Social Sciences Sociology and Political Science

Multimedia Communication and Technology

Description

This cluster of papers explores the intersection of social interaction, multimedia synchronization, and user engagement in the context of television viewing. It delves into topics such as second screen usage, danmaku videos, ambient media, and the design of interactive television systems.

Keywords

Social TV; Interactive Television; Multimedia Synchronization; Second Screen; Danmaku Videos; Ambient Media; User Interaction; Media Sharing; TV Systems; Semiotic Approach

From the Publisher: Decades after their introduction, video communication systems are beginning to realize their potential to support working from home, conferencing at a distance, and collaborating and communicating in … From the Publisher: Decades after their introduction, video communication systems are beginning to realize their potential to support working from home, conferencing at a distance, and collaborating and communicating in general. In the face of an upsurge in interest, important questions are being asked: What function does video really serve, and what advantages over the telephone does it provide? How and why is video-mediated interaction different from face-to-face interaction? How can we best configure video technology to support different kinds of work at a distance? What is the role of video technology in the future? People from a variety of disciplines have now produced a substantial body of research addressing these questions from a wide range of analytic perspectives. But their results and conclusions are scattered through journals, conference proceedings, and corporate technical papers. Drawing together the ideas and findings of the major researchers in the field, this volume offers the first comprehensive overview of what we currently know about video-mediated communication. Authors include psychologists, sociologists, anthropologists, engineers, and computer scientists.
This book describes the process by which Smalltalk was introduced to people outside Xerox PARC, where it was developed. This book first describes the incredibly exciting history of how Smalltalk … This book describes the process by which Smalltalk was introduced to people outside Xerox PARC, where it was developed. This book first describes the incredibly exciting history of how Smalltalk was built from scratch. It then goes on to show the way in which Smalltalk was made public. At first, this was an engineering process. Large companies were contacted and offered to participate by porting the Smalltalk VM to their machines, and then running an image provided on tape. Each of these teams then wrote a paper on their experience, and these original papers are included in this book. Xerox PARC also wrote its own paper. These papers are an invaluable source of information for any Smalltalker. They range from overall design issues down to statistics on the work of the VM and image contents.
This memo defines the Session Description Protocol (SDP).SDP is intended for describing multimedia sessions for the purposes of session announcement, session invitation, and other forms of multimedia session initiation.This document … This memo defines the Session Description Protocol (SDP).SDP is intended for describing multimedia sessions for the purposes of session announcement, session invitation, and other forms of multimedia session initiation.This document obsoletes RFC 4566.
We describe a prototype virtual reality teleconferencing system called MASSIVE which has been developed as part of our on-going research into collaborative virtual environments. This system allows multiple users to … We describe a prototype virtual reality teleconferencing system called MASSIVE which has been developed as part of our on-going research into collaborative virtual environments. This system allows multiple users to communicate using arbitrary combinations of audio, graphics, and text media over local and wide area networks. Communication is controlled by a so-called spatial model of interaction so that one user's perception of another user is sensitive to their relative positions and orientations. The key concept in this spatial model is the (quantitative) awareness which one object has of another. This is controlled by the observing object's focus and the observed object's nimbus , which describe regions of interest and projection, respectively. Each object's aura defines the total region within which it interacts. This is applied independently in each medium. The system (and the spatial model which it implements) is intended to provide a flexible and natural environment for the spatial mediation of conversation. The model also provides a basis for scaling to relatively large numbers of users. Our design goals include supporting heterogeneity, scalability, spatial mediation, balance of power, and multiple concurrent meetings; MASSIVE meets all of these goals. Our initial experiences show the importance of audio in collaborative VR, and they raise issues about field of view for graphical users, speed of navigation, quality of embodiment, varying perceptions of space, and scalability.
Views Icon Views Article contents Figures & tables Video Audio Supplementary Data Peer Review Share Icon Share Twitter Facebook Reddit LinkedIn Tools Icon Tools Reprints and Permissions Cite Icon Cite … Views Icon Views Article contents Figures & tables Video Audio Supplementary Data Peer Review Share Icon Share Twitter Facebook Reddit LinkedIn Tools Icon Tools Reprints and Permissions Cite Icon Cite Search Site Citation Stewart Brand, R.E. Crandall; The Media Lab: Inventing the Future at M.I.T.. Comput. Phys. 1 January 1988; 2 (1): 91–92. https://doi.org/10.1063/1.4822669 Download citation file: Ris (Zotero) Reference Manager EasyBib Bookends Mendeley Papers EndNote RefWorks BibTex toolbar search Search Dropdown Menu toolbar search search input Search input auto suggest filter your search All ContentAIP Publishing PortfolioComputer in Physics Search Advanced Search |Citation Search
article Free Access Share on Media spaces: bringing people together in a video, audio, and computing environment Authors: Sara A. Bly Xerox Palo Alto Research Center, Palo Alto, CA Xerox … article Free Access Share on Media spaces: bringing people together in a video, audio, and computing environment Authors: Sara A. Bly Xerox Palo Alto Research Center, Palo Alto, CA Xerox Palo Alto Research Center, Palo Alto, CAView Profile , Steve R. Harrison Xerox Palo Alto Research Center, Palo Alto, CA Xerox Palo Alto Research Center, Palo Alto, CAView Profile , Susan Irwin Xerox Palo Alto Research Center, Palo Alto, CA Xerox Palo Alto Research Center, Palo Alto, CAView Profile Authors Info & Claims Communications of the ACMVolume 36Issue 1Jan. 1993 pp 28–46https://doi.org/10.1145/151233.151235Published:01 January 1993Publication History 535citation6,037DownloadsMetricsTotal Citations535Total Downloads6,037Last 12 Months266Last 6 weeks32 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my Alerts New Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteeReaderPDF
Abstract Abstract Hypermedia applications generate comprehension and orientation problems due to their rich link structure. Adaptive hypermedia tries to alleviate these problems by ensuring that the links that are offered … Abstract Abstract Hypermedia applications generate comprehension and orientation problems due to their rich link structure. Adaptive hypermedia tries to alleviate these problems by ensuring that the links that are offered and the content of the information pages are adapted to each individual user. This is done by maintaining a user model. Most adaptive hypermedia systems are aimed at one specific application. They provide an engine for maintaining the user model and for adapting content and link structure. They use a fixed screen layout that may include windows (HTML frames) for an annotated table of contents, an overview of known or missing knowledge, etc. Such systems are typically closed and difficult to reuse for very different applications. We present AHA, an open Adaptive Hypermedia Architecture that is suitable for many different applications. This paper concentrates on the adaptive hypermedia engine, which maintains the user model and which filters content pages and link structures accordingly. The engine offers adaptive content through conditional inclusion of fragments. Its adaptive linking can be configured to be either link annotation or link hiding. Even link disabling can be achieved through a combination of content and link adaptation. We provide three examples of different applications that are all based on the same engine: an adaptable course text where full text and viewgraphs are integrated, a fully adaptive course on the subject of hypermedia (using a simple presentation without HTML frames) and a "kiosk" information system (with frames and JavaScript).
A technique is presented for the formal specification and modeling of multimedia composition with respect to intermedia timing. The proposed model is based on the logic of temporal intervals and … A technique is presented for the formal specification and modeling of multimedia composition with respect to intermedia timing. The proposed model is based on the logic of temporal intervals and timed Petri nets. A strategy is evinced for constructing a database schema to facilitate data storage and retrieval of media elements based on the temporal relationship established by the proposed modeling tool. An algorithm which allows the retrieval of media elements from the constructed database in a manner which preserves the temporal requirements of the initial specification is presented. Using the proposed model, the synchronization requirements of complex structures of temporally related objects can be easily specified.< <ETX xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">&gt;</ETX>
End users can be classified into six distinct types. Each of them needs differentiated education, support, and control from the Information Systems function. To support a large number of their … End users can be classified into six distinct types. Each of them needs differentiated education, support, and control from the Information Systems function. To support a large number of their applications a new computing environment, “the third environment” must be developed by Information Systems (I/S) management. Close attention must also be paid by I/S management to the need to involve “functional support personnel” (end users in each functional area who spend most of their time programming and aiding other end users) in the I/S end user management process.
article Free AccessRMM: a methodology for structured hypermedia design Authors: Tomás Isakowitz New York Univ., New York, NY New York Univ., New York, NYView Profile , Edward A. Stohr New … article Free AccessRMM: a methodology for structured hypermedia design Authors: Tomás Isakowitz New York Univ., New York, NY New York Univ., New York, NYView Profile , Edward A. Stohr New York Univ., New York, NY New York Univ., New York, NYView Profile , P. Balasubramanian Boston Univ., Boston, MA Boston Univ., Boston, MAView Profile Authors Info & Claims Communications of the ACMVolume 38Issue 8Aug. 1995 pp 34–44https://doi.org/10.1145/208344.208346Published:01 August 1995Publication History 489citation2,988DownloadsMetricsTotal Citations489Total Downloads2,988Last 12 Months97Last 6 weeks12 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteeReaderPDF
A home network message specification for white goods based on power line communication is proposed. It is designed for white goods such as air conditioners, refrigerators, washing machines etc. The … A home network message specification for white goods based on power line communication is proposed. It is designed for white goods such as air conditioners, refrigerators, washing machines etc. The proposed home network message specification is composed of a virtual device service and a device-specific attribute. For practical implementation, an application software and two types of power line modules are used.
A description is given of Intermedia, a tool designed to support both teaching and research in a university environment. This multiapplication hypermedia system provides linking capabilities integrated into a desktop … A description is given of Intermedia, a tool designed to support both teaching and research in a university environment. This multiapplication hypermedia system provides linking capabilities integrated into a desktop user environment. Hypermedia is simply an extension of hypertext that incorporates other media in addition to text. To promote consistency, the applications were built with an object-oriented framework. A sample Intermedia session is presented.< <ETX xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">&gt;</ETX>
Using conventional broadcasting, if we want to support a 120-minute popular movie every 10 minutes, we need 12 video channels. Assuming the set-top box at the client end can buffer … Using conventional broadcasting, if we want to support a 120-minute popular movie every 10 minutes, we need 12 video channels. Assuming the set-top box at the client end can buffer portions of the playing video on a disk, pyramid broadcasting schemes can reduce the bandwidth requirements to 5.7 channels. We present a new scheme which only needs 3.2 channels. For a movie with length D minutes, if we want to reduce the viewer waiting time to D/N minutes, we only need to allocate H(N) video channels to broadcast the movie periodically, where H(N) is the harmonic number of N, H(N)=1+1/2+...+1/N. In order to support video-on-demand service for a popular movie, the new scheme greatly reduces the bandwidth requirements.
Support for multimedia applications by general purpose computing platforms has been the subject of considerable research. Much of this work is based on an evolutionary strategy in which small changes … Support for multimedia applications by general purpose computing platforms has been the subject of considerable research. Much of this work is based on an evolutionary strategy in which small changes to existing systems are made. The approach adopted is to start ab initio with no backward compatibility constraints. This leads to a novel structure for an operating system. The structure aims to decouple applications from one another and to provide multiplexing of all resources, not just the CPU, at a low level. The motivation for this structure, a design based on the structure, and its implementation on a number of hardware platforms is described.
article Share on Collaborative virtual environments Authors: Steve Benford Univ. of Nottingham Univ. of NottinghamView Profile , Chris Greenhalgh Univ. of Nottingham Univ. of NottinghamView Profile , Tom Rodden Univ. … article Share on Collaborative virtual environments Authors: Steve Benford Univ. of Nottingham Univ. of NottinghamView Profile , Chris Greenhalgh Univ. of Nottingham Univ. of NottinghamView Profile , Tom Rodden Univ. of Nottingham Univ. of NottinghamView Profile , James Pycock Cambridge Lab of Xerox Research Centre, Europe Cambridge Lab of Xerox Research Centre, EuropeView Profile Authors Info & Claims Communications of the ACMVolume 44Issue 7July 2001 pp 79–85https://doi.org/10.1145/379300.379322Published:01 July 2001Publication History 220citation5,594DownloadsMetricsTotal Citations220Total Downloads5,594Last 12 Months344Last 6 weeks34 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my Alerts New Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
This paper expands, refines, and explicates media synchronicity theory, originally proposed in a conference proceeding in 1999 (Dennis and Valacich 1999). Media synchronicity theory (MST) focuses on the ability of … This paper expands, refines, and explicates media synchronicity theory, originally proposed in a conference proceeding in 1999 (Dennis and Valacich 1999). Media synchronicity theory (MST) focuses on the ability of media to support synchronicity, a shared pattern of coordinated behavior among individuals as they work together. We expand on the original propositions of MST to argue that communication is composed of two primary processes: conveyance and convergence. The familiarity of individuals with the tasks they are performing and with their coworkers will also affect the relative amounts of these two processes. Media synchronicity theory proposes that for conveyance processes, use of media supporting lower synchronicity should result in better communication performance. For convergence processes, use of media supporting higher synchronicity should result in better communication performance. We identify five capabilities of media (symbol sets, parallelism, transmission velocity, rehearsability, and reprocessability) that influence the development of synchronicity and thus the successful performance of conveyance and convergence communication processes. The successful completion of most tasks involving more than one individual requires both conveyance and convergence processes, thus communication performance will be improved when individuals use a variety of media to perform a task, rather than just one medium.
In heterogeneous environments with performance variations present, multiple applications compete for and share a limited amount of system resources and suffer from variations in resource availability. These complex applications are … In heterogeneous environments with performance variations present, multiple applications compete for and share a limited amount of system resources and suffer from variations in resource availability. These complex applications are desired to adapt themselves and to adjust their resource demands dynamically. On one hand, current adaptation mechanisms built within an application cannot preserve global properties such as fairness; on the other hand, adaptive resource management mechanisms built within the operating system are not aware of data semantics in the application. In this paper, we present a novel middleware control framework to enhance the effectiveness of quality-of-service (QoS) adaptation decisions by dynamic control and reconfiguration of internal parameters and functionalities of a distributed multimedia application. Our objective is to satisfy both system-wide properties (such as fairness among concurrent applications) and application-specific requirements (such as preserving the critical performance criteria). The framework is modeled by the task control model and the fuzzy control model, based on rigorous results from the control theory, and verified by the controllability and adaptivity of a distributed visual tracking application. The results show validation of the framework, i.e., critical application quality parameters can be preserved via controlled adaptation.
Due to the explosive growth of the Internet and increasing demand for multimedia information on the Web, streaming video over the Internet has received tremendous attention from academia and industry. … Due to the explosive growth of the Internet and increasing demand for multimedia information on the Web, streaming video over the Internet has received tremendous attention from academia and industry. Transmission of real-time video typically has bandwidth, delay, and loss requirements. However, the current best-effort Internet does not offer any quality of service (QoS) guarantees to streaming video. Furthermore, for video multicast, it is difficult to achieve both efficiency and flexibility. Thus, Internet streaming video poses many challenges. In this article we cover six key areas of streaming video. Specifically, we cover video compression, application-layer QoS control, continuous media distribution services, streaming servers, media synchronization mechanisms, and protocols for streaming media. For each area, we address the particular issues and review major approaches and mechanisms. We also discuss the tradeoffs of the approaches and point out future research directions.
Multimedia is defined as the integrated generation, representation, processing, storage, and dissemination of independent machine-processable information expressed in multiple time-dependent and time-independent media such as data, graphics, drawings, voice, audio, … Multimedia is defined as the integrated generation, representation, processing, storage, and dissemination of independent machine-processable information expressed in multiple time-dependent and time-independent media such as data, graphics, drawings, voice, audio, and video. The characteristics of synchronization mechanisms desirable for central and distributed multimedia systems are addressed. The concept of multimedia objects as components of an object-based model for a multimedia system is introduced. The essential new synchronization requirement is restricted blocking together with synchronization features covering real-time aspects. Existing synchronization mechanisms can be altered or new ones defined to meet these requirements.< <ETX xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">&gt;</ETX>
Multimedia synchronization comprises both the definition and the establishment of temporal relationships among media types. The presentation of 'in sync' data streams is essential to achieve a natural impression, data … Multimedia synchronization comprises both the definition and the establishment of temporal relationships among media types. The presentation of 'in sync' data streams is essential to achieve a natural impression, data that is 'out of sync' is perceived as being somewhat artificial, strange, or even annoying. Therefore, the goal of any multimedia system is to enable an application to present data without no or little synchronization errors. The achievement of this goal requires a detailed knowledge of the synchronization requirements at the user interface. The paper presents the results of a series of experiments about human media perception that may be used as 'quality of service' guidelines. The results show that skews between related data streams may still give the effect that the data is 'in sync' and gives some constraints under which jitter may be tolerated. The author uses the findings to develop a scheme for the processing of nontrivial synchronization skew between more than two data streams.
Researchers have addressed multimedia synchronization from various perspectives. The major issues include how to specify and how to implement synchronization. Especially in the specification area a variety of techniques have … Researchers have addressed multimedia synchronization from various perspectives. The major issues include how to specify and how to implement synchronization. Especially in the specification area a variety of techniques have been published and implemented. This survey summarizes briefly synchronization requirements, presents a multimedia synchronization reference model, shows details of various specification approaches and applies the reference model to compare existing prominent approaches as case studies.
This paper first gives a definition for personal communication,then discusses some key problems to be solved in realizing PC and lastly gives some personal suggestions. This paper first gives a definition for personal communication,then discusses some key problems to be solved in realizing PC and lastly gives some personal suggestions.
Mr. Sahane Shrikant Tukaram | International Journal of Advanced Research in Science Communication and Technology
The field of audio and video communications is undergoing rapid transformation with advancements in compression techniques, AI-powered enhancements, 5G/6G technologies, and immersive media formats. This paper explores the latest trends … The field of audio and video communications is undergoing rapid transformation with advancements in compression techniques, AI-powered enhancements, 5G/6G technologies, and immersive media formats. This paper explores the latest trends that are redefining the way humans communicate and experience multimedia content. From ultra-low latency streaming to spatial audio and holographic calls, the evolution is driven by both technological progress and increasing user demand for quality, efficiency, and interactivity
Wee Kheng Leow | WORLD SCIENTIFIC eBooks

Rock Net

2025-06-19
S Ajay Kumar , R.V Thapisnu , A Nalini +1 more | International Journal For Multidisciplinary Research
Day by day, the number of users is increasing on the internet, and the web servers need to cater to the requests constantly. Also, if compared to the past years, … Day by day, the number of users is increasing on the internet, and the web servers need to cater to the requests constantly. Also, if compared to the past years, this year, due to a global pandemic and lockdown in various countries, the requests on the web have surged exponentially. The complexity of configuring a web server is also increasing as the development continues. In this paper, we propose a RockNet web server, which is highly scalable and can cater to many requests at a time. Additionally, to ease users from the configuration of the web server, we introduced a Graphical User Interface which is beginner-friendly.
Abstract Icons are the first visual element users encounter when searching for applications in online store. Icons with eye-catching features can make an app stand out in user searches, playing … Abstract Icons are the first visual element users encounter when searching for applications in online store. Icons with eye-catching features can make an app stand out in user searches, playing a crucial role in attracting user attention and influencing selection. This increases the likelihood of downloads, which can expand the user base, improve revenue, and enhance engagement, contributing to the application’s overall success. However, the majority of research focused on evaluating appeal of apps through application icons is empirical in nature and may lack comprehensive data analytical approaches. While empirical research holds its significance, it may still be limited by the size of the dataset analyzed and could also be subjective. This proposed research presents a novel data-analytical methodology to analyze a large dataset of application icons from Google Play to determine their influence on downloads. It clusters the icons using three different techniques: $K$-means clustering with two distinct feature vectors and agglomerative clustering, extracting various visual features from the clusters that are strongly correlated with application installs. Subsequently, validation of results has revealed that factors of varied colors, the dominance of white or black colors, text, and exposure in the icons can be linked to downloads.
Yijen Wang | Cambridge University Press eBooks
This research aims to design the user interface of the HewanKu application using the User Centered Design (UCD) method, in order to improve user experience in buying and selling livestock … This research aims to design the user interface of the HewanKu application using the User Centered Design (UCD) method, in order to improve user experience in buying and selling livestock transactions. UCD is applied to ensure that the design of the application interface is in accordance with user needs and preferences. The research method involves the stages of user needs analysis, design, prototype testing, and design iteration based on user feedback. Application testing was conducted using a Black Box Testing approach to ensure that the application functions according to specifications without navigation errors or feature failures. The results showed that the application of UCD succeeded in producing a more intuitive and efficient interface, as well as increasing user trust and satisfaction in transactions. The conclusion of this research is that the combination of UCD and Black Box Testing is effective in creating an application that is easier to use and reliable to support livestock buying and selling transactions. Keywords: Black Box Testing, Livestock Transactions, Mobile App, User Centered Design, User Interface
Jessica Marie Johnson , Vika Stephenson | Computer-supported collaborative learning/˜The œComputer-Supported Collaborative Learning Conference
This study examines communication styles and their moral implications on Tinder within the disruptive online dating landscape, focusing on Indonesian cultural dynamics. The paper aims to identify user communication patterns, … This study examines communication styles and their moral implications on Tinder within the disruptive online dating landscape, focusing on Indonesian cultural dynamics. The paper aims to identify user communication patterns, motivations, and moral concerns on Tinder, especially risks faced by female users in Indonesia. Using a qualitative approach, the data were gathered through participant observation. Users were classified into three main groups, including generic and casual responders, direct and explicit communicators, and deceptive scammers, in addition to another category of non-responders. Communication often lacked authenticity, focusing on short-term goals. The study found significant moral degradation that leads to potential risks toward safety, particularly for women. It produces an identification graph of language cues that signal user intent, which can be used to enhance digital safety and protect against scams, harassment, and exploitation. Based on the findings, this study recommends the need for heightened awareness, education, and policy improvements for safer online dating. It advocates for increased user vigilance, especially for women, and suggests that identifying linguistic cues could enhance digital safety against scams and harassment.
The study aimed to reveal the importance of educational smartphone applications and their role in language acquisition and development in the educational process. In children’s acquisition of communication skills through … The study aimed to reveal the importance of educational smartphone applications and their role in language acquisition and development in the educational process. In children’s acquisition of communication skills through audio-visual skills applications and the ability of these interactive applications in intelligent communication with children, The research also aimed to study these innovative educational applications through a lexical study in the light of computational linguistics and to reveal their importance in language acquisition and consolidation using visual and audio techniques. The research dealt with: (a lexical study of these applications through the (Integrated for Children in Arabic) application); he also studied audio-visual techniques and their role in creating lexical definitions in the application under study and studied electronic game design techniques and their role in creating lexical definition in the application under study. The research reached a set of results: the success of these applications depended mainly on providing the child with the opportunity for self-reliant learning without guidance, supervision, and traditional classes, which increases the child’s motivation toward learning. The application succeeded lexically in using modern lexical explanation methods appropriate for the childhood stage by employing many audio-visual multimedia. The application contains a group of digital dictionaries linked to an electronic dictionary network in a way that is easy for children to use. The application relied heavily on audio and video technologies (static and animated) and electronic linguistic games in the educational and entertaining process for the child.
Yuhao Huang | Advances in Economics Management and Political Sciences
This study explores how films leverage the algorithms of short-video platforms to deliver personalized content to audiences and attract them to watch movies in cinemas.This paper also introduces that short-video … This study explores how films leverage the algorithms of short-video platforms to deliver personalized content to audiences and attract them to watch movies in cinemas.This paper also introduces that short-video platforms have built an interactive bridge between films and audiences, enabling viewers to participate in film creation through the features of these platforms.This study cites three examples: films using AI for promotion, short-video clips to attract audiences, and viewers participating in film creation through short-video special effects, thereby demonstrating the richness of film promotion on short-video platforms and the effectiveness of these platforms as a bridge between films and audiences.The study's findings indicate that short-video platforms have emerged as a transformative force in digital media, reshaping the ways audiences consume, create, and engage with visual narratives. The promotion of films on these platforms has yielded favorable marketing results for the films.This study provides valuable insights and prospects for the promotion of films on short-video platforms and the future development of short-video platforms themselves.
Akhilesh Bollam | World Journal of Advanced Engineering Technology and Sciences
Modern e-commerce platforms face a fundamental challenge: maintaining data consistency and freshness across distributed systems while serving millions of concurrent users through diverse touchpoints. This technical review explores architectural strategies … Modern e-commerce platforms face a fundamental challenge: maintaining data consistency and freshness across distributed systems while serving millions of concurrent users through diverse touchpoints. This technical review explores architectural strategies and technologies enabling scalable data synchronization in retail environments. Event-driven architectures, stream processing technologies, and change data capture mechanisms form the foundation of effective data ingestion pipelines. Multi-level caching strategies and distributed cache systems balance performance with data freshness, while various cache consistency patterns address coherence challenges in distributed environments. Optimistic concurrency control approaches maximize transaction throughput during peak periods, necessitating sophisticated conflict resolution strategies tailored to domain-specific consistency requirements. For global distribution, retail platforms implement multi-region replication using active-active configurations and regional sharding strategies. Traffic management during high-volume shopping events requires specialized techniques including request throttling and circuit breakers, supported by comprehensive monitoring and observability systems. These synchronization mechanisms represent critical business enablers directly impacting revenue, customer satisfaction, and operational efficiency as retail continues to evolve toward increasingly personalized, omnichannel experiences.
This article introduces a critical hardware approach to mobile media and communication, focusing on the role of iPhone chipsets. While advanced semiconductors have long been recognized as driving innovation in … This article introduces a critical hardware approach to mobile media and communication, focusing on the role of iPhone chipsets. While advanced semiconductors have long been recognized as driving innovation in mobile devices, their specific affordances, arrangements, and politics of composition have received limited critical attention. We begin by examining how hardware, such as integrated circuits and other microelectronics, have factored into mobile media and communication studies, and media studies more broadly, and explain how the dominant understanding of them in terms of facilitating compact device packaging, although powerfully true, is insufficient for understanding the range of critical aspects relevant to device hardware. Next, we introduce a framework for analyzing circuit integrations that can serve as a critical framework for understanding the technical design and operations of smartphones and other mobile media. With this background in hand, we then turn to a comparative analysis of the hardware of three generations of iPhones: the original iPhone, iPhone 5, and iPhone 12.
Penelitian ini bertujuan untuk mendalami manajemen Quality Control (QC) pada stasiun televisi, khususnya dalam program hiburan seperti sinetron, guna menjaga kualitas tayangan dan memastikan kepatuhan terhadap standar regulasi yang berlaku. … Penelitian ini bertujuan untuk mendalami manajemen Quality Control (QC) pada stasiun televisi, khususnya dalam program hiburan seperti sinetron, guna menjaga kualitas tayangan dan memastikan kepatuhan terhadap standar regulasi yang berlaku. Program sinetron SCTV ditayangkan pada prime time, sehingga divisi QC memainkan peran strategis dalam memastikan tayangan memenuhi standar kualitas dan regulasi penyiaran, termasuk P3SPS. Dalam penelitian ini, digunakan teori manajemen strategi dari Peter K. Pringle, yang mencakup tahapan perencanaan, pengorganisasian, pelaksanaan, dan pengawasan. Peneliti menggunakan pendekatan kualitatif dengan metode studi kasus. Data dikumpulkan melalui observasi partisipatif dan wawancara dengan kepala divisi Programming Services, kepala divisi QC, serta satu staf QC di SCTV Tower. Analisis data dilakukan dengan model Miles dan Huberman, yang meliputi reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa divisi QC SCTV berhasil menjalankan strategi manajemen penyiaran dengan baik. Kunci keberhasilan terletak pada kepatuhan terhadap SOP yang telah ditetapkan serta komunikasi yang efektif antara kepala divisi dan crew QC. Penelitian ini memberikan kontribusi penting dalam memahami bagaimana manajemen QC berperan dalam menjaga kualitas tayangan sinetron sekaligus mematuhi regulasi penyiaran di industri televisi.
Ashish C. Bhatia | International Journal of Computer Trends and Technology
António Ferreira , Daniel Brand�ão , Pedro Mota Teixeira | Convergences - Journal of Research and Arts Education
O presente artigo apresenta uma revisão de literatura sobre as tecnologias seminais que moldaram o início da imagem em movimento, com ênfase na animação. Embora a história da animação seja … O presente artigo apresenta uma revisão de literatura sobre as tecnologias seminais que moldaram o início da imagem em movimento, com ênfase na animação. Embora a história da animação seja frequentemente analisada sob a ótica de técnicas e estilos, as tecnologias subjacentes têm recebido atenção particularmente reduzida. Este estudo, portanto, procura clarificar as origens das tecnologias que tiveram implicação direta na existência da animação, bem como as suas inter-relações e impactos no desenvolvimento deste campo. Inicialmente, explora-se o surgimento de tecnologias primitivas, como a roda, a lanterna mágica, os brinquedos óticos e as câmaras de animação, que expandiram as possibilidades narrativas e visuais do cinema. Em seguida, analisa-se o impacto da eletrónica, desde os primeiros tubos de raios catódicos (CRT) até os sintetizadores de vídeo. Por fim, aborda-se a revolução digital, desde os primeiros computadores e imagens digitais até à animação 3D poligonal, evidenciando o papel das inovações computacionais na transformação da linguagem visual contemporânea. O estudo pretende destacar a relevância dessas tecnologias pioneiras, que possibilitaram a exploração de novas formas de expressão artística, consolidando a animação como um campo dinâmico e interdisciplinar.
Resumo: Os trabalhadores do setor de telecomunicações, que atuam como instaladores de internet de fibra óptica, estão expostos a diversos riscos ocupacionais, que podem causar danos a sua saúde e … Resumo: Os trabalhadores do setor de telecomunicações, que atuam como instaladores de internet de fibra óptica, estão expostos a diversos riscos ocupacionais, que podem causar danos a sua saúde e integridade física. O gerenciamento desses riscos pode contribuir para a proteção desses profissionais. Assim, o objetivo deste estudo é analisar os riscos ocupacionais presentes nas atividades executadas por instaladores de internet de fibra óptica, que atuam em uma empresa de telecomunicações localizada em Minas Gerais (MG), a partir da aplicação da ferramenta de análise de riscos Análise de Modo de Falhas e Efeitos (AMFE). Os objetivos específicos incluem: analisar as principais atividades executadas; identificar e classificar os riscos ocupacionais presentes em tais atividades; e propor medidas de prevenção. Trata-se de um estudo de caso descritivo, qualitativo e de natureza aplicada. Realizou-se uma revisão bibliográfica acerca do tema pesquisado, a partir de consultas em livros, legislações e artigos científicos disponíveis na internet. Para a coleta de dados, foi realizada análise do procedimento operacional de trabalho adotado pelos instaladores, além de consulta a dados da empresa referentes a acidentes de trabalho registrados nos últimos dois. Essas informações foram utilizadas na elaboração de um quadro de análise de riscos da atividade, a partir da aplicação da AMFE. As falhas com maior Número de Prioridade de Risco (NPR), que foram "acidente de trânsito" e "choque elétrico", devem ser priorizadas na adoção das medidas de prevenção recomendadas. Pesquisas semelhantes apontam falhas análogas, como o uso incorreto de EPI na execução do trabalho em altura e o atropelamento, em razão da sinalização inadequada. A aplicação de outras técnicas de análise de riscos na atividade pesquisada merece atenção em novas pesquisas, uma vez que pode colaborar para a identificação de outros riscos. Sugere-se, ainda, que estudos futuros abordem a análise dos riscos psicossociais associados à referida atividade.
Tarun Soni | International Journal for Research in Applied Science and Engineering Technology
Abstract: In today’s fast-paced digital environment, real-time communication tools have become essential for effective collaboration, especially among distributed teams. This research project presents VartalApp, a web-based real-time messaging application designed … Abstract: In today’s fast-paced digital environment, real-time communication tools have become essential for effective collaboration, especially among distributed teams. This research project presents VartalApp, a web-based real-time messaging application designed to enable seamless team communication through virtual chat rooms. The system allows users to create and join rooms using a unique room ID and username, promoting focused and organized discussions. Built with Spring Boot, WebSocket, and MongoDB on the backend and React on the frontend, VartalApp ensures smooth and responsive interaction with a modern, user-friendly interface. The application leverages WebSocket technology to enable bi-directional, low-latency communication between clients and servers, ensuring real-time message delivery. This project explores the system’s design, development process, architectural choices, and implementation details, with a focus on scalability, usability, and data integrity. Additionally, the study addresses security measures such as session management and message confidentiality to ensure a safe communication environment. The outcomes of this project demonstrate the feasibility and effectiveness of using open-source tools to develop a lightweight, real-time messaging platform suitable for academic, organizational, or personal use.
Gülfer BÜYÜKTAŞ GAYIR | Dicle Üniversitesi İktisadi ve İdari Bilimler Fakültesi Dergisi
Derleme yöntemi ile hazırlanan bu çalışmada tele-tıp uygulamalarının paydaşlarca kabulündeki teknolojik kaygının rol oynayıp-oynamadığının irdelenmesi amaçlanmıştır. Bu çalışmanın kapsamı, tele-tıp uygulamalarının paydaşlarca kabulündeki teknolojik kaygının rol oynayıp-oynamadığı konusunda alan yazındaki … Derleme yöntemi ile hazırlanan bu çalışmada tele-tıp uygulamalarının paydaşlarca kabulündeki teknolojik kaygının rol oynayıp-oynamadığının irdelenmesi amaçlanmıştır. Bu çalışmanın kapsamı, tele-tıp uygulamalarının paydaşlarca kabulündeki teknolojik kaygının rol oynayıp-oynamadığı konusunda alan yazındaki görüşleri incelemek ile sınırlıdır. Bu bağlamda çalışmanın sorunsalı: “tele-tıp uygulamalarının paydaşlarca kabulünde teknolojik kaygı rol oynamakta mıdır?” şeklinde ortaya konulurken hipotez; “tele-tıp uygulamalarının paydaşlarca kabulünde teknolojik kaygı rol oynamaktadır” şeklinde kurgulanmıştır. Çalışmada kullanılan ‘derleme’ yöntemi ile ulaşılan bulgular “tele-tıp uygulamalarının paydaşlarca kabulünde teknolojik kaygının rol oynadığını” göstermektedir. Sınırlı sayıda veri kaynağı yerine çok farklı ve fazla sayıda veri kaynağından elde edilen görüşler bir araya getirilerek çalışma özgün kılınmaya çalışılmıştır. Böylece sınırlı sayıda çalışmadan elde edilen bulguların okuyucuyu aşırı derecede etkilemesine, hatta önemli bakış açılarının gözden kaçırılmasına karşı koruma sağlanmıştır.
This paper outlines the design and development of a cross-coupled bandpass filter with operational frequency at 1.2 GHz, intended for mobile communication applications. To enhance computational efficiency, the filter is … This paper outlines the design and development of a cross-coupled bandpass filter with operational frequency at 1.2 GHz, intended for mobile communication applications. To enhance computational efficiency, the filter is decomposed into individual components and each part is simulated separately using HFSS simulator and AWR software, which facilitates the extraction of critical parameters in accordance with a general coupling matrix (CM). A Rogers RO4003C substrate with a thickness of 0.813 mm and dielectric properties of εr = 2.2 and tanϕ = 0.0027 was used in the simulation. The dimensions of the fabricated cross-coupled filter are as follows 25 × 52 × 0.847 mm3, where the filter shows a desirable frequency response with two transmission-limiting zeros as expected. The simulated cross-coupled filter has an excellent electromagnetic performance, it exhibits an insertion loss of 1.1 dB and a return loss of –25 dB within a frequency range of 1.13 GHz to 1.28 GHz. The results show that the analysis, simulation and measurements agree well with each other, proving the accuracy and efficiency of the filter design.
Shuyue Yu , Thomas Koch , Ilgar Mammadov +3 more | Proceedings of the ACM on Measurement and Analysis of Computing Systems
Given the increasing residential Internet use, a thorough understanding of what services are used and how they are delivered to residential networks is crucial. However, access to residential traces is … Given the increasing residential Internet use, a thorough understanding of what services are used and how they are delivered to residential networks is crucial. However, access to residential traces is limited due to their proprietary nature. Most prior work used campus datasets from academic buildings and undergraduate dorms, and the few studies with residential traces are often outdated or use data unavailable to other researchers. We provide access to a new residential dataset-we have been collecting traffic from ~1000 off-campus residences that house faculty, postdocs, graduate students, and their families. Although our residents are university affiliates, our dataset captures their activity at home, and we show that this dataset offers a distinct perspective from the campus and dorm traffic. We investigate the serving infrastructures and services accessed by the residences, revealing several interesting findings: peer-to-peer activity is notable, comprising 47% of the total flow duration; third-party CDNs host many services but serve much less traffic (e.g., Cloudflare hosts 19% of domains but only 2% of traffic); and 11 of the top 100 services that have nearby servers often serve users from at least 1,000km farther away. This broad analysis, as well as our data sharing, pushes toward a more thorough understanding of Internet service usage and delivery, motivating and supporting future research.