per year worldwide. The first step in stemming this loss is to understand the underlying precursors of this behavior. This paper aims to propose and test a model of consumer choice to purchase or pirate intellectual property, specifically music. This paper combines and applies the theory of reasoned action (TRA) and Becker’s theory of crime to develop a more comprehensive model of digital piracy behavior. Culture was tested as an antecedent to the attitudes and the perceptions of risk associated with music piracy. Design/methodology/approach A survey of 4,618 participants was conducted across 23 countries. Construct measures were validated using confirmatory factor analysis in LISREL. A conceptual model was tested using logistic structural equation modeling in MPlus. Respondents were asked about the last music they acquired to test a behavioral model of music piracy. Findings The results indicated that culture, specifically rule orientation and uncertainty avoidance, had a significant impact on attitudes toward the music industry, ethical perceptions of music piracy and risk perceptions. Respondents’ ethical perceptions of downloading had the highest impact on music piracy behavior. The personal/copy risk associated with the illegal downloading of music had a significant impact while the relative channel risk did not. The market value, quality and selection also had a significant impact on downloading behavior, as did the respondent's ability to find and download music. Research limitations/implications While this paper was limited by focusing on the illegal downloading of music, the results can provide guidance in the design of future research concerning the piracy and unlicensed downloading of other types of intellectual properties such as movies/videos, TV, paywall content and e-books. Practical implications In recent years, improved access to music and video through online streaming and online stores has significantly decreased music piracy. This research indicated that further inroads into this behavior could be made through better online purchase access and through consumer education about the ethics and results of digital downloading. Further, efforts are more efficient by targeting cultures with lower levels of rule orientation with ethics education and targeted risk messages in countries with higher uncertainty avoidance. Social implications Yearly losses to the music industry amount to about $5-29bn. Many find music and video downloading and “sharing” as acceptable. The model developed in this research has implications to affect this mass loss of revenue to the music industry and perhaps the societal view of downloading behavior that is illegal but commonly accepted. Originality/value This model is the first to integrate cultural aspects into models of digital piracy. In addition, the model is developed from a strong theoretical base (TRA and Becker’s theory of crime) to integrate multiple antecedents to intellectual property theft research.
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Simon, Jean Paul. "The production and distribution of digital content in China. An historical account of the role of internet companies and videogames." Digital Policy, Regulation and Governance 23, no. 2 (June 19, 2021): 190–209. http://dx.doi.org/10.1108/dprg-10-2020-0138.

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Purpose This paper aims to shed some light on the history of the Chinese videogames industry, to document the growth of the leading companies and reveal how they have been morphing into platforms delivering constellations of apps and digital content (audiovisual, films, music, literature, video streaming […]). The paper tracks the development of digital services through the prism of videogames thereby showing how this industry emerged out of the deployment of the internet. Design/methodology/approach The paper provides an overview and a synthesis of what is known about the Chinese game industry, particularly based on consultancy documents and publications from firms. The paper is based on desk research, a review of literature and trade press and the analysis of the annual reports of the leading players (NetEase, Tencent […]). Findings The rise of videogames and the creation of specific company’s “ecosystems” illustrate the capacity of the industry to innovate and its significance for the Chinese economy. It reveals that gaming has been a cornerstone of many Chinese technology companies. The (young) companies came up with the innovative business models (FTP, virtual items) that were required to further expand the market. They found new ways to interact with their customers through communities and various tools. Research limitations/implications The paper relies on consultancy documents and publications from firms on heterogeneous data from industry and consultants. This approach comes with some limitations from a methodological viewpoint. It allows documenting the historical trends and describing the industrial landscape but not to qualify the relationships among players. Besides, the use of these sources leads to a greater focus on business models and a more limited one on the policy dimension. The latter is often perceived only through the glasses of the companies. Practical implications The data provided are meant to be useful to become familiar with the Chinese games industry. Social implications The paper indicates that the online game industry is a complex web of activities with tensions and contradictions between stakeholders (industry, government and consumers). In the case of China, there is a conflict between the willingness to liberalize the economy and the will to maintain an ideological monopoly through cultural industries. Originality/value Little research has been devoted to the role of videogames in emerging economies, to its specific features and to the relationships with the media industry and the information and communications technology sector. The contribution of this “digital native” to the production and distribution of digital content remains less studied. The paper provides an up-to-date overview of the Chinese case.
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Zhao, Futao, and Zhong Yao. "Predicting the voluntary donation to online content creators." Industrial Management & Data Systems 120, no. 10 (September 16, 2020): 1941–57. http://dx.doi.org/10.1108/imds-02-2020-0111.

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PurposeThe purpose of this paper is to identify the impact factors that might influence audiences' voluntary donation to content creators on the online platforms, and to build an effective prediction model by considering both content and creator-related features.Design/methodology/approachThis study collected the real-world data of content consumption from Xueqiu.com and extracted both content and creator characteristics from the data set. The best donation prediction model based on such features was determined by evaluating four prevalent classifiers with various performance metrics. Furthermore, three feature selection methods were applied to validate the robustness of the constructed model, and then the predictability of different feature groups was examined. Finally, we conducted an interpretive analysis to identify relatively important predictors.FindingsThe experimental results show that the random classifier with all extracted features outperformed other built models and achieved excellent performance, indicating the usefulness of these factors in predicting the donations. Moreover, the predictability of content features was demonstrated to be relatively better than that of creator ones. Finally, several particularly important predictors were identified such as the number of modal particles in the article.Originality/valueThis study is among the first to investigate what factors might drive customers' voluntary donation to content contributors on social websites. Different from previous studies focusing on live video streaming, we expand the research vision by examining the donations to user-generated text content, calling for attention to other important topics in the burgeoning industry.
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Li, Mei, Zhenming Sun, Zhan Jiang, Zheng Tan, and Jinchuan Chen. "A Virtual Reality Platform for Safety Training in Coal Mines with AI and Cloud Computing." Discrete Dynamics in Nature and Society 2020 (October 16, 2020): 1–7. http://dx.doi.org/10.1155/2020/6243085.

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Coal mining, regarded as a high-risk industry, has a strong demand for virtual reality (VR) to fulfill safety and emergency rescue training. In the past ten years, VR technology has significantly improved miner training on both the hardware and software side. However, it still has some drawbacks, such as expensive and unsuitable hardware, lack of satisfactory user experience, without direct browser access, and lack of humanized and intelligent design. To solve these problems, a cloud-based VR system is designed for the training of coal miners in this paper. The system, with browser/client architecture, includes eight modules demonstrating the full procedure of an underground coal mine. The online cloud-rendered video streaming is adopted to provide enough computing and rendering power and hence a better browser-based user experience. Furthermore, game artificial intelligence (AI) is also introduced into the system to increase the emotional exchange between the system and users. Unlike traditional VR training software, this system designs two virtual miners to enhance the experience of trainees. The first virtual miner is a task-oriented non-player-character (NPC) which conveys general knowledge about the mine and guides the users in visiting the underground work sites. The second virtual miner is a disaster-oriented character which prepares the users for typical disasters. The system has been successfully implemented in a laboratory environment, and its performance has been validated. Yet, further practices are needed to stimulate more innovative applications of VR-based miner training and disaster drilling.
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Sadana, Mayank, and Dipasha Sharma. "How over-the-top (OTT) platforms engage young consumers over traditional pay television service? An analysis of changing consumer preferences and gamification." Young Consumers 22, no. 3 (April 8, 2021): 348–67. http://dx.doi.org/10.1108/yc-10-2020-1231.

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Purpose This paper aims to analyse how the top over-the-top (OTT) platform is becoming a preferred source of entertainment amongst young consumers over traditional Pay TV service (Cable TV/DTH) in India and what factors play a vital role in such preferences along with gamification of content. The study follows the theoretical framework of use and gratifications theory and Niche analysis. Design/methodology/approach The study establishes a conceptual framework of understanding the preference of consumers, which triggers the shift from old media to new. This research develops an approach to understanding the relevant implications in responses of consumers through a structured online survey conducted amongst different age groups by applying exploratory and confirmatory factor analysis. To further comprehend the relations between measured variables and constructs, the statistical technique is incorporated, i.e. logistic regression. Findings Empirical results and discussion insinuated the five factors which affect consumers’ choices concerning entertainment i.e. content and viewing behaviour, expenses incurred on services, shifts influenced by offerings/incentives, convenience and telecom. Logistic regression validated the strength of these factors which made content and viewing behaviour, expenses incurred on services and convenience the three most important factors. Research limitations/implications This study analyses the driving factors that are revolutionising the entertainment industry and can be applied in designing a comfortable and engaging experience for a consumer in the future. Originality/value This research is original in nature and the findings of this study are valuable for online streaming services, video-on-demand services, Cable TV operators and entertainment content producers.
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Lestari, Elissa, and Oei Richard Chandra Soesanto. "PREDICTING FACTORS THAT INFLUENCE ATTITUDE TO USE AND ITS IMPLICATIONS ON CONTINUANCE INTENTION TO USE SVOD: STUDY ON NETFLIX USERS OF INDONESIA [PREDIKSI FAKTOR-FAKTOR YANG MEMPENGARUHI SIKAP PENGGUNAAN DAN IMPLIKASINYA TERHADAP KEBERLANJUTAN NIAT PENGGUNAAN SVOD: STUDI PADA PENGGUNA NETFLIX di INDONESIA]." DeReMa (Development Research of Management): Jurnal Manajemen 15, no. 2 (September 19, 2020): 183. http://dx.doi.org/10.19166/derema.v15i2.2541.

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<p>The increasing number of internet users in Indonesia, especially mobile internet users, has changed consumer habits and behavior in consuming entertainment. Internet penetration leads to the increasing consumption of streaming video on demand (SVOD) services in Indonesia, which is increasingly popular. Netflix is one of the largest SVOD service providers in the world that has a customer subscription system. The tight competition in the SVOD industry caused Netflix to experience a significant reduction in the number of global subscribers. Therefore, the researcher's goal is to predict which factors influence the consumer's decision-making process to continue to use Netflix in view of the model of consumer attitudes toward technology adoption. The research data come from non-probability sampling with judgmental sampling techniques of 237 Netflix’s subscribers across Indonesia that have subscribed Netflix for more than three months, and having an intensity of use for 2-5 hours or more per day. This research was conducted with a quantitative descriptive method using Structural Equation Modelling method. This study <span style="text-decoration: line-through;"> </span>indicate that there’s a positive relationship between perceived system quality and perceived enjoyment of attitude to use. Furthermore, there is a negative influence between the perceived price level and attitude to use. This study also reaffirms that the SVOD attitude to use is a predictor of continuance intention to use SVOD. This research also proved that perceived ease of use, perceived content quality, customization, and perceived psychological risk did not affect the attitude to use SVOD.</p><p><em><strong>Abstrak dalam Bahasa Indonesia.</strong> Dengan semakin meningkatnya jumlah pengguna internet di Indonesia, khususnya dari sisi pengguna internet seluler, telah mengubah kebiasaan dan perilaku konsumen dalam mengonsumsi hiburan. Penetrasi internet juga berdampak pada meningkatnya konsumsi layanan Streaming Video on Demand (SVOD) di Indonesia yang semakin populer. Netflix merupakan salah satu penyedia layanan SVOD terbesar di dunia yang memiliki sistem layanan pelanggan. Persaingan ketat di industri SVOD menyebabkan Netflix mengalami penurunan jumlah pelanggan global yang signifikan. Oleh karena itu, tujuan peneliti ini adalah untuk memprediksi faktor-faktor apa saja yang mempengaruhi proses pengambilan keputusan konsumen untuk terus menggunakan Netflix yang dilihat dari sisi model sikap konsumen terhadap adopsi suatu teknologi. Teknik pengambilan sampel dalam penelitian ini menggunakan non-probability sampling dengan teknik judgemental sampling terhadap 237 pelanggan Netflix di seluruh Indonesia yang telah berlangganan Netflix selama lebih dari tiga bulan, dan intensitas penggunaan selama 2-5 jam atau lebih per hari nya. Analisis Penelitian ini menggunakan metode deskriptif kuantitatif dengan metode Structural Equation Modeling (SEM). Hasil penelitian ini menunjukkan bahwa terhadap pengaruh positif antara kualitas sistem yang dirasakan (Perceived System Quality) dan kenikmatan yang dirasakan (Perceived Enjoyment) terhadap sikap untuk menggunakan (Attitude to Use). Selain itu, ada pengaruh negatif antara persepsi tingkat harga (Perceived Price Level) dan sikap penggunaan (Attitude to Use) SVOD. Penelitian ini juga menegaskan kembali bahwa sikap penggunaan SVOD merupakan prediktor niat untuk terus menggunakan SVOD (Continuance Intention to Use). Penelitian ini juga membuktikan bahwa persepsi kemudahan penggunaan (Perceived Ease of Use), persepsi kualitas konten (Perceived Content Quality), pengaturan ulang (Customization), dan persepsi risiko psikologis (Perceived Psychological Risk) tidak berpengaruh terhadap sikap penggunaan SVOD.</em></p>
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Kawahara, Yoshinobu. "Understanding the underlying algorithms and theories of machine learning." Impact 2020, no. 2 (April 15, 2020): 40–42. http://dx.doi.org/10.21820/23987073.2020.2.40.

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Machine learning is largely known as the basis for Artificial Intelligence (AI). The name itself describes exactly that, machines that learn. We are seeing an increasing amount of these machines in our day-to-day lives as well but we may not even realise it. The machines involved in machine learning are not exactly the robots learning to walk or work assembly lines. In fact, machine learning is the study of algorithms and statistical models that computer systems use so that they can perform tasks without being told exactly what to do. The algorithms are designed to find patterns and inferences in the data generated by the task at hand and use those to not only complete the task but learn how to perform said task more efficiently. In the age of big data machine learning has become an essential tool in interpreting massive datasets and developing new ways to use them. From the recommendations music and video streaming services make, to self-driving cars and speech recognition software, anywhere huge amounts of data require analysis and mining, machine learning algorithms are humming away in the background. While this field has become essential to our modern way of life and transformative for many industries, it is also a new and rapidly evolving field. Designing new algorithms that can handle increasing amounts of data with greater complexity is one area of active research, as is refining the statistical models involved in machine learning. Professor Yoshinobu Kawahara, who is based at the Institute of Mathematics for Industry at Kyushu University in Japan is carrying out research dedicated to studying the underlying algorithms and theories of machine learning.
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Hidayanto, Syahrul. "Eksistensi video game streaming dalam industri gaming Indonesia." Jurnal Studi Komunikasi (Indonesian Journal of Communications Studies) 4, no. 2 (July 1, 2020): 485. http://dx.doi.org/10.25139/jsk.v4i2.1995.

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Kelling, Steve. "Technology Developments for Biodiversity Monitoring and Conservation." Biodiversity Information Science and Standards 2 (May 22, 2018): e25833. http://dx.doi.org/10.3897/biss.2.25833.

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Over the next 5 years major advances in the development and application of numerous technologies related to computing, mobile phones, artificial intelligence (AI), and augmented reality (AR) will have a dramatic impact in biodiversity monitoring and conservation. Over a 2-week period several of us had the opportunity to meet with multiple technology experts in the Silicon Valley, California, USA to discuss trends in technology innovation, and how they could be applied to conservation science and ecology research. Here we briefly highlight some of the key points of these meetings with respect to AI and Deep Learning. Computing: Investment and rapid growth in AI and Deep Learning technologies are transforming how machines can perceive the environment. Much of this change is due to increased processing speeds of Graphics Processing Units (GPUs), which is now a billion-dollar industry. Machine learning applications, such as convolutional neural networks (CNNs) run more efficiently on GPUs and are being applied to analyze visual imagery and sounds in real time. Rapid advances in CNNs that use both supervised and unsupervised learning to train the models is improving accuracy. By taking a Deep Learning approach where the base layers of the model are built upon datasets of known images and sounds (supervised learning) and later layers relying on unclassified images or sounds (unsupervised learning), dramatically improve the flexibility of CNNs in perceiving novel stimuli. The potential to have autonomous sensors gathering biodiversity data in the same way personal weather stations gather atmospheric information is close at hand. Mobile Phones: The phone is the most widely used information appliance in the world. No device is on the near horizon to challenge this platform, for several key reasons. First, network access is ubiquitous in many parts of the world. Second, batteries are improving by about 20% annually, allowing for more functionality. Third, app development is a growing industry with significant investment in specializing apps for machine-learning. While GPUs are already running on phones for video streaming, there is much optimism that reduced or approximate Deep Learning models will operate on phones. These models are already working in the lab, with the biggest hurdle being power consumption and developing energy efficient applications and algorithms to run complicated AI processes will be important. It is just a matter of time before industry will have AI functionality on phones. These rapid improvements in computing and mobile phone technologies have huge implications for biodiversity monitoring, conservation science, and understanding ecological systems. Computing: AI processing of video imagery or acoustic streams create the potential to deploy autonomous sensors in the environment that will be able to detect and classify organisms to species. Further, AI processing of Earth spectral imagery has the potential to provide finer grade classification of habitats, which is essential in developing fine scale models of species distributions over broad spatial and temporal extents. Mobile Phones: increased computing functionality and more efficient batteries will allow applications to be developed that will improve an individual’s perception of the world. Already AI functionality of Merlin improves a birder’s ability to accurately identify a bird. Linking this functionality to sensor devices like specialized glasses, binoculars, or listening devises will help an individual detect and classify objects in the environment. In conclusion, computing technology is advancing at a rapid rate and soon autonomous sensors placed strategically in the environment will augment the species occurrence data gathered by humans. The mobile phone in everyone’s pocket should be thought of strategically, in how to connect people to the environment and improve their ability to gather meaningful biodiversity information.
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Hayes, Lydia. "Netflix Disrupting Dubbing." Journal of Audiovisual Translation 4, no. 1 (March 29, 2021): 1–26. http://dx.doi.org/10.47476/jat.v4i1.2021.148.

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In 2017, English dubbing entered the mainstream on the initiative of the subscription video-on-demand service (SVoD) Netflix. Recent English dubs have taken advantage of the largely convention-free English dubbing industry and, in 2019, dubs outsourced by Netflix to VSI London saw the introduction of linguistic variation into the dubs of Spanish originals, such as Alta Mar (High Seas) (Campos and Neira 2019–) and, most notably, Hache (Torregrossa and Trullols 2019–). In these series, a myriad of British accents is used for characterisation as an alternative to standardisation strategies that conflate cultural identities into one, which are prevalent in many consolidated dubbing industries. In addition to the lack of industry precedents and an argued associated malleability of viewers, the diegetic quality of dubbed dialogue seems to have allowed the implausibility of linguistic variation to be accepted by viewers in an extended “suspension of linguistic disbelief” (Romero-Fresco 2009: 49). In this paper, I explore accents as “unit[s] of cultural transmission” aka “memes” (Dawkins 1976: 206), and the specific sets of connotations associated with accents i.e. dialectal memes that are evoked in the original and dubbed versions of the aforementioned series. Emerging norms in UK dubs of Spanish originals are then elucidated. Lay summary For over sixty years now, subtitling has been the default form of translation when bringing foreign films into English-speaking countries. However, Netflix has recently disrupted this practice by providing the alternative option of watching many of its non-English films and series dubbed into English, i.e. the voices of the original actors are replaced with those of voice actors who perform in English instead of, say, Spanish. In many countries where dubbing has long been the default translation practice, such as Spain, the accents used in original versions to create different character identities are dubbed into one standardised Spanish accent, which makes it difficult to distinguish between characters’ social class, among other qualities attached to accent. In the English dubs on Netflix, however, accents are being used for characterisation. In this article, I analyse the use of British accents in Netflix’ dubs of the Spanish-original series Hache and Alta Mar (High Seas), and compare character identities in the original and dubbed versions, according to the cultural connotations triggered by the different accents used in each. I apply theories from the Translation Studies discipline to help understand and support the use of accents in English dubs, as a valid alternative to standardisation strategies in dubbing. Given a significant amount of Netflix’ foreign products are in Spanish, the analysis in this article can be used in future to track changes in English dubs generally and especially English dubs of Spanish-language originals on Netflix, which might use different strategies to English dubs of Danish products, or Spanish products on other streaming platforms, for example.
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Harliantara, Harliantara. "Website pada Industri Penyiaran Radio di Indonesia: Live Streaming dan Podcasting." Jurnal Studi Komunikasi (Indonesian Journal of Communications Studies) 3, no. 1 (March 21, 2019): 82. http://dx.doi.org/10.25139/jsk.v3i1.983.

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Radio broadcasting institutions continue to develop with the process of developing transmission technology and audio applications. Any situation in changes in radio technology always adapts in an effort to maximise performance in management. This study uses a qualitative approach that is still not widely done to review the websites of private radio broadcasters with the technique of collecting data through field observations, interviews, and documentation studies. The process is carried out with data analysis techniques by performing 3 (three) aspects of the analysis systematically, namely data reduction, data display, and drawing conclusions. This study found that radio broadcasting in addition to air or broadcast transmission in the form of sound or sound also distributes broadcasts through live streaming or streaming podcasts on the internet (network) in the form of sound, text, images and videos.
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Sumarjoko, Sumarjoko, Eka Mahargiani, and Amin Nasrulloh. "Tinjauan Akad Nikah Melalui Media Live Streaming dalam Perspektif Fiqih." Syariati : Jurnal Studi Al-Qur'an dan Hukum 4, no. 01 (May 1, 2018): 59–72. http://dx.doi.org/10.32699/syariati.v4i01.1164.

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Pernikahan merupakan hal yang sangat sakral. Diawali dengan akad “ijâb” dan“qabûl” yang konsekuensinya adalah terbentuknya perjanjian yang mengikat antara seorang laki-laki dan wanita. Perjanjian tersebut dipresentasikan sebagai “mitsaqan ghalidlan.” Akad ijâb dan qabûl merupakan bagian rukun dalam perkawinan.Teknis pelaksanaannya dilakukan secara serentak dan menyambung “muttaṣil”antara ijâb dan qabûl. Dalam kajian fikih, muttaṣil-nya ijâb dan qabûl terkait pada dua keterangan yaitu “maf’ûl fîh” atau ẓaraf zamân (waktu) dan ẓaraf makân(tempat). Kesatuan waktu dan tempat ini diungkapkan dengan bahasa “satu majelis”. Dalam pemikian fiqh klasik akad “ijâb” dan “qabûl” yang “muttaṣil” ini sudah terjadi ragam interpretasi. Mazhab Syafi'iyah, berpendapat, salah satu syarat penting dalam suatu akad pernikahan itu adanya kesegeraan terkait “ijâb” dan“qabûl”. Untuk itu, kesatuan antara tempat (al-makan) dan kurun waktu (azzamân) dimanifestasikan dalam ungkapan “ittiḣâd al-majlis” “satu majelis”.Berbeda dengan Mazhab Hanafiyah yang tidak mensyaratkan kesegeraan. Mazhab Hanafiyah menginterpretasikan tentang Ittiḣâd al-majlis itu bersatu majelis pada akad pernikahan terkait kesinambungan waktu (az-zamân) diantara ijâb dan qabûl bukan menyangkut kesatuan tempat. Dalam perkembangan sistem informasi danteknologi, yang saat ini diatas garis era revolusi industri 4.0 tidak menutup kemungkinan akad ijâb dan qabûl suatu pernikahan dengan menggunakan sarana teknologi berbasis internet. Baik melalui video streaming, video teleconference atau pun lainnya. Bahkan dengan dukungan jaringan 4G atau 5G akan terasa seperti bertatap muka secara langsung. Peralihan perbuatan (hukum) mempengaruhi interpretasi “satu majelis” dan menimbulkan makna baru. Tulisan ini akan mengupas lebih lanjut dari segi takhrij al-ahkam-nya.
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Huda, Yasdinul, and Delsina Faiza. "DESAIN SISTEM PEMBELAJARAN JARAK JAUH BERBASIS SMART CLASSROOM MENGGUNAKAN LAYANAN LIVE VIDEO WEBCASTING." Jurnal Teknologi Informasi dan Pendidikan 12, no. 1 (March 30, 2019): 25–32. http://dx.doi.org/10.24036/tip.v12i1.173.

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The research aims to provide broad access to education for people in the Industrial Revolution 4.0 through various higher education institutions that actively participate using the Blended Learning model. The long-term goal of this research is to develop innovative and flexible learning models based on Smart Classroom. System design in this study was developed to realize a balance between virtual teaching (virtual class) and face-to-face (physical class) that takes place at the same time using the Live Video Webcasting service. The research method uses a quantitative approach and the type of research is R & D adopting the Thiagarajan 4D development model. This research produces a Smart Classroom system based on Streaming Webcast through several stages, namely: (1) System Design, (2) System Creation, (3) System Testing. This developed system allows interaction in learning in the physical class as well as teaching in a virtual class remotely.Keywords: Revolusi Industri 4.0, Blended Learning, Smart Classroom, Live Video Webcasting.
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Balaji, Murali, and Thomas Sigler. "Glocal riddim: cultural production and territorial identity in Caribbean music videos." Visual Communication 17, no. 1 (September 26, 2017): 91–111. http://dx.doi.org/10.1177/1470357217727675.

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Over the past two decades, several musical genres have transcended their Caribbean origins to achieve global recognition and success. Among these are soca, dancehall and reggaeton, all forms that had been inextricably tied to native cultural expressions, but have become increasingly popular as global commodities, particularly as web-based streaming platforms (e.g. YouTube) enhance their global audiovisual mobility. Numerous artists within these genres have become internationally recognized superstars, and many of the most recent tracks reflect an increasing co-mingling with American ‘pop’ music, as record companies seek to invigorate mainstream sounds with these ‘exotic’, yet widely popular artists. This article explores representations of scalar territorial identity as articulated in music videos from within these genres so as to evaluate how identity intersects with profit-driven models applicable to the contemporary music industry. By evaluating imagery from a regionally representative sample of music videos, they identify the intimate relationship between identity, scale and cultural production. Ultimately, we interrogate how place-based identity is commodified in these representations and whether certain images are constructed more for transnational consumption than an articulation of a coherent local national, or regional identity.
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Camerling, Yosua Feliciano, Mershy Ch Lauled, and Sarah Citra Eunike. "GEREJA BERMISI MELALUI MEDIA DIGITAL DI ERA REVOLUSI INDUSTRI 4.0." VISIO DEI: JURNAL TEOLOGI KRISTEN 2, no. 1 (June 12, 2020): 1–22. http://dx.doi.org/10.35909/visiodei.v2i1.68.

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Tujuan penelitian ini adalah untuk memaparkan peranan media dalam mendukung pelayanan misi di era revolusi industri 4.0. Sebab dari beberapa penelitian yang dijumpai ternyata masih ada beberapa pengguna media digital yang tidak bijak dalam bersosial media. Salah satu contohnya yaitu mewabahnya ujaran kebencian yang memainkan peran yang lebih besar dalam kejahatan rasial pada tahun 2019. Selain itu, tak sedikit juga dari pengguna media sosial dan sarana komunikasi online lainnya menggunakan akun pribadinya untuk memfitnah, melakukan tindakan bullying, bahkan sampai menyebarkan berita hoax. Untuk itu, para pengguna diharapkan bersikap bijak dalam menggunakan akun media sosialnya. Adapun metode yang digunakan dalam penelitian ini adalah kualitatif deskriptif dengan cara mengumpulkan beberapa rujukan melalui studi kepustakaan sehingga menghasilkan beberapa penjelasan yang dibahas secara sistematis. Hasil dari penelitian ini menunjukkan bahwa gereja perlu membuka diri dalam hal kemajuan perkembangan media sebab ini akan menjadi salah satu ladang pelayanan yang sangat efektif dalam menjangkau jiwa di era revolusi industri 4.0 ini. Beberapa strategi dalam mengkomunikasikan pesan Injil yang dapat dilakukan guna menggiatkan pelayanan media antara lain melalui khotbah live streaming, rekaman video khotbah, update status melalui Facebook dan Instagram. Kesimpulannya ialah pelayanan media sangat berguna untuk menjangkau setiap masyarakat yang sulit untuk dijangkau. Namun yang terutama ialah pelayanan media dapat bertujuan untuk mempercepat kedatangan Yesus Kristus yang kedua kali. “Dan Injil Kerajaan ini akan diberitakan di seluruh dunia menjadi kesaksian bagi semua bangsa, sesudah itu barulah tiba kesudahannya.” (Matius 24:14).
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Lancheros-González, Jordan-Andrés, Magnolia Herrera-Marchena, Pilar-Juliana Morantes-Hernández, Ricardo-Antonio Buitrago-Bernal, Iván-Darío López-Buitrago, and Jorge Reynolds Pombo. "Un espacio virtual para vivir la ciencia y la tecnología por medio de streaming." Revista Internacional de Pedagogía e Innovación Educativa 1, no. 2 (February 19, 2021): 103–24. http://dx.doi.org/10.51660/ripie.v1i2.44.

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Considerando las graves consecuencias que ha traído la actual pandemia de COVID-19 a toda escala: económica, social, ambiental, que han llevado a la realización de actividades académicas virtuales, y en aras de mitigar este impacto causado en el ámbito educativo en el país, se pretende unir esfuerzos para facilitar la continuidad de la educación a través de formación y estimulación enfocadas en el aprendizaje virtual de calidad. Es por esto que se hace necesaria la implementación de herramientas virtuales por medio de raspberry pi como dispositivo servidor de video (streaming) y manejo de equipos ópticos, como cámaras, para dar respuestas creativas y originales, a las problemáticas del entorno con impacto educativo y social para el país, basado en la utilización de herramientas tecnológicas de desarrollo como método de enseñanza a distancia en una red de área amplia con una presentación continua de video en vivo, para el enriquecimiento de experiencias educativas en Ciencia, Tecnología e Innovación (CTeI). Se requiere con urgencia crear e implementar métodos de enseñanza innovadora en sesiones vivenciales virtuales para la apropiación del conocimiento y el aprovechamiento de la tecnología, además de fomentar la creatividad y el pensamiento propositivo enfocados en el fortalecimiento de un ecosistema rico en generación de ideas como motor dinamizador de una industria vanguardista en pro de mejorar la calidad de vida de los estudiantes de básica y media, atendiendo sus necesidades y realidades. Teniendo en cuenta lo anterior, se ha implementado un modelo, que contempla y abarca una serie de actividades soportadas en recursos y propuestas pedagógicas de aprendizaje virtuales experienciales por medio de streaming para la observación en vivo de los seres de la naturaleza y su observación en vivo, esto permitirá a los docentes del área de ciencias hacer más eficiente la introducción de nuevas tecnologías en sus procesos de enseñanza, generando en los estudiantes compromiso, despertando curiosidad por la investigación y el emprendimiento, como herramientas para la construcción de un proyecto de vida alrededor del sector de la Ciencia, la Tecnología y la Innovación y de esta manera responder a las necesidades del mundo moderno y consolidar las capacidades del sector educativo en el uso de estas tecnologías.
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Duffey, Marilyn, and David Freytag. "Technology Transfer of Tools for Passenger Rail Environmental Analysis." Transportation Research Record: Journal of the Transportation Research Board 1713, no. 1 (January 2000): 36–47. http://dx.doi.org/10.3141/1713-06.

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It is time to transfer the advanced technology and processes specifically developed for conducting the environmental analysis of high-speed rail (HSR) corridors to other large-scale infrastructure projects. Because HSR projects cover thousands of miles and traverse multiple geographic and land use conditions, the most advanced electronic tools available have conveyed vast amounts of information into quantitative, tabular, and graphic format for analysis. A geographic information system allows comprehensive analysis of multiple layers of information in formats compatible with the electronic files used to engineer the alignment. A global positioning system can verify previously recorded data and locate and record new data, transferring information to a comprehensive database readily accessible to technical analysts and agency staff. Digital photographs and digital files of geographic contours, combined with engineering plans and profiles, provide the information needed to create a video simulation of HSR for public presentations. These tools have been used effectively in information exchange and decision making during environmental reviews for HSR projects, and they are compatible with personal computers and the Internet for transfer of information to potential users. The Florida HSR project and the ongoing California HSR project have used these tools effectively to streamline environmental review and to produce information in electronic formats for other projects in the same area. These advanced technological tools for HSR projects should be shared with the rest of the transportation industry, specifically for the environmental analysis of other planned passenger rail projects in the United States.
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Nayyar, Anand, Pijush Kanti Dutta Pramankit, and Rajni Mohana. "Introduction to the Special Issue on Evolving IoT and Cyber-Physical Systems: Advancements, Applications, and Solutions." Scalable Computing: Practice and Experience 21, no. 3 (August 1, 2020): 347–48. http://dx.doi.org/10.12694/scpe.v21i3.1568.

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Internet of Things (IoT) is regarded as a next-generation wave of Information Technology (IT) after the widespread emergence of the Internet and mobile communication technologies. IoT supports information exchange and networked interaction of appliances, vehicles and other objects, making sensing and actuation possible in a low-cost and smart manner. On the other hand, cyber-physical systems (CPS) are described as the engineered systems which are built upon the tight integration of the cyber entities (e.g., computation, communication, and control) and the physical things (natural and man-made systems governed by the laws of physics). The IoT and CPS are not isolated technologies. Rather it can be said that IoT is the base or enabling technology for CPS and CPS is considered as the grownup development of IoT, completing the IoT notion and vision. Both are merged into closed-loop, providing mechanisms for conceptualizing, and realizing all aspects of the networked composed systems that are monitored and controlled by computing algorithms and are tightly coupled among users and the Internet. That is, the hardware and the software entities are intertwined, and they typically function on different time and location-based scales. In fact, the linking between the cyber and the physical world is enabled by IoT (through sensors and actuators). CPS that includes traditional embedded and control systems are supposed to be transformed by the evolving and innovative methodologies and engineering of IoT. Several applications areas of IoT and CPS are smart building, smart transport, automated vehicles, smart cities, smart grid, smart manufacturing, smart agriculture, smart healthcare, smart supply chain and logistics, etc. Though CPS and IoT have significant overlaps, they differ in terms of engineering aspects. Engineering IoT systems revolves around the uniquely identifiable and internet-connected devices and embedded systems; whereas engineering CPS requires a strong emphasis on the relationship between computation aspects (complex software) and the physical entities (hardware). Engineering CPS is challenging because there is no defined and fixed boundary and relationship between the cyber and physical worlds. In CPS, diverse constituent parts are composed and collaborated together to create unified systems with global behaviour. These systems need to be ensured in terms of dependability, safety, security, efficiency, and adherence to real‐time constraints. Hence, designing CPS requires knowledge of multidisciplinary areas such as sensing technologies, distributed systems, pervasive and ubiquitous computing, real-time computing, computer networking, control theory, signal processing, embedded systems, etc. CPS, along with the continuous evolving IoT, has posed several challenges. For example, the enormous amount of data collected from the physical things makes it difficult for Big Data management and analytics that includes data normalization, data aggregation, data mining, pattern extraction and information visualization. Similarly, the future IoT and CPS need standardized abstraction and architecture that will allow modular designing and engineering of IoT and CPS in global and synergetic applications. Another challenging concern of IoT and CPS is the security and reliability of the components and systems. Although IoT and CPS have attracted the attention of the research communities and several ideas and solutions are proposed, there are still huge possibilities for innovative propositions to make IoT and CPS vision successful. The major challenges and research scopes include system design and implementation, computing and communication, system architecture and integration, application-based implementations, fault tolerance, designing efficient algorithms and protocols, availability and reliability, security and privacy, energy-efficiency and sustainability, etc. It is our great privilege to present Volume 21, Issue 3 of Scalable Computing: Practice and Experience. We had received 30 research papers and out of which 14 papers are selected for publication. The objective of this special issue is to explore and report recent advances and disseminate state-of-the-art research related to IoT, CPS and the enabling and associated technologies. The special issue will present new dimensions of research to researchers and industry professionals with regard to IoT and CPS. Vivek Kumar Prasad and Madhuri D Bhavsar in the paper titled "Monitoring and Prediction of SLA for IoT based Cloud described the mechanisms for monitoring by using the concept of reinforcement learning and prediction of the cloud resources, which forms the critical parts of cloud expertise in support of controlling and evolution of the IT resources and has been implemented using LSTM. The proper utilization of the resources will generate revenues to the provider and also increases the trust factor of the provider of cloud services. For experimental analysis, four parameters have been used i.e. CPU utilization, disk read/write throughput and memory utilization. Kasture et al. in the paper titled "Comparative Study of Speaker Recognition Techniques in IoT Devices for Text Independent Negative Recognition" compared the performance of features which are used in state of art speaker recognition models and analyse variants of Mel frequency cepstrum coefficients (MFCC) predominantly used in feature extraction which can be further incorporated and used in various smart devices. Mahesh Kumar Singh and Om Prakash Rishi in the paper titled "Event Driven Recommendation System for E-Commerce using Knowledge based Collaborative Filtering Technique" proposed a novel system that uses a knowledge base generated from knowledge graph to identify the domain knowledge of users, items, and relationships among these, knowledge graph is a labelled multidimensional directed graph that represents the relationship among the users and the items. The proposed approach uses about 100 percent of users' participation in the form of activities during navigation of the web site. Thus, the system expects under the users' interest that is beneficial for both seller and buyer. The proposed system is compared with baseline methods in area of recommendation system using three parameters: precision, recall and NDGA through online and offline evaluation studies with user data and it is observed that proposed system is better as compared to other baseline systems. Benbrahim et al. in the paper titled "Deep Convolutional Neural Network with TensorFlow and Keras to Classify Skin Cancer" proposed a novel classification model to classify skin tumours in images using Deep Learning methodology and the proposed system was tested on HAM10000 dataset comprising of 10,015 dermatoscopic images and the results observed that the proposed system is accurate in order of 94.06\% in validation set and 93.93\% in the test set. Devi B et al. in the paper titled "Deadlock Free Resource Management Technique for IoT-Based Post Disaster Recovery Systems" proposed a new class of techniques that do not perform stringent testing before allocating the resources but still ensure that the system is deadlock-free and the overhead is also minimal. The proposed technique suggests reserving a portion of the resources to ensure no deadlock would occur. The correctness of the technique is proved in the form of theorems. The average turnaround time is approximately 18\% lower for the proposed technique over Banker's algorithm and also an optimal overhead of O(m). Deep et al. in the paper titled "Access Management of User and Cyber-Physical Device in DBAAS According to Indian IT Laws Using Blockchain" proposed a novel blockchain solution to track the activities of employees managing cloud. Employee authentication and authorization are managed through the blockchain server. User authentication related data is stored in blockchain. The proposed work assists cloud companies to have better control over their employee's activities, thus help in preventing insider attack on User and Cyber-Physical Devices. Sumit Kumar and Jaspreet Singh in paper titled "Internet of Vehicles (IoV) over VANETS: Smart and Secure Communication using IoT" highlighted a detailed description of Internet of Vehicles (IoV) with current applications, architectures, communication technologies, routing protocols and different issues. The researchers also elaborated research challenges and trade-off between security and privacy in area of IoV. Deore et al. in the paper titled "A New Approach for Navigation and Traffic Signs Indication Using Map Integrated Augmented Reality for Self-Driving Cars" proposed a new approach to supplement the technology used in self-driving cards for perception. The proposed approach uses Augmented Reality to create and augment artificial objects of navigational signs and traffic signals based on vehicles location to reality. This approach help navigate the vehicle even if the road infrastructure does not have very good sign indications and marking. The approach was tested locally by creating a local navigational system and a smartphone based augmented reality app. The approach performed better than the conventional method as the objects were clearer in the frame which made it each for the object detection to detect them. Bhardwaj et al. in the paper titled "A Framework to Systematically Analyse the Trustworthiness of Nodes for Securing IoV Interactions" performed literature on IoV and Trust and proposed a Hybrid Trust model that seperates the malicious and trusted nodes to secure the interaction of vehicle in IoV. To test the model, simulation was conducted on varied threshold values. And results observed that PDR of trusted node is 0.63 which is higher as compared to PDR of malicious node which is 0.15. And on the basis of PDR, number of available hops and Trust Dynamics the malicious nodes are identified and discarded. Saniya Zahoor and Roohie Naaz Mir in the paper titled "A Parallelization Based Data Management Framework for Pervasive IoT Applications" highlighted the recent studies and related information in data management for pervasive IoT applications having limited resources. The paper also proposes a parallelization-based data management framework for resource-constrained pervasive applications of IoT. The comparison of the proposed framework is done with the sequential approach through simulations and empirical data analysis. The results show an improvement in energy, processing, and storage requirements for the processing of data on the IoT device in the proposed framework as compared to the sequential approach. Patel et al. in the paper titled "Performance Analysis of Video ON-Demand and Live Video Streaming Using Cloud Based Services" presented a review of video analysis over the LVS \& VoDS video application. The researchers compared different messaging brokers which helps to deliver each frame in a distributed pipeline to analyze the impact on two message brokers for video analysis to achieve LVS & VoS using AWS elemental services. In addition, the researchers also analysed the Kafka configuration parameter for reliability on full-service-mode. Saniya Zahoor and Roohie Naaz Mir in the paper titled "Design and Modeling of Resource-Constrained IoT Based Body Area Networks" presented the design and modeling of a resource-constrained BAN System and also discussed the various scenarios of BAN in context of resource constraints. The Researchers also proposed an Advanced Edge Clustering (AEC) approach to manage the resources such as energy, storage, and processing of BAN devices while performing real-time data capture of critical health parameters and detection of abnormal patterns. The comparison of the AEC approach is done with the Stable Election Protocol (SEP) through simulations and empirical data analysis. The results show an improvement in energy, processing time and storage requirements for the processing of data on BAN devices in AEC as compared to SEP. Neelam Saleem Khan and Mohammad Ahsan Chishti in the paper titled "Security Challenges in Fog and IoT, Blockchain Technology and Cell Tree Solutions: A Review" outlined major authentication issues in IoT, map their existing solutions and further tabulate Fog and IoT security loopholes. Furthermore, this paper presents Blockchain, a decentralized distributed technology as one of the solutions for authentication issues in IoT. In addition, the researchers discussed the strength of Blockchain technology, work done in this field, its adoption in COVID-19 fight and tabulate various challenges in Blockchain technology. The researchers also proposed Cell Tree architecture as another solution to address some of the security issues in IoT, outlined its advantages over Blockchain technology and tabulated some future course to stir some attempts in this area. Bhadwal et al. in the paper titled "A Machine Translation System from Hindi to Sanskrit Language Using Rule Based Approach" proposed a rule-based machine translation system to bridge the language barrier between Hindi and Sanskrit Language by converting any test in Hindi to Sanskrit. The results are produced in the form of two confusion matrices wherein a total of 50 random sentences and 100 tokens (Hindi words or phrases) were taken for system evaluation. The semantic evaluation of 100 tokens produce an accuracy of 94\% while the pragmatic analysis of 50 sentences produce an accuracy of around 86\%. Hence, the proposed system can be used to understand the whole translation process and can further be employed as a tool for learning as well as teaching. Further, this application can be embedded in local communication based assisting Internet of Things (IoT) devices like Alexa or Google Assistant. Anshu Kumar Dwivedi and A.K. Sharma in the paper titled "NEEF: A Novel Energy Efficient Fuzzy Logic Based Clustering Protocol for Wireless Sensor Network" proposed a a deterministic novel energy efficient fuzzy logic-based clustering protocol (NEEF) which considers primary and secondary factors in fuzzy logic system while selecting cluster heads. After selection of cluster heads, non-cluster head nodes use fuzzy logic for prudent selection of their cluster head for cluster formation. NEEF is simulated and compared with two recent state of the art protocols, namely SCHFTL and DFCR under two scenarios. Simulation results unveil better performance by balancing the load and improvement in terms of stability period, packets forwarded to the base station, improved average energy and extended lifetime.
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