Letteratura scientifica selezionata sul tema "Streaming"

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Articoli di riviste sul tema "Streaming"

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Blakeley, Ryan. "“The Part of the Music Industry That God Forgot”". Journal of Popular Music Studies 36, n. 2 (1 giugno 2024): 28–51. http://dx.doi.org/10.1525/jpms.2024.36.2.28.

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In October 2020, the B2B (business-to-business) background music company Soundtrack Your Brand—formerly Spotify Business—launched the world’s first full-catalog on-demand streaming service for background music. Although background music providers have licensed, curated, and distributed music to businesses for nearly a century, they have only recently started embracing the new possibilities of streaming. Now, streaming is rapidly influencing the background music industry’s features, music selection practices, and economics. While scholars in music and media studies have extensively studied B2C (business-to-consumer) streaming services such as Spotify and Apple Music, they have largely neglected streaming’s impact on background music. This article investigates how streaming is impacting the B2B background music industry, drawing upon platform analysis, marketing materials, and interviews with background music CEOs and researchers. After reviewing background music’s history and effects, the article examines how streaming is influencing business-oriented background music features, such as scheduling, zoning, messaging, and monitoring. It then considers streaming’s impact on background music selection practices, demonstrating how businesses are increasingly using features popularized by mainstream consumer services, such as playlists, algorithmic recommendations, and massive catalogs of music. The final section explores how streaming is shaping the economics of the background music industry, particularly for rightsholders who have historically been underpaid billions of dollars in public performance royalties. I argue that streaming may improve background music’s efficiency for businesses, but it also potentially reifies broader concerns about social control, surveillance, and inequitable artist remuneration that have become increasingly prevalent in the streaming age.
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Rich, B. Ruby. "Streaming Hope, Streaming Despair, Still Streaming". Film Quarterly 74, n. 3 (2021): 5–8. http://dx.doi.org/10.1525/fq.2021.74.3.5.

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Walker, Austin. "Watching Us Play: Postures and Platforms of Live Streaming". Surveillance & Society 12, n. 3 (28 giugno 2014): 437–42. http://dx.doi.org/10.24908/ss.v12i3.5303.

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In this article, Austin Walker discusses streaming, the practice of broadcasting the gameplay footage. Providing a brief analysis of the range of streaming practices, Walker argues that streaming represents a sea change in how players share and collaborate, adding new sorts of social interactivity to an experience that was, for so long, solitary. Live streaming’s novelty grants it special status as a practice still in formation, making it especially useful in analyzing how late capitalism identifies and appropriates fresh cultural activity--doing so in this case through the development of an infrastructure that supports and encourages voluntary self-surveillance. While there are resistive elements of live-streaming, such as allowing new voices access to broadcast capabilities, streaming also represents socialized labour. Walker separates streaming into two stances: the active streaming posture, where streamers voluntarily choose to broadcast their play, and the passive streaming posture, where streaming is automatically incorporated into the hardware and/or software of the gaming platform and players are unable to opt in or out.
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Yang, Lyu Shu, e Li Xuan. "Enhancing Oral Communication through Live Streaming: Exploring Opportunities and Challenges". International Journal of Scientific and Management Research 06, n. 07 (2023): 107–23. http://dx.doi.org/10.37502/ijsmr.2023.6707.

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This study evaluates live streaming's effects on spoken conversations. After discussing voice communication's relevance in numerous situations, live streaming is studied. Study live broadcasting's impact on spoken communication. This research evaluates live-streamed spoken communication. Surveys, interviews, and relevant literature accomplished this. Livestream viewers and participants were assessed about spoken communication interest and usage. The research indicated live streaming enhances speech. Engagement, responsiveness, and dispersion increased. Global citizens can speak. Technology, privacy, and nonverbal communication are issues. These are concerns. Livestreaming spoken dialogue was advised. Streaming media is trustworthy and straightforward. Interactivity, standards, and communication best practices are covered here. Researching certain places and demographics may help explain live streaming's influence on speech. This research reveals how live broadcasting influences speech. Livestreaming's benefits and downsides. Live broadcasting helps businesses and people. Understanding this new media may boost communication skills and help organizations meet their communication goals. This approach benefits both.
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Zhang, Hong, Zhenchao Xu, Yunxiang Wang e Yupeng Shen. "An innovative parameter optimization of Spark Streaming based on D3QN with Gaussian process regression". Mathematical Biosciences and Engineering 20, n. 8 (2023): 14464–86. http://dx.doi.org/10.3934/mbe.2023647.

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<abstract><p>Nowadays, Spark Streaming, a computing framework based on Spark, is widely used to process streaming data such as social media data, IoT sensor data or web logs. Due to the extensive utilization of streaming media data analysis, performance optimization for Spark Streaming has gradually developed into a popular research topic. Several methods for enhancing Spark Streaming's performance include task scheduling, resource allocation and data skew optimization, which primarily focus on how to manually tune the parameter configuration. However, it is indeed very challenging and inefficient to adjust more than 200 parameters by means of continuous debugging. In this paper, we propose an improved dueling double deep Q-network (DQN) technique for parameter tuning, which can significantly improve the performance of Spark Streaming. This approach fuses reinforcement learning and Gaussian process regression to cut down on the number of iterations and speed convergence dramatically. The experimental results demonstrate that the performance of the dueling double DQN method with Gaussian process regression can be enhanced by up to 30.24%.</p></abstract>
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Kang, Jeongho, e Kwangsue Chung. "HTTP Adaptive Streaming Framework with Online Reinforcement Learning". Applied Sciences 12, n. 15 (24 luglio 2022): 7423. http://dx.doi.org/10.3390/app12157423.

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Dynamic adaptive streaming over HTTP (DASH) is an effective method for improving video streaming’s quality of experience (QoE). However, the majority of existing schemes rely on heuristic algorithms, and the learning-based schemes that have recently emerged also have a problem in that their performance deteriorates in a specific environment. In this study, we propose an adaptive streaming scheme that applies online reinforcement learning. When QoE degradation is confirmed, the proposed scheme adapts to changes in the client’s environment by upgrading the ABR model while performing video streaming. In order to adapt the adaptive bitrate (ABR) model to a changing network environment while performing video streaming, the neural network model is trained with a state-of-the-art reinforcement learning algorithm. The proposed scheme’s performance was evaluated using simulation-based experiments under various network conditions. The experimental results confirmed that the proposed scheme performed better than the existing schemes.
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Way, Samuel F., Jean Garcia-Gathright e Henriette Cramer. "Local Trends in Global Music Streaming". Proceedings of the International AAAI Conference on Web and Social Media 14 (26 maggio 2020): 705–14. http://dx.doi.org/10.1609/icwsm.v14i1.7336.

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Audio streaming services have made it easier for countries around the world to listen to each other's music. This expansion in listeners' access to global content, however, has raised questions about streaming's impact on the import and export flows of music between countries and their preferences for local or global content. Here, we analyze five and a half years of all streaming data from Spotify, a global music streaming service, and find that preferences for local content have increased from 2014 through 2019, reversing previously noted trends. Perhaps correspondingly, both common official language and geographic proximity between countries increasingly shape listener consumption during this period, particularly for younger audiences. Further, we show that these trends persist across different genres, listener age groups, and early- and late-adopters of streaming, providing new insights into this newest phase in the continued evolution of music and its impact on listeners around the world.
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Rizki, Rahmad, Rizal Munadi e Syahrial Syahrial. "Analisis Performansi Video Streaming Dengan Menggunakan Protokol RTSP Pada Jaringan IEEE 802.11n". Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) 2, n. 1 (25 aprile 2019): 9. http://dx.doi.org/10.32672/jnkti.v2i1.1050.

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Dalam mewujudkan komunikasi yang handal pada layanan streaming dengan tingkat realibility dan availability yang terjaga maka dibutuhkan performansi jaringan yang baik. Artinya sebuah jaringan harus mampu menjaga tingkat utilitasnya dalam keadaan optimal dalam kondisi apapun. Apabila kualitas sudah sangat baik maka penggunaan video streaming akan semakin digunakan oleh penggunanya. Dengan teknologi streaming, banyak sekali manfaat yang bisa didapatkan. Murah, karena hanya memerlukan satu server yang bisa digunakan untuk banyak user. Untuk menjalankan streaming tersebut bisa dihubungkan beberapa user dalam satu jaringan. Akan lebih efisien lagi apabila dalam membuat jaringan yang bersifat wireless ketimbang wired. Dengan wireless, bisa lebih menghemat dalam pengadaan kabel. Selain itu juga lebih mudah dalam melakukan konfigurasi pada jaringan . Salah satu kegunaan dari teknologi video streaming yang banyak digunakan dalam kegiatan sehari hari yaitu Video Conference. Teknologi multimedia yang satu ini memang sangat bergantung dari kualitas jaringan yang tersedia. Dibutuhkan hubungan yang handal antar user satu dengan yang lain sehingga membuat teknologi ini memerlukan protokol pendukung yang tepat. Salah satu prokotol yang digunakan untuk pertukaran data secara streaming adalah Real Time Streaming Protokol (RTSP). RTSP merupakan protokol aplikasi untuk kendali pengiriman data yang memiliki karakteristik real-time seperti streaming media. RTSP sering juga disebut sebagai remote control jaringan untuk streamin server. Tujuan dari penelitian ini adalah untuk melihat besarnya pengaruh variasi codec, jarak, dan power transmisi pada paket data multimedia dalam jaringan IEEE 802.11n pada protokol RTSP. Berdasarkan hasil penelitian, maka dapat di ambil kesimpulan bahwa Pada pengukuran delay dari ketiga skenario penggunaan layanan diperoleh nilai delay tertinggi pada saat pengujian adalah sebesar 0,007 s untuk codec H.264 dengan kondisi Power Transmisi 1 dbm dengan jarak 1 meter sementara nilai delay terendah adalah sebesar 0,002 s pada jarak 1 meter dan power transmisi 1 dbm
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Coke, Allison Adelle Hedge. "Streaming". World Literature Today 91, n. 3 (2017): 36–41. http://dx.doi.org/10.1353/wlt.2017.0175.

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Allison Adelle Hedge Coke. "Streaming". World Literature Today 91, n. 3-4 (2017): 36. http://dx.doi.org/10.7588/worllitetoda.91.3-4.0036.

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Tesi sul tema "Streaming"

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Kuacharoen, Pramote. "Embedded Software Streaming via Block Streaming". Diss., Georgia Institute of Technology, 2004. http://hdl.handle.net/1853/5252.

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Downloading software from a server usually takes a noticeable amount of time, that is, noticeable to the user who wants to run the program. However, this issue can be mitigated by the use of streaming software. Software steaming is a means by which software can begin execution even while transmission of the full software program may still be in progress. Therefore, the application load time (i.e., the amount of time from when an application is selected for download to when the application can be executed) observed by the user can be significantly reduced. Moreover, unneeded software components might not be downloaded to the device, lowering memory and bandwidth usages. As a result, resource utilization such as memory and bandwidth usage may also be more efficient. Using our streaming method, an embedded device can support a wide range of applications which can be run on demand. Software streaming also enables small memory footprint devices to run applications larger than the physical memory by using our memory management technique. In this dissertation, we present a streaming method we call block streaming to transmit stream-enabled applications, including stream-enabled file I/O. We implemented a tool to partition software into blocks which can be transmitted (streamed) to the embedded device. Our streaming method was implemented and simulated on an MBX860 board and on a hardware/software co-simulation platform in which we used the PowerPC architecture. We show a robotics application that, with our software streaming method, is able to meet its deadline. The application load time for this application also improves by a factor of more than 10X when compared to downloading the entire application before running it. The experimental results also show that our implementation improves file I/O operation latency; in our examples, the performance improves up to 55.83X when compared with direct download. Finally, we show a stream-enabled game application combined with stream-enabled file I/O for which the user can start playing the game 3.18X more quickly than using only the stream-enabled game program file alone.
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Johnsson, Ola, Magnus Stenemo e Zain ul-Abdin. "Programming & Implementation of Streaming Applications". Thesis, Halmstad University, School of Information Science, Computer and Electrical Engineering (IDE), 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-283.

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Streaming applications like multimedia and radar signal processing applications are becoming

increasingly compute-intensive. To overcome the computational demands new parallel

architectures are emerging.

The programming tools provided with these architectures require low-level programming, which

creates a need for a common high-level architecture independent language that can exploit

parallelism efficiently. One such language is StreamIt, designed around the notions of streams

and stream transformers, which allows efficient mapping to a variety of architectures.

The overall goal of this master’s thesis is to evaluate the StreamIt language from a

programmability and portability point of view. An MPD-application has been developed in

StreamIt, which is executed on the RAW simulator. Furthermore, a code generator is designed to

compile and execute the application on the XPP simulator.

The conclusions drawn are that StreamIt is easy to learn, but hard to use because of its

programming paradigm as compared to conventional languages. StreamIt programming involves

thinking in terms of streams instead of globally accessed memory. The structure of StreamIt

makes it easy to reuse components and modify the application. The construction of the compiler

makes it possible to port StreamIt application to various architectures.

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Johnsson, Ola, Magnus Stenemo e Zain-ul-Abdin. "Programming & Implementation of Streaming Applications". Thesis, Högskolan i Halmstad, Sektionen för Informationsvetenskap, Data– och Elektroteknik (IDE), 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-283.

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Streaming applications like multimedia and radar signal processing applications are becoming increasingly compute-intensive. To overcome the computational demands new parallel architectures are emerging.   The programming tools provided with these architectures require low-level programming, which creates a need for a common high-level architecture independent language that can exploit parallelism efficiently. One such language is StreamIt, designed around the notions of streams and stream transformers, which allows efficient mapping to a variety of architectures.   The overall goal of this master’s thesis is to evaluate the StreamIt language from a programmability and portability point of view. An MPD-application has been developed in StreamIt, which is executed on the RAW simulator. Furthermore, a code generator is designed to compile and execute the application on the XPP simulator.   The conclusions drawn are that StreamIt is easy to learn, but hard to use because of its programming paradigm as compared to conventional languages. StreamIt programming involves thinking in terms of streams instead of globally accessed memory. The structure of StreamIt makes it easy to reuse components and modify the application. The construction of the compiler makes it possible to port StreamIt application to various architectures.
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Tarnutzer, Christian. "Streaming XQueryP". Zürich : Databases and Information Systems Group, Department of Computer Science, ETH Zurich, 2008. http://e-collection.ethbib.ethz.ch/show?type=dipl&nr=355.

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Berthier, Alexandre. "Streaming Tales". Fogler Library, University of Maine, 2005. http://www.library.umaine.edu/theses/pdf/BerthierA2005.pdf.

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Penkrot, Brian. "Anisotropic streaming". Diss., University of Iowa, 2014. https://ir.uiowa.edu/etd/4715.

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My work Anisotropic Streaming is written for the University of Iowa Symphonic Orchestra. It is approximately 16 minutes in length. The inspiration of the piece was the cosmic background radiation remaining from the Big Bang. In 1964, it was discovered that space was filled with a faint amount of radiation; a relic from the time when slight temperature variance allowed for the coalescence of particles. These particle collections soon had varying masses and therefore varying gravitational pulls, which in turn created the stars and galaxies. Since the universe expanded while the temperature variances allowed for this particle accumulation, the background radiation is patterned in a manner that is anisotropic: a nearly uniform arrangement of the radiation that appears different depending on the observer's orientation. As a formal tool, this phenomenon has suggested a compositional process focused on transition and contextualization. The concept of anisotropy manifests itself in my composition in a number of ways. The first of three sections "collects" individual pitches until those frequencies are no longer perceptible - the listener's mind fuses the pitches into a single yet complex sonority. This fusion is encouraged further by the arrangement of pitches mimicking the overtone series. The second section features a very active and thick texture combining to make a single mass of sound. The texture gradually removes layers to reveal the individual short melodies that make up the mass. The third section rearranges these short melodies, making the high melodies low and the low melodies high. Each melody grows one note longer on each iteration, until each are so long they begin to fuse into a single, complex sonority. In these ways, I attempt to create the same kind of sound but through a shifting perspective, exposing sound's anisotropic construction. Formally, the piece divides into three sections, each a composite sound at different levels of synchronicity and perspective. The sections are further subdivided into two parts, the first being transitional and the second being a more static exhibition of the section's conceptual purpose. The pitch material in expositional areas is based on the mathematical overtone series (rounded to the nearest semitone). Pitch material in transitional phrases collects into aggregates, generally derived from a frequency modulation, amplitude modulation, or distortion by common fate. These pitches are not necessarily relegated to their registral frequencies, allowing for some octave equivalence. The first section, an exposition of separate elements creating a whole sonority, begins with the accumulation of material in the middle, high, then low register. As events become more synchronized, these three disparate elements become parts of an Eb1 sonority through additive synthesis. After a brief transitional section of aggregate sonorities in a symmetrical rhythm, the fundamental switches to G1 as a pizzicato cloud texture replaces the higher overtones. The additive G1 sonority occurs repeatedly, getting more frequent towards the end of the section. Using common overtones, overtones of the G1 sonority are sustained and the harmony is displaced by Eb1. The second section is a discovery of separate elements that exist within a sound complex, and subsequently, the germinal existences of those elements. The effect of parsing the lower pitches into imagined component pitches is the destabilization of a steady fundamental. The implied fundamentals instead fade in and out of perceivable space, creating a sonic environment of quasi-periodic harmonicity. The section begins by changing the Eb1 to a virtual Bb0 fundamental through a series of common overtones. The sustained Bb0 overtones are rhythmicized, becoming melodic fragments of varying lengths. After the surface texture of the Bb0 climaxes, the orchestration is reduced three times to solos and duets, revealing the melodies that exist in each registral area (high, middle, low). A brief transitional section of aggregate sonorities in a rhythm similar to the transitional area in section one, the implied fundamental becomes a D-1. The melodic fragments are extended through sparer orchestration, with soloists and small chamber combinations developing the ideas. The section ends with an implied C1 fundamental. The final section is the destabilization of the quasi-periodic harmonicity of the second section. The section begins in the highest register on string harmonics that do not imply any particular fundamental. The overtones are textured, and interjections of shepherd tones and noise elements add to an active surface with an unmoored harmonic space. When the surface reaches a maximally undefined pitch space, the gesture of the completed added sonority from the first section returns, implying fundamentals of five different sonorities, moving progressively away from harmonicity. A superimposition of the solo and chamber melodies against segments of previous aggregate transitions leads the harmonic space to a C2 fundamental, played in the gesture of the completed added sonority from the first section. By holding shared common tones, the harmonic space changes to an E1 fundamental, and pitches get higher and quieter until the piece ends.
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Jakobsson, Rasmus, e Viktor Jönsson. "Live streaming : En kvalitativ undersökning om streaming av datorspel". Thesis, Uppsala universitet, Informationssystem, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-233205.

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Vad är det som gör att en miljon människor lägger tid på att streama datorspel? Live streaming har funnits sedan 1920-talet, då i form av musik i hissar. På 1990-talet började hemdatorer utvecklas hårdvarumässigt tillräckligt för att kunna streama film och ljud. Med en kvalitativ enkät publicerad på nätet undersöker vi i den här uppsatsen varför en miljon personer idag väljer att streama när de spelar dator eller tv spel. Resultat vi kommer fram till är ett antal kategorier med olika motiveringar till varför en person väljer att dela med sig av sina spelupplevelser till andra.
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Abdulsalam, Hanady. "Streaming Random Forests". Thesis, Kingston, Ont. : [s.n.], 2008. http://hdl.handle.net/1974/1321.

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Čeněk, Radek. "Audio/Video streaming". Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2015. http://www.nusl.cz/ntk/nusl-220405.

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This thesis introduces the reader in detail with the problem of audio / video streaming overtheInternet.IntroducestechnologiesMySQL,PHP,JavaScriptandffmpegfurthermore. There is little research which examines presented similar solutions. Creating video library program shows the complexity of the problem and its possible solution. The work also finding how is compression difficult for the server.
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Pinkepank, Felix. "Streaming Unauthorised Copyrighted Content: Copyright Liability of Streaming Platforms and Streaming Box Distributors. A Comparative EU-US-SA Perspective". Master's thesis, University of Cape Town, 2018. http://hdl.handle.net/11427/29709.

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This thesis examines the liability for copyright infringement of streaming platforms and streaming box distributors in the EU, U.S. and in South Africa. As there have been no reported cases in South Africa in which copyright holders have instituted legal proceedings concerning copyright infringement against streaming platforms or streaming box distributors, this thesis analyses and compares the legal context in the EU and the U.S., in order to develop an appropriate approach for lawmakers and courts in South Africa regarding this issue. It concludes that the approach of the European Court of Justice with regard to the communication to the public right leads to legal uncertainty and should not be followed. Instead, it is suggested that South Africa implements into its Copyright Act of 1978 parts of the U.S. approach in terms of secondary liability. Furthermore, the lawmaker should revise the safe harbour provisions in the Electronic Communications and Transactions Act of 2002.
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Libri sul tema "Streaming"

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Streaming. Madrid: Reino de Cordelia, 2022.

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Demetriades, Gregory C. Streaming Media. New York: John Wiley & Sons, Ltd., 2003.

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Wu, Huijun, e Maosong Fu. Heron Streaming. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-60094-5.

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Live streaming. Oldcastle, County Meath: The Gallery Press, 2017.

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

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Streaming media: Building and implementing a complete streaming system. Indianapolis, Ind: Wiley Pub, 2003.

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Nabi, Zubair. Pro Spark Streaming. Berkeley, CA: Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-1479-4.

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Tommasini, Riccardo, Pieter Bonte, Fabiano Spiga e Emanuele Della Valle. Streaming Linked Data. Cham: Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-15371-6.

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Kearney, Lawrence. Streaming: 1981-1987. San Francisco, CA: Trike, in collaboration with O Books, 1988.

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Menin, Eyal. Streaming media handbook. Upper Saddle River, N.J: Prentice Hall PTR, 2003.

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Capitoli di libri sul tema "Streaming"

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Adejunmobi, Moradewun. "Streaming Quality, Streaming Cinema". In A Companion to African Cinema, 217–43. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2018. http://dx.doi.org/10.1002/9781119100577.ch10.

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Pyles, Damiana Gibbons. "Streaming Media, Streaming Time". In Literacy and Identity Through Streaming Media, 19–29. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003176992-2.

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Frampton, Michael. "Streaming". In Complete Guide to Open Source Big Data Stack, 219–57. Berkeley, CA: Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-2149-5_7.

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Weik, Martin H. "streaming". In Computer Science and Communications Dictionary, 1675. Boston, MA: Springer US, 2000. http://dx.doi.org/10.1007/1-4020-0613-6_18377.

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Diehl, Stephan. "Streaming". In Distributed Virtual Worlds, 87–97. Berlin, Heidelberg: Springer Berlin Heidelberg, 2001. http://dx.doi.org/10.1007/978-3-662-04519-0_9.

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Donham, Tammy, Amy Sue Macy e Clyde Philip Rolston. "Streaming". In Marketing Recorded Music, 187–203. 4a ed. New York: Focal Press, 2022. http://dx.doi.org/10.4324/9781003153511-10.

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Freiknecht, Jonas, e Stefan Papp. "Streaming". In Big Data in der Praxis, 475–83. München: Carl Hanser Verlag GmbH & Co. KG, 2018. http://dx.doi.org/10.3139/9783446456013.014.

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Kuacharoen, Pramote, Vincent J. Mooney e Vijay K. Madisetti. "Software Streaming via Block Streaming". In Embedded Software for SoC, 435–48. Boston, MA: Springer US, 2003. http://dx.doi.org/10.1007/0-306-48709-8_32.

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Wu, Huijun, e Maosong Fu. "Study Heron Code". In Heron Streaming, 33–45. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-60094-5_3.

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Wu, Huijun, e Maosong Fu. "Heron Is Evolving". In Heron Streaming, 197–205. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-60094-5_13.

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Atti di convegni sul tema "Streaming"

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Paton, Lisa. "Monitoring DUNE Data Streaming Efficiency". In Monitoring DUNE Data Streaming Efficiency. US DOE, 2021. http://dx.doi.org/10.2172/1825295.

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Paton, Lisa. "Monitoring DUNE Data Streaming Efficiency". In Monitoring DUNE Data Streaming Efficiency. US DOE, 2021. http://dx.doi.org/10.2172/1825295.

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Marmolejos, Sarah. "Streaming Infrastructure for Frequency Multiplexed Sensors". In Streaming Infrastructure for Frequency Multiplexed Sensors. US DOE, 2023. http://dx.doi.org/10.2172/1993459.

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Higgins, Saoirse, e Ian Ginilt. "Streaming". In ACM SIGGRAPH 98 Electronic art and animation catalog. New York, New York, USA: ACM Press, 1998. http://dx.doi.org/10.1145/281388.281438.

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Endert, Alex, William A. Pike e Kristin Cook. "From Streaming Data to Streaming Insights". In the 2014 Workshop. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2609876.2609882.

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Alhammady, Hamad. "Mining Streaming Emerging Patterns from Streaming Data". In 2007 IEEE/ACS International Conference on Computer Systems and Applications. IEEE, 2007. http://dx.doi.org/10.1109/aiccsa.2007.370917.

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Raman, Balan Sethu, e Mohamed Ali. "Spatial data streaming or streaming spatial data". In the 1st International Conference and Exhibition. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1823854.1823856.

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Tobagi, Fouad A., Joseph Pang, Randall Baird e Mark Gang. "Streaming RAID". In the first ACM international conference. New York, New York, USA: ACM Press, 1993. http://dx.doi.org/10.1145/166266.168435.

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Lawton, D. T., e E. J. Feigin. "Streaming thumbnails". In CHI '00 extended abstracts. New York, New York, USA: ACM Press, 2000. http://dx.doi.org/10.1145/633292.633381.

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Wang, Bo-Chun, Alix L. H. Chow e Leana Golubchik. "P2P streaming". In the 3rd Multimedia Systems Conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2155555.2155567.

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Rapporti di organizzazioni sul tema "Streaming"

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

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May, W. HTTP Live Streaming. A cura di R. Pantos. RFC Editor, agosto 2017. http://dx.doi.org/10.17487/rfc8216.

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Cook, N. Streaming Internet Messaging Attachments. RFC Editor, agosto 2009. http://dx.doi.org/10.17487/rfc5616.

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Amarsinghe, Saman, Robert Miller e Michael Ernst. Reincarnation of Streaming Applications. Fort Belvoir, VA: Defense Technical Information Center, ottobre 2009. http://dx.doi.org/10.21236/ada509512.

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Lui, Arthur. Streaming Bayesian Inference: Progress. Office of Scientific and Technical Information (OSTI), settembre 2022. http://dx.doi.org/10.2172/1889962.

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Lotz, Amanda, e Oliver Eklund. Global Streaming Strategy Assessment. Queensland University of Technology, 2022. http://dx.doi.org/10.5204/rep.eprints.237030.

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Abstract (sommario):
The Global Streaming Strategy Assessment identifies the range of sectors emerging in the streaming video marketplace. It identifies how key conditions such as ownership and underlying technology norms shape different experiences by country and the characteristics that organise distinct sectors of service. The assessment uses data about the composition of service libraries to identify different strategies and value propositions on offer.
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Schulzrinne, H., A. Rao e R. Lanphier. Real Time Streaming Protocol (RTSP). RFC Editor, aprile 1998. http://dx.doi.org/10.17487/rfc2326.

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Cook, Kristin A., Edwin R. Burtner, Brian P. Kritzstein, Brooke R. Brisbois e Anna E. Mitson. Streaming Visual Analytics Workshop Report. Office of Scientific and Technical Information (OSTI), marzo 2016. http://dx.doi.org/10.2172/1417447.

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Caspi, Eylon. Design Automation for Streaming Systems. Fort Belvoir, VA: Defense Technical Information Center, dicembre 2005. http://dx.doi.org/10.21236/ada603902.

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Holland, J., A. Begen e S. Dawkins. Operational Considerations for Streaming Media. RFC Editor, ottobre 2022. http://dx.doi.org/10.17487/rfc9317.

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