Essays about: "IPTV"
Showing result 6 - 10 of 46 essays containing the word IPTV.
-
6. Enabling Pro-active Problem Management by Predictive Modelling : Data mining and statistical analysis of past problems to enable pro-active actions for Internet Protocol Television
University essay from KTH/Skolan för informations- och kommunikationsteknik (ICT)Abstract : Service providers strive to guarantee a certain level of quality of their services, to stay relevant and to keep their customers satisfied and to avoid customer churn. IPTV is such a service. To be able to guarantee quality of service and uptime a good problem management system is vital. READ MORE
-
7. The impact of critical IPTV factors on customer satisfaction: A case study of ATN Company in Sweden
University essay from Mälardalens högskola/Akademin för ekonomi, samhälle och teknikAbstract : .... READ MORE
-
8. From Set Top Box to Home Media Center
University essay from KTH/Radio Systems Laboratory (RS Lab)Abstract : Although Set-top-Boxes(STBs) are widely deployed today to connect a media source to a display (traditionally a television set), the market is changing due to the introduction of Internet Protocol Television, Over-the-Top streaming devices, gaming console, home theater Personal Computer, smart TV, etc. There is an evolving concept of a Home Media Center (HMC). READ MORE
-
9. Inter-Application Communications Between IPTV Clients
University essay from KTH/Skolan för informations- och kommunikationsteknik (ICT)Abstract : The master thesis: Inter-application communication in IPTV client was conducted at the Business Multimedia Unit in Ericsson. In the IPTV client side, there is a need to control another IPTV client remotely with a low latency. This functionality can be used in playing game and remote operation in IPTV. READ MORE
-
10. Gamification on IPTV : Towards Gamification on IPTV for User Engagement
University essay from KTH/Skolan för informations- och kommunikationsteknik (ICT)Abstract : This thesis explores how to use gamification for an IPTV platform to increase user engagement. Gamification has been defined as the use of game elements in non-game contexts. This thesis describes the fundamental concepts about gamification and taps on the practical use of these concepts for media and TV consumption. READ MORE