Essays about: "video on-demand"
Showing result 1 - 5 of 79 essays containing the words video on-demand.
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1. Perceptual Sensitivity to Video Degradations in a Simulated Cloud-Gaming Environment: An Empirical Study through Subjective Tests
University essay from Uppsala universitet/Institutionen för informationsteknologiAbstract : Cloud gaming, often referred to as gaming on demand or game streaming, is a contemporary form of online gaming. It operates by running video games on powerful, remote servers and streaming them in realtime directly to a user’s device. READ MORE
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2. Investigating Users' Quality of Experience in Mobile Cloud Games
University essay from Luleå tekniska universitet/Institutionen för system- och rymdteknikAbstract : Mobile cloud gaming (MCG) is an emerging concept which aims to deliver video games on-demand to users with the use of cloud technologies. Cloud technology allows the offloading of computation from a less powerful user device or thin client to more robust cloud servers to minimize power consumption and provide additional cloud services such as storage. READ MORE
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3. Success in a niche market: a grounded theory analysis of video-on-demand platforms for performing arts in Europe
University essay from Lunds universitet/Institutionen för tjänstevetenskapAbstract : Study purpose: This paper delves into the nuances of success in the niche market of video-on-demand (VoD) platforms for performing arts in Europe, focusing on managerial perspectives. It seeks to comprehend how top executives construct success and the associated meanings in their strategic decisions within this market, where success is often equated with profitability, survival, or expansion. READ MORE
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4. Visual Attention Guided Adaptive Quantization for x265 using Deep Learning
University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)Abstract : The video on demand streaming is raising drastically in popularity, bringing new challenges to the video coding field. There is a need for new video coding techniques that improve performance and reduce the bitrates. READ MORE
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5. Eat, Sleep, Stream, Repeat : A quantitative study comparing the streaming behavior of Swedish consumers of ages 20-30 and 40-60.
University essay from Jönköping University/IHH, FöretagsekonomiAbstract : Background: The market for streaming services has grown in Sweden, perhaps because of the country’s high technology level and high trust in digital payments, both of which are necessary to stream videos online and pay subscription fees. The usage of streaming services and the motivational factors for choosing them are dependent on many different variables, such as cultural and economic situations as well as individual needs. READ MORE