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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 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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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, i 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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Pranke, Nico. "Skalierbares und flexibles Live-Video Streaming mit der Media Internet Streaming Toolbox". Doctoral thesis, Technische Universitaet Bergakademie Freiberg Universitaetsbibliothek "Georgius Agricola&quot, 2010. http://nbn-resolving.de/urn:nbn:de:bsz:105-qucosa-26652.

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Die Arbeit befasst sich mit der Entwicklung und Anwendung verschiedener Konzepte und Algorithmen zum skalierbaren Live-Streaming von Video sowie deren Umsetzung in der Media Internet Streaming Toolbox. Die Toolbox stellt eine erweiterbare, plattformunabhängige Infrastruktur zur Erstellung aller Teile eines Live-Streamingsystems von der Videogewinnung über die Medienverarbeitung und Codierung bis zum Versand bereit. Im Vordergrund steht die flexible Beschreibung der Medienverarbeitung und Stromerstellung sowie die Erzeugung von klientenindividuellen Stromformaten mit unterschiedlicher Dienstegüte für eine möglichst große Zahl von Klienten und deren Verteilung über das Internet. Es wird ein integriertes graphenbasiertes Konzept entworfen, in dem das Component Encoding Stream Construction, die Verwendung von Compresslets und eine automatisierte Flussgraphenkonstruktion miteinander verknüpft werden. Die für die Stromkonstruktion relevanten Teile des Flussgraphen werden für Gruppen mit identischem Zustand entkoppelt vom Rest ausgeführt. Dies führt zu einer maximalen Rechenlast, die unabhängig von der Zahl der Klienten ist, was sowohl theoretisch gezeigt als auch durch konkrete Messungen bestätigt wird. Als Beispiele für die Verwendung der Toolbox werden unter Anderem zwei waveletbasierte Stromformate entwickelt, integriert und bezüglich Codiereffizienz und Skalierbarkeit miteinander verglichen
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Pranke, Nico. "Skalierbares und flexibles Live-Video Streaming mit der Media Internet Streaming Toolbox". Doctoral thesis, TU Bergakademie Freiberg, 2009. https://tubaf.qucosa.de/id/qucosa%3A22696.

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Die Arbeit befasst sich mit der Entwicklung und Anwendung verschiedener Konzepte und Algorithmen zum skalierbaren Live-Streaming von Video sowie deren Umsetzung in der Media Internet Streaming Toolbox. Die Toolbox stellt eine erweiterbare, plattformunabhängige Infrastruktur zur Erstellung aller Teile eines Live-Streamingsystems von der Videogewinnung über die Medienverarbeitung und Codierung bis zum Versand bereit. Im Vordergrund steht die flexible Beschreibung der Medienverarbeitung und Stromerstellung sowie die Erzeugung von klientenindividuellen Stromformaten mit unterschiedlicher Dienstegüte für eine möglichst große Zahl von Klienten und deren Verteilung über das Internet. Es wird ein integriertes graphenbasiertes Konzept entworfen, in dem das Component Encoding Stream Construction, die Verwendung von Compresslets und eine automatisierte Flussgraphenkonstruktion miteinander verknüpft werden. Die für die Stromkonstruktion relevanten Teile des Flussgraphen werden für Gruppen mit identischem Zustand entkoppelt vom Rest ausgeführt. Dies führt zu einer maximalen Rechenlast, die unabhängig von der Zahl der Klienten ist, was sowohl theoretisch gezeigt als auch durch konkrete Messungen bestätigt wird. Als Beispiele für die Verwendung der Toolbox werden unter Anderem zwei waveletbasierte Stromformate entwickelt, integriert und bezüglich Codiereffizienz und Skalierbarkeit miteinander verglichen
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Chatzidrossos, Ilias. "P2P Live Video Streaming". Licentiate thesis, KTH, Communication Networks, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-12373.

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The ever increasing demand for video content directed the focus of researchfrom traditional server-based schemes to peer-to-peer systems for videodelivery. In such systems, video data is delivered to the users by utilizing theresources of the users themselves, leading to a potentially scalable solution.Users connect to each other, forming a p2p overlay network on top of theInternet and exchange the video segments among themselves. The performanceof a p2p system is characterized by its capability to deliver the videocontent to all peers without errors and with the smallest possible delay. Thisconstitutes a challenge since peers dynamically join and leave the overlay andalso contribute different amounts of resources to the system.The contribution of this thesis lies in two areas. The first area is theperformance evaluation of the most prominent p2p streaming architectures.We study the streaming quality in multiple-tree-based systems. We derivemodels to evaluate the stability of a multiple tree overlay in dynamic scenariosand the efficiency of the data distribution over the multiple trees. Then, westudy the data propagation in mesh-based overlays. We develop a generalframework for the evaluation of forwarding algorithms in such overlays anduse this framework to evaluate the performance of four different algorithms.The second area of the thesis is a study of streaming in heterogeneous p2poverlays. The streaming quality depends on the aggregate resources that peerscontribute to the system: low average contribution leads to low streamingquality. Therefore, maintaining high streaming quality requires mechanismsthat either prohibit non-contributing peers or encourage contribution. In thisthesis we investigate both approaches. For the former, we derive a model tocapture the evolution of available capacity in an overlay and propose simpleadmission control mechanisms to avoid capacity drainage. For the latter, inour last work, we propose a novel incentive mechanism that maximizes thestreaming quality in an overlay by encouraging highly contributing peers tooffer more of their resources.


QC 20100506
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Bjørnsen, Stig Inge Lea, i Erik Vivhovde Lohne. "Streaming i P2P-nettverk". Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2004. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-265.

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Realisering av streamingtjenester i P2P-nettverk er en utfordring fordi slike nettverk er preget av dynamikk og stadige endringer i forhold til nodenes tilgjengelighet. Hvis en node som leverer en mediestrøm blir utilgjengelig, vil det oppstå avbrudd i avspillingen hos mottakernoden. Utgangspunktet for denne hovedoppgaven er et ønske om å kunne gjøre streaming med tilfredsstillende tjenestekvalitet til en realitet i P2P-nettverk. Målet er å spesifisere en metode som bidrar til å forbedre den opplevde ressurstilgjengeligheten i slike nettverk.

P2P-systemer kjennetegnes generelt ved at de består av noder på randen av Internett, at samtlige noder bidrar med ressurser og kommuniserer direkte med hverandre og at hver node er en selvstyrende enhet. Det finnes to hovedkategorier P2P-systemer, “ekte” og “hybride”, samt en rekke applikasjonsområder. Streaming innebærer at innholdsleveranse gjøres i sanntid. Sanntidsleveranse krever at data leveres til mottaker i tide og at pakker leveres i rett rekkefølge. I P2P-nettverk, hvor omgivelsene preges av dynamikk og heterogenitet, er dette en stor utfordring. Flere teknikker kan benyttes for å håndtere slike omgivelser, men utfordringene knyttet til tilgjengelighet framstår som uløste og samtidig kritiske med tanke på oppnåelig tjenestekvalitet.

Vårt bidrag i retning av å forbedre den opplevde ressurstilgjengeligheten er en metode som blant annet benytter multinodestreaming som leveranseteknikk. Multinodestreaming innebærer å dele en strøm i flere delstrømmer og hente disse fra forskjellige noder. Delstrømmene kan da flettes ved mottak og spilles av som én strøm. Konsekvensen av at en node blir utilgjengelig vil kun bli kvalitetsdegradering av avspillingen, og ikke totalt avspillingsbrudd. Tilgjengeligheten kan forbedres ytterligere ved å utføre effektiv overtakelse av tapte delstrømmer. Ved å implementere metoden i en prototyp, er det mulig å teste dens funksjon og effekt. Testene viser at kvalitetsdegraderingen på avspillingen, som følge av at en node blir utilgjengelig, kun er midlertidig hvis en annen node kan overta leveransen. Reetablering av en delstrøm kan gjøres på gjennomsnittlig 4,7 sekunder. Enkeltnodestreaming ville til sammenligning medført fullt avspillingsbrudd. Resultatene sannsynliggjør derfor at multinodestreaming kan bidra til å forbedre den opplevde ressurstilgjengeligheten for streamingtjenester i P2P-nettverk.

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Neupane, Bishal, i Pooya Moazzeni. "Live 3D-TV Streaming". Thesis, Blekinge Tekniska Högskola, Sektionen för ingenjörsvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4016.

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The world is not flat as a pancake. It has height, width and depth. So we should see it even on TV. So far we cannot see three-dimensional programs directly into our TVs. Not even in cinemas with 3D cinema works "for real". For still there the magic sits in those glasses. The glasses of different colors allow distinguishing right and left eye impression tightened so that one sees different images with each eye. That is what creates the illusion of three dimensions. The goal of this thesis is to be on track to change that. Then you should achieve the same feeling without having required glasses, however, with a different technique. Do you remember those pictures that used to accompany the cereal packets? When angled in one direction, it was Donald Duck and angled it the other way it was Mickey Mouse. Our work is in the same way, though not with different images but with different perspectives. Same ribbed surface that existed at the pictures in cereal packets, are used as matter of fact on our 3D TV screen. Depending from which angle you look certain image information is hiding as it falls behind the ribbed surface. It thus separates views through the screen. This thesis project is focused on a prototyping of live 3D TV streaming application where a live video of a scene is viewed on a 3D auto-stereoscopic display that gives two different perspectives, or views, simultaneously. The TV uses a face search (eye tracking) system to set up the television optimal for those who want to see 3D without glasses. During thesis a simple 3D studio was built where the focus has been to show depth perception. For scene capturing two cameras were used. We have found an engineering solution to take pictures simultaneously from the cameras. The input images from two cameras are sent to an analog to digital converter (frame grabber) as two channels of a virtual color camera, which means real time and synchronized capturing in a simple way. The project has several applications written in C++ using various open source libraries, which essentially grab stereo image sequences from cameras using frame grabber, transfer image sequences to other applications via server communication, and display the live video in 3D display by exclusive rendering method. The communications between different applications for the purposes of transmission and receiving of video data is done using socket programming. The results of the project are very promising in which the live video of a scene can be viewed with noticeable depth despite obvious lagging in video timing.
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Wasberg, Erik. "Streaming : en upphovsrättslig analys". Thesis, Stockholms universitet, Juridiska institutionen, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-127861.

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Seyed, Khamoushi Seyed Mohammadreza. "Scalable Streaming Graph Partitioning". Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-206113.

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Large-scale graph-structured datasets are growing at an increasing rate. Social network graphs are an example of these datasets. Processing large-scale graphstructured datasets are central to many applications ranging from telecommunication to biology and has led to the development of many parallel graph algorithms. Performance of parallel graph algorithms largely depends on how the underlying graph is partitioned. In this work, we focus on studying streaming vertex-cut graph partitioning algorithms where partitioners receive a graph as a stream of vertices and edges and assign partitions to them on their arrival once and for all. Some of these algorithms maintain a state during partitioning. In some cases, the size of the state is so huge that it cannot be kept in a single machine memory. In many real world scenarios, several instances of a streaming graph partitioning algorithm are run simultaneously to improve the system throughput. However, running several instances of a partitioner drops the partitioning quality considerably due to the incomplete information of partitioners. Even frequently sharing states and its combination with buffering mechanisms does not completely solves the problem because of the heavy communication overhead produced by partitioners. In this thesis, we propose an algorithm which tackles the problem of low scalability and performance of existing streaming graph partitioning algorithms by providing an efficient way of sharing states and its combination with windowing mechanism. We compare state-of-the-art streaming graph partitioning algorithms with our proposed solution concerning performance and efficiency. Our solution combines a batch processing method with a shared-state mechanism to achieve both an outstanding performance and a high partitioning quality. Shared state mechanism is used for sharing states of partitioners. We provide a robust implementation of our method in a PowerGraph framework. Furthermore, we empirically evaluate the impact of partitioning quality on how graph algorithms perform in a real cloud environment. The results show that our proposed method outperforms other algorithms in terms of partitioning quality and resource consumption and improves partitioning time considerably. On average our method improves partitioning time by 23%, decreases communication load by 15% and increase memory consumption by only 5% compared to the state-of-the-art streaming graph partitioning.
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Hertz, Thomas G. "Applications of acoustic streaming". Lund : Dept. of Electrical Measurements, Lund Institute of Technology, 1993. http://books.google.com/books?id=h4RqAAAAMAAJ.

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Zelke, Mariano. "Algorithms for streaming graphs". Doctoral thesis, Humboldt-Universität zu Berlin, Mathematisch-Naturwissenschaftliche Fakultät II, 2009. http://dx.doi.org/10.18452/15912.

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Für einen Algorithmus zum Lösen eines Graphenproblems wird üblicherweise angenommen, dieser sei mit wahlfreiem Zugriff (random access) auf den Eingabegraphen G ausgestattet, als auch mit einem Arbeitsspeicher, der G vollständig aufzunehmen vermag. Diese Annahmen erweisen sich als fragwürdig, wenn Graphen betrachtet werden, deren Größe jene konventioneller Arbeitsspeicher übersteigt. Solche Graphen können nur auf externen Speichern wie Festplatten oder Magnetbändern vorrätig gehalten werden, auf denen wahlfreier Zugriff sehr zeitaufwändig ist. Um riesige Graphen zu bearbeiten, die auf externen Speichern liegen, hat Muthukrishnan 2003 das Modell eines Semi-Streaming Algorithmus vorgeschlagen. Dieses Modell beschränkt die Größe des Arbeitsspeichers und verbietet den wahlfreien Zugriff auf den Eingabegraphen G. Im Gegenteil wird angenommen, die Eingabe sei ein Datenstrom bestehend aus Kanten von G in beliebiger Reihenfolge. In der vorliegenden Dissertation entwickeln wir Algorithmen im Semi-Streaming Modell für verschiedene Graphenprobleme. Für das Testen des Zusammenhangs und der Bipartität eines Graphen, als auch für die Berechnung eines minimal spannenden Baumes stellen wir Algorithmen vor, die asymptotisch optimale Laufzeiten erreichen. Es ist bekannt, dass kein Semi-Streaming Algorithmus existieren kann, der ein größtes gewichtetes Matching in einem Graphen findet. Für dieses Problem geben wir den besten bekannten Approximationsalgorithmus an. Schließlich zeigen wir, dass sowohl ein minimaler als auch ein maximaler Schnitt in einem Graphen nicht von einem Semi-Streaming Algorithmus berechnet werden kann. Für beide Probleme stellen wir randomisierte Approximationsalgorithmen im Semi-Streaming Modell vor.
An algorithm solving a graph problem is usually expected to have fast random access to the input graph G and a working memory that is able to store G completely. These powerful assumptions are put in question by massive graphs that exceed common working memories and that can only be stored on disks or even tapes. Here, random access is very time-consuming. To tackle massive graphs stored on external memories, Muthukrishnan proposed the semi-streaming model in 2003. It permits a working memory of restricted size and forbids random access to the input graph. In contrast, the input is assumed to be a stream of edges in arbitrary order. In this thesis we develop algorithms in the semi-streaming model approaching different graph problems. For the problems of testing graph connectivity and bipartiteness and for the computation of a minimum spanning tree, we show how to obtain running times that are asymptotically optimal. For the problem of finding a maximum weighted matching, which is known to be intractable in the semi-streaming model, we present the best known approximation algorithm. Finally, we show the minimum and the maximum cut problem in a graph both to be intractable in the semi-streaming model and give semi-streaming algorithms that approximate respective solutions in a randomized fashion.
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20

Lundmark, Alexander. "Inkomstbeskattning av streaming - En analys av den inkomstskatterättsliga hanteringen av streaming på webbplattformen Twitch.tv". Thesis, Umeå universitet, Juridiska institutionen, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-147905.

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21

Chebudie, Abiy Biru. "Monitoring of Video Streaming Quality from Encrypted Network Traffic : The Case of YouTube Streaming". Thesis, Blekinge Tekniska Högskola, Institutionen för kommunikationssystem, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13336.

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The video streaming applications contribute to a major share of the Internet traffic. Consequently, monitoring and management of video streaming quality has gained a significant importance in the recent years. The disturbances in the video, such as, amount of buffering and bitrate adaptations affect user Quality of Experience (QoE). Network operators usually monitor such events from network traffic with the help of Deep Packet Inspection (DPI). However, it is becoming difficult to monitor such events due to the traffic encryption. To address this challenge, this thesis work makes two key contributions. First, it presents a test-bed, which performs automated video streaming tests under controlled time-varying network conditions and measures performance at network and application level. Second, it develops and evaluates machine learning models for the detection of video buffering and bitrate adaptation events, which rely on the information extracted from packets headers. The findings of this work suggest that buffering and bitrate adaptation events within 60 second intervals can be detected using Random Forest model with an accuracy of about 70%. Moreover, the results show that the features based on time-varying patterns of downlink throughput and packet inter-arrival times play a distinctive role in the detection of such events.
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22

Chung, Jae Won. "Congestion control for streaming media". Link to electronic thesis, 2005. http://www.wpi.edu/Pubs/ETD/Available/etd-081805-084831/.

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Dissertation (Ph.D.) -- Worcester Polytechnic Institute.
Keywords: streaming media; streaming transport protocol; active queue management (AQM); Internet congestion control. Includes bibliographical references (p. 236-248).
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23

Bösken, Michael. "Streaming-Video und Web-TV /". Hamburg : Diplomica-Verl, 2007. http://www.diplom.de/katalog/arbeit/10452.

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24

Cesarini, Ettore. "Stima streaming di sottospazi principali". Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/17897/.

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Nell'attuale stato tecnologico in cui la dimensionalità dei dati vede un incremento esponenziale, si rende necessario l'utilizzo di algoritmi che permettano un'efficiente signal processing anche ai dispositivi con potenza di calcolo e disponibilità di memoria limitati. In questo lavoro è stato preso in considerazione un setting reale, per il quale si sono cercati due metodi algoritmici in grado di garantirne un'efficiente stima dell'energia del segnale, in modo streaming e riducendo la dimensionalità dei dati. Traendo ispirazione dallo stato dell'arte, sono stati decisi i due metodi di stima streaming di sottospazi principali HPCA e SEPS. In sede di simulazione si è fatto uso di dataset sintetici appositamente generati per ottenere un opportuno tuning dei parametri per ciascun algoritmo. In seguito si è proceduto a valutare l'efficacia delle scelte fatte sui parametri applicando i singoli algoritmi al setting reale. Nel medesimo setting, al passo successivo si è proceduto al confronto diretto dei due metodi valutandone le performance in termini di dinamica e valore di convergenza, costi computazionali e robustezza in seguito a fenomeni di carattere non stazionario. I risultati hanno favorito l'algoritmo HPCA in termini di prestazioni e robustezza, a scapito di una maggiore incidenza sulla complessità computazionale e memory footprint rispetto al secondo algoritmo. SEPS ha reso la fase di tuning un passo molto più delicato, dovuta all'alta sensibilità del suo learning rate; tuttavia a seguito dell'opportuna paramettrizzazione, ha primeggiato relativamente ai costi computazionali e al memory footprint, dando prova di alta flessibilità, semplicità implementativa ma minore velocità di convergenza. Ai fini di questa elaborazione, sia HPCA che SEPS si sono rivelati una scelta corretta e soddisfacente nell'ottica della stima streaming di sottospazi principali, facendo prediligere il secondo per le performance ottenute nello specifico setting qui analizzato.
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25

Tang, Jiaowei. "An Algorithm for Streaming Clustering". Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-150820.

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A simple existing data stream clustering algorithm DenStream based on DBScan is studied. Based on DenStream a modified algorithm called DenStream2 is proposed. It follows most of the framework and theory of DenStream. Denstream2 is implemented as a foreign function in an extensible data stream management system (DSMS), where queries over streams are allowed. The generated clusters inferred from each window of an input a data stream are emitted as new stream clusters. The output stream can be stored in database for later queries, or be queried directly. Keywords: DBScan, DenStream
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26

Johansson, Markus, i Sebastian Andersson. "Multi-Video Streaming with DASH". Thesis, Linköpings universitet, Institutionen för datavetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-138755.

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Multi-video streaming allows the viewer to interact with the stream by choosing andswitching between several different camera angles to view the stream from. For this reportwe implement and evaluate adaptive multi-video streaming with dash.js. With the help ofdash.js and self-made additions, multiple parallel video streams which are synchronized intime are implemented to provide a good user experience with smooth switching betweenstreams. These streams will be delivered according to dash.js own HTTP-based AdaptiveStreaming algorithms to achieve adaptive streams for varying conditions. In order to optimizethe usage of the available bandwidth in terms of video quality in a multi-videoenvironment we implement probabilities of camera switching to adapt qualities and allocatedbandwidth of streams. By utilizing the functions of dash.js we create two prefetchingpolicies and analyze these results together with the standard non-prefetch dash.js implementationin a multi-view video environment. Our results present the improvements interms of stalling with a prefetch implementation and the possibility of a good policy tofurther optimize a multi-view video implementation in terms of stalling, quality and bandwidthusage. Evaluation of dash.js compatibility for a multi-view video environment is alsodiscussed where pros and cons of dash.js in their current state are presented.
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27

Bösken, Michael. "Streaming Video & Web TV /". Hamburg : Diplomica Verl, 2007. http://www.diplom.de/katalog/arbeit/10452.

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28

Nichols, III James G. "Measurement of Windows Streaming Media". Digital WPI, 2004. https://digitalcommons.wpi.edu/etd-theses/237.

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The growth of high speed Internet connections has fueled an increase in the demand for high quality streaming video. In order to satisfy timing constraints, streaming video typically uses UDP as the default network transport protocol. Unfortunately, UDP does not have any end-to-end congestion control mechanisms, and so in the absence of higher layer congestion control can lead to unfairness and possibly congestion collapse. While there has been research done in video measurement and characterization using custom tools, to the best of our knowledge, there have been no measurement studies where the researchers had control over a commercial streaming media server and client, and control of the network conditions and content. A goal of this research is to characterize the bitrate response of Windows Streaming Media in response to network-level metrics such as capacity, loss rate, and round-trip time. We build a streaming media test bed that allows us to systematically vary network and content encoding characteristics. We analyze responsiveness by comparing streaming media flows to TCP-friendly flows under various streaming configurations and network conditions. We find Windows Streaming Media has a prominent buffering phase in which it sends data at a bitrate significantly higher than the steady-state rate. Overall, Windows Streaming Media is responsive to available capacity, but is often unfair to TCP. Knowledge of streaming media's response to congestion encountered in the network is important in building networks that better accommodate their turbulence. The additional characteristics we measure can be combined to guide emulation or simulation configurations and network traffic generators for use in further research.
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29

Turmukhametova, Aizana. "Diverse sampling of streaming data". Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/85230.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2013.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 49-51).
This thesis addresses the problem of diverse sampling as a dispersion problem and proposes solutions that are optimized for large streaming data. Finding the optimal solution to the dispersion problem is NP-hard. Therefore, existing and proposed solutions are approximation algorithms. This work evaluates the performance of dierent algorithms in practice and compares them to the theoretical guarantees.
by Aizana Turmukhametova.
M. Eng.
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30

Ganguly, Sujoy. "Cytoplasmic streaming in Drosophila melanogaster". Thesis, University of Cambridge, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.610464.

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31

Dvořák, Jakub. "Streaming Ray Tracer na GPU". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2008. http://www.nusl.cz/ntk/nusl-236008.

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Current consumer GPUs can be used as high performance stream processors and are a tempting platform to be used to implement raytracing. In this paper I briefly present raytracing principles and methods used to accelerate it, modern GPUs programmable pipeline and examples of its use. I describe stream processing in general and available interfaces enabling the usage of GPU as stream processor. Then I present my GPU raytracer implementation, used algorithms and experiments I have made.
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32

Hosseini, Seyedsiavash, i Victor Karmestål. "Streaming Services and Media Consumption". Thesis, Umeå universitet, Företagsekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185155.

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With the rapid pace of technological development, the way we consume media has changed drastically. Not too long ago, the very idea of never watching TV in the sense of broadcasted TV channels was absurd. Nowadays more and more people spend most if not all their media consumption time on streaming services like Netflix and Viaplay. We conducted a study on the reasons behind this change in media consumption, to find out why more and more people choose to spend their days watching Netflix instead of TV6 like they used to. We chose to perform our study through the lens of two different consumer behavior models: The Technology Acceptance Model (TAM) and the Uses and Gratification Model (UGT). With the concepts of perceived usefulness and perceived ease of use from TAM, and information seeking, affinity and accessibility from UGT. A quantitative study was conducted with 72 respondents. Our choice of method was a questionnaire which we designed to gather data on the respondents’ thoughts towards streaming services and towards the different behavior models. The survey, which was web-based, was distributed on different Facebook groups to reach potential respondents. The data gathered was then analyzed using Cronbach’s alpha and linear regression. From the results, we could gather that perceived usefulness was the most important factor of TAM, and the largest explanation behind a consumer’s usage of streaming services. Information seeking, affinity and accessibility were the largest contributing factors in the UGT model, although our results showed that UGT was not as significant as TAM in usage of streaming services. We were able to conclude that streaming services are an innovation that offers usefulness to the respondents that broadcast TV cannot compete with. We also found that TV broadcasts have a potential niche audience which they can reach with the right priorities. There were some aspects of information seeking which our respondents felt streaming services lacked, meaning if broadcast TV capitalizes on this type of informative content that streaming services lack, they can hopefully maintain a significant enough audience.
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33

Nichols, James G. "Measurement of Windows streaming media". Link to electronic thesis, 2004. http://www.wpi.edu/Pubs/ETD/Available/etd-0422104-195255.

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34

STOCCHI, MARCO. "Inference Engines for Streaming Datasets". Doctoral thesis, Università degli Studi di Cagliari, 2017. http://hdl.handle.net/11584/249556.

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The problem of forecasting streaming datasets, particularly the financial time series, has been largely explored in the past, but we believe the advancement of technologies such as the Internet of Things, which will connect an exponentially increasing number of sensors and devices, endowed with limited computational resources, yet capable of producing enormous amounts of sampled data, and the progressively higher social need to deploy intelligent systems, will make the prediction of time series a core industrial issue in the next future. Consequently, we also believe that investigating efficient models for accurate and reliable forecasting can be considered an urgent area of research. We explore several non parametric univariate time series forecasting approaches, mainly involving the use of pattern recognition and digital signal preprocessing modules to be coupled with established neural regressors, with the ambition to design hybrid machine learning frameworks candidate to be applied to a variety of application fields. Results show how the proposed models can outperform the benchmarking methods, suggesting good forecasting accuracy when applied to one of the most recent and less known financial time series: the Bitcoin-US Dollar hourly close spot rates.
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35

Plissonneau, Louis. "Network tomography from an operator perspective". Thesis, Paris, ENST, 2012. http://www.theses.fr/2012ENST0033/document.

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Le domaine de la mesure des caractéristiques du trafic transitant sur un réseau a été largement traité par une vaste communauté de chercheurs, en premier lieu pour répondre aux attentes des opérateurs fournisseurs d'accès à Internet. En effet, leur première préoccupation est de savoir quel type de trafic ils doivent transporter. Une des principales caractéristiques de l'Internet est qu'il évolue très vite, de sorte que le besoin de mesures du trafic grand public ne se tarit jamais. Dans ce travail, nous abordons la question de la mesure du trafic Internet grand public par deux perspectives différentes: les mesures passives et les mesures actives. Dans la première partie de cette thèse, nous capturons et analysons passivement les statistiques des connections d'utilisateurs d'Internet durant plus d'une semaine. Nous utilisons ces données pour réviser et approfondir notre connaissance du trafic Internet résidentiel. Ensuite, nous utilisons des méthodes de regroupement pour créer des ensembles d'utilisateurs en fonctions des applications qu'ils utilisent. Nous apprenons donc qu'une vaste majorité des clients se connectent à Internet principalement pour surfer sur le Web et regarder des vidéos en streaming. Ces données nous servent aussi à évaluer de nouvelles possibilités de contrôler le trafic d'une plateforme ADSL. Comme la principale partie du trafic provient du vidéo streaming, nous prenons plusieurs instantanés de ce trafic avec des captures paquet durant une période de plusieurs années, ceci pour comprendre précisément l'évolution de ce trafic. De plus, nous analysons et relions la performance du vidéo streaming, définie par des indicateurs de qualité de service, au comportement des utilisateurs de ce service. Dans la deuxième partie de cette thèse, nous tirons parti de cette connaissance pour concevoir une sonde active capable de mesurer la qualité d'expérience des sites de vidéo streaming. Nous avons modélisé la lecture des vidéos \emph{streaming} pour pouvoir déterminer leur qualité telle qu'elle est perçue par les utilisateurs. Grâce à cet outil, nous pouvons comprendre l'impact de la sélection du serveur vidéo et du serveur DNS sur la perception de la qualité vidéo par l'utilisateur. De plus, la possibilité de réaliser des mesures depuis divers opérateurs, nous permet de détailler les politiques de distribution vidéo utilisées par les sites de streaming
Network tomography is the study of a network's traffic characteristics using measures. This subject has already been addressed by a whole community of researchers, especially to answer the need for knowledge of residential Internet traffic that ISPs have to carry. One of the main aspects of the Internet is that it evolves very quickly, so that there is a never ending need for Internet measurements. In this work, we address the issue of residential Internet measure from two different perspectives: passive measurements and active measurements. In the first part of this thesis, we passively collect and analyse statistics of residential users' connections spanning over a whole week. We use this data to update and deepen our knowledge of Internet residential traffic. Then, we use clustering methods to form groups of users according to the application they use. This shows how the vast majority of customers are now using the Internet mainly for Web browsing and watching video Streaming. This data is also used to evaluate new opportunities for managing the traffic of a local ADSL platform. As the main part of the traffic is video streaming, we use multiple snapshots of packet captures of this traffic over a period of many years to accurately understand its evolution. Moreover we analyse and correlate its performance, defined out of quality of service indicators, to the behavior of the users of this service. In the second part of this thesis, we take advantage of this knowledge to design a new tool for actively probing the quality of experience of video streaming sites. We have modeled the playback of streaming videos so that we are able to figure out its quality as perceived by the users. With this tool, we can understand the impact of the video server selection and the DNS servers on the user's perception of the video quality. Moreover the ability to perform the experiments on different ISPs allows us to further dig into the delivery policies of video streaming sites
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36

Carlsson, Johanna. "Streaming och framställningen av tillfälliga exemplar : hur inskränkningar i upphovsrätten förhåller sig till förfarandet streaming". Thesis, Stockholms universitet, Juridiska institutionen, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-153204.

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37

Björklund, Johan. "A Buyer-Seller Protocol with Watermarking for Cloud Streaming : Towards an Ecosystem for Media Streaming". Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-223689.

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This work shares purpose with new directions in the philosophy of intellectual property, where self-expression and participation in the creation of culture are seen as key ingredients of human wellbeingand autonomy. A technical solution is explored that enables major labels and independent creatorsto publish music with equal reach to audiences, without the need for trusted third parties.The principal contribution is a buyer-seller protocol in the setting of untrusted service providersand a blockchain ledger. In the envisioned scenario, files are streamed from untrusted providers toend users. Encryption and watermarking, rather than obfuscation, are used to protect against anddisincentivize piracy. Watermarking bit rate, storage and communication overheads, and encryptionperformance are key parameters. Subscription and ad-supported pricing models are discussed.
Detta arbete delar syfte med nya idéer inom immaterialrättsfilosofi, där yttrande och delaktighet iskapandet av kultur ses som nödvändiga ingredienser för mänskligt välbefinnande och självständighet.Rapporten utforskar en teknisk lösning som möjliggör för stora mediebolag och oberoende artister attpublicera musik med samma åtkomst till publik, utan behov av betrodda tredjeparter.Det huvudsakliga bidraget är ett köpar-säljar-protokoll för en miljö med obetrodda service providersoch en blockchain ledger. I det föreställda sceneriot skickas filer från obetrodda parter till slutan-vändare. Kryptering och vattenmärkning, snarare än obfuskering, används för att skydda mot ochavskräcka från piratkopiering. Vattenmärkningens bithastighet, lagrings- och kommunikations-behov,samt krypteringens prestanda är avgörande parametrar. Subscription och ad-supported som prismod-eller diskuteras.
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38

Blomqvist, Viggo. "Pilot - Streaming for beginners : How can we make it easier for people to start streaming?" Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160494.

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To broadcast live media to the viewer, more known as streaming, has grown in popularity a tremendous amount the last few years. Despite the large viewerbase and people’s dreams to share their creation with the world it’s still quite difficult to get started as a streamer. How can we make it easier for people to start streaming? This project includes the thought and design process of the development of a new product linefor streamers. The product’s purpose is to offer the correct functions that makes it possible, but also easy for anyone to share their passion with the entire world. Letting anyone in the world not just watch you, but also be a part of the experience. The project resulted in a conceptual starter kit for streaming. The kit includes products that cooperate with each other, giving the user a personal and positive experience when starting out with streaming.
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39

Zhengyu, Wang, i Yousuf Al-Shorji. "Fisheye live streaming : A study of the dewarping function and the performance of the streaming". Thesis, KTH, Hälsoinformatik och logistik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-236503.

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Provision of live streaming of video from fisheye camera is a popular business in the IT sector. Video dewarping is one of its special fields that expands rapidly. As the requirement of video quality becomes higher and higher, there is an increasing need for efficient solutions that can be utilized to process videos in attempts to gain desirable results. The problem is to determine the right combination of transmission bitrate and resolution for live streaming of the dewarped videos. The purpose of this thesis is to develop a prototype solution for dewarping video from fisheye camera and re-stream it to a client. This prototype is used for testing combinations of bitrate and resolution of the video in different scenarios. A system is devised to live stream a video from a fisheye camera, dewarp the video in a server and display the video in media players. The results reveal that the combination of bitrate 3.5 - 4.5 Mbps and resolution 720p is best suited for transmission to avoid noticeable lagging in playback. Comments of observers prove the promising use of the dewarped videos as Virtual Reality(VR) technology.
Direktsänd videoströmning från en kamera med fiskögaobjektiv är ett populärt och snabbväxande, speciellt inom vissa områden som videoförvrängning korrigering. Eftersom kravet på hög högkvalitativ video blir högre och högre, ökas också behovet av en effektiv videobearbetnings lösning för att få önskvärda resultat. Problemet är att bestämma rätt kombination av överföringsbithastighet och upplösning för direktströmning av bearbetade videon. Syftet med detta examensarbete är att utveckla en prototyplösning som korrigerar videoförvrängning från en kamera med fisköga-objektiv samt vidaresända den korrigerade videon till en klient. Denna prototyp används för att testa olika kombinationer av bithastighet och upplösning i olika scenarier. Ett prototypsystem utvecklades för att direktsända video från en kamera med fisköga-objektiv, korrigera videoförvrängningen i en server och spela upp de korrigerade video i en mediaspelare. Resultatet visar att kombinationen av bithastigheten mellan 3.5 - 4.5 Mbps och upplösningen 720p är den mest lämpliga för att undvika märkbara fördröjningar hos klienten. Den potentiella framtida användningen av den bearbetade videon inom Virtuell verklighet (VV) är lovande baserat på observatörernas kommentarer.
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40

Lhez, Jérémy. "Filtrage, stockage et raisonnement sur de grands volumes de triplets RDF ordonnancés". Thesis, Paris Est, 2018. http://www.theses.fr/2018PESC1122/document.

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Avec le développement et la multiplication des appareils connectés dans tous les domaines, de nouvelles solutions pour le traitement de flux de données ont vu le jour. Cette thèse s'inscrit dans ce contexte: elle a été réalisée dans le cadre du projet FUI Waves, une plateforme de traitement de flux distribués. Le cas d'usage pour le développement a été la gestion des données provenant d'un réseau de distribution d'eau potable, plus précisément la détection d'anomalie dans les mesures de qualité et leur contextualisation par rapport à des données extérieures. Plusieurs contributions ont été réalisées et intégrées à différentes étapes du projet, leur évaluation et les publications liées témoignant de leur pertinence. Celles-ci se basent sur une ontologie que j'ai spécifiée depuis des échanges avec les experts du domaine travaillant dans chez le partenaire métier du projet. L'utilisation de données géographiques a permis de réaliser un système de profilage visant à améliorer le processus de contextualisation des erreurs. Un encodage de l'ontologie adapté au traitement de flux de données RDF a été développé pour supporter les inférences de RDFS enrichis de owl : sameAs. Conjointement, un formalisme compressé de représentation des flux (PatBin) a été conçu et implanté dans la plateforme. Il se base sur la régularité des motifs des flux entrants. Enfin, un langage de requêtage a été développé à partir de ce formalisme. Il intègre une stratégie de raisonnement se basant sur la matérialisation et la réécriture de requêtes. Enfin, à partir de déductions provenant d'un d'apprentissage automatique, un outil de génération de requêtes a été implanté. Ces différentes contributions ont été évaluées sur des jeux de données concrets du domaine ainsi que sur des jeux d'essais synthétiques
With the developpement and the expansion of connected devices in every domain, several projects on stream processing have been developped. This thesis has been realized as part of the FUI Waves, a reasoning stream processing engine distributed. The use case for the developement was the processing of data streamed from a potable water distribution network, more specifically the detection of anomalies in the quality measures and their contextualisation using external data. Several contributions have been realized and integrated in different stages of the project, wih evaluations and publications witnessing their relevance. These contributions use an ontology that has been designed thanks to collaboration with domain experts working for our water data management project partner. The use of geographical data allowed to realize a profiling system aiming at improving the anomaly contextualisation process. An ontology encoding approach, adapted to RDF stream processing, has been developped to support RDFS inferences enriched with owl : sameAs. Conjointly, a compressed formalism (PatBin) has been designed to represent streams. PatBin is based on the regularity of patterns found in incoming streams. Moreover, a query language has been conceived from PatBin, namely PatBinQL. It integrates a reasoning strategy that combines both materialization and query rewritting. Finally, given deductions coming from a Waves machine learning component, a query generation tool has been developped. These diferent contributions have been evaluated on both real-world and synthetic datasets
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41

Olsson, Johan. "Streaming och nätverk för digital skyltning". Thesis, University of Gävle, Ämnesavdelningen för datavetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-5473.

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Idag finns som alltid behovet att distribuera media. Allt eftersom prestandan för överföring av information i dator-nätverk har ökat har detta blivit möjligt genom streaming, strömmande media. Detta innebär att klienten inte behöver ladda ner hela materialet för att kunna se eller lyssna på det. Allt eftersom kravet på kvalitén av materialet ökar blir kraven på nätverket högre. Precisallt Media AB är ett företagsom sysslar med digital skyltning. För att nå ut med film till sina skyltar som finns i olika butiker och varuhus, schemaläggs och skickas film till en vanlig pc som sköter skylten. Lagring av video sker lokalt, det vill säga materialet som spelas upp på en skylt är lagrat på samma dator som spelar upp det. Detta är ingen effektiv lösning eftersom överföringen av material som sker över Internet måste ske till varje dator som ska spela upp det. Går det att skapa en effektivare lösning genom att använda streaming hos kunden? Och går det att effektivisera distribueringen av media tillkundens nätverk?

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42

Kim, Taehyun. "Scalable Video Streaming over the Internet". Diss., Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/6829.

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The objectives of this thesis are to investigate the challenges on video streaming, to explore and compare different video streaming mechanisms, and to develop video streaming algorithms that maximize visual quality. To achieve these objectives, we first investigate scalable video multicasting schemes by comparing layered video multicasting with replicated stream video multicasting. Even though it has been generally accepted that layered video multicasting is superior to replicated stream multicasting, this assumption is not based on a systematic and quantitative comparison. We argue that there are indeed scenarios where replicated stream multicasting is the preferred approach. We also consider the problem of providing perceptually good quality of layered VBR video. This problem is challenging, because the dynamic behavior of the Internet's available bandwidth makes it difficult to provide good quality. Also a video encoded to provide a consistent quality exhibits significant data rate variability. We are, therefore, faced with the problem of accommodating the mismatch between the available bandwidth variability and the data rate variability of the encoded video. We propose an optimal quality adaptation algorithm that minimizes quality variation while at the same time increasing the utilization of the available bandwidth. Finally, we investigate the transmission control protocol (TCP) for a transport layer protocol in streaming packetized media data. Our approach is to model a video streaming system and derive relationships under which the system employing the TCP protocol achieves desired performance. Both simulation results and the Internet experimental results validate this model and demonstrate the buffering delay requirements achieve desired video quality with high accuracy. Based on the relationships, we also develop realtime estimation algorithms of playout buffer requirements.
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43

Agarwalla, Bikash Kumar. "Resource management for data streaming applications". Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/34836.

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This dissertation investigates novel middleware mechanisms for building streaming applications. Developing streaming applications is a challenging task because (i) they are continuous in nature; (ii) they require fusion of data coming from multiple sources to derive higher level information; (iii) they require efficient transport of data from/to distributed sources and sinks; (iv) they need access to heterogeneous resources spanning sensor networks and high performance computing; and (v) they are time critical in nature. My thesis is that an intuitive programming abstraction will make it easier to build dynamic, distributed, and ubiquitous data streaming applications. Moreover, such an abstraction will enable an efficient allocation of shared and heterogeneous computational resources thereby making it easier for domain experts to build these applications. In support of the thesis, I present a novel programming abstraction, called DFuse, that makes it easier to develop these applications. A domain expert only needs to specify the input and output connections to fusion channels, and the fusion functions. The subsystems developed in this dissertation take care of instantiating the application, allocating resources for the application (via the scheduling heuristic developed in this dissertation) and dynamically managing the resources (via the dynamic scheduling algorithm presented in this dissertation). Through extensive performance evaluation, I demonstrate that the resources are allocated efficiently to optimize the throughput and latency constraints of an application.
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44

Gurses, Eren. "Optimal Streaming Of Rate Adaptable Video". Phd thesis, METU, 2006. http://etd.lib.metu.edu.tr/upload/12607352/index.pdf.

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In this study, we study the dynamics of network adaptive video streaming and propose novel algorithms for rate distortion control in video streaming. While doing so, we maintain inter-protocol fairness with TCP (Transmission Control Protocol) that is the dominant transport protocol in the current Internet. The proposed algorithms are retransmission-based and necessitate the use of playback buffers in order to tolerate the extra latency introduced by retransmissions. In the first part, we propose a practical network-adaptive streaming scheme based on TCP transport and the idea of Selective Frame Discarding (SFD) that makes use of two-layer temporally scalable video. The efficacy of the SFD scheme is validated for playout buffer times in the order of seconds and therefore makes it suitable more for delay tolerant streaming applications. In the second part of the thesis, we propose an application layer rate-distortion control algorithm which provides Optimal Scheduling and Rate Control (OSRC) policies in the average reward sense in order to achieve efficient streaming of video. The Optimal Scheduling (OS) we propose maximizes the probability of successfully on time delivery according to a prespecified set of rate constraints, and different channel conditions by using Markov Decision Process (MDP) models. On the other hand optimal rate control (RC) is achieved by calculating the optimal rate constraint which minimizes the average distortion of a video streaming session by making use of the video distortion model derived for lossy channels and achievable success probabilities provided by the set of optimal schedules. For numerical examples, we focus on an equation-based TCP friendly rate control (TFRC) protocol where transport layer retransmissions are disabled and Fine Granular Scalable (FGS) coded video is used for improved rate adaptation capabilities but with an additional rate distortion penalty. The efficacy of the proposed OSRC algorithm is demonstrated by means of both analytical results and ns-2 simulations.
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45

Siraj, Fahd Muhammad. "HTTP Based Adaptive Streaming over HSPA". Thesis, KTH, Kommunikationsnät, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-53517.

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MPEG has developed various technologies for multimedia storage and delivery, such as MPEG-2 TS and MP4 file format. HTTP-based Adaptive Streaming is a new technology to deliver such multimedia streams over the Open Internet to a variety of consumer devices including set-top boxes, hybrid TVs, PC and portable devices. The examples include Apple HTTP Live Streaming, Microsoft SmoothStreaming, 3GPP Adaptive HTTP Streaming and the recent MPEG standardization activity related to Dynamic Adaptive Streaming over HTTP (DASH). The optimization tools used within these techniques try to cope with the underlying network conditions such as the bit rate variations and delay, along with user interaction. In this work I intend to setup and evaluate the performance of HTTP-based Adaptive Streaming Technologies over an HSPA network.
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46

Afzaal, Qasim, i Usman Ahmad. "Audio Video Streaming Solution for Bambuser". Thesis, Umeå universitet, Institutionen för datavetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-58494.

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Audio/Video streaming has widely been used in different applications but the social communication applications have especially raised its usage. The aim of this thesis is to design and develop an improved Audio/Video streaming solution for a Swedish company Bambuser and can easily be extended with new features where necessary. Currently Bambuser is using the Flash Media Server (FMS) for streaming the media, but it is license based and adds the extra cost to the company's budget. It does not support a wide range of platforms (e.g. OpenBSD and various Linux distributions) and also has limited options for the streaming. There is no real time monitoring and controlling functionality, which can show the status of essential services to the user, needed for the streaming (for example if the camera is working, microphone is turned on, battery power status. etc.). In order to solve these issues the GStreamer is used, which is an Open source multimedia streaming framework. The GStreamer environment was tested on different Linux distributions. The research and implementation includes the creation of the streaming pipeline and analyzing which options (i.e. GStreamer elements and plugins) are required to stream the media. It also includes the testing of different pipeline parameters (for example video rate, audio rate etc.) and noting their effects in a real working environment. Python binding with GStreamer is used to have better control over the pipeline. Another requirement of this project was to add the functionality of monitoring and control that shows the status of essential services to the user. Implementation of this part is done by using server and client side coding. Further improvements and suggestions are also proposed in this report.
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47

Zhao, Hui. "HLA streaming and real-time extensions". Thesis, University of Ottawa (Canada), 2002. http://hdl.handle.net/10393/6339.

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The High Level Architecture (HLA) is IEEE's 1516 standard [1] which defines a software architecture for the development and execution of Distributed Interactive Simulation (DIS). It also provides a general-purpose network communication mechanism for DIS through its implementation---Run-Time Infrastructure (RTI). However, HLA does not address two critical features: stream (audio/video) and real-time transmission. This thesis focuses on solving these two issues. The first part of this thesis reviews the basic concepts of DIS and its evolving history. Then it illustrates how the HLA supports the requirements of the DIS via its service groups, using a virtual shopping mall application as an example. The second part introduces an HLA-compliant solution for stream transmission and control. An audio playback application is illustrated to show how to transfer stream data, using HLA defined APIs and control transfer schedule, using the operating system interval timer. Then, a presentational audio-video continuous-media retrieval application is illustrated to show how to control stream retrieval In the third part, a real-time extension proposal to HLA and an architecture of real-time RTI is presented. The Internet is moving to Quality of Service (QoS) age, which will provide delay and jitter bounded services. With the IP QoS and real-time operating systems involved, it is shown that HLA can support real-time DIS by taking advantages of these new technologies. After analyzing the limitation of current HLA and RTI, a proposal of real-time extension to HLA and the architecture of real-time RTI is illustrated. In the fourth part, our experiences of building QoS networks and a performance analysis, including end-to-end RSVP for unicast and multicast, end-to-end DiffServ, RSVP over differentiated service network, etc., are presented. We hope that the thesis' contributions would create a discussion in the DIS community on the topic of Real-Time DIS (RT-DIS). With new real-time technologies in operating systems and networks blooming, RT-DIS has the possibility of coming true, while its final realization depends on the effort of the whole DIS community.
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48

Roychowdhury, Amrita. "NON-USE OF STREAMING MUSIC TECHNOLOGIES". Thesis, Uppsala universitet, Informationssystem, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-341750.

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Technology non-use or active resistance towards technology is a pertinent issue in Human Computer Interaction, especially when we contemplate the ongoing changes regarding the concept of usability. By combining Theory of Practice and Theory of Materiality with Theory of Affect this thesis explores the resistance towards online streaming music technology among music enthusiasts devoted to vintage Vinyl music culture and also takes an effort to understand any possible effect of this voluntary non-use on the digital music industry. Qualitative research analysis is employed on ten in-depth semi structured interviews showing that material aspects and nostalgia, create an individualistic image and passion for record collection; furthermore, these aspects play a role behind the choice of non-use of online music technology.
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49

Plumpton, Catrin Oliver. "Classifier ensembles for streaming fMRI data". Thesis, Bangor University, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.540419.

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50

Kong, Chenguang, i 孔臣光. "Collaborative streaming in mobile social networks". Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2011. http://hub.hku.hk/bib/B47849897.

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Mobile social applications have emerged in recent years. They explore social connections among mobile users in a variety of novel scenarios, including friend finding, message routing, and content sharing. However, efficiently supporting resource-demanding delay-sensitive streaming applications on the mobile platform remains a significant challenge. Research on such topics will naturally widen the usage of mobile social applications. The solutions to the challenges will provide suggestion on many related work. It is interesting and valuable to explore the system performance and users’ experience in such scenarios. Furthermore, users’ concern about social network is also significant to develop a mobile social network application. It is important to detect users’ strategies to communicate with others. That influences the network topologies and provides biased connections. The strategy consists of various of aspects, most of which are the user preference and user social attributes. Focusing on this meaningful research field, we study collaborative VoD-type streaming of short videos among small groups of mobile users, so as to effectively exploit their social relationships. Such an application can be practically set in a number of usage scenarios, including streaming of introductory video clips of exhibition items to visitors’ mobile devices, such as in a museum. We analyze users’ behavior strategies based on their social preference and social attributes. We design SMS, an architecture that engineers such Streaming over Mobile Social networks. SMS constructs a collaborative streaming overlay by carefully inspecting social connections among users and infrastructure characteristics of Bluetooth technologies. To improve the performance, we analyze the scatternet structure of Bluetooth technology and propose appropriate scatternet structure in our system. We evaluate our design based on prototype implementation on the Android platform, as well as on a large emulation testbed. The results obtained indicate that we are able to achieve a well-performed streaming system in a mobile social network.
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Computer Science
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Master of Philosophy
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