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Streaming Audio

Streaming Audio

Author: Jon Luini

Publisher: New Riders

ISBN: 0735712808

Category: Computers

Page: 320

View: 670

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Streaming Audio: The FezGuys' Guide will introduce you to streaming audio and teach you how to work with the most popular formats, including RealMedia, Windows Media, QuickTime, and MP3. It begins by giving the reader a comprehensive overview of the most up-to-date streaming technologies available and the process of preparing audio for streaming. Then, it walks the reader through encoding into both live and on-demand streams in each format. Following an in-depth walk-through of serving the audio, Streaming Audio: The FezGuys' Guide offers several case studies that carefully break down how streaming audio is used in the real world: the internationally acclaimed rock guitarist Joe Satriani's web site, primarily using on-demand files with the occasional live stream for special events; the ultrahip drum 'n' bass, downtempo and ambient music Internet-only radio station SomaFM offering several live MP3 streams in multiple bi trates; and the FM station that started it all, KPIG-FM, terrestrial broadcast radio that streams it's programming online. Finally, the FezGuys illustrate a variety of advanced techniques, including optimizing, equalizing, creating playlists, batch encoding, dealing with legal

The Technology of Video and Audio Streaming

The Technology of Video and Audio Streaming

Author: David Austerberry

Publisher: Taylor & Francis

ISBN: 9781136028731

Category: Language Arts & Disciplines

Page: 360

View: 226

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* Learn the end-to-end process, starting with capture from a video or audio source through to the consumer's media player * A quick-start quide to streaming media technologies * How to monetize content and protect revenue with digital rights management For broadcasters, web developers, project managers implementing streaming media systems, David Austerberry shows how to deploy the technology on your site, from video and audio capture through to the consumer's media player. The book first deals with Internet basics and gives a thorough coverage of telecommunications networks and the last mile to the home. Video and audio formats are covered, as well as compression standards including Windows Media and MPEG-4. The book then guides you through the streaming process, showing in-depth how to encode audio and video. The deployment of media servers, live webcasting and how the stream is displayed by the consumer's media player are also covered. A final section on associated technologies illustrates how you can protect your revenue sources with digital rights management, looks at content delivery networks and provides examples of successful streaming applications. The supporting website, www.davidausterberry.com/streaming.html, offers updated links to sources of information, manufacturers and suppliers. David Austerberry is co-owner of the new media communications consultancy, Informed Sauce. He has worked with streaming media since the late nineties. Before that, he has been product manager for a number of broadcast equipment manufacturers, and formerly had many years with a leading broadcaster.

Optimal Audio and Video Reproduction at Home

Optimal Audio and Video Reproduction at Home

Author: Vincent Verdult

Publisher: Routledge

ISBN: 9780429813184

Category: Technology & Engineering

Page: 346

View: 460

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Optimal Audio and Video Reproduction at Home is a comprehensive guide that will help every reader set up a modern audio-video system in a small room such as a home theater or studio control room. Verdult covers everything the reader needs to know to optimize the reproduction of multichannel audio and high-resolution video. The book provides concrete advice on equipment setup, display calibration, loudspeaker positioning, room acoustics, and much more. Detailed, easy-to-grasp explanations of the underlying principles ensure the reader will make the right choices, find alternatives, and separate the rigid from the more flexible requirements to achieve the best possible results.

Telecommunications Essentials

Telecommunications Essentials

Author: Lillian Goleniewski

Publisher: Addison-Wesley Professional

ISBN: 0201760320

Category: Technology & Engineering

Page: 614

View: 926

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Telecommunications current and emerging, wired and wireless--is covered in-depth here with the broadest, deepest, most up-to-date telecom overview on the market by one of the field's leading trainers. Whether readers are new to telecommunications and IT or simply want an understandable, comprehensive review of the state-of-the-art technology, this book is for them.

Streaming and Copyright Law

Streaming and Copyright Law

Author: Lasantha Ariyarathna

Publisher: Taylor & Francis

ISBN: 9781000642766

Category: Law

Page: 296

View: 355

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This book examines the challenges posed to Australian copyright law by streaming, from the end-user perspective. It compares the Australian position with the European Union and United States to draw lessons from them, regarding how they have dealt with streaming and copyright. By critically examining the technological functionality of streaming and the failure of copyright enforcement against the masses, it argues for strengthening end-user rights. The rising popularity of streaming has resulted in a revolutionary change to how digital content, such as sound recordings, cinematographic films, and radio and television broadcasts, is used on the internet. Superseding the conventional method of downloading, using streaming to access digital content has challenged copyright law, because it is not clear whether end-user acts of streaming constitute copyright infringement. These prevailing grey areas between copyright and streaming often make end-users feel doubtful about accessing digital content through streaming. It is uncertain whether exercising the right of reproduction is appropriately suited for streaming, given the ambiguities of "embodiment" and scope of "substantial part". Conversely, the fair dealing defence in Australia cannot be used aptly to defend end-users’ acts of streaming digital content, because end-users who use streaming to access digital content can rarely rely on the defence of fair dealing for the purposes of criticism or review, news reporting, parody or satire, or research or study. When considering a temporary copy exception, end-users are at risk of being held liable for infringement when using streaming to access a website that contains infringing digital content, even if they lack any knowledge about the content’s infringing nature. Moreover, the grey areas in circumventing geo-blocking have made end-users hesitant to access websites through streaming because it not clear whether technological protection measures apply to geo-blocking. End-users have a severe lack of knowledge about whether they can use circumvention methods, such as virtual private networks, to access streaming websites without being held liable for copyright infringement. Despite the intricacies between copyright and access to digital content, the recently implemented website-blocking laws have emboldened copyright owners while suppressing end-users’ access to digital content. This is because the principles of proportionality and public interest have been given less attention when determining website-blocking injunctions.

Scalable Continuous Media Streaming Systems

Scalable Continuous Media Streaming Systems

Author: Jack Lee

Publisher: John Wiley & Sons

ISBN: 9780470857649

Category: Technology & Engineering

Page: 394

View: 206

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Continuous media streaming systems will shape the future of information infrastructure. The challenge is to design systems and networks capable of supporting millions of concurrent users. Key to this is the integration of fault-tolerant mechanisms to prevent individual component failures from disrupting systems operations. These are just some of the hurdles that need to be overcome before large-scale continuous media services such as video-on-demand can be deployed with maximum efficiency. The author places the subject in context, drawing together findings from the past decade of research whilst examining the technology’s present status and its future potential. The approach adopted is comprehensive, covering topics – notably the scalability and fault-tolerance issues - that previously have not been treated in depth. Provides an accessible introduction to the technology, presenting the basic principles for media streaming system design, focusing on the need for the correct and timely delivery of data. Explores the use of parallel server architectures to tackle the two key challenges of scalability and fault-tolerance. Investigates the use of network multicast streaming algorithms to further increase the scalability of very-large-scale media streaming systems. Illustrates all findings using real-world examples and case studies gleaned from cutting-edge worldwide research. Combining theory and practice, this book will appeal to industry specialists working in content distribution in general and continuous media streaming in particular. The introductory materials and basic building blocks complemented by amply illustrated, more advanced coverage provide essential reading for senior undergraduates, postgraduates and researchers in these fields.

Technologies for Education

Technologies for Education

Author: Ann E. Barron

Publisher: Libraries Unlimited

ISBN: 1563087790

Category: Education

Page: 234

View: 843

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Presents a current synopsis of the technologies impacting education and how to best apply them in the classroom.

Beginning Java 8 Games Development

Beginning Java 8 Games Development

Author: Wallace Jackson

Publisher: Apress

ISBN: 9781484204153

Category: Computers

Page: 475

View: 783

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Beginning Java 8 Games Development, written by Java expert and author Wallace Jackson, teaches you the fundamentals of building a highly illustrative game using the Java 8 programming language. In this book, you'll employ open source software as tools to help you quickly and efficiently build your Java game applications. You'll learn how to utilize vector and bit-wise graphics; create sprites and sprite animations; handle events; process inputs; create and insert multimedia and audio files; and more. Furthermore, you'll learn about JavaFX 8, now integrated into Java 8 and which gives you additional APIs that will make your game application more fun and dynamic as well as give it a smaller foot-print; so, your game application can run on your PC, mobile and embedded devices. After reading and using this tutorial, you'll come away with a cool Java-based 2D game application template that you can re-use and apply to your own game making ambitions or for fun.

TCP/IP Foundations

TCP/IP Foundations

Author: Andrew G. Blank

Publisher: John Wiley & Sons

ISBN: 0782151132

Category: Computers

Page: 304

View: 691

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The world of IT is always evolving, but in every area there arestable, core concepts that anyone just setting out needed to knowlast year, needs to know this year, and will still need to knownext year. The purpose of the Foundations series is to identifythese concepts and present them in a way that gives you thestrongest possible starting point, no matter what your endeavor. TCP/IP Foundations provides essential knowledge about thetwo protocols that form the basis for the Internet, as well as manyother networks. What you learn here will benefit you in the shortterm, as you acquire and practice your skills, and in the longterm, as you use them. Topics covered include: The origins of TCP/IP and the Internet The layers comprising the OSI and DoD models TCP/IP addressing Subnet masks Creating custom subnet masks Supernetting and Classless Inter-Domain Routing (CIDR) Name resolution The Domain Name System (DNS) and Dynamic DNS Windows Internet Naming Services (WINS) The Dynamic Host Configuration Protocol (DHCP) What to expect with IPv6

Game Sound

Game Sound

Author: Canada Research Chair in Interactive Audio Karen Collins

Publisher: MIT Press

ISBN: 9780262033787

Category: Computers

Page: 200

View: 219

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A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player's actions can trigger dialogue, sound effects, ambient sound, and music. This book introduces readers to the various aspects of game audio, from its development in early games to theoretical discussions of immersion and realism.

The Virtual Ticket

The Virtual Ticket

Author: Paul Richards

Publisher: StreamGeeks

ISBN: 9798623333575

Category: Reference

Page: 120

View: 210

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The Virtual Ticket is for anyone who wants to host next-level engaging experiences for online attendees. This book is full of detailed case studies from innovative event planners who are diversifying their revenue streams with virtual ticket sales. Whether you are a business, sports team, non-profit, event venue or a garage band, this book includes everything you need to know about planning live streams that provide audiences with experiences worth paying for. Adding a virtual ticket option for your next event does more than increase profits. Virtual tickets help expose events to global audiences by increasing convenience and accessibility with new broadcasting and translation tools that are now available. Author Paul Richards is the Chief Streaming Officer for the StreamGeeks, who detail effective strategies for transporting audiences into experiences that will keep them coming back for more. The author outlines from start to finish how conferences can add virtual ticket options to their marketing plans to help event managers budget for the new endeavor. In a fun and easy to understand manner, Richards explains how the multi-billion dollar digital experience economy has been growing year after year. Readers unfamiliar with influencer marketing, live streaming, and online community building will be encouraged to get involved to better understand modern consumer behaviors. A paradigm shift in event marketing will help readers understand how to position virtual tickets as exciting experiences worth sharing with their friends. Richards draws on innovative thinkers from books such as “Experience Economy”, “Growth Hacker Marketing”, and “Special Events” to craft a journey that is full of insights and actionable takeaways. If you want to sell virtual access to online experiences, this is the book for you.