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Streaming
Streaming media is multimedia that is delivered and consumed in a continuous manner from a source, with little or no intermediate storage in network elements. ''Streaming'' refers to the delivery method of content, rather than the content itself. Distinguishing delivery method from the media applies specifically to telecommunications networks, as most of the traditional media delivery systems are either inherently ''streaming'' (e.g. radio, television) or inherently ''non-streaming'' (e.g. books, videotape, audio CDs). There are challenges with streaming content on the Internet. For example, users whose Internet connection lacks sufficient bandwidth may experience stops, lags, or poor buffering of the content, and users lacking compatible hardware or software systems may be unable to stream certain content. With the use of buffering of the content for just a few seconds in advance of playback, the quality can be much improved. Livestreaming is the real-time delivery ...
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Streaming Television
Streaming television is the digital distribution of television content, such as TV shows, as streaming media delivered over the Internet. Streaming television stands in contrast to dedicated terrestrial television delivered by over-the-air aerial systems, cable television, and/or satellite television systems. History Up until the 1990s, it was not thought possible that a television programme could be squeezed into the limited telecommunication bandwidth of a copper telephone cable to provide a streaming service of acceptable quality, as the required bandwidth of a digital television signal was around 200 Mbit/s, which was 2,000 times greater than the bandwidth of a speech signal over a copper telephone wire. Streaming services were only made possible as a result of two major technological developments: MPEG ( motion-compensated DCT) video compression and asymmetric digital subscriber line (ADSL) data transmission. The first worldwide live-streaming event was a radio ...
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Video On Demand
Video on demand (VOD) is a media distribution system that allows users to access videos without a traditional video playback device and the constraints of a typical static broadcasting schedule. In the 20th century, broadcasting in the form of over-the-air programming was the most common form of media distribution. As Internet and IPTV technologies continued to develop in the 1990s, consumers began to gravitate towards non-traditional modes of content consumption, which culminated in the arrival of VOD on televisions and personal computers. Unlike broadcast television, VOD systems initially required each user to have an Internet connection with considerable bandwidth to access each system's content. In 2000, the Fraunhofer Institute IIS developed the JPEG2000 codec, which enabled the distribution of movies via Digital Cinema Packages. This technology has since expanded its services from feature-film productions to include broadcast television programmes and has led to lower ...
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Content Delivery Network
A content delivery network, or content distribution network (CDN), is a geographically distributed network of proxy servers and their data centers. The goal is to provide high availability and performance by distributing the service spatially relative to end users. CDNs came into existence in the late 1990s as a means for alleviating the performance bottlenecks of the Internet as the Internet was starting to become a mission-critical medium for people and enterprises. Since then, CDNs have grown to serve a large portion of the Internet content today, including web objects (text, graphics and scripts), downloadable objects (media files, software, documents), applications (e-commerce, portals), live streaming media, on-demand streaming media, and social media sites. CDNs are a layer in the internet ecosystem. Content owners such as media companies and e-commerce vendors pay CDN operators to deliver their content to their end users. In turn, a CDN pays Internet service providers (I ...
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Livestreaming
Livestreaming is streaming media simultaneously recorded and broadcast in real-time over the internet. It is often referred to simply as streaming. Non-live media such as video-on-demand, vlogs, and YouTube videos are technically streamed, but not live-streamed. Livestream services encompass a wide variety of topics, from social media to video games to professional sports. Platforms such as Facebook Live, Periscope, Kuaishou, Douyu, bilibili and 17 include the streaming of scheduled promotions and celebrity events as well as streaming between users, as in videotelephony. Sites such as Twitch have become popular outlets for watching people play video games, such as in esports, Let's Play-style gaming, or speedrunning. Live coverage of sporting events is a common application. User interaction via chat rooms forms a major component of livestreaming. Platforms often include the ability to talk to the broadcaster or participate in conversations in chat. Many chat rooms also con ...
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Cloud Gaming
Cloud gaming, sometimes called gaming on demand or gaming-as-a-service or game streaming, is a type of online gaming that runs video games on remote servers and streams them directly to a user's device, or more colloquially, playing a game remotely from a cloud. It contrasts with traditional means of gaming, wherein a game runs locally on a user's video game console, personal computer, or mobile device. Background Cloud gaming platforms operate in a similar manner to remote desktops and video on demand services; games are stored and executed remotely on a provider's dedicated hardware, and streamed as video to a player's device via client software. The client software handles the player's inputs, which are sent back to the server and executed in-game. Some cloud gaming services are based on access to a virtualized Windows environment, allowing users to download and install games and software as they normally would on a local computer. Cloud gaming can be advantageous as i ...
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Starlight Networks
Starlight Networks was founded in 1991 by Charlie Bass, Jim Long and Mark Gang with backing from investors Accel Partners and Interwest Partners. The company created some of the first commercial video-on-demand and video streaming products. The first Starlight Networks product was named StarWorks and enabled on-demand MPEG1 full motion videos to be randomly accessed on corporate IP networks. Later a version was released for Novell named Starware. Originally, the press to networked video as "store & forward video" but that changed after Starlight Networks began describing it as "streaming video". In late 1996 as Starlight added support for live presentations integrating live streaming video with slides and chat, they referred to such solutions as "InterMedia Networking". The 'live' streaming product was named StarLive. In 1995, Starlight introduced streaming video over satellites with Hughes Network Systems. In February 1998 Starlight introduced one of the first full motion vide ...
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Real Networks
RealNetworks, Inc. is a provider of artificial intelligence and computer vision based products. RealNetworks was a pioneer in Internet streaming software and services. They are based in Seattle, Washington, United States. The company also provides subscription-based online entertainment services and mobile entertainment and messaging services. History RealNetworks (then known as Progressive Networks) was founded in 1994 by Rob Glaser, an ex-Microsoft executive, and a management team including Phil Barrett, Andy Sharpless, and Stephen Buerkle. The original goal of the company was to provide a distribution channel for politically progressive content. It evolved into a technology venture to leverage the Internet as an alternative distribution medium for audio broadcasts. Progressive Networks became RealNetworks in September 1997, in advance of the company's initial public offering (IPO) in October 1997 when shares of the company started trading on Nasdaq as "RNWK". RealNetw ...
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Data Buffer
In computer science, a data buffer (or just buffer) is a region of a memory used to temporarily store data while it is being moved from one place to another. Typically, the data is stored in a buffer as it is retrieved from an input device (such as a microphone) or just before it is sent to an output device (such as speakers). However, a buffer may be used when moving data between processes within a computer. This is comparable to buffers in telecommunication. Buffers can be implemented in a fixed memory location in hardware—or by using a virtual data buffer in software, pointing at a location in the physical memory. In all cases, the data stored in a data buffer are stored on a physical storage medium. A majority of buffers are implemented in software, which typically use the faster RAM to store temporary data, due to the much faster access time compared with hard disk drives. Buffers are typically used when there is a difference between the rate at which data is received and t ...
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Media Player (software)
Media player software is a type of application software for playing multimedia computer files like audio and video files. Media players commonly display standard media control icons known from physical devices such as tape recorders and CD players, such as play (  ), pause (  ), fastforward (⏩️), backforward (⏪), and stop (  ) buttons. In addition, they generally have progress bars (or "playback bars"), which are sliders to locate the current position in the duration of the media file. Mainstream operating systems have at least one default media player. For example, Windows comes with Windows Media Player, Microsoft Movies & TV and Groove Music, while macOS comes with QuickTime Player and Music. Linux distributions come with different media players, such as SMPlayer, Amarok, Audacious, Banshee, MPlayer, mpv, Rhythmbox, Totem, VLC media player, and xine. Android comes with Google Play Music for audio and Google Phot ...
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Downloading
In computer networks, download means to ''receive'' data from a remote system, typically a server such as a web server, an FTP server, an email server, or other similar system. This contrasts with uploading, where data is ''sent to'' a remote server. A ''download'' is a computer file, file offered for downloading or that has been downloaded, or the process of receiving such a file. Definition Downloading generally transfers entire files for local storage and later use, as contrasted with streaming, where the data is used nearly immediately, while the transmission is still in progress, and which may not be stored long-term. Websites that offer streaming media or media displayed in-browser, such as YouTube, increasingly place restrictions on the ability of users to save these materials to their computers after they have been received. Downloading is not the same as data transfer; moving or copying data between two storage devices would be data transfer, but ''receiving'' da ...
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Closed Captioning
Closed captioning (CC) and subtitling are both processes of displaying text on a television, video screen, or other visual display to provide additional or interpretive information. Both are typically used as a transcription of the audio portion of a program as it occurs (either verbatim or in edited form), sometimes including descriptions of non-speech elements. Other uses have included providing a textual alternative language translation of a presentation's primary audio language that is usually burned-in (or "open") to the video and unselectable. HTML5 defines subtitles as a "transcription or translation of the dialogue when sound is available but not understood" by the viewer (for example, dialogue in a foreign language) and captions as a "transcription or translation of the dialogue, sound effects, relevant musical cues, and other relevant audio information when sound is unavailable or not clearly audible" (for example, when audio is muted or the viewer is deaf or har ...
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Bandwidth (computing)
In computing, bandwidth is the maximum rate of data transfer across a given path. Bandwidth may be characterized as network bandwidth, data bandwidth, or digital bandwidth. This definition of ''bandwidth'' is in contrast to the field of signal processing, wireless communications, modem data transmission, digital communications, and electronics, in which ''bandwidth'' is used to refer to analog signal bandwidth measured in hertz, meaning the frequency range between lowest and highest attainable frequency while meeting a well-defined impairment level in signal power. The actual bit rate that can be achieved depends not only on the signal bandwidth but also on the noise on the channel. Network capacity The term ''bandwidth'' sometimes defines the net bit rate 'peak bit rate', 'information rate,' or physical layer 'useful bit rate', channel capacity, or the maximum throughput of a logical or physical communication path in a digital communication system. For example, bandwidth ...
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