National Repository of Grey Literature 63 records found  previous11 - 20nextend  jump to record: Search took 0.00 seconds. 
Intelligent Passive Client for Music Player Daemon
Winkler, Tomáš ; Kočí, Radek (referee) ; Janoušek, Vladimír (advisor)
Music has always been integral to our lives. It is very appropriate to use not only our sense of hearing but the other senses as well to intensify our enjoyment of music. My goal in this bachelor's thesis was to appropriately enhance functionality of existing clients for a music player daemon so that it could be achievable to watch certain presentation when playing music. An aplication uses internet sources to download suciant amount of pictures. Another sources can be add using an aplication interface. In this thesis I also solved a problem of duplicity image detection and a problem of download sources rating from various sources. Of course it can show an interpret's name and a playing song's name during picture presentation. This thesis is about creating a draft, a discription and an impelmentation of inteligent passive client which should go public.
Audio Streaming for Android Devices Using UPnP
Lehocký, Gabriel ; Španěl, Michal (referee) ; Beran, Vítězslav (advisor)
Velké množství lidí v současnosti používá své chytré telefony jako mobilní hudební přehrávač, kde si ukládá svou oblíbenou hudbu. Chceme-li při poslechu zvýšit hudební zážitek, tak toho můžeme docílit tím, že použijeme kvalitní externí soustavu reproduktorů, kterou připojíme přes wireless stream protokol UPnP a RTSP. Tyto protokoly umožní jednoduché sdílení hudby a jsou již implementovány v převážné většině audio-video zařízení. Tato práce si klade za cíl popis těchto technologií, na základě čeho popisuje i vývoj a realizaci jednoduché aplikace na sdílení audia.
Impact of rebuffering events on subjective QoE measurement of streaming video
Hůrek, Marek ; Pokorný, Jiří (referee) ; Kováč, Dominik (advisor)
This bachelor thesis mainly deals with the creation of a web-tool for subjective evaluation of quality of video in initial and repeated video loading and buffering. The simulation of adaptive streaming, focused on buffering, is performed on the basis of scenarios created in the database that are randomly generated and implemented into the aforementioned web-tool. The theoretical part of this thesis is focused on the analyzation of different types of streaming, streaming services and QoE service (subjective and objective evaluation). Two basic methods for the subjective evaluation (laboratory method and crowdsourcing) are described in more detail. At the end there are analyzed data received from measurement. Results are put into graphs with a description of subjective evaluation MOS.
Binge-watching as a cultural milestone: changes in audience behavior in the era of streaming
Procházka, Jiří ; Kruml, Milan (advisor) ; Štoll, Martin (referee)
This diploma thesis, entitled Binge-watching as a cultural milestone: changing audience behaviour in the streaming era, examines audience behaviour in the context of streaming platform use. The thesis examines both the most prominent trends in the consumption of media content using streaming platforms and the changes in this behaviour caused by streaming platforms. The theoretical part presents the context of streaming platforms available in the Czech Republic, the development of series production and the evolution of ways of consuming series content with respect to available technologies. The thesis also presents significant current trends in viewing behaviour. The research focuses on users of streaming services and their audience habits when watching films and series. Its aim was to define the factors that influence audience viewing behaviour, audience motivations for viewing and changes in this behaviour as they move from consuming media content through broadcast television and illegal pirate websites to using VOD services. Grounded theory was chosen as the research method, based on which several levels of coding and subsequent thematic analysis were conducted. The practical part presents the categorised thematic units that emerged from the coding and then presents the results of the work. The...
Case Study of MADMONG as an example of marketing on Twitch
Pecíková, Laura ; Koudelková, Petra (advisor) ; Vranka, Marek (referee)
The aim of this diploma thesis is to identify which specific marketing tools were used by MADMONQ in order to reach its current stable position on Czech-Slovak gaming and streaming scene. The brand, originally a startup, became famous by bringing a whole new product to the gaming market, the first nutritional supplement made specifically for gamers. And its breakthrough was able to happen mainly thanks to the Twitch streaming platform. Therefore, the qualitative research of this thesis is set into a context of history and characteristics of Twitch, game marketing, the streaming phenomenon and influencer marketing. The research itself, which results in a complex case study, is based upon an in-depth interview with MADMONQ's founder and current CEO Michal Noga, on an analysis of the brand's online marketing tools, a SWOT analysis and on a survey in which streamers promoting products by this brand on their streaming channels took part. The case study is exposing the best and worst practices which led MADMONQ to its current position and explains the brand's communication strategy, which is from the very beginning focused on solely gamers, while striving to fulfill its mission that every gamer gives health the same amount of attention, they give to their hardware setup.
Persuasive technology and gamification elements on the Twitch.tv streaming platform
Stehlík, František ; Švelch, Jan (advisor) ; Švelch, Jaroslav (referee)
Persuasion technologies and gamification elements are part of a large number of modern applications and internet platforms. The reasons for using these features are varied and differ based on the nature of the application or platform. The use of persuasion techniques and gamification elements can be an effective way to achieve target user behaviour. This bachelor thesis examines the use of persuasion techniques and gamification elements on the streaming platform Twitch.tv. The aim of the thesis is to explore the purposes of the different elements implemented in the user interface of this platform and to analyse the different elements that have gamification and persuasion characteristics. The theoretical part of this thesis is devoted to theories of persuasion and the categorization of gamification elements. In the practical part, the Twitch.tv platform is analyzed using the walkthrough method from the perspective of a common user, where the different elements are analyzed, following the chapters in the theoretical part. This thesis provides useful insights for users and creators of similar platforms.
The convergence of esport and streaming in professional trajectories on the Czech gaming scene
Jerman, Petr ; Švelch, Jan (advisor) ; Švelch, Jaroslav (referee)
The thesis focuses on the topic of the convergence of esports and streaming on the Czech gaming scene. Its aim is to find specific areas and activities which connect the two seemingly different, but closely linked areas of media entertainment and video game industry. The theoretical part presents the phenomena of esport and streaming, including both their unique connecting and dividing elements. The thesis focuses primarily on the role of streamers and streaming platforms in esports, but also on their common connection to media entertainment and creative work in digital or video game culture. In the research section, the data is collected using in-depth semi-structured interviews focused on streamers and esports participants or employees who have experience or operate within both industries. Subsequent data analysis and final discussion answer the established research questions. It thus uncovers common areas and activities that contribute to the convergence of esports and streaming. The thesis also addresses monetization methods as well as the current situation and working conditions in the Czech esports environment. The presented results point to the mutual cooperation between the two sectors, with an emphasis on the more independent role of streaming compared to esports, which in turn tries to...
Twitch: Interactive Workshop, Café or Billboard?
BRIXÍ, Václav
The main aim of this bachelor thesis is to analyze chosen live-streaming platform and the term itself. Particular emphasis is focused on the description of Twitch.tv and its functions. An important segment is the stratification of represented content creators into three archetypal groups. The central element of this thesis is the aspect of interactivity, which defines streaming in all of its forms. Based on this author tries to present streaming as an artistic activity and the individual channels as an artificially created space suitable for easy self-presentation.
Mass streaming in Czech Republic
VOJTA, Tomáš
Streaming is a technology that enables the real-time distribution of audio, video and multimedia content on the Internet. These days, the term ``streaming{\crq}q is becoming more widespread due to internet broadcasting of various radio and television stations. Therefore streaming will be the leading topic of this bachelor thesis. Firstly, the description of the technology itself will be mentioned. Secondly, a research on required hardware and software equipment will be carried( platform Adobe, Windows Media, RealMedia).
Czech gaming communities on Twitch platform during the pandemic of coronavirus and the influence of streamers on fans'perception of Covid-19
Poláčková, Nikola ; Švelch, Jan (advisor) ; Fousek Krobová, Tereza (referee)
This Master's thesis focuses on the roles of Czech gaming streams and their online communities in lives of their members during Covid-19 pandemic. The thesis aims to describe the ways in which streamers and online communities influence opinions of their members regarding the pandemic and how streams fit into viewers' everyday lives. Streaming is put into context of gaming as a spectator activity and concepts of opinion leadership, parasocial relationships, and online communities. The main part of thesis is dedicated to mixed methods research, which was split into three parts. In the first part, the author surveyed opinions and values of Twitch viewers through quantitative online questionnaire. In the next parts, she conducted qualitative interviews with streamers and viewers. These interviews were used to gain context and deeper understanding of the researched phenomenon. Based on the empirical findings, the influence of streamers and online communities on their opinions regarding the pandemic seems to be quite marginal. Streamers and especially online communities however played a big social role - they substituted leisure and social activities of respondents and gaming streams along with community chats became a place to escape from reality of everyday lives or talk through their problems in a...

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