Sökning: "Video streaming"

Visar resultat 41 - 45 av 298 uppsatser innehållade orden Video streaming.

  1. 41. Persistence of Preference- Based Customer Segments : An investigation of cluster evolution

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

    Författare :Sara Almström; [2021]
    Nyckelord :Cluster evolution; Cluster persistence; Customer segmentation; Streaming services; Video-on-demand; Television; Kluster-evolution; Kluster-beständighet; Kundsegmentering; Strömningstjänster; Video-på-begäran; Television;

    Sammanfattning : Clustering is a technology within unsupervised learning with a wide range of applications. Several of these applications use data that change over time, which makes clusters’ persistence of interest. One among these employments of clustering time-variant data is preference based customer segmentation. LÄS MER

  2. 42. eCRM features and customer loyalty : A qualitative study within the video streaming industry

    Uppsats för yrkesexamina på avancerad nivå, Umeå universitet/Företagsekonomi

    Författare :Millie Karphammar; Jennifer Brettschneider; [2021]
    Nyckelord :eCRM; CRM; customer loyalty; video streaming industry;

    Sammanfattning : The video streaming industry has grown at a rapid speed during the past decade and has becomea trending topic in regard to technological advancements. Nowadays, there are manycompetitors in the market, and it is getting harder to stand out from the competition. LÄS MER

  3. 43. Analysing User Viewing Behaviour in Video Streaming Services

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

    Författare :Ioannis Markou; [2021]
    Nyckelord :log analysis; user viewing demand; over the top; proactive resource scaling; time series forecasting; log analys; användarens visningsbehov; streamingtjänster; proaktiv resursskalning; videostreaming; prognoser av tidsserier;

    Sammanfattning : The user experience offered by a video streaming service plays a fundamental role in customer satisfaction. This experience can be degraded by poor playback quality and buffering issues. These problems can be caused by a user demand that is higher than the video streaming service capacity. LÄS MER

  4. 44. Automatically Identify and Create a Highlight Cinematic in a Virtual Reality Action Game

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

    Författare :Kristoffer Almroth; [2021]
    Nyckelord :cinematic replay; highlight detection; virtual cinematography; video game;

    Sammanfattning : Users sharing their experiences on social media and streaming sites becomes increasingly important for marketing games. Virtual reality has the added challenge that the head movement is sometimes too erratic to capture and present on a flat screen. LÄS MER

  5. 45. C2C relationships and the co-creation of value : A mixed method study of the streaming industry

    Kandidat-uppsats, Uppsala universitet/Företagsekonomiska institutionen

    Författare :Patrik Schwartz; Axel Tidelius; [2021]
    Nyckelord :Streaming; C2C; co-creation; service logic; digital interaction; OBC; mixed-method;

    Sammanfattning : Music- and video consumption has rapidly changed during the last years and a growing number of consumers use different streaming services which allow for greater interaction with other users than was previously possible. Meanwhile a growing focus within the scientific world has been placed on consumers’ ability to co-create value with other users. LÄS MER