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970 Uppsatser om Live streaming - Sida 2 av 65

DDoS-skydd för hemanvändare : En studie kring DDoS

Att försörja sig som streamingpersonlighet på Internet är något som vuxit explosionsartatpå senare tid. Detta leder också till att man blir ett tydligt mål för attacker. Detta arbetehar belyst den problematik som DDoS-attacker skapar när de riktas mot hemanvändare.Olika lösningar på detta problem gås igenom och analyseras. Tester har utförts för attbelysa enkelheten i attacken samt hur den påverkar hemanvändares hårdvara. Testernahar resulterat i att VPN är en kompetent lösning men innehåller även nackdelar..

Motiv och förutsättningar för Arbete med spänning på det svenska stamnätet

In this thesis, the conditions of using the maintenance method live work at the Swedish TSO, Svenska Kraftnät has been analyzed. The study is limited to only include live work on 220 and 400 kV. The live work method is a type of maintenance that can be done, on lines or stations, even though they are still energized. The purpose of this thesis has been to map the present live work situation at these levels in Sweden. The study is based mostly on interviews with people who have specific field competence with in live work but also with personnel at Svenska Kraftnät.

VOD-tjänster : Faktorer för en ökad diffusion och användaracceptans

I den här uppsatsen har faktorer för en ökad användaracceptans och diffusion av Video on demand(VOD)-tjänster identifierats med hjälp av en litteraturgenomgång av tidigare studier i acceptans och diffusion. Litteraturgenomgången ligger till grund för en lista av faktorer som gör en konsument mer villig att anamma en VOD-tjänst. Faktorerna har sedan utvärderas genom en kvantitativ undersökning med hjälp av en webbenkät. Resultatet blev i stor grad det som förväntat där det framgår att utbud och kostnad är de viktigaste faktorerna för en hög acceptans, men även andra faktorer kan spela in som användarvänlighet, kvalitet och sociala faktorer..

Editing, Streaming and Playing of MPEG-4 Facial Animations

Computer animated faces have found their way into a wide variety of areas. Starting from entertainment like computer games, through television and films to user interfaces using ?talking heads?. Animated faces are also becoming popular in web applications in form of human-like assistants or newsreaders. This thesis presents a few aspects of dealing with human face animations, namely: editing, playing and transmitting such animations.

Hur skulle hemlösa och bostadslösa människor vilja bo? : 10 intervjuer i storstadsmiljö

The purpose of the essay was to discover how homeless persons want to live. Does it matter what it looks like? The method used was a qualitative study including literature and 10 interviews with ten homeless persons, of which seven lived outdoors and three in temporarily residences. The central questions were the following:How do homeless people want to live?In what sort of houses do they want to live and where?How do they look upon their situation and their future?What obstacles can occur if they for example got an apartment to live in?Are there any proposals to solve the problems?Most of them had been living outdoors for five to ten years, perhaps more, and they were worried and sad about their future.

Analys och design för strömmande media i DySCAS

This master thesis is a part of the DySCAS project at ENEA. The purpose of this thesisproject is to add support for streaming media and USB support to the DySCAS demonstratorplatform.To achieve this, some of the widely used middlewares available today were studied. The onethat proved to be of most interest is CORBA. Although CORBA?s solution to streamingmedia couldn?t be used due to their use of object programming, the CORBA solution didprovide some interesting thoughts regarding how the USB devices should be handled, in thiscase their ?resource inspector? and ?trading service?.Ethernet was the chosen network to support streaming media.

Funktioner inom Video on Demand-tjänster : En användarstudie inom online streaming

Sedan 2013 har allt fler börjat använda sig av streamingtjänster för film och TV på internet (Findahl,2014). I takt med att användningen ökar är det viktigt att tjänsterna är välutvecklade och lättillgängliga för användaren. I denna uppsats undersöker vi funktioner på de tre största Video on Demand-tjänsterna (VoD) i Sverige ur ett användarperspektiv. Med hjälp av befintliga teorier och litteratur diskuterar vi användarbarhet och genomför en områdesanalys av de utvalda VoD-tjänsterna. Utifrån analysen har vi gått vidare med tio funktioner för att avgränsa studien.

Distribution av sportevenemang via strömmande medier och webcasting

Användandet av strömmande medier har ökat explosionsartat under de senaste åren. Oavsett om det sker märkbart för användaren eller inte använder sig gemene man i princip dagligen av någon form av tjänst som distribueras via strömmande medier över Internet. Det kan röra sig om allt från att lyssna på webbradio till att titta på videoklipp från nyhetsportaler eller sportsidor på Internet. I denna rapports första del görs en kartläggning över strömmande medier rent generellt. Den läsekrets som inte är särskilt insatt i ämnet får reda på vad strömmande medier är, vilka aktörer som finns på marknaden, möjliga distributionssätt, historik med mera.

End-to-End Application Billing in 3G

We have 3G on the doorstep but nothing seems to attract ordinary people to this technology. To attract the mass market the telecom industry must show something beyond high bit rates. They must show how ordinary people can take advantage of this new technology. This is done by showing the possibilities of the new technology and by demonstrating applications that it will handle. The telecom industry must convince the telecom operators to invest in this technology and the only thing that matters to them is how much revenue they can make by adopting the upcoming technology.

Användarens attityd till reklaminslag på webb-TV : En studie om hur användaren upplever reklam i ett nytt medium

The technological development contributes to an increase in advertising when it comes to media. Those who are working to develop advertising are constantly looking for new ways to reach consumers in unexplored contexts. Web TV is a relatively new technique that involves the distribution of television across the Internet. This study intend to investigate how users perceive advertising appearing on web TV, and contribute to the knowledge about how advertising adapt to new media. To reach the results of this study, we used quantitative data, collected in the form of web-surveys and qualitative data collected through semi-structured interviews.

Livesändningar på webben : Interaktion mellan produktion och tittare

Viewer interaction is a common part of live broadcasts on the web and enables production and viewer to communicate with each other. The possibilities in viewer interaction make it easier for productions to create viewer engagement by involving them in the live broadcast through chats and social media. In creating a bond between production and viewer the interaction must be carefully managed to suit both the shows and the viewer?s needs.  A qualitative study has been used to analyze the viewer interaction in two Swedish live broadcasts on the web.

Realtidsstyrning av IP-kamera

The final thesis named Tracking in Sensor Networks was created by the company Instrument control Sweden. The thesis work is to create a plug-in to an already developed software pro- gram, SkyView. Via the software program one should be able to control an IP-camera from AXIS, model 215 PTZ, with the appropriate protocol over a network.  An Application Programming Interface, API, was used to easily control the camera through SkyView. The interface is called VAPIX and is used to all cameras from AXIS.

Hejoppa hejopp! : En musiketnologisk studie av musikrepertoar och dess tradering inom lajvkulturen

The aim of this essay is to study and show the contents of the music repertoire that is used in live action role plays in Sweden and study how this repertoire is spread between participants in the culture of live action role playing.Four informants have been chosen and interviewed, three men and one woman of different ages from different places in Sweden. They have all been practicing live action role playing for some years.Some of the conclusions that can be drawn from this study is that the participants of this hobby culture value music that feels old and contribute to the illusion of another world and time. The music repertoire of the live action role playing culture is filled with this music that gives the participants associations in line with the illusion. That is more important than the real age of the music. Another interesting conclusion is that the participants learn and spread the melodies verbally to each other and only the texts spread on the internet..

Ungdomars musikvanor : En studie i hur och var svenska ungdomar upptäcker och konsumerar musik ur ett mottagarperspektiv.

This essay is a study of the various attitudes and behavioral habits for music consumption and discovery of new music amongst young people in Sweden from a receivers perspective. The aim of the study is to review and map out the current trends, habits and cultural views on music consumption. An online survey was posted and spread on Facebook with 195 respondents as a result. The analyzed result and conclusions of the survey was then to be of use for understanding how to market and spread new music more efficiently. The study showed that there are three dominating sources of music for youth in Sweden.

Simulation av Xbox Live Indie Games gränssnittet

This thesis was developed as an assignment from Ludosity Interactive where the goal was to develop a copy of the Xbox Live Indie Games-marketplace from the Xbox 360. Ludosity Interactive had a necessity to easily test a game's attractiveness to potential customers using testing people from outside the company in a simulated Xbox Live Indie Games test environment; excluding this developed system there is no other way to do such an analysis without actually releasing the game on the Xbox Live Indie Games marketplace and then analyze the resulting sales from the product.The finished system had to be similar to the original system to the degree that a user could see past the interface itself and use the system just as he/she would have used the real marketplace. It also had to be easy to change and add games to the system so that Ludosity Interactive easily could show the games and the data that they deemed interesting for their tests. The final product was developed using C#, XNA and XML together with an Agileinspired development method in combination with Pivotal Tracker. This report describes how this product was developed..

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