A Brief History of Streaming Media
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
A Remote Lecturing System Using Multicast Addressing
MTEACH: A REMOTE LECTURING SYSTEM USING MULTICAST ADDRESSING A Thesis Submitted to the Faculty of Purdue University by Vladimir Kljaji In Partial Fulfillment of the Requirements for the Degree of Master of Science in Electrical Engineering August 1997 - ii - For my family, friends and May. Thank you for your support, help and your love. - iii - ACKNOWLEDGMENTS I would like to express my gratitude to Professor Edward Delp for being my major advisor, for his guidance throughout the course of this work and especially for his time. This work could not have been done without his support. I would also like to thank Pro- fessor Edward Coyle and Professor Michael Zoltowski for their time and for being on my advisory committee. - iv - TABLE OF CONTENTS Page LIST OF TABLES .......................................................................................................viii LIST OF FIGURES........................................................................................................ix LIST OF ABBREVIATIONS.........................................................................................xi ABSTRACT.................................................................................................................xiii 1. INTRODUCTION...................................................................................................1 1.1 Review of Teleconferencing and Remote Lecturing Systems ...............................1 1.2 Motivation ...........................................................................................................2 -
Download Article (PDF)
Advances in Social Science, Education and Humanities Research, volume 123 2nd International Conference on Education, Sports, Arts and Management Engineering (ICESAME 2017) The Application of New Media Technology in the Ideological and Political Education of College Students Hao Lu 1, a 1 Jiangxi Vocational & Technical College of Information Application, Nanchang, China [email protected] Keywords: new media; application; the Ideological and Political Education Abstract: With the development of science and technology, new media technology has been more widely used in teaching. In particular, the impact of new media technology on college students’ ideological and political education is very important. The development of new media technology has brought the opportunities to college students’ ideological and political education while bringing the challenges. Therefore, it is an urgent task to study on college students’ ideological and political education under the new media environment. 1. Introduction New media technology, relative to traditional media technology, is the emerging electronic media technology on the basis of digital technology, internet technology, mobile communication technology, etc. it mainly contains fetion, wechat, blog, podcast, network television, network radio, online games, digital TV, virtual communities, portals, search engines, etc. With the rapid development and wide application of science and technology, new media technology has profoundly affected students’ learning and life. Of course, it also brings new challenges and opportunities to college students’ ideological and political education. Therefore, how to better use the new media technology to improve college students’ ideological and political education becomes the problems needing to be solving by college moral educators. 2. The intervention mode and its characteristics of new media technology New media technology, including blog, instant messaging tools, streaming media, etc, is a new network tools and application mode and instant messaging carriers under the network environment. -
Audience Affect, Interactivity, and Genre in the Age of Streaming TV
. Volume 16, Issue 2 November 2019 Navigating the Nebula: Audience affect, interactivity, and genre in the age of streaming TV James M. Elrod, University of Michigan, USA Abstract: Streaming technologies continue to shift audience viewing practices. However, aside from addressing how these developments allow for more complex serialized streaming television, not much work has approached concerns of specific genres that fall under the field of digital streaming. How do emergent and encouraged modes of viewing across various SVOD platforms re-shape how audiences affectively experience and interact with genre and generic texts? What happens to collective audience discourses as the majority of viewers’ situated consumption of new serial content becomes increasingly accelerated, adaptable, and individualized? Given the range and diversity of genres and fandoms, which often intersect and overlap despite their current fragmentation across geographies, platforms, and lines of access, why might it be pertinent to reconfigure genre itself as a site or node of affective experience and interactive, collective production? Finally, as studies of streaming television advance within the industry and academia, how might we ponder on a genre-by- genre basis, fandoms’ potential need for time and space to collectively process and interact affectively with generic serial texts – in other words, to consider genres and generic texts themselves as key mediative sites between the contexts of production and those of fans’ interactivity and communal, affective pleasure? This article draws together threads of commentary from the industry, scholars, and culture writers about SVOD platforms, emergent viewing practices, speculative genres, and fandoms to argue for the centrality of genre in interventions into audience studies. -
SIP Architecture
383_NTRL_VoIP_08.qxd 7/31/06 4:34 PM Page 345 Chapter 8 SIP Architecture Solutions in this chapter: ■ Understanding SIP ■ SIP Functions and Features ■ SIP Architecture ■ Instant Messaging and SIMPLE Summary Solutions Fast Track Frequently Asked Questions 345 383_NTRL_VoIP_08.qxd 7/31/06 4:34 PM Page 346 346 Chapter 8 • SIP Architecture Introduction As the Internet became more popular in the 1990s, network programs that allowed communication with other Internet users also became more common. Over the years, a need was seen for a standard protocol that could allow participants in a chat, videoconference, interactive gaming, or other media to initiate user sessions with one another. In other words, a standard set of rules and services was needed that defined how computers would connect to one another so that they could share media and communicate.The Session Initiation Protocol (SIP) was developed to set up, maintain, and tear down these sessions between computers. By working in conjunction with a variety of other protocols and special- ized servers, SIP provides a number of important functions that are necessary in allowing communications between participants. SIP provides methods of sharing the location and availability of users and explains the capabilities of the software or device being used. SIP then makes it possible to set up and manage the session between the parties. Without these tasks being performed, communication over a large network like the Internet would be impossible. It would be like a message in a bottle being thrown in the ocean; you would have no way of knowing how to reach someone directly or whether the person even could receive the message. -
Replication Strategies for Streaming Media
“replication-strategies” — 2007/4/24 — 10:56 — page 1 — #1 Research Report No. 2007:03 Replication Strategies for Streaming Media David Erman Department of Telecommunication Systems, School of Engineering, Blekinge Institute of Technology, S–371 79 Karlskrona, Sweden “replication-strategies” — 2007/4/24 — 10:56 — page 2 — #2 °c 2007 by David Erman. All rights reserved. Blekinge Institute of Technology Research Report No. 2007:03 ISSN 1103-1581 Published 2007. Printed by Kaserntryckeriet AB. Karlskrona 2007, Sweden. This publication was typeset using LATEX. “replication-strategies” — 2007/4/24 — 10:56 — page i — #3 Abstract Large-scale, real-time multimedia distribution over the Internet has been the subject of research for a substantial amount of time. A large number of mechanisms, policies, methods and schemes have been proposed for media coding, scheduling and distribution. Internet Protocol (IP) multicast was expected to be the primary transport mechanism for this, though it was never deployed to the expected extent. Recent developments in overlay networks has reactualized the research on multicast, with the consequence that many of the previous mechanisms and schemes are being re-evaluated. This report provides a brief overview of several important techniques for media broad- casting and stream merging, as well as a discussion of traditional IP multicast and overlay multicast. Additionally, we present a proposal for a new distribution system, based on the broadcast and stream merging algorithms in the BitTorrent distribution and repli- cation system. “replication-strategies” — 2007/4/24 — 10:56 — page ii — #4 ii “replication-strategies” — 2007/4/24 — 10:56 — page iii — #5 CONTENTS Contents 1 Introduction 1 1.1 Motivation . -
Streaming Media Seminar – Effective Development and Distribution Of
Proceedings of the 2004 ASCUE Conference, www.ascue.org June 6 – 10, 1004, Myrtle Beach, South Carolina Streaming Media Seminar – Effective Development and Distribution of Streaming Multimedia in Education Robert Mainhart Electronic Classroom/Video Production Manager James Gerraughty Production Coordinator Kristine M. Anderson Distributed Learning Course Management Specialist CERMUSA - Saint Francis University P.O. Box 600 Loretto, PA 15940-0600 814-472-3947 [email protected] This project is partially supported by the Center of Excellence for Remote and Medically Under- Served Areas (CERMUSA) at Saint Francis University, Loretto, Pennsylvania, under the Office of Naval Research Grant Number N000140210938. Introduction Concisely defined, “streaming media” is moving video and/or audio transmitted over the Internet for immediate viewing/listening by an end user. However, at Saint Francis University’s Center of Excellence for Remote and Medically Under-Served Areas (CERMUSA), we approach stream- ing media from a broader perspective. Our working definition includes a wide range of visual electronic multimedia that can be transmitted across the Internet for viewing in real time or saved as a file for later viewing. While downloading and saving a media file for later play is not, strictly speaking, a form of streaming, we include that method in our discussion of multimedia content used in education. There are numerous media types and within most, multiple hardware and software platforms used to develop and distribute video and audio content across campus or the Internet. Faster, less expensive and more powerful computers and related tools brings the possibility of content crea- tion, editing and distribution into the hands of the content creators. -
Streaming Media for Web Based Training
DOCUMENT RESUME ED 448 705 IR 020 468 AUTHOR Childers, Chad; Rizzo, Frank; Bangert, Linda TITLE Streaming Media for Web Based Training. PUB DATE 1999-10-00 NOTE 7p.; In: WebNet 99 World Conference on the WWW and Internet Proceedings (Honolulu, Hawaii, October 24-30, 1999); see IR 020 454. PUB TYPE Reports Descriptive (141) Speeches/Meeting Papers (150) EDRS PRICE MF01/PC01 Plus Postage. DESCRIPTORS *Computer Uses in Education; Educational Technology; *Instructional Design; *Material Development; *Multimedia Instruction; *Multimedia Materials; Standards; *Training; World Wide Web IDENTIFIERS Streaming Audio; Streaming Video; Technology Utilization; *Web Based Instruction ABSTRACT This paper discusses streaming media for World Wide Web-based training (WBT). The first section addresses WBT in the 21st century, including the Synchronized Multimedia Integration Language (SMIL) standard that allows multimedia content such as text, pictures, sound, and video to be synchronized for a coherent learning experience. The second section covers definitions, history, and current status. The third section presents SMIL as the best direction for WBT. The fourth section describes building a WBT module,using SMIL, including interface design, learning materials content design, and building the RealText[TM], RealPix[TM], and SMIL files. The fifth section addresses technological issues, including encoding content to RealNetworks formats, uploading files to stream server, and hardware requirements. The final section summarizes future directions. (MES) Reproductions supplied by EDRS are the best that can be made from the original document. U.S. DEPARTMENT OF EDUCATION Office of Educational Research and Improvement PERMISSION TO REPRODUCE AND EDUCATIONAL RESOURCES INFORMATION DISSEMINATE THIS MATERIAL HAS CENTER (ERIC) BEEN GRANTED BY fH This document has been reproduced as received from the person or organization G.H. -
The Dos and Don'ts of Videoconferencing in Higher
The Dos and Don’ts of Videoconferencing in Higher Education HUSAT Research Institute Loughborough University of Technology Lindsey Butters Anne Clarke Tim Hewson Sue Pomfrett Contents Acknowledgements .................................................................................................................1 Introduction .............................................................................................................................3 How to use this report ..............................................................................................................3 Chapter 1 Videoconferencing in Higher Education — How to get it right ...................................5 Structure of this chapter ...............................................................................................5 Part 1 — Subject sections ............................................................................................6 Uses of videoconferencing, videoconferencing systems, the environment, funding, management Part 2 — Where are you now? ......................................................................................17 Guidance to individual users or service providers Chapter 2 Videoconferencing Services — What is Available .....................................................30 Structure of this chapter ...............................................................................................30 Overview of currently available services .......................................................................30 Broadcasting -
Mbone Provides Audio and Video Across the Internet
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Calhoun, Institutional Archive of the Naval Postgraduate School Calhoun: The NPS Institutional Archive Faculty and Researcher Publications Faculty and Researcher Publications 1994-04 MBone Provides Audio and Video Across the Internet Macedonia, Michael R. http://hdl.handle.net/10945/40136 MBone Provides Audio and Video Across the Internet Michael R. Macedonia and Donald P. Brutzman Naval Postgraduate School he joy of science is in the discovery. In March 1993, our group at the Naval Postgraduate School heard that the Jason Project, an underwater explo ration and educational program supported by Woods Hole Oceanographic IIInstitution in Massachusetts, was showing live video over the Internet from an under water robot in waters off Baja, Mexico. We worked furiously to figure out how to re ceive that video signal, laboring diligently to gather the right equipment, contact the appropriate network managers, and obtain hardware permissions from local bu reaucrats. After several days of effort, we learned that a satellite antenna uplink ca ble on the Jason support ship had become flooded with seawater a few hours before we became operational. Despite this disappointment, we remained enthusiastic because, during our ef forts, we discovered how to use the Internet's most unique network, MBone. Short for Multicast Backbone, 1 MBone is a virtual network that has been in existence since early 1992. It was named by Steve Casner1 of the University of Southern California Information Sciences Institute and originated from an effort to multicast audio and video from meetings of the Internet Engineering Task Force. -
Navigating Youth Media Landscapes: Challenges and Opportunities for Public Media
Navigating Youth Media Patrick Davison Fall 2020 Monica Bulger Landscapes Mary Madden Challenges and Opportunities for Public Media The Joan Ganz Cooney Center at Sesame Workshop The Corporation for Public Broadcasting About the AuthorS Patrick Davison is the Program Manager for Research Production and Editorial at Data & Society Research Institute. He holds a PhD from NYU’s department of Media, Culture, and Communication, and his research is on the relationship between networked media and culture. Monica Bulger is a Senior Fellow at the Joan Ganz Cooney Center at Sesame Workshop. She studies youth and family media literacy practices and advises policy globally. She has consulted on child online protection for UNICEF since 2012, and her research encompasses 16 countries in Asia, the Middle East, North Africa, South America, North America, and Europe. Monica is an affiliate of the Data & Society Research Institute in New York City where she led the Connected Learning initiative. Monica holds a PhD in Education and was a Research Fellow at the Oxford Internet Institute and the Berkman Klein Center for Internet & Society at Harvard University. Mary Madden is a veteran researcher, writer and nationally- recognized expert on privacy and technology, trends in social media use, and the impact of digital media on teens and parents. She is an Affiliate at the Data & Society Research Institute in New York City, where she most recently directed an initiative to explore the effects of data-centric systems on Americans’ health and well-being and led several studies examining the intersection of privacy and digital inequality. Prior to her role at Data & Society, Mary was a Senior Researcher for the Pew Research Center’s Internet, Science & Technology team in Washington, DC and an Affiliate at the Berkman Klein Center for Internet & Society at Harvard University. -
Fundamentals of Streaming Media Systems
Chapter 1 FUNDAMENTALS OF STREAMING MEDIA SYSTEMS Multimedia (MM) systems utilize audio and visual information, such as video, audio, text, graphics, still images, and animations to provide effec- tive means for communication. These systems utilize multi-human senses in conveying information, and they play a major role in educational ap- plications (such as e-learning and distance learning), library information systems (such as digital library systems), entertainment systems (such as Video-On-Demand and interactive TV), communication systems (such as mobile phone multimedia messaging), military systems (such as Advanced Leadership Training Simulation), etc. Due to the exponential improvements of the past few years in solid state technology (i.e., processor and memory) as well as increased bandwidth and storage capacities of modern magnetic disk drives, it has been technically feasible to implement these systems in ways we only could have dreamed about a decade ago. Achallenging task when implementing MM systems is to support the sustained bandwidth required to display Streaming Media (SM) objects, such as video and audio objects. Unlike traditional data types, such as records, text and still images, SM objects are usually large in size. For example, a two- hour MPEG-2 encoded movie requires approximately 3.6 gigabytes (GByte) of storage (at a display rate of 4 megabits per second (Mb/s)). Figure 1.1 compares the space requirements for ninety minute video clips encoded in different industry standard digital formats. Second, the isochronous nature of SM objects requires timely, real-time display of data blocks at a pre- specified rate. For example, the NTSC video standard requires that 30 video frames per second be displayed to a viewer. -
Who to See @ IBC
sponsored content Streaming Media magazine’s Who to See @ IBC IF YOU ARE HEADING TO IBC and Flyover Pods looking to find top companies specialising in online video products and services, look no further. Here’s this year’s list of our sponsors that have an exhibition presence amongst the sea of over 1,700 companies fighting for attention. Streaming Media magazine will once again be at IBC this year. Visit us in the newly-created flyover walkway between Halls 7 and 8. We are located in Pod MP3, so stop by to say hello, chat with us about Streaming Media magazine, and pick up information on our upcoming conferences: Streaming Media West and Live Streaming Summit, which will be held in Los Angeles, Calif., at the Westin Bonaventure, 19–20 Nov. You can also visit our website at StreamingMedia.com/Conferences/West2019 to get the latest information about speakers, sessions, and exhibitors. If you’d like to meet with us, please don’t hesitate to email us at [email protected]. Archiware is a manufacturer of high quality, easy to use data management software, based in Munich, Germany. Focussing on the M&E industry, Archiware’s P5 Axinom is a digital solutions provider in the media and software suite includes modules for Archive, entertainment industry, serving the industry with scalable and robust products for content management, Backup and Cloning. P5 is compatible with virtually and protection. Our products power the biggest media, any LTO Tape and Disk storage, several Cloud providers broadcast, and telecommunications organizations in and numerous Media Asset Management products.