Streaming Media bezeichnet die gleichzeitige Übertragung und Wiedergabe von Video- und Audiodaten über ein Rechnernetz. Den Vorgang der. Als Live-Streaming, zu Deutsch Echtzeitübertragung, bezeichnet man ein Streaming-Media-Angebot (Video oder Audio), das in Echtzeit (englisch live). Filme online schauen ist heutzutage kein Problem mehr. Auf vielen großen Video-Portalen stehen Serien und Filme online sogar kostenlos zum Anschauen. TV übers Internet auf allen deinen Geräten. Mit nur einem Klick alle TV-Sender streamen. Einfach. Günstig. Multiscreen. Geburtstag und damit 15 Jahre TV-Streaming mit Zattoo. Von den pixeligen Streams von damals zum Full-HD Erlebnis heute: die Entwicklung der letzten Jahre.
TV übers Internet auf allen deinen Geräten. Mit nur einem Klick alle TV-Sender streamen. Einfach. Günstig. Multiscreen. Streaming Media bezeichnet die gleichzeitige Übertragung und Wiedergabe von Video- und Audiodaten über ein Rechnernetz. Den Vorgang der. Als Live-Streaming, zu Deutsch Echtzeitübertragung, bezeichnet man ein Streaming-Media-Angebot (Video oder Audio), das in Echtzeit (englisch live).
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Streaming - Unsere Pakete auf einen BlickAus der Perspektive des Urhebers kann das Streaming als ein Mittel gesehen werden, seine Werke zu präsentieren und trotzdem technisch die Möglichkeit zu behalten, die Verwertung zu kontrollieren und an der Nutzung seiner Werke zu verdienen. Livestream-Dienste sind heute meist auch für Smartphone - und Tabletcomputer optimiert oder sogar nur dafür ausgerichtet. Zum Geburtstags-Special. Das tierische Leben auf der Erde hat vor Millionen Jahren begonnen. Dabei kommen je nach Komprimierungsgrad und Übertragungsqualität verschiedene Streaming-Codecs zum Einsatz. Bekannte Dienste sind z.
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Live streaming does not need to be recorded at the origination point, although it frequently is. There are challenges with streaming content on the Internet.
For example, users whose Internet connection lacks sufficient bandwidth may experience stops, lags, or slow buffering of the content.
And users lacking compatible hardware or software systems may be unable to stream certain content. Some popular streaming services include Netflix , Hulu , Prime Video , the video sharing website YouTube, and other sites which stream films and television shows; Apple Music and Spotify , which stream music; and video game live streaming sites such as Mixer and Twitch.
In the early s, George O. Squier was granted patents for a system for the transmission and distribution of signals over electrical lines,  which was the technical basis for what later became Muzak , a technology streaming continuous music to commercial customers without the use of radio.
However, little progress was made for several decades, primarily due to the high cost and limited capabilities of computer hardware.
From the late s through the s, consumer-grade personal computers became powerful enough to display various media.
The primary technical issues related to streaming were having enough CPU power bus bandwidth to support the required data rates, creating low-latency interrupt paths in the operating system to prevent buffer underrun , and enabling skip-free streaming of the content.
However, computer networks were still limited in the mids, and audio and video media were usually delivered over non-streaming channels, such as by downloading a digital file from a remote server and then saving it to a local drive on the end user's computer or storing it as a digital file and playing it back from CD-ROMs.
In the first commercial Ethernet switch was introduced by Kalpana , which enabled the more powerful computer networks that lead to the first streaming video solutions used by schools and corporations.
In the mid s the World Wide Web was established, but streaming audio would not be practical until years later. Practical streaming media was only made possible with advances in data compression , due to the impractically high bandwidth requirements of uncompressed media.
Raw digital audio encoded with pulse-code modulation PCM requires a bandwidth of 1. The most important compression technique that enabled practical streaming media is the discrete cosine transform DCT ,  a form of lossy compression first proposed in by Nasir Ahmed , who developed the algorithm with T.
Natarajan and K. Rao at the University of Texas in Princen, A. Johnson and A. Bradley at the University of Surrey in During the late s and early s, users had increased access to computer networks, especially the Internet.
During the early s, 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.
The band Severe Tire Damage was the first group to perform live on the Internet. As proof of PARC's technology, the band's performance was broadcast and could be seen live in Australia and elsewhere.
In a March interview, band member Russ Haines stated that the band had used approximately "half of the total bandwidth of the internet" to stream the performance, which was a by pixel video, updated eight to twelve times per second, with audio quality that was "at best, a bad telephone connection".
RealNetworks pioneered the broadcast of a baseball game between the New York Yankees and the Seattle Mariners over the Internet in For the — season, ten operas were transmitted via satellite into at least two thousand theaters in sixty-six countries.
The term "streaming" was first used for tape drives manufactured by Data Electronics Inc. It was first done by Starlight Networks for video streaming and Real Networks for audio streaming.
Such video had previously been referred to by the misnomer "store and forward video. The first commercial streaming product appeared in late and was named StarWorks.
Starworks was from Starlight Networks , who also pioneered live video streaming on Ethernet and via Internet Protocol over satellites with Hughes Network Systems.
It was later also widely adopted on websites along with RealPlayer and Windows Media streaming formats.
The competing formats on websites required each user to download the respective applications for streaming and resulted in many users having to have all three applications on their computer for general compatibility.
In Industryview. The ability to collect data and feedback from potential customers caused this technology to gain momentum quickly.
Around , the interest in a single, unified, streaming format and the widespread adoption of Adobe Flash prompted the development of a video streaming format through Flash, which was the format used in Flash-based players on video hosting sites.
These advances in computer networking, combined with powerful home computers and modern operating systems, made streaming media practical and affordable for ordinary citizens.
Stand-alone Internet radio devices emerged to offer listeners a no-computer option for listening to audio streams. These audio streaming services have become increasingly popular over recent years, as streaming music hit a record of To offset this somewhat, media are generally compressed for both storage and streaming.
In , digital pioneer Marc Scarpa produced the first large-scale, online, live broadcast in history, the Adam Yauch -led Tibetan Freedom Concert , an event that would define the format of social change broadcasts.
A media stream can be streamed either "live" or "on demand". Live streams are generally provided by a means called "true streaming".
True streaming sends the information straight to the computer or device without saving the file to a hard disk. On-demand streaming is provided by a means called progressive streaming or progressive download.
Progressive streaming saves the file to a hard disk and then is played from that location. On-demand streams are often saved to hard disks and servers for extended amounts of time; while the live streams are only available at one time only e.
For example, sites such as YouTube encourage social interaction in webcasts through features such as live chat , online surveys , user posting of comments online and more.
Furthermore, streaming media is increasingly being used for social business and e-learning. Millennials , the report said, streamed 60 percent of content.
One of the movie streaming industry's largest impacts was on the DVD industry, which effectively met its demise with the mass popularization of online content.
The rise of media streaming caused the downfall of many DVD rental companies such as Blockbuster. It stated that Netflix was continuing their DVD services with 5.
Music streaming is one of the most popular ways in which consumers interact with streaming media. In the age of digitization, the private consumption of music transformed into a public good largely due to one player in the market: Napster.
Napster , a peer-to-peer P2P file sharing network where users could upload and download MP3 files freely, broke all music industry conventions when it launched in early out of Hull, Massachusetts.
Not only did this development disrupt the music industry by making songs that previously required payment to acquire freely accessible to any Napster user, it demonstrated the power of P2P networks in turning any digital file into a public, shareable good.
For the brief period of time that Napster existed, mp3 files fundamentally changed as a type of good. Songs were no longer financially excludable — barring access to a computer with internet access — and they were not rival, meaning if one person downloaded a song it did not diminish another user from doing the same.
Napster, like most other providers of public goods, faced the problem of free riding. Every user benefits when an individual uploads an mp3 file, but there is no requirement or mechanism that forces all users to share their music.
Thus, Napster users were incentivized to let others upload music without sharing any of their own files.
This structure revolutionized the consumer's perception of ownership over digital goods — it made music freely replicable. Napster quickly garnered millions of users, growing faster than any other business in history.
The site gained so much traffic that many college campuses had to block access to Napster because it created network congestion from so many students sharing music files.
The reign of P2P networks was short lived. The first to fall was Napster in In addition to this, the Recording Industry Association of America RIAA also filed a lawsuit against Napster on the grounds of unauthorized distribution of copyrighted material, which ultimately led Napster to shutting down in Napster, Inc.
It was argued on 2 October and was decided on 12 February The Court of Appeals for the Ninth Circuit ruled that a P2P file sharing service could be held liable for contributory and vicarious infringement of copyright, serving as a landmark decision for Intellectual property law.
The first issue that the Court addressed was " fair use ," which says that otherwise infringing activities are permissible so long as it is for purposes "such as criticism, comment, news reporting, teaching [ The second claim by the plaintiffs was that Napster was actively contributing to copyright infringement since it had knowledge of widespread file sharing on their platform.
For streams, your device automatically deletes the data after you use it. A song you stream from Spotify isn't saved to your computer unless you save it for offline listening , which is a kind of download.
Streaming requires a relatively fast internet connection; just how fast depends on the type of media you are streaming.
Keep in mind, if others are on your network family members watching their own videos , it could affect what you are trying to watch.
Live streaming is the same as the streaming discussed above, but it's specifically used for internet content delivered in real-time as it happens.
Live streaming is popular with live television shows, gaming broadcasts, and special one-time events or sports. Streaming has traditionally delivered audio and video, but Apple has recently implemented technology that allows streaming to work with games and apps, too.
This technique, called on-demand resources, structures games and apps to include a core set of functions when the user first downloads them and then streams new content as the user needs it.
For example, a game might include its first four levels in the initial download and then automatically download levels five and six when you start playing level four.
It also means that apps take up less space on the device they're installed on. Because streaming delivers data as you need it, slow or interrupted internet connections can cause problems.
For example, if you have streamed only the first 30 seconds of a song, and your internet connection drops before any more of the song has loaded on your device, the song stops playing.
On Mixer, streamers and viewers are more connected than ever before. Tune in to vote on dialogue and decisions, help or challenge streamers in their games, and even summon mobs in Minecraft.
Or use MixPlay to enhance streams with overlays, stats, and other useful information. Catch the most exciting moments in gaming.
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