National Repository of Grey Literature 25 records found  1 - 10nextend  jump to record: Search took 0.01 seconds. 
A Tool for Monitoring and Announcing Multicast Multimedia Streams
Dorušák, Petr ; Veselý, Vladimír (referee) ; Skokanová, Jana (advisor)
This thesis deals with design and implementation of tool for monitoring and announcing of multicast multimedia streams. The aim is to create an application that will monitor the MPEG-TS streams in the specified multicast groups and will inform about their run through the Session Announcement Protocol.
Technology for webcast
Švehlák, Milan ; Číka, Petr (referee) ; Zeman, Václav (advisor)
This bachelor´s thesis discusses technology for creating webcast and possible methods for its implementation. To begin with, there is mentioned theoretical knowledge about the transmission of multimedia over the Internet. This is followed by a list of basic methods for webcast. In the following parts, these various methods are described in detail with their advantages and disadvantages and they are compared. This thesis also discusses the hardware and software tools necessary for implementing the webcast. Finally, there is a design suggestion for the most appropriate method for making a webcast with respect to the stipulated requirements and subsequently made its implementation.
Compression, decompression and streaming of video data
Šilhavý, Miroslav ; Číka, Petr (referee) ; Burget, Radim (advisor)
The Bachelor thesis is focused on description of FFmpeg tool and theora codec abilities. Comparison of capabilities and technologies within MPEG-4 (MPEG4- ASP, H.264), Theora and MPEG-2 codec. Testing the compression efficiency and output image quality of codecs x264 and Theora. Further I mentioned samples of using Theora and FFmpeg programming interface for video handling. Part of the thesis is also analysis and implementation of the player based on FFmpeg libraries and application for streaming Theora encoded video packets by RTP protocol.
Model of HTTP adaptive video streaming
Kasianenko, Dmytro ; Prokopec, Jan (referee) ; Slanina, Martin (advisor)
Key tasks of this work are to create the simulation of a wireless network in ns-3 and to stream a video over this network by using MPEG-DASH technology. It describes the tools and methods how to encode a video according to MPEG-DASH. It is explained what is needed to run video server, which uses MPEG-DASH technology to stream videos. Then, it is described how a simulation of wired and wireless WiFi and LTE networks is created. The simulation starts a server and shows how it works, how many nodes can be used and chooses suitable segment duration.
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.
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.
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...
The Netflix phenomenon and it's impact on the audience behavior
Doležal, Aleš ; Štoll, Martin (advisor) ; Jirků, Jan (referee)
The text of this diploma thesis called "Video on Demand Phenomenon and the Czech Viewer" describes the current situation in the world of the VOD services. It characterizes all the main elements of VOD and related business and viewer behavior and lifestyle resulting from those characteristics. The work also attempts to briefly describe all the main VOD services on the Czech market with regard to their history, current state and deals they offer to the viewer. The bulk of this work is, however, focused on the survey conducted amongst 140 people aged 19 - 26 and presenting its results. The survey finds that majority of those people prefer binge-watching over linear TV, which leads to very uneven TV watching habits and changes in lifestyle. According to the survey, it also appears that paid VOD is currently almost as popular as cable and satellite TV, but majority of people still don't want to pay for more than one service, which means that more than three quarters of them use internet piracy to get access to the desired content.

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