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Uila Supported Apps
Uila Supported Applications and Protocols updated Oct 2020 Application/Protocol Name Full Description 01net.com 01net website, a French high-tech news site. 050 plus is a Japanese embedded smartphone application dedicated to 050 plus audio-conferencing. 0zz0.com 0zz0 is an online solution to store, send and share files 10050.net China Railcom group web portal. This protocol plug-in classifies the http traffic to the host 10086.cn. It also 10086.cn classifies the ssl traffic to the Common Name 10086.cn. 104.com Web site dedicated to job research. 1111.com.tw Website dedicated to job research in Taiwan. 114la.com Chinese web portal operated by YLMF Computer Technology Co. Chinese cloud storing system of the 115 website. It is operated by YLMF 115.com Computer Technology Co. 118114.cn Chinese booking and reservation portal. 11st.co.kr Korean shopping website 11st. It is operated by SK Planet Co. 1337x.org Bittorrent tracker search engine 139mail 139mail is a chinese webmail powered by China Mobile. 15min.lt Lithuanian news portal Chinese web portal 163. It is operated by NetEase, a company which 163.com pioneered the development of Internet in China. 17173.com Website distributing Chinese games. 17u.com Chinese online travel booking website. 20 minutes is a free, daily newspaper available in France, Spain and 20minutes Switzerland. This plugin classifies websites. 24h.com.vn Vietnamese news portal 24ora.com Aruban news portal 24sata.hr Croatian news portal 24SevenOffice 24SevenOffice is a web-based Enterprise resource planning (ERP) systems. 24ur.com Slovenian news portal 2ch.net Japanese adult videos web site 2Shared 2shared is an online space for sharing and storage. -
Developer Deck Draft
WiiWare Business Overview Dan Adelman Business Development Nintendo of America What is WiiWare All About? • Developer freedom • Lowering barriers • Opportunity for large and small developers Business Model Recap • 65:35 (Content Provider:Nintendo) revenue share from unit 1 for titles that cross the Performance Threshold • Developer provides suggested price; Nintendo sets final price Europe + The Americas Oceania Performance 6,000 units 3,000 units Threshold (>16MB) Performance 4,000 units 2,000 units Threshold (<16MB) Royalties paid by NOA NOE Payments and Reporting • Payments made 30 days after the close of each calendar quarter • Unit sales status reports available online – Ability to break down by time frame and country/region – Link to your status report will be provided when your title is released Ground Rules • Game size must be < 40MB – < 16MB strongly encouraged! – The manual is viewable online and does not count against this limit • No hardware emulation • No advergames, product placement, or collection of user data • Must be a complete game – The game cannot require the purchase of add-on content or a separate title Minimum Localization Requirements Europe + The Americas Oceania In-game language English* English* English, French, Online manual EFIGS + Dutch Spanish Wii Shop Channel English, French, EFIGS + Dutch catalog info Spanish * Support for additional languages is strongly encouraged! Some Issues to Consider... Taxes! • Royalties paid by NOA/NOE to a foreign company may be subject to a source withholding tax. In the US, -
D5.1 Mass Market App - Evaluation
ViSTA-TV: Video Stream Analytics for Viewers in the TV Industry FP7 STREP ICT-296126 | 296126 co-funded by the European Commission ICT-2011-SME-DCL | SME Initiative on Digital Content and Languages D5.1 Mass Market App - Evaluation Marco Cadetg (Zattoo), Stefan Lietsch (Zattoo), Project start date: June 1st, 2012 Project duration: 24 months Document identifier: ViSTA-TV/2013/D5.1 Version: v1.1 Date due: 31 May 2013 Status: Final Submission date: 25 May 2013 Distribution: CO|RE|PU www.vista-tv.eu ViSTA-TV Consortium This document is part of a collaborative research project funded by the FP7 ICT Programme of the Commission of the European Communities, grant number 296126. The following partners are involved in the project: University of Zurich (UZH) - Coordinator Dynamic and Distributed Information Systems Group (DDIS) Binzmühlstrasse 14 8050 Zürich, Switzerland Contact person: Abraham Bernstein E-mail: bernstein@ifi.uzh.ch Techniche Universität Dortmund (TUDo) Computer Science VIII: Artificial Intelligence Unit D-44221 Dortmund, Germany Contact person: Katharina Morik E-mail: [email protected] Rapid-I GmbH (RAPID-I) Stockumer Strasse 475 44227 Dortmund, Germany Contact person: Ingo Mierswa E-mail: [email protected] Zattoo Europa AG (Zattoo) Eggbühlstrasse 28 CH-8050 Zürich, Switzerland Contact person: Bea Knecht E-mail: [email protected] Vrije Universiteit Amsterdam (VUA) Web & Media Group, Department of Computer Science, Faculty of Sciences (FEW) De Boelelaan 1081a NL-1081 HV Amsterdam, The Netherlands Contact person: Guus -
Zattoo Appoints Alex Guest to Build Online TV in the UK Submitted By: Zattoo Thursday, 13 November 2008
Zattoo appoints Alex Guest to build online TV in the UK Submitted by: Zattoo Thursday, 13 November 2008 London, 13 November 2008.- Zattoo, the online TV (http://zattoo.com) platform, has appointed Alex Guest as new General Manager UK. Alex takes responsibility for the UK market with immediate effect. He has been working for Zattoo in London since the beginning of 2008 to bring new channels on board. His prior experience is in affinity partnerships and marketing. Benoit Henry, Regional VP, said: “We are looking for Alex to put Zattoo at the heart of internet TV in the UK and to make the country a core part of Zattoo.” Alex Guest said: “Unlike other online TV players, Zattoo believes people like their programmes scheduled, so they can make a Friday night date with Gordon Ramsay over on Channel 4. Our success in other European countries sets a high bar for us in the UK. I’m up for the challenge.” ENDS What is Zattoo? Zattoo is an online TV player. Users download the player from www.zattoo.com and can watch live TV on their computers within minutes. The Zattoo player is available for all current operating systems (Windows XP and Vista, Mac OS X, and Linux). Just add broadband. In the UK, Zattoo transmits 36 channels, including all BBC channels, ITV1, Channel 4 and Five. So viewers can join Zattoo to catch Eastenders, Match of the Day or the X Factor. www.zattoo.com For further information, please contact: Alex Guest Tel: 07715 119 645 Email: [email protected] Page 1 Distributed via Press Release Wire (https://pressreleases.responsesource.com/) on behalf of Zattoo Copyright © 1999-2021 ResponseSource, The Johnson Building, 79 Hatton Garden, London, EC1N 8AW, UK e: [email protected] t: 020 3426 4051 f: 0345 370 7776 w: https://www.responsesource.com. -
Digitization: DO Or DIE!
Digitization: DO or DIE! Arthur D. Little EU5 Media Flow of Funds 2014 Content Executive summary 3 Key figures 6 Introduction 7 1. The years of the double squeeze, 2007–2013: Financial crisis and digitization 8 2. Challenges and strategic imperatives for individual value chain steps 19 3. Highlights by Country 32 4. 15.1bn€ of online growth are expected until 2017: grab them! 42 Annex 46 Authors: Clemens Schwaiger Javier Serra Principal, Global Head Digital Media Principal [email protected] Arthur D. Little Spain [email protected] Acknowledgement for their support and valuable input: Carlos Abad, Martin Born, Elisabetta Cafforio, Damien De Vroey, Enrique Flores, Vikram Gupta, Eytan Koren, Tanneguy Laudren, Didier Levy, Francesco Sabatini, Richard Swinford, Karim Taga Executive summary Plotting the transformation The media industry is going through a massive digital transformation. New online competitors and business models are challenging traditional media players. At the same time, through the digitization of the industry, consumers are gaining access to sheer endless opportunities to consume media. This creates a complex and volatile environment for media companies and it is ever more important to understand how this transformation affects value flows. With this report, Arthur D. Little will provide insight into the speed and main beneficiaries of this transformation of the media industry. The objective of this report is to enable: n Media corporations to identify opportunities for vertical or horizontal integration, as well as to guide portfolio optimizations and go to market strategy n Financial investors to identify the most attractive market segments and acquisition targets n Policy makers to identify areas where excessive value capture is leading to economic imbalances during the transformation n Academia to build on a strong base of data and a framework, which can be used to deepen research into the transformation of individual segments of the media industry “Flow of Funds” Methodology Arthur D. -
Download Symposium Brochure Incl. Programme
DEUTSCHE TV-PLATTFORM: HYBRID TV - BETTER TV HBBTV AND MUCH, MUCH MORE Deutsche TV Platform (DTVP) was founded more than 25 years ago to introduce and develop digital media tech- nologies based on open standards. Consequently, DTVP was also involved in the introduction of HbbTV. When the HbbTV initiative started at the end of 2008, three of the four participating companies were members of the DTVP: IRT, Philips, SES Astra. Since then, HbbTV has played an important role in the work of DTVP. For example, DTVP did achieve the activation of HbbTV by default on TV sets in Germany; currently, HbbTV 2.0 is the subject of a ded- icated DTVP task force within the Working Group Smart Media. HbbTV is a perfect blueprint for the way DTVP works by promoting the exchange of information and opinions between market participants, stakeholders and social groups, coordinating their various interests. In addition, DTVP informs the public about technological develop- ments and the introduction of new standards. In order to HYBRID BROADCAST BROADBAND TV (OR “HbbTV”) IS A GLOBAL INITIATIVE AIMED achieve these goals, the German TV Platform sets up ded- AT HARMONIZING THE BROADCAST AND BROADBAND DELIVERY OF ENTERTAIN- icated Working Groups (currently: WG Mobile Media, WG Smart Media, WG Ultra HD). In addition to classic media MENT SERVICES TO CONSUMERS THROUGH CONNECTED TVs, SET-TOP BOXES AND technology, DTVP is increasingly focusing on the conver- MULTISCREEN DEVICES. gence of consumer electronics, information technology as well as mobile communication. HbbTV specifications are developed by industry leaders opportunities and enhancements for participants of the To date, DTVP is the only institution for media topics in to improve the video user experience for consumers by content distribution value chain – from content owner to Germany with such a broad interdisciplinary membership enabling innovative, interactive services over broadcast consumer. -
Markets and Distribution Channels
SeGaBu project 1 (7) SERIOUS GAMES AND BUSINESS Markets and distribution channels Markets and distribution channels are very closely connected to the business model and monetization of the game itself. In this document business model and monetization is not dealt with. Introduction to serious games market Serious games application areas are many. In the book Serious Games - Foundations, Concept and Practice the following application areas were presented (Dörner, Dörner, Göbel, Effelsberg . & Wiemeyer, 2016, p. 320) Defence & Civil Forces Culture & Management & Tourism Business Pervasive Games Training Prevention & Rehabilitation Education Health Social Awareness Fig. 1. Serious games application areas Serious games for training and simulation Training and simulation games may represent the biggest and economically most relevant application area for serious games. The examples for this group are military training and simulation, civil relief organizations (police forces), training environments for service staff in various service sectors (bus/car drivers, pilots/flight attendants, etc.). The games can be either in-house training or public game markets. (Dörner et al., 2016, 321.) Digital educational games Edugames aim to teach users information in an enjoyable way (Alvarez, 2008, 19). Digital educational games are quite close to serious games for training and simulation. The main difference is the target user groups of children, students, trainees, families and elderly players. Many educational games exist, which can be used either at school or as supplementary learning material. Some digital educational games originate from research projects. (Dörner et al., 2016, 322.) SeGaBu project 2 (7) SERIOUS GAMES AND BUSINESS Health games The third big application field of serious games represents games for health, covering prevention, rehabilitation, physical exercises, dance or nutrition aiming to support health in general and to enforce a behavior change towards better, more active and heathier lifestyle. -
“Hardcore” Video Game Culture Joseph A
Proceedings of the New York State Communication Association Volume 2013 Proceedings of the 71st New York State Article 7 Communication Association 2014 The aH rdcore Scorecard: Defining, Quantifying and Understanding “Hardcore” Video Game Culture Joseph A. Loporcaro St. John Fisher College, [email protected] Christopher R. Ortega [email protected] Michael J. Egnoto [email protected] Follow this and additional works at: http://docs.rwu.edu/nyscaproceedings Part of the Mass Communication Commons Recommended Citation Loporcaro, Joseph A.; Ortega, Christopher R.; and Egnoto, Michael J. (2014) "The aH rdcore Scorecard: Defining, Quantifying and Understanding “Hardcore” Video Game Culture," Proceedings of the New York State Communication Association: Vol. 2013, Article 7. Available at: http://docs.rwu.edu/nyscaproceedings/vol2013/iss2013/7 This Conference Paper is brought to you for free and open access by the Journals at DOCS@RWU. It has been accepted for inclusion in Proceedings of the New York State Communication Association by an authorized administrator of DOCS@RWU. For more information, please contact [email protected]. Loporcaro et al.: The Hardcore Scorecard The Hardcore Scorecard: Defining, Quantifying and Understanding “Hardcore” Video Game Culture Joseph A. Loporcaro, Christopher R. Ortega, Michael J. Egnoto St. John Fisher College __________________________________________________________________ The goal of the current study is to further conceptualize and define the term “hardcore” as it relates to video game culture. Past research indicates that members of cultural subdivisions favor their own group versus others due to perceived commonalities (Durkheim, 1915; Tajfel, 1970). In gaming culture, the subdivisions of “hardcore” and “casual” games/gamers have become especially salient in recent years. -
From Girlfriend to Gamer: Negotiating Place in the Hardcore/Casual Divide of Online Video Game Communities
FROM GIRLFRIEND TO GAMER: NEGOTIATING PLACE IN THE HARDCORE/CASUAL DIVIDE OF ONLINE VIDEO GAME COMMUNITIES Erica Kubik A Dissertation Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY May 2010 Committee: Radhika Gajjala, Advisor Amy Robinson Graduate Faculty Representative Kristine Blair Donald McQuarie ii ABSTRACT Radhika Gajjala, Advisor The stereotypical video gamer has traditionally been seen as a young, white, male; even though female gamers have also always been part of video game cultures. Recent changes in the landscape of video games, especially game marketers’ increasing interest in expanding the market, have made the subject of women in gaming more noticeable than ever. This dissertation asked how gender, especially females as a troubling demographic marking difference, shaped video game cultures in the recent past. This dissertation focused primarily on cultures found on the Internet as they related to video game consoles as they took shape during the beginning of the seventh generation of consoles, between 2005 and 2009. Using discourse analysis, this dissertation analyzed the ways gendered speech was used by cultural members to define not only the limits and values of a generalizable video game culture, but also to define the idealized gamer. This dissertation found that video game cultures exhibited the same biases against women that many other cyber/digital cultures employed, as evidenced by feminist scholars of technology. Specifically, female gamers were often perceived as less authoritative of technology than male gamers. This was especially true when the concept “hardcore” was employed to describe the ideals of gaming culture. -
Zattoo Advertising 2021
Zattoo Advertising 2021 Switzerland September 2021 About us Page 3 Zattoo was founded in Switzerland / USA 1 Zattoo is an OTT (over-the-top) service that offers streaming of live, catch up and VOD TV on a variety of devices and platforms. More than 200 Zattooies in the Team. 2 With offices in 3 countries, Zattoo is a worldwide operating company with more than 200 employees. Biggest TV-Streaming Provider in Europe 3 Zattoo is with more than 20 million registered users the biggest TV-Streaming provider in Europe for B2C and B2B clients. Page 4 The TV-Product Connected TV Zattoo is an OTT (over-the-top) service that offers streaming of Samsung ᛫ LG ᛫ Xbox One/360 ᛫ Apple TV ᛫ live, catch up and VOD TV content on a variety of devices. Amazon Fire TV ᛫ Chromecast ᛫ Android TV Mobile iOS ᛫ Android ᛫ Windows 10 Web Browser ᛫ Windows 10 Page 5 Advertising Options Zattoo offers a wide range of video and display advertising options on more than 16 different platforms. Video Ads Display Ads Special Promotions Zattoo is climate neutral Page 7 The Future of TV We integrate ourselves deeply into Assistants (Google Home, Amazon Alexa, Apple Siri) and ensure that TV content can be found in equal measure. We draw conclusions from the usage data and recommend exciting content to users based on this information. We use Machine Learning to do so. We are working on reducing streaming latency and are continuously improving the UX and expansion of the platform, especially for smart TV. For us, the future of TV is climate neutral. -
Zattoo, a TV Streaming Services Company, Welcomes Stuart Cleary As Chief Commercial Officer
Zattoo, a TV Streaming Services Company, Welcomes Stuart Cleary as Chief Commercial Officer Hamburg, Germany — July 1, 2020 Renovata & Company is pleased to announce the placement of Stuart Cleary as chief commercial officer for Zattoo, a TV-as-a-service business for TV operators across Europe. In this role, Cleary will lead all sales, marketing and client success teams for Zattoo’s next stage of growth. Founded in 2005, Zattoo started its service by streaming the FIFA World Cup 2006 in Switzerland. Since then, Zattoo Live TV has successfully navigated disruption across the TV, media and economic landscape to grow into a successful business with 170 employees located in Switzerland, Germany and the US. The company, which sells direct to the consumer and operates as a third-party platform for other businesses to deliver content to clients, has maintained 30 percent year-on- year growth for the past decade. Today, Zattoo is available on smartphones, tablets, desktop and smart TVs. In April 2019, Tamedia acquired a majority interest in Zattoo to further expand in Europe and beyond. Based on the wider market opportunity and success of Zattoo’s B2B business, the company is planning to reinforce its efforts in this segment and transform from a B2C company into a B2B company with a B2C offering. Cleary is on the management team driving this business shift. He is leading the sales and marketing teams to build out the client base to large telecoms operators and over-the-top (OTT) media services in Europe. In addition to building the client base, he will set the commercial growth and expansion strategy and optimize Zattoo’s teams, systems and processes. -
The Future of Ctv Advertising in Europe January 2021
THE FUTURE OF CTV ADVERTISING IN EUROPE JANUARY 2021 Commissioned by: 2 Contents Methodology ........................................................................ 3 Key Findings ........................................................................ 4 European Market Overview ............................................................ 7 UK................................................................................. 10 Germany ........................................................................... 14 France ............................................................................. 18 Italy ............................................................................... 23 Spain .............................................................................. 28 Sweden ............................................................................ 34 Recommendations ................................................................... 38 Introducing VideoWeek Research is a division of PubMatic (NASDAQ: PUBM) delivers VideoWeek (formerly Video Ad News, superior revenue to publishers by founded in 2010), the vertical-leading being an SSP of choice for agencies trade publication covering the video and advertisers. PubMatic’s cloud and CTV advertising market. Our infrastructure platform for digital mission is to leverage our uniquely advertising empowers app developers strong international network and years and publishers to increase monetization of experience to provide market-leading while enabling media buyers to drive insights. return