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Artykuły w czasopismach na temat "Streaming implementation"

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Cheresiz, Dmitry, Ben Juurlink, Stamatis Vassiliadis i Harry A. G. Wijshoff. "Implementation of a streaming execution unit". Journal of Systems Architecture 49, nr 12-15 (grudzień 2003): 599–617. http://dx.doi.org/10.1016/j.sysarc.2003.06.003.

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Zeng, Hao, i Yuan Fang. "Implementation of Video Transcoding Client Based on FFMPEG". Advanced Materials Research 756-759 (wrzesień 2013): 1748–52. http://dx.doi.org/10.4028/www.scientific.net/amr.756-759.1748.

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As the increasing applications of streaming media, using the streaming media server to provide high-quality video service for people becomes a trend. Streaming media server for video format requirements has become the bottleneck of its development, In this paper, we give a kind of transcoding method, through compiling FFmpeg source code under the windows OS, adding the x264 video codec and FAAC audio library, we can get ffmpeg.exe which can run directly, and we use MFC to design the the operation interface, which used to convert other video formats into stream media server supported formats.
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Gavrilov, D. A., i A. V. Pavlov. "Streaming Hardware Based Implementation of SURF Algorithm". Proceedings of Universities. Electronics 23, nr 5 (październik 2018): 502–11. http://dx.doi.org/10.24151/1561-5405-2018-23-5-502-511.

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Adeyemi-Ejeye, A. O., i S. Walker. "4kUHD H264 Wireless Live Video Streaming Using CUDA". Journal of Electrical and Computer Engineering 2014 (2014): 1–12. http://dx.doi.org/10.1155/2014/183716.

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Ultrahigh definition video streaming has been explored in recent years. Most recently the possibility of 4kUHD video streaming over wireless 802.11n was presented, using preencoded video. Live encoding for streaming using x264 has proven to be very slow. The use of parallel encoding has been explored to speed up the process using CUDA. However there hasnot been a parallel implementation for video streaming. We therefore present for the first time a novel implementation of 4kUHD live encoding for streaming over a wireless network at low bitrate indoors, using CUDA for parallel H264 encoding. Our experimental results are used to verify our claim.
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Agarwal, Sachin, Jatinder Pal Singh i Shruti Dube. "Analysis and Implementation of Gossip-Based P2P Streaming with Distributed Incentive Mechanisms for Peer Cooperation". Advances in Multimedia 2007 (2007): 1–12. http://dx.doi.org/10.1155/2007/84150.

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Peer-to-peer (P2P) systems are becoming a popular means of streaming audio and video content but they are prone to bandwidth starvation if selfish peers do not contribute bandwidth to other peers. We prove that an incentive mechanism can be created for a live streaming P2P protocol while preserving the asymptotic properties of randomized gossip-based streaming. In order to show the utility of our result, we adapt a distributed incentive scheme from P2P file storage literature to the live streaming scenario. We provide simulation results that confirm the ability to achieve a constant download rate (in time, per peer) that is needed for streaming applications on peers. The incentive scheme fairly differentiates peers' download rates according to the amount of useful bandwidth they contribute back to the P2P system, thus creating a powerful quality-of-service incentive for peers to contribute bandwidth to other peers. We propose a functional architecture and protocol format for a gossip-based streaming system with incentive mechanisms, and present evaluation data from a real implementation of a P2P streaming application.
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Zhao, Hong, Chun-long Zhou i Bao-zhao Jin. "Design and Implementation of Streaming Media Server Cluster Based on FFMpeg". Scientific World Journal 2015 (2015): 1–7. http://dx.doi.org/10.1155/2015/963083.

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Poor performance and network congestion are commonly observed in the streaming media single server system. This paper proposes a scheme to construct a streaming media server cluster system based on FFMpeg. In this scheme, different users are distributed to different servers according to their locations and the balance among servers is maintained by the dynamic load-balancing algorithm based on active feedback. Furthermore, a service redirection algorithm is proposed to improve the transmission efficiency of streaming media data. The experiment results show that the server cluster system has significantly alleviated the network congestion and improved the performance in comparison with the single server system.
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Adnan Buyung Nasution, Ahir Yugo Nugroho, Rama Sellyna Anggriana, Ria Eka Sari i Heri Gunawan. "Implementation of Streaming Video Information Systems for Web-Based Computer Science Learning". Indonesian Journal of Interdisciplinary Research in Science and Technology 1, nr 6 (31.07.2023): 389–96. http://dx.doi.org/10.55927/marcopolo.v1i6.4973.

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Information systems are an example of implementing the use of technology at this time where systems are built on a computerized basis so as to facilitate or simplify human work in the economic, social, political, health and even in the education sector, there are many information systems built to support educational development or more precisely in development learning, as is the case with many learning-based streaming videos or tutorials, both tutorials for soft skill development and hard skill development, but some problems can be seen from video streaming information systems that are widely spread on internet media that it is still relatively rare to get streaming videos that focus on learning in certain fields so that it is difficult to carry out self-development to concentrate on certain fields such as focusing on the field of computer science learning. Therefore, to facilitate video-based learning, researchers have developed a computer science-based video streaming information system.
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Utami, Lilyani Asri, i Kaffah Febriningrum. "IMPLEMENTATION OF WEIGHTED PRODUCT METHOD IN DETERMINING SELECTION THE BEST MUSIC STREAMING SERVICE APPLICATION". Jurnal Techno Nusa Mandiri 20, nr 1 (16.03.2023): 31–40. http://dx.doi.org/10.33480/techno.v20i1.3126.

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At this time, the music streaming service is a platform that is often easily found on every device, either through downloads from the Playstore and Appstore or the default application from the device itself. Many companies in the world are competing to create platforms and applications that provide the most complete songs. For example, several well-known music streaming service applications in Indonesia have their own innovations and characteristics, such as Spotify, Joox, Youtube Music, Apple Music, SoundCloud, and so on. This causes users to have difficulties because of several considerations in deciding how to use the application according to their needs. This study aims to assist in providing solutions to music streaming service subscribers by recommending several music streaming service applications according to the ranking results, which are the best choice for the user version of the application through a Decision Support System using the Weighted Product method based on 5 criteria: subscription rates, available features, streaming quality, music, application design, and application efficiency. The final result of this study is the ranking of applications that have the highest score in accordance with the criteria provided, namely that in first place with a value of 0.415 is Spotify as a recommendation for the best music streaming service application, and Apple Music ranks last out of the 6 alternatives that have been provided.
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Ritonga, Danny Ivanno, Tri Danu Satria i Aqsa Mulya. "IMPLEMENTATION OF OPEN BROADCASTER SOFTWARE STUDIO IN MUSIC PERFORMANCE MANAGEMENT THROUGH LIVE STREAMING". Gondang: Jurnal Seni dan Budaya 5, nr 2 (1.12.2021): 204. http://dx.doi.org/10.24114/gondang.v5i2.29638.

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This study aims to compile the management of performing arts in musical performances through live streaming at the Music Education Study Program, State University of Medan and to develop methods for implementing Open Broadcaster Software Studio in musical performances through live streaming in the Music Education Study Program. This study uses a qualitative approach by following the opinions of Miles and Huberman (1984), namely (1) data collection (data collection), which is carried out through interviews, observations, document digests, recording and recording; (2) data reduction, which is done by summarizing, selecting the main things, focusing on the important things, looking for themes and patterns and discarding unnecessary ones; (3) data display, which is done by showing data and presenting it in the form of narrative text and charts; (4) conclusion drawing/verification conducted by drawing conclusions and verifying the research findings. The results of the study indicate that the management of performing arts in Karya Musik performances through Live Streaming starts from the planning, organizing, actualling, and controlling stages. A show can be managed well if it has a good management system too. By having a good management system, the performance of the musical works will be able to achieve greater goals, targets, or outputs. Planning begins with preparing Human Resources and preparing hardware and software. The organization consists of the Program Director as the person in charge, Production manager who oversees the Floor Director and Talent/musicians, Multimedia manager who oversees IT operators, Software and Hardware Operators, and Camera Man, and Stage Manager who oversees Sound Operators and Lighting Operators. The implementation of Musical Performances through Live Streaming has been carried out 3 times. They are the Nusantara Tetabuhan Music Show, the Langkat Tamiang Rentak Show, and also the Orchestra Music Show. the methods and steps taken in implementing the OBS Studio software as a medium for the virtual musical performance process include input and output methods and using OBS Studio Software. The Method of Performing Live Streaming Music Works using OBS Studio Software begins with determining the settings and design layout, selecting Capture Card, Copy Code Live Streaming on Youtube, Paste Code Live Streaming to the OBS system, and Start Streaming.
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Santos-González, Iván, Alexandra Rivero-García, Jezabel Molina-Gil i Pino Caballero-Gil. "Implementation and Analysis of Real-Time Streaming Protocols". Sensors 17, nr 4 (12.04.2017): 846. http://dx.doi.org/10.3390/s17040846.

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Rozprawy doktorskie na temat "Streaming implementation"

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Johnsson, Ola, Magnus Stenemo i 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 i 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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Unal, Halim Unsem. "Implementation Of A Wireless Streaming System For Universal Multimedia Access". Master's thesis, METU, 2003. http://etd.lib.metu.edu.tr/upload/4/1057652/index.pdf.

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This thesis describes a universal multimedia access system and its implementation details. In the context of this thesis, universal multimedia access means accessing multimedia content over ubiquitous computer networks, using different computing platforms. The computer networks involve both wired and wireless networks, and computing platforms involve wired PC&rsquo
s, mobile PC&rsquo
s and personal digital assistants (PDA). The system is built on client/server architecture. Video data is H.263 coded and carried over RTP. Java Media Framework is utilized and its capabilities are extended with special plug-ins when necessary.
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Koehn, Thaddeus E. "Automatic Generation of Efficient Parallel Streaming Structures for Hardware Implementation". Diss., Virginia Tech, 2016. http://hdl.handle.net/10919/83391.

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Digital signal processing systems demand higher computational performance and more operations per second than ever before, and this trend is not expected to end any time soon. Processing architectures must adapt in order to meet these demands. The two techniques most prevalent for achieving throughput constraints are parallel processing and stream processing. By combining these techniques, significant throughput improvements have been achieved. These preliminary results apply to specific applications, and general tools for automation are in their infancy. In this dissertation techniques are developed to automatically generate efficient parallel streaming hardware architectures.
Ph. D.
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Rosenqvist, Fredrik. "Server-side design and implementation of a web-based streaming platform". Thesis, Linköpings universitet, Programvara och system, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-123015.

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Over the past 10 years online video streaming has seen a tremendous increase in popularity, as it has become a great source of both entertainment and education. This increase in popularity has led to demands for higher quality streams, shorter buffering time and service adaptivity, based on the user’s personal prerequisites. These demands together with a constant increase in Internet usage have posed several challenges for streaming service providers to overcome. Within this master thesis an exploratory research and development project has been conducted. The project’s purpose has been to investigate common approaches, standards and trends related to establishing a multimedia streaming service. Based on the results from these investigations, the purpose has furthermore been to design and implement a proof-of-concept streaming server fulfilling the thesis internship company’s needs and requirements. Research has concluded that there are at least five vital components, which have to be carefully considered in order to establish a successful streaming service. These vital components are; the service system structure, the service application programming interface (API), the service hosting solution, the service data storage solution and finally the actual streaming module. Based on results from conducted investigations of common design approaches for each vital component, decisions for the thesis project implementation have been made. The resulting system has been built using the event-based system structure framework Node.js. A representational state transfer (REST) API has furthermore been implemented for managing client request routing. The resulting system has been implemented on a self-hosted server solution even though this is neither a preferred choice in theory nor common practice. The decision has however been made due to future plans at the thesis internship company of investing in a corporate-wide cloud-based server solution. For the service data storage solution the relation-based database management system MySQL has been implemented. For the final recognized vital component, the streaming module, support for HTTP-based multimedia streams has been implemented. This choice of technique has been made due to the many benefits brought on by using HTTP, such as cost efficiency and bandwidth optimization. The use of HTTP is also currently a trending choice of technique Thesis for Master’s Degree at HIT and LiU within the streaming community due to the recently published standard MPEG-DASH.
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Roverso, Roberto. "Design and Implementation of Centrally-Coordinated Peer-to-Peer Live-streaming". Licentiate thesis, KTH, Elektronik- och datorsystem, ECS, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-32387.

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In this thesis, we explore the use of a centrally-coordinated peer-to-peer overlay as a possible solution to the live streaming problem. Our contribution lies in showing that such approach is indeed feasible given that a number of key challenges are met. The motivation behind exploring an alternative design is that, although a number of approaches have been investigated in the past, e.g. mesh-pull and tree-push, hybrids and best-of-both-worlds mesh-push, no consensus has been reached on the best solution for the problem of peer-to-peer live streaming, despite current deployments and reported successes. In the proposed system, we model sender/receiver peer assignments as an optimization problem. Optimized peer selection based on multiple utility factors, such as bandwidth availability, delays and connectivity compatibility, make it possible to achieve large source bandwidth savings and provide high quality of user experience. Clear benefits of our approach are observed when Network Address Translation constraints are present on the network. We have addressed key scalability issues of our platform by parallelizing the heuristic which is the core of our optimization engine and by implementing the resulting algorithm on commodity Graphic Processing Units (GPUs). The outcome is a Linear Sum Assignment Problem (LSAP) solver for time-constrained systems which produces near-optimal results and can be used for any instance of LSAP, i.e. not only in our system.   As part of this work, we also present our experience in working with Network Address Translators (NATs) traversal in peer-to-peer systems. Our contribution in this context is threefold. First, we provide a semi-formal model of state of the art NAT behaviors. Second, we use our model to show which NAT combinations can be theoretically traversed and which not. Last, for each of the combinations, we state which traversal technique should be used. Our findings are confirmed by experimental results on a real network. Finally, we address the problem of reproducibility in testing, debugging and evaluation of our peer-to-peer application. We achieve this by providing a software framework which can be transparently integrated with any already-existing software and which is able to handle concurrency, system time and network events in a reproducible manner.
QC 20110426
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Widborg, Linus. "An Internet content overview and implementation on an IP based set-top box". Thesis, Linköping University, Department of Computer and Information Science, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-5687.

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This thesis covers the investigation of different content sources on the Internet and the analysis of the requirements they put on a set-top box. It also covers the adaptation of the set-top box to one of these sources.

An IP based set-top box (IP-STB) is mainly constructed for access to TV and video distributed over a high speed network. The IP-STB is also connected to the Internet and it potentially has access to all of the Internet based content. This could provide the user of the IP-STB with a lot of new services and was the stating point for my thesis work.

The goal of this thesis was to make a broad investigation of different content sources on the Internet and to adapt an IP-STB to one of them.

The investigation focused on streaming media content and how it was distributed over the Internet. It resulted in a representative overview of the streaming media content available and how the content is distributed. The IP-STB was adapted to handle the Streaming HTTP protocol which made it possible to listen to web radio transmissions from Sveriges Radio and other providers using the same protocol for their distribution.

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Lam, Benny, i Marcus Arnemo. "Design and Proof-of-Concept Implementation of Interactive Video Streaming with DASH.js". Thesis, Linköpings universitet, Institutionen för datavetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-141558.

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Traditionally, videos are played in a linear manner, which does not give the viewer many options to control their viewing experience. However, in contrast to regular video this paper presents the design and implementation of a proof-of-concept solution that supports interactive video streaming. The idea with interactive video streaming is that the viewer can personalize their experience by deciding which path a story should follow at certain branch points. The challenge is to give the user this experience while simultaneously keeping the seamless playback experience they usually have when streaming video in a traditional way. By doing careful prefetching of the alternative videos in conjunction with utilizing the concept of HTTP-based adaptive streaming, seamless playback of interactive branched video can be implemented with the  dynamic adaptive streaming over a HTTP (DASH) framework. We compare our proof-of-concept implementation with a previous implementation from a different framework. The two players are tested against each other in a handful test aimed at exploring some of the aspects specific to interactive video. More specifically, we investigate the likelihood of experience "stalls", events that cause seamless playback to be interrupted, when changing the network conditions as well as when we change the nature of the so called "branch events" themselves. We find that there are distinguishable differences between the two implementations, specifically that DASH implementation has a more optimistic adaptation logic causing it to have more stalls and a higher playback rate in general.
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Bergström, Patrik. "A Proof-of-Concept Implementation of a Non-linear Video Player for HTTP-based Adaptive Streaming". Thesis, Linköpings universitet, Databas och informationsteknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-95446.

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Konsumtionen av video på Internet har ökat det senaste decenniet och trenden är förväntad att fortsätta stiga. Strömmande video är en ofta använd lösning för att se video på Internet. Tekniken tillåter användaren att se film medan den laddas ned. Adaptive streaming är en teknik som låter videospelaren ändra bit-raten på videon baserat på användarens tillgängliga bandbredd. En annan lösning för att göra användarens upplevelse mer skräddarsydd är ickelinjära videor. Den här typen av videor kan spelas ur sekvens. Som exempel kan en tittare välja slutet i en film eller välja vägen genom en utställning. Examensarbetet presenterar designen och implementeringen av en ny struktur för ickelinjär video. Denna struktur används av videospelaren för nedladdning och visning av adaptiv video avsedd för ickelinjära filmer, som sparas på en server. Mediaskapare kommer också att ha lättare att både visualisera och skapa filmer på ett enhetligt sätt. Det här examensarbetet presenterar i detalj de modifikationer på Adobes Open Source Media Framework och Strobe Media Playback som tillåter spelning av ickelinjära videor. Ändringarna innefattar ett användargränssnitt för ickelinjär media. Back-end implementeringarna innefattar bufferthantering för parallell nedladdning och tekniker för att hantera den nya strukturen. Slutligen presenterar det här examensarbetet proof-of-concept-tester för att styrka funktionaliteten av designen och implementeringen. Rapporten avslutas med en diskussion om framtida arbete inom fältet.
Video consumption on the Internet has been growing over the last decade and is expected to continue to increase. Video streaming is a widely used approach to viewing video on the Internet, which allows users to watch the video while it is being downloaded. Adaptive streaming is a video streaming technique that allows the player to change the downloading video’s bit rate depending on the user’s available bandwidth. Another approach to a more personal viewing experience is non-linear videos. These videos can be played in a non-sequential order. For example, a viewer can be given the choice of what ending to watch in a movie, or the path through an exhibition. This thesis will present the design and implementation of a novel structure for non-linear video. This structure is used by a video player for downloading and viewing an adaptive video intended for non-linear viewing, stored at some server. Media creators will also have an easier time to both visualize and create uniform video experiences. This thesis presents modifications to Adobe’s Open Source Media Framework and Strobe Media Playback which allow playing non-linear video. Presented in this thesis are the design and implementation details. Changes in the player include a user interface for non-linear media. The changes to the back-end include buffer management for parallel downloading and techniques to handle the new structure. Finally, this thesis presents proof-of-concept validation tests that show the functionality of the design and implementation. The thesis is concluded with a discussion of future work in this area.
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Salin, Fredrik. "Front-end design and implementation of a Web-based Streaming Platform : A User Centered Approach". Thesis, Linköpings universitet, Programvara och system, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-123351.

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This master thesis investigates how an Agile User Centered approach can be used when designing and implementing the frontend for a web-based on-demand video streaming platform. Agile and User Experience (UX) are currently two very popular concepts that are frequently discussed in the software development community. Recently there have been a lot of discussions about how to combine Agile development methodologies and UX activities, and it has proven to be a difficult task in practice. This Master Thesis aims at solving this issue by researching methodologies that take both the Agile aspect as well as UX in consideration. Dual-track Scrum, an Agile/User Centered methodology considering UX, was used as development methodology and throughout the development process it was investigated how this methodology, as well as adding UX activities, affected the UX of the streaming platform. The conclusion from this thesis is that even though the combination of Agile and User Centered processes is difficult, it can be achieved with good results. The thesis presents guidelines for how to successfully combine the two processes as well as what the most important UX activities are and how they can be used in an Agile development project. The thesis also concludes that using a frontend framework, development tools and HTML5 video is very useful for developing the frontend for the streaming platform.
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Książki na temat "Streaming implementation"

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Scalable Continuous Media Streaming Systems: Architecture, Design, Analysis and Implementation. Wiley, 2005.

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Lee, Jack. Scalable Continuous Media Streaming Systems: Architecture, Design, Analysis and Implementation. Wiley & Sons, Incorporated, John, 2007.

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Lee, Jack. Scalable Continuous Media Streaming Systems: Architecture, Design, Analysis and Implementation. Wiley & Sons Australia, Limited, John, 2005.

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Rothwell, William. Kafka Implementation Guide: From Designing Distributed Streaming Platforms to Security. Pearson Education, Limited, 2019.

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Hueske, Fabian, i Vasiliki Kalavri. Stream Processing with Apache Flink: Fundamentals, Implementation, and Operation of Streaming Applications. O'Reilly Media, 2019.

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PacketCable Implementation (Networking Technology). Cisco Press, 2007.

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Meier, Benjamin Mason, i Virgínia Brás Gomes. Human Rights Treaty Bodies. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190672676.003.0024.

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This chapter assesses the role of human rights treaty bodies in monitoring, interpreting, and adjudicating health-related human rights obligations, facilitating accountability for the realization of human rights in health policy. With each core human rights treaty having its own corresponding human rights treaty body, these international institutions influence states and galvanize advocates to take action to realize human rights across a range of global health issues. Describing treaty body efforts to monitor state implementation, interpret human rights, and adjudicate individual complaints, this chapter examines the evolving composition and functions of these treaty bodies and analyzes their effectiveness in facilitating the implementation of human rights as a basis for global health. Given recent United Nations efforts to strengthen treaty body functions and streamline monitoring processes, treaty bodies provide complementary approaches for public health practitioners to support accountability for the implementation of health-related human rights.
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Antonios, Tzanakopoulos. Part I The International Law of Tainted Money, 5 International Legal Sources IV—the European Union and the Council of Europe. Oxford University Press, 2017. http://dx.doi.org/10.1093/law/9780198716587.003.0005.

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This chapter examines the European Union (EU) from the perspective of public international law. Financial crime, this chapter argues, is an international phenomenon that requires international solutions. This recognition has resulted in states cooperating on a number of different levels in order to streamline their responses to international financial crime. This chapter deals with the EU in two guises: as an independent source of international obligation for its member states, imposing discreet international obligations on them, which may even function so as to turn non-binding recommendations of international bodies into hard law, and as a peculiar entity interposing itself between international obligations from other sources (such as international treaties or UN Security Council binding resolutions) and domestic implementation of these obligations. The fact that some EU law has a more remote international source (such as a UN Security Council Resolution) may affect the degree and nature of the judicial scrutiny to which this body of law may be subject. The chapter looks first at sanctions and next at money laundering, both from the perspective of the EU.
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Części książek na temat "Streaming implementation"

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Takahashi, Yuta, Kazuyuki Asada i Keisuke Nakano. "Streaming Ranked-Tree-to-String Transducers". W Implementation and Application of Automata, 235–47. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-23679-3_19.

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Gotoh, Yusuke, Kentaro Suzuki, Tomoki Yoshihisa i Masanori Kanazawa. "Design and Implementation of P2P Streaming Systems for Webcast". W Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 103–10. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-04260-7_13.

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Li, Haiyan, Chunyuan Zhang, Li Li i Ming Pang. "A Streaming Implementation of Transform and Quantization in H.264". W High Performance Computing and Communications, 41–50. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11847366_5.

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Hasani, Zirije. "Implementation of Infrastructure for Streaming Outlier Detection in Big Data". W Advances in Intelligent Systems and Computing, 503–11. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-56538-5_51.

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Althun, Björn, i Martin Zimmermann. "Streaming Services: Specification and Implementation Based on XML and JMF". W Lecture Notes in Computer Science, 23–32. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-24639-8_3.

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Lee, Sang Yub, Sang Hyun Park i Hyo Sub Choi. "Implementation of Automotive Media Streaming Service Adapted to Vehicular Environment". W Lecture Notes in Electrical Engineering, 467–75. Dordrecht: Springer Netherlands, 2013. http://dx.doi.org/10.1007/978-94-007-6738-6_57.

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Ravindran, Kaushik, Arkadeb Ghosal, Rhishikesh Limaye, Douglas Kim, Hugo Andrade, Jeff Correll, Jacob Kornerup i in. "Modeling, Analysis, and Implementation of Streaming Applications for Hardware Targets". W Embedded Systems Development, 19–39. New York, NY: Springer New York, 2013. http://dx.doi.org/10.1007/978-1-4614-3879-3_2.

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Takayama, Ko, Yusi Machidori i Kaoru Sugita. "Implementation of a Virtual Reality Streaming Software for Network Performance Evaluation". W Advances on P2P, Parallel, Grid, Cloud and Internet Computing, 381–86. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-02607-3_34.

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Moreno, Joaquín Caraballo, i Olivier Fourmaux. "Live Streaming on a Peer-to-Peer Overlay: Implementation and Validation". W Networking - ICN 2005, 625–33. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/978-3-540-31957-3_71.

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Mareen, Hannes, Glenn Van Wallendael i Peter Lambert. "Implementation-Free Forensic Watermarking for Adaptive Streaming with A/B Watermarking". W Proceedings of Sixth International Congress on Information and Communication Technology, 325–39. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-16-2377-6_31.

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Streszczenia konferencji na temat "Streaming implementation"

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Lobeiras, J., M. Amor i R. Doallo. "FFT Implementation on a Streaming Architecture". W 2011 19th Euromicro International Conference on Parallel, Distributed and Network-Based Processing (PDP). IEEE, 2011. http://dx.doi.org/10.1109/pdp.2011.31.

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Durst, David, Matthew Feldman, Dillon Huff, David Akeley, Ross Daly, Gilbert Louis Bernstein, Marco Patrignani, Kayvon Fatahalian i Pat Hanrahan. "Type-directed scheduling of streaming accelerators". W PLDI '20: 41st ACM SIGPLAN International Conference on Programming Language Design and Implementation. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3385412.3385983.

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Dede, E., Z. Fadika, J. Hartog, M. Govindaraju, L. Ramakrishnan, D. Gunter i R. Canon. "MARISSA: MApReduce Implementation for Streaming Science Applications". W 2012 IEEE 8th International Conference on E-Science (e-Science). IEEE, 2012. http://dx.doi.org/10.1109/escience.2012.6404432.

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Abreu, Paulo, Ricardo Fonseca, Luís O. Silva, Carl B. Schroeder, Wim Leemans i Eric Esarey. "Streaming the Boris Pusher: a CUDA implementation". W ADVANCED ACCELERATOR CONCEPTS: Proceedings of the Thirteenth Advanced Accelerator Concepts Workshop. AIP, 2009. http://dx.doi.org/10.1063/1.3080927.

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Fimic, Nemanja, Sreten Tanackovic, Jelena Kovacevic i Miodrag Temerinac. "Implementation of multi-format adaptive streaming server". W 2015 IEEE 5th International Conference on Consumer Electronics - Berlin (ICCE-Berlin). IEEE, 2015. http://dx.doi.org/10.1109/icce-berlin.2015.7391239.

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Oge, Ahmet, i Ece Guran Schmidt. "EFficient Adaptive STreaming (EFAST): Algorithm, implementation and evaluation". W 2018 26th Signal Processing and Communications Applications Conference (SIU). IEEE, 2018. http://dx.doi.org/10.1109/siu.2018.8404297.

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Moal, Damien Le, Tadashi Takeuchi i Tadaaki Bandoh. "Cost-effective streaming server implementation using Hi-tactix". W the tenth ACM international conference. New York, New York, USA: ACM Press, 2002. http://dx.doi.org/10.1145/641007.641088.

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Park, Jungseok, Jinwon Kim, Seungjae Lee, Daejune Lim, Eunju Park i Hankyu Lim. "Design and Implementation of Platforms for Game Streaming". W 2019 Fourth International Conference on Systems of Collaboration Big Data, Internet of Things & Security ( SysCoBIoTS). IEEE, 2019. http://dx.doi.org/10.1109/syscobiots48768.2019.9028019.

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Lazic, Krsto, Milena Milosevic, Goran Miljkovic, Nikola Ikonic i Jelena Kovacevic. "One Implementation of Dynamic Adaptive Streaming over HTTP". W 2012 20th Telecommunications Forum Telfor (TELFOR). IEEE, 2012. http://dx.doi.org/10.1109/telfor.2012.6419503.

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Kumar, Dhananjay, S. Ashwin Srinivas, P. Hariharan i R. Arul Kumar. "Cross-layered implementation of multilayered coded video streaming". W 2013 Third International Conference on Recent Trends in Information Technology (ICRTIT). IEEE, 2013. http://dx.doi.org/10.1109/icrtit.2013.6844282.

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Raporty organizacyjne na temat "Streaming implementation"

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Tokarieva, Anastasiia V., Nataliia P. Volkova, Inesa V. Harkusha i Vladimir N. Soloviev. Educational digital games: models and implementation. [б. в.], wrzesień 2019. http://dx.doi.org/10.31812/123456789/3242.

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Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for communication, interaction, building up social skills and unique learning environments. One of the latest trends observed in education is an attempt to streamline the learning process by applying educational digital games. Despite numerous research data, that confirms the positive effects of digital games, their integration into formal educational contexts is still relatively low. The purpose of this article is to analyze, discuss and conclude what is necessary to start using games as an instructional tool in formal education. In order to achieve this aim, a complex of qualitative research methods, including semi-structured expert interviews was applied. As the result, the potential of educational digital games to give a unique and safe learning environment with a wide spectrum of build-in assistive features, be efficient in specific training contexts, help memorize studied material and incorporate different learning styles, as well as to be individually adaptable, was determined. At the same time, the need for complex approach affecting the administration, IT departments, educators, students, parents, a strong skill set and a wide spectrum of different roles and tasks a teacher carries out in a digital game-based learning class were outlined. In conclusion and as a vector for further research, the organization of Education Design Laboratory as an integral part of a contemporary educational institution was proposed.
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Whitaker, Stephen. Rocky intertidal community monitoring at Channel Islands National Park: 2018–19 annual report. National Park Service, sierpień 2023. http://dx.doi.org/10.36967/2299674.

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Channel Islands National Park includes the five northern islands off the coast of southern California (San Miguel, Santa Rosa, Santa Cruz, Anacapa, and Santa Barbara Islands) and the surrounding waters out one nautical mile. There are approximately 176 miles of coastline around the islands, about 80% of which is composed of rock. The diversity and undisturbed nature of the tidepools of this rocky coastline were recognized as special features of the islands in the enabling legislation. To conserve these communities unimpaired for future generations, the National Park Service has been monitoring the rocky intertidal communities at the islands since 1982. Sites were established between 1982 and 1998. Site selection considered visitation, accessibility, presence of representative organisms, wildlife disturbance, and safety. This report summarizes the 2018–2019 sampling year efforts (from November 2018 to April 2019) and findings of the Channel Islands National Park Rocky Intertidal Community Monitoring Program. Specific monitoring objectives are 1) to determine the long-term trends in percent cover of key sessile organisms in the rocky intertidal ecosystem, and 2) to determine population dynamics of black abalone (Haliotis cracherodii), owl limpets (Lottia gigantea), and ochre sea stars (Pisaster ochraceus). Objectives were met by monitoring percent cover of core species in target intertidal zones using photoplots and transects, and by measuring size frequency and abundance of black abalone, owl limpets, and sea stars using fixed plots or timed searches. Twelve key species or assemblages, as well as the substrate, tar, have been monitored twice per year at 21 sites on the five park islands as part of the rocky intertidal community monitoring program. Fixed photoplots were used to monitor the percent cover of thatched and acorn barnacles (Tetraclita rubescens, Balanus glandula/Chthamalus spp., respectively), mussels (Mytilus californianus), rockweeds (Silvetia compressa, and Pelvetiopsis californica (formerly Hesperophycus californicus), turfweed (Endocladia muricata), goose barnacles (Pollicipes polymerus) and tar. Point-intercept transects were used to determine the percent cover of surfgrass (Phyllospadix spp.). Information about size distribution (i.e., “size frequency” data) was collected for owl limpets in circular plots. Size distribution and relative abundance of black abalone and ochre sea stars were determined using timed searches. The maximum number of shorebirds and pinnipeds seen at one time were counted at each site. The number of concession boat visitors to the Anacapa tidepools was collected and reported. All sites were monitored in 2018–2019. This was the third year that we officially reduced our sampling interval from twice per year (spring and fall) to once in order to streamline the program and allow for the implementation of additional protocols. Weather conditions during the site visits were satisfactory, but high wind coupled with strong swell and surge limited or prevented the completion of some of the abalone and sea star searches. The percent cover for most key species or assemblages targeted in the photoplots was highly variable among sites. Mussel (Mytilus californianus) cover remained below average at Anacapa and Santa Barbara Islands. Record or near record low abundances for Mytilus were measured at Middle West Anacapa (Anacapa Island), Harris Point (San Miguel Island), Prisoner’s Harbor (Santa Cruz Island), and Sea Lion Rookery (Santa Barbara Island) sites. The only site that appeared to have above average Mytilus cover was Scorpion Rock on Santa Cruz Island. All other sites had mussel cover near or below the long-term mean. Qualitatively, Mytilus recruitment appeared low at most sites. Both rockweed species, Silvetia compressa and Pelvetiopsis californica (formerly Hesperophycus californicus), continued to decrease markedly in abundance this year at the majority of sites compared to combined averages for previous years. Fossil Reef and Northwest-Talcott on Santa Rosa Island, Sea Lion Rookery on Santa Barbara Island, and South Frenchy’s Cove on Anacapa Island were the only sites that supported Silvetia cover that was near the long-term mean. No sites exhibited above average cover of rockweed. Extremely high levels of recruitment for Silvetia and Pelvetiopsis were documented at many sites. Most sites exhibited marked declines in S. compressa abundances beginning in the early 2000s, with little recovery observed for the rockweed through this year. Barnacle (Chthamalus/Balanus spp.) cover fell below the long-term means at all islands except Anacapa, where barnacle cover was slightly above average. Endocladia muricata abundances remained comparable to the grand mean calculated for previous years at Santa Barbara, Santa Cruz, and Santa Rosa Islands, while cover of the alga decreased slightly below the long-term means at Anacapa and San Miguel Islands. Black abalone (Haliotis cracherodii) abundances at the islands remain less than one percent of 1985 population levels. Zero abalone were found throughout the entire site at Landing Cove on Santa Barbara Island and South Frenchy’s Cove on Anacapa Island. Above average abundances relative to the long-term mean generated from post-1995 data were observed at all but five sites. Juvenile black abalone were seen at all islands except Santa Barbara. Ochre sea star (Pisaster ochraceus) populations crashed in 2014 at all monitoring sites due to Sea Star Wasting Syndrome, an illness characterized by a suite of symptoms that generally result in death. The mortality event was widely considered to be the largest mortality event for marine diseases ever seen. Beginning in June 2013, the disease swiftly and significantly impacted P. ochraceus (among other species of sea stars) populations along the North American Pacific coast from Alaska to Baja California, Mexico. By the beginning of 2014, P. ochraceus abundances had declined by >95% at nearly all Channel Islands long-term intertidal monitoring sites, in addition to numerous other locations along the West Coast. At various times during the past decade, extremely high abundances (~ 500 P. ochraceus) have been observed at multiple sites, and most locations have supported >100 sea stars counted during 30-minute site-wide searches. This year, abundances ranged 0–13 individuals per site with all but one site having fewer than 10 P. ochraceus seen during routine searches. Insufficient numbers of sea stars were seen to accurately estimate the size structure of P. ochraceus populations. Only two juveniles (i.e., <50 mm) were observed at all sites combined. Giant owl limpet densities in 2018–2019 were comparable or slightly above the long-term mean at seven sites. Exceptionally high densities were measured at Northwest-Talcott on Santa Rosa Island, Otter Harbor on San Miguel Island, and Willows Anchorage on Santa Cruz Island. The sizes of L. gigantea this year varied among sites and islands. The smallest L. gigantea were observed at Otter Harbor followed closely by Willows Anchorage and Anacapa Middle West, and the largest were seen at Northwest-Talcott. Temporally, the mean sizes of L. gigantea in 2018–2019 decreased below the long-term mean at each island except Anacapa. Surfgrasses (Phyllospadix spp.) are typically monitored biannually at two sites each on Santa Cruz and Santa Rosa Islands. Beginning in 2015, all transects at each of the monitoring sites were only sampled once per year. At East Point on Santa Rosa Island, the conditions were not conducive to sampling the surfgrass transects, but qualitatively, percent cover of surfgrass appeared to be near 100% on all three transects. Relative to past years, cover of surfgrass increased above the long-term mean at Fraser Cove on Santa Cruz Island, fell slightly below the mean at Trailer on Santa Cruz Island, and remained approximately equivalent to the mean at the two Santa Rosa Island sites. Overall, the abundance and diversity of shorebirds in 2018–2019 at all sites appeared similar to observations made in recent years, with the exception of elevated numbers of brown pelicans (Pelecanus occidentalis) observed at East Point on Santa Rosa Island. Black oystercatchers (Haematopus bachmani) were the most ubiquitous shorebird seen at all sites. Black turnstones (Arenaria melanocephala) were not common relative to past years. Pinniped abundances remained comparable in 2018–2019 to historical counts for all three species that are commonly seen at the islands. Harbor seals (Phoca vitulina) were seen in the vicinity of eight sites this year. As in past years, harbor seals were most abundant at Otter Harbor and Harris Point on San Miguel Island. Elephant seals (Mirounga angustirostris) were seen at six sites during the year, where abundances ranged 1–5 individuals per location. California sea lions (Zalophus californianus) were common at Santa Barbara Island; 117 individuals were observed at Sea Lion Rookery. Sea lion abundances were higher than usual at Harris Point (N = 160) and Otter Harbor (N = 82) on San Miguel Island. Relative to past years, abundances this year were considered average at other locations.
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Tool Kit for Public–Private Partnerships in Urban Primary Health Centers in India. Asian Development Bank, grudzień 2020. http://dx.doi.org/10.22617/tim200407-2.

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This is a guide for establishing and developing urban primary health centers (UPHCs) according to India’s National Health Mission framework, and using public–private partnership (PPP) arrangements with nongovernment organizations. It can be used by all states, regardless of where they are in the development and realization of their strategy, policies, and processes with respect to PPPs in UPHCs. For states that already have such a program, this may help to streamline and improve policies and processes. It also contains guidelines and suggestions that are useful for states that are open to or considering the implementation of similar programs.
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Tool Kit for Public–Private Partnerships in Urban Primary Health Centers in India. Asian Development Bank, grudzień 2020. http://dx.doi.org/10.22617/tim200407-2.

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This is a guide for establishing and developing urban primary health centers (UPHCs) according to India’s National Health Mission framework, and using public–private partnership (PPP) arrangements with nongovernment organizations. It can be used by all states, regardless of where they are in the development and realization of their strategy, policies, and processes with respect to PPPs in UPHCs. For states that already have such a program, this may help to streamline and improve policies and processes. It also contains guidelines and suggestions that are useful for states that are open to or considering the implementation of similar programs.
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