Sökning: "Streaming Platforms"

Visar resultat 1 - 5 av 100 uppsatser innehållade orden Streaming Platforms.

  1. 1. Perceptual Sensitivity to Video Degradations in a Simulated Cloud-Gaming Environment: An Empirical Study through Subjective Tests

    Master-uppsats, Uppsala universitet/Institutionen för informationsteknologi

    Författare :Boli Gao; [2023]
    Nyckelord :;

    Sammanfattning : 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. LÄS MER

  2. 2. Kreatörers acceptans av decentraliserade musikplattformar

    Kandidat-uppsats, Uppsala universitet/Informationssystem

    Författare :Isak Hedlund; Adrian Lundström Brignoli; [2023]
    Nyckelord :TAM; Creator; Web3; Blockchain; Decentralization; Music plattform; PLS-regression; Usefulness; Perceived ease of use; Perceived usefulness;

    Sammanfattning : Streaming blir dagligen en allt mer populär form av musikkonsumtion. Denna typ av medium har gjort det allt mer enkelt för individer att lyssna på musik. Diskussioner om de villkor som kreatörerna som bidrar med värde till dessa medium påpekar dock tuffa arbetsförhållanden. LÄS MER

  3. 3. Code Synthesis for Heterogeneous Platforms

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Zhouxiang Fu; [2023]
    Nyckelord :Code Synthesis; Heterogeneous Platform; Zero-Overhead Topology Infrastructure; Kodsyntes; Heterogen plattform; Zero-Overhead Topologi Infrastruktur;

    Sammanfattning : Heterogeneous platforms, systems with both general-purpose processors and task-specific hardware, are largely used in industry to increase efficiency, but the heterogeneity also increases the difficulty of design and verification. We often need to wait for the completion of all the modules to know whether the functionality of the design is correct or not, which can cause costly and tedious design iteration cycles. LÄS MER

  4. 4. Digitalt är historien alltid närvarande : En litteraturstudie om digitala spel som läromedel i historieundervisningen

    Uppsats för yrkesexamina på grundnivå,

    Författare :Marcus Lund; [2023]
    Nyckelord :Digital games; game-based learning; use of history; history-based games; teaching aids;

    Sammanfattning : Research shows an increased interest in the use of both educational- and commercial games in the classroom. This increased interest in digital games and the potential of game-based learning may not come as a surprise due to the constant digitization in schools. LÄS MER

  5. 5. Attitudes to developing sustainable digital products : A human-centered design study on how to support the climate work of digital media service providers

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Maria Jacobson; [2023]
    Nyckelord :S-HCI; sustainability; environmental decision support systems; human-centered design; S-HCI; hållbarhet; beslutsfattande inom hållbarhet; människocentrerad design;

    Sammanfattning : As climate change is becoming an increasingly more alarming threat in society, sustainability as a topic becomes more and more important in relation to a range of business activities, software development being one. Several frameworks for how software development and computing products should be developed and evaluated on the basis of sustainability and climate impact are being developed, but there are no standardized ways to go about this type of work and the topic is still under prioritized in favor of other non functional requirements, like financial aspects. LÄS MER