Streaming media in the context of Advanced Systems Format


Streaming media in the context of Advanced Systems Format

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⭐ Core Definition: Streaming media

Streaming media is multimedia delivered through a network for playback using a media player. Media is transferred in a stream of packets from a server to a client and is rendered in real-time or near real-time; this contrasts with file downloading, a process in which the end-user obtains an entire media file before consuming the content. Streaming is more commonly used for video on demand, streaming television, and music streaming services over the Internet.

While streaming is most commonly associated with multimedia from a remote server over the Internet, it also includes offline multimedia between devices on a local area network. For example, using DLNA and a home server, or in a personal area network between two devices using Bluetooth (which uses radio waves rather than IP). Online streaming was initially popularized by RealNetworks and Microsoft in the 1990s and has since grown to become the globally most popular method for consuming music and videos, with numerous competing subscription services being offered since the 2010s. Audio streaming to wireless speakers, often using Bluetooth, is another use that has become prevalent during that decade. Live streaming is the real-time delivery of content during production, much as live television broadcasts content via television channels.

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Streaming media in the context of Video

Video is an electronic medium for the recording, copying, playback, broadcast, and display of moving-image media. Video was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) systems, which, in turn, were replaced by flat-panel displays.

Video systems vary in display resolution, aspect ratio, refresh rate, color reproduction, and other qualities. Both analog and digital video can be carried on a variety of media, including radio, magnetic tape, optical discs, computer files, and network streaming.

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Streaming media in the context of Internet

The Internet (or internet) is the global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP) to communicate between networks and devices. It is a network of networks that comprises private, public, academic, business, and government networks of local to global scope, linked by electronic, wireless, and optical networking technologies. The Internet carries a vast range of information services and resources, such as the interlinked hypertext documents and applications of the World Wide Web (WWW), electronic mail, internet telephony, streaming media and file sharing.

Most traditional communication media, including telephone, radio, television, paper mail, newspapers, and print publishing, have been transformed by the Internet, giving rise to new media such as email, online music, digital newspapers, news aggregators, and audio and video streaming websites. The Internet has enabled and accelerated new forms of personal interaction through instant messaging, Internet forums, and social networking services. Online shopping has also grown to occupy a significant market across industries, enabling firms to extend brick and mortar presences to serve larger markets. Business-to-business and financial services on the Internet affect supply chains across entire industries.

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Streaming media in the context of Smartphone

A smartphone is a mobile device that combines the functionality of a traditional mobile phone with advanced computing capabilities. It typically has a touchscreen interface, allowing users to access a wide range of applications and services, such as web browsing, email, and social media, as well as multimedia playback and streaming. Smartphones have built-in cameras, GPS navigation, and support for various communication methods, including voice calls, text messaging, and internet-based messaging apps. Smartphones are distinguished from older-design feature phones by their more advanced hardware capabilities and extensive mobile operating systems, access to the internet, business applications, mobile payments, and multimedia functionality, including music, video, gaming, radio, and television.

Smartphones typically feature metal–oxide–semiconductor (MOS) integrated circuit (IC) chips, various sensors, and support for multiple wireless communication protocols. Examples of smartphone sensors include accelerometers, barometers, gyroscopes, and magnetometers; they can be used by both pre-installed and third-party software to enhance functionality. Wireless communication standards supported by smartphones include Wi-Fi, Bluetooth, Hotspots and satellite navigation. By the mid-2020s, manufacturers began integrating satellite messaging and emergency services, expanding their utility in remote areas without reliable cellular coverage. Smartphones have largely replaced personal digital assistant (PDA) devices, handheld/palm-sized PCs, portable media players (PMP), point-and-shoot cameras, camcorders, and, to a lesser extent, handheld video game consoles, e-reader devices, pocket calculators, and GPS tracking units.

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Streaming media in the context of Mass media

Mass media refers to the forms of media that reach large audiences via mass communication. It includes broadcast media, digital media, print media, social media, streaming media, advertising, and events.

Mass media encompasses news, advocacy, entertainment, and public service announcements, and intersects with the study of marketing, propaganda, public relations, political communication, journalism, art, drama, computing, and technology. The influence of mass media on individuals and groups has also been analysed from the standpoint of anthropology, economics, history, law, philosophy, psychology, and sociology.

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Streaming media in the context of Television set

A television set or television receiver (more commonly called TV, TV set, television, telly, or tele) is an electronic device for viewing and hearing television broadcasts. It combines a tuner, display, and loudspeakers. Introduced in the late 1920s in mechanical form, television sets became a popular consumer product after World War II in electronic form, using cathode-ray tube (CRT) technology. The addition of color to broadcast television after 1953 further increased the popularity of television sets in the 1960s, and an outdoor antenna became a common feature of suburban homes. The ubiquitous television set became the display device for the first recorded media for consumer use in the 1970s, such as Betamax, VHS; these were later succeeded by DVD. It has been used as a display device since the first generation of home computers (e.g. Timex Sinclair 1000) and dedicated video game consoles (e.g., Atari) in the 1980s. By the early 2010s, flat-panel television incorporating liquid-crystal display (LCD) technology, especially LED-backlit LCD technology, largely replaced CRT and other display technologies. Modern flat-panel TVs are typically capable of high-definition display (720p, 1080i, 1080p, 4K, 8K) and are capable of playing content from multiple sources, such as a USB device or internet streaming services.

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Streaming media in the context of Video on demand

Video on demand (VOD) is a media distribution system that allows users to access videos, television shows and films digitally on request. These multimedia are accessed without a traditional video playback device and a typical static broadcasting schedule, which was popular under traditional broadcast programming, instead involving newer modes of content consumption that have risen as Internet and IPTV technologies have become prominent, and culminated in the arrival of VOD and over-the-top (OTT) media services on televisions and personal computers.

Television VOD systems can stream content, either through a traditional set-top box or through remote devices such as computers, tablets, and smartphones. VOD users may also permanently play content to a device such as a computer, digital video recorder (DVR) or, a portable media player for continued viewing. The majority of cable and telecommunications company–based television providers offer MOD streaming, whereby a user selects a video programme that begins to play immediately, or downloading to a rented or purchased from the provider, to a device for deferred viewing.

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Streaming media in the context of Smartphones

A smartphone is a mobile device that combines the functionality of a traditional mobile phone with advanced computing capabilities. It typically has a touchscreen interface, allowing users to access a wide range of applications and services, such as web browsing, email, and social media, as well as multimedia playback and streaming. Smartphones have built-in cameras, GPS navigation, and support for various communication methods, including voice calls, text messaging, and internet-based messaging apps. Smartphones are distinguished from older-design feature phones by their more advanced hardware capabilities and extensive mobile operating systems, access to the internet, business applications, mobile payments, and multimedia functionality, including music, video, gaming, radio, and television.

Smartphones typically feature metal–oxide–semiconductor (MOS) integrated circuit (IC) chips, various sensors, and support for multiple wireless communication protocols. Examples of smartphone sensors include accelerometers, barometers, gyroscopes, and magnetometers; they can be used by both pre-installed and third-party software to enhance functionality. Wireless communication standards supported by smartphones include LTE, 5G NR, Wi-Fi, Bluetooth, and satellite navigation. By the mid-2020s, manufacturers began integrating satellite messaging and emergency services, expanding their utility in remote areas without reliable cellular coverage. Smartphones have largely replaced personal digital assistant (PDA) devices, handheld/palm-sized PCs, portable media players (PMP), point-and-shoot cameras, camcorders, and, to a lesser extent, handheld video game consoles, e-reader devices, pocket calculators, and GPS tracking units.

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Streaming media in the context of Cloud gaming

Cloud gaming, sometimes called gaming on demand or game streaming, is a type of online gaming that runs video games on remote servers and streams the game's output (video, sound, etc.) 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 is run locally on a user's video game console, personal computer, or mobile device.

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Streaming media in the context of Episode

An episode is a narrative unit within a larger dramatic, comedic, or documentary production, such as a series intended for radio, television or streaming consumption.

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Streaming media in the context of Esports

Esports (/ˈspɔːrts/ ), short for electronic sports, is a form of competition using video games. Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, played individually or as teams.

Multiplayer competitions were long a part of video game culture, but were largely between amateurs until the late 2000s when the advent of online streaming media platforms, particularly YouTube and Twitch, enabled a surge in participation by professional gamers and spectators. By the 2010s, esports was a major part of the video game industry, with many game developers designing for and funding tournaments and other events.

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Streaming media in the context of SoundCloud

SoundCloud is a German audio streaming service owned and operated by SoundCloud Global Limited & Co. KG. The service allows its users to upload, promote, and share audio. Founded in 2007 by Alexander Ljung and Eric Wahlforss, SoundCloud is one of the largest music streaming services in the world and is available in 190 countries and territories. The service has upwards of 76 million active monthly users and over 200 million audio tracks as of November 2021. SoundCloud offers both free and paid memberships on the platform, available for mobile, desktop and Xbox devices. SoundCloud has evolved from a traditional online streaming platform to an entertainment company.

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Streaming media in the context of Hulu

Hulu (/ˈhl/, HOO-loo) is an American subscription streaming media service owned by Disney Streaming, a subsidiary of the Disney Entertainment segment of the Walt Disney Company. It is one of the most-subscribed video on demand streaming media services, with 64.1 million paid memberships. Its headquarters are located in Los Angeles, California, with offices in Santa Monica, California (the former West Coast bureau for HBO), New York City, and Seattle, Washington. Hulu was launched on October 29, 2007, initially as a joint venture between News Corporation and NBC Universal; Providence Equity, Disney, and Time Warner later made investments in the service.

Hulu originally served as an aggregator, streaming recent episodes of programs from the companies' television networks (including ABC, NBC, and Fox). In 2010, Hulu launched a subscription service, initially branded as "Hulu Plus," which featured full seasons of programs from the companies and other partners, and access to new episodes immediately after their airing. In 2016, Hulu syndicated its free library to Yahoo in order to focus exclusively on Hulu Plus. In 2017, the company launched "Hulu + Live TV"—a superset of Hulu Plus also offering access to broadcast and cable television channels.

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Streaming media in the context of Simulcast

Simulcast (a portmanteau of "simultaneous broadcast") is the broadcasting of programs or events across more than one resolution, bitrate or medium, or more than one service on the same medium, at exactly the same time (that is, simultaneously). For example, Absolute Radio is simulcast on both AM and on satellite radio. Likewise, the BBC's Prom concerts were formerly simulcast on both BBC Radio 3 and BBC Television. Another application is the transmission of the original-language soundtrack of movies or TV series over local or Internet radio, with the television broadcast having been dubbed into a local language. Yet another is when a sports game, such as Super Bowl LVIII, is simulcast on multiple television networks at the same time. In the case of Super Bowl LVIII, the game's main broadcast channel was CBS, but viewers could watch it on other CBS-owned television channels or streaming services as well; Nickelodeon and Paramount+ showed the English-language broadcast, while Univision showed the same visual but had Spanish-language broadcasters for its audio.

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Streaming media in the context of Music streaming service

Music streaming services are a type of online streaming media service that focuses primarily on music, and sometimes other forms of digital audio content such as podcasts. These services are usually subscription-based services allowing users to stream digital copyright restricted songs on-demand from a centralized library provided by the service. Some services may offer free tiers with limitations, such as advertising and limits on use. They typically incorporate a recommendation system to help users discover other songs they may enjoy based on their listening history and other factors, as well as the ability to create and share public playlists with other users.

Streaming services saw a significant pace of growth during the 2010s, overtaking online music stores as the largest source of revenue to the United States music industry in 2015, and accounting for a majority since 2016. As a result of their ascendance, streaming services (as well as music-oriented content on video sharing platforms) were incorporated into the methodologies of major record charts; the "album-equivalent unit" was developed as an alternative metric for the consumption of albums, to account for digital music and streaming.

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Streaming media in the context of RealNetworks

RealNetworks LLC is an American technology company and provider of Internet streaming media delivery software and services based in Seattle, Washington. The company also provides subscription-based online entertainment services and mobile entertainment and messaging services.

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Streaming media in the context of Live streaming

Livestreaming, live-streaming, or live streaming is the streaming of video or audio in real time or near real time. While often referred to simply as streaming, the real-time nature of livestreaming differentiates it from other non-live broadcast forms of streamed media such as video-on-demand, vlogs and video-sharing platforms such as YouTube and TikTok.

Livestreaming services encompass a wide variety of topics, including social media, video games, professional sports, and lifecasting. Platforms such as Facebook Live, Periscope, Kuaishou, Douyu, bilibili, YouTube, and 17 include the streaming of scheduled promotions and celebrity events as well as streaming between users, as in videotelephony. Livestreaming sites such as Twitch and Kick 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.

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