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  1. 流媒體 (英語: Streaming media ),指將一連串的 多媒體 資料壓縮後,經過 網際網路 分段傳送資料,在網際網路上即時傳輸影音以供觀賞的一種技術與過程,此技术使得資料 封包 得以像流水一样发送,如果不使用此技术,就必须在使用前 下载 整个媒体文件。 实时流媒体是指互联网内容的实时 传输 ,就像电视直播透過电视 信号 在电波上播放内容一样。 互联网流媒体直播需要一种形式的源媒体(如摄像机、音频接口、屏幕捕捉软件)、将内容数字化的 编码器 、 媒体发布者 和 內容傳遞網路 来分发和传递内容。 直播流媒体不需要在源点进行录制,尽管经常需要录制。

    • 流媒体
    • 串流媒體
  2. 串流媒體 (英語: Streaming media ),指將一連串的 多媒體 資料壓縮後,經過 網際網路 分段傳送資料,在網際網路上即時傳輸影音以供觀賞的一種技術與過程,此技术使得資料 封包 得以像流水一样发送,如果不使用此技术,就必须在使用前 下载 整个媒体文件。 实时流媒体是指互联网内容的实时 传输 ,就像电视直播透過电视 信号 在电波上播放内容一样。 互联网流媒体直播需要一种形式的源媒体(如摄像机、音频接口、屏幕捕捉软件)、将内容数字化的 编码器 、 媒体发布者 和 內容傳遞網路 来分发和传递内容。 直播流媒体不需要在源点进行录制,尽管经常需要录制。

  3. 2024年3月28日 · 流媒体 (英语: Streaming media ),指将一连串的 多媒体 资料压缩后,经过 互联网 分段发送资料,在互联网上实时传输影音以供观赏的一种技术与过程,此技术使得资料 数据包 得以像流水一样发送,如果不使用此技术,就必须在使用前 下载 整个媒体文件。 实时流媒体是指互联网内容的实时 传输 ,就像电视直播通过电视 信号 在电波上播放内容一样。 互联网流媒体直播需要一种形式的源媒体(如摄像机、音频接口、屏幕捕捉软件)、将内容数字化的 编码器 、 媒体发布者 和 内容传输网络 来分发和传递内容。 直播流媒体不需要在源点进行录制,尽管经常需要录制。

    • Etymology
    • Precursors
    • History
    • Use by The General Public
    • Technologies
    • Applications and Marketing
    • Challenges
    • Further Reading
    • External Links

    The term "streaming" was first used for tape drives manufactured by Data Electronics Inc. that were meant to slowly ramp up and run for the entire track; slower ramp times lowered drive costs. "Streaming" was applied in the early 1990s as a better description for video on demand and later live video on IP networks. It was first done by Starlight Ne...

    Beginning in 1881, Théâtrophoneenabled subscribers to listen to opera and theatre performances over telephone lines. This operated until 1932. The concept of media streaming eventually came to America. In the early 1920s, George Owen Squier was granted patents for a system for the transmission and distribution of signals over electrical lines, whic...

    Early development

    Attempts to display media on computers date back to the earliest days of computing in the mid-20th century. However, little progress was made for several decades, primarily due to the high cost and limited capabilities of computer hardware. From the late 1980s through the 1990s, consumer-grade personal computers became powerful enough to display various media. The primary technical issues related to streaming were having enough CPU and bus bandwidth to support the required data rates and achi...

    Late 1990s to early 2000s

    During the late 1990s and early 2000s, users had increased access to computer networks, especially the Internet. During the early 2000s, users had access to increased network bandwidth, especially in the last mile. These technological improvements facilitated the streaming of audio and video content to computer users in their homes and workplaces. There was also an increasing use of standard protocols and formats, such as TCP/IP, HTTP, and HTML, as the Internet became increasingly commerciali...

    Business developments

    Xing Technology was founded in 1989 and developed a JPEG streaming product called "StreamWorks". Another streaming product appeared in late 1992 and was named StarWorks. StarWorks enabled on-demand MPEG-1 full-motion videos to be randomly accessed on corporate Ethernet networks. Starworks was from Starlight Networks, which also pioneered live video streaming on Ethernet and via Internet Protocol over satellites with Hughes Network Systems. Other early companies that created streaming media te...

    Advances in computer networking, combined with powerful home computers and operating systems, have made streaming media affordable and easy for the public. Stand-alone Internet radio devicesemerged to offer listeners a non-technical option for listening to audio streams. These audio-streaming services became increasingly popular; streaming music re...

    Bandwidth

    A broadband speed of 2 Mbit/s or more is recommended for streaming standard-definition video, for example to a Roku, Apple TV, Google TV or a Sony TV Blu-ray Disc Player. 5 Mbit/s is recommended for high-definition content and 9 Mbit/s for ultra-high-definition content. Streaming media storage size is calculated from the streaming bandwidth and length of the media using the following formula (for a single user and file): storage size in megabytes is equal to length (in seconds) × bit rate (in...

    Protocols

    Video and audio streams are compressed to make the file size smaller. Audio coding formats include MP3, Vorbis, AAC and Opus. Video coding formats include H.264, HEVC, VP8 and VP9. Encoded audio and video streams are assembled in a container bitstream such as MP4, FLV, WebM, ASF or ISMA. The bitstream is delivered from a streaming server to a streaming client (e.g., the computer user with their Internet-connected laptop) using a transport protocol, such as Adobe's RTMP or RTP. In the 2010s, t...

    Recording

    Media that is livestreamed can be recorded through certain media players, such as VLC player, or through the use of a screen recorder. Live-streaming platforms such as Twitch may also incorporate a video on demand system that allows automatic recording of live broadcasts so that they can be watched later. YouTubealso has recordings of live broadcasts, including television shows aired on major networks. These streams have the potential to be recorded by anyone who has access to them, whether l...

    Useful and typical applications of streaming are, for example, long video lectures performed online. An advantage of this presentation is that these lectures can be very long, although they can always be interrupted or repeated at arbitrary places. Streaming enables new content marketing concepts. For example, the Berlin Philharmonic Orchestra sell...

    Copyright issues

    For OTT platforms, the original content captures additional subscribers. This presents copyright issues and the potential for international exploitation through streaming, widespread use of standards, and metadata in digital files. The WIPO has indicated several basic copyright issues arising for those pursuing work in the film and music industriesin the era of streaming. Streaming copyrighted content can involve making infringing copies of the works in question. The recording and distributio...

    Hagen, Anja Nylund (2020). Music in Streams: Communicating Music in the Streaming Paradigm, In Michael Filimowicz & Veronika Tzankova (ed.), Reimagining Communication: Mediation (1st Edition). Rout...
    Preston, J. (11 December 2011). "Occupy Video Showcases Live Streaming". The New York Times.
    Sherman, Alex (27 October 2019). "AT&T, Disney and Comcast have very different plans for the streaming wars – here's what they're doing and why". CNBC.
    "The Early History of the Streaming Media Industry and The Battle Between Microsoft & Real". streamingmedia.com. March 2016. Archived from the original on 21 March 2016. Retrieved 25 March 2016.
  4. 維基百科,自由的百科全書. 串流媒體 (英語: Streaming media ),指將一連串的 多媒體 資料壓縮後,經過 網際網路 分段傳送資料,在網際網路上即時傳輸影音以供觀賞的一種技術與過程,此技術使得資料 封包 得以像流水一樣發送,如果不使用此技術,就必須在使用前 下載 整個媒體文件。 實時媒體是指互聯網內容的實時 傳輸 ,就像電視直播透過電視 信號 在電波上播放內容一樣。 互聯網媒體直播需要一種形式的源媒體(如攝像機、音頻接口、屏幕捕捉軟件)、將內容數字化的 編碼器 、 媒體發布者 和 內容傳遞網路 來分發和傳遞內容。 直播媒體不需要在源點進行錄製,儘管經常需要錄製。

  5. www.wikiwand.com › zh › 流媒体流媒体 - Wikiwand

    串流媒體 ( 英語: ),指將一連串的 多媒體 資料壓縮後,經過 網際網路 分段傳送資料,在網際網路上即時傳輸影音以供觀賞的一種技術與過程,此技术使得資料 封包 得以像流水一样发送,如果不使用此技术,就必须在使用前 下载 整个媒体文件。 实时流媒体是指互联网内容的实时 传输 ,就像电视直播透過电视 信号 在电波上播放内容一样。 互联网流媒体直播需要一种形式的源媒体(如摄像机、音频接口、屏幕捕捉软件)、将内容数字化的 编码器 、 媒体发布者 和 內容傳遞網路 来分发和传递内容。 直播流媒体不需要在源点进行录制,尽管经常需要录制。

  6. www.wikiwand.com › zh-hans › 流媒体流媒体 - Wikiwand

    流媒体 - Wikiwand. 由供應商提供給用戶的連續多媒體 / 维基百科,自由的 encyclopedia. 串流媒体 (英语: Streaming media ),指将一连串的 多媒体 资料压缩后,经过 网际网路 分段传送资料,在网际网路上即时传输影音以供观赏的一种技术与过程,此技术使得资料 封包 得以像流水一样发送,如果不使用此技术,就必须在使用前 下载 整个媒体文件。 Quick Facts “Streaming Media”的各地常用名称, 中国大陆 ... Close. 实时流媒体是指互联网内容的实时 传输 ,就像电视直播透过电视 信号 在电波上播放内容一样。