- "Streaming media is multimedia for playback using an offline or online media player."
An exploration of current trends and innovations in the media industry, such as streaming, VR, and AI.
Media business models: This topic covers the different ways media companies generate revenue, such as through advertising, subscriptions, and licensing fees.
Market Structures: This topic discusses the different market structures that exist in the media industry, such as oligopoly, monopoly, and competitive markets.
Media Ownership: This topic covers the various types of media ownership, such as public, private, and state ownership.
Media Regulation: This topic covers the laws and regulations that govern the media industry, including government regulation and self-regulation.
Media Technology: This topic covers the technological innovations in the media industry, such as digitalization, social media, and mobile platforms.
Media Consumption Habits: This topic covers the different ways audiences consume media, including traditional media, online media, and on-demand media.
Media Production: This topic covers the different phases of the media production process, such as pre-production, production, and post-production.
Audience Engagement: This topic covers the strategies that media companies use to engage and retain their audiences, such as social media campaigns, interactive content, and experiential marketing.
Media Financial Management: This topic covers the financial management of media companies, including budgeting, forecasting, and revenue management.
Future of Media: This topic discusses the trends and future developments in the media industry, such as increased use of artificial intelligence, virtual reality, and personalized content.
Crowdfunding: A fundraising method that allows individuals or organizations to raise money for various projects through donations from the public.
Sponsored Content: A form of advertising where a brand pays for content creation to be published on a media platform.
Augmented Reality: A technology that overlays computer-generated objects onto the real world, creating an interactive experience.
Podcasting: A digital audio file made available on the internet for downloading to a computer or mobile device, typically available as a series.
Artificial Intelligence: Using machine learning to make media content more personalized or interactive.
Virtual Reality: A computer-generated environment that can be experienced through a VR headset or other devices.
Interactive Content: Engaging media content that allows the audience to interact with it in real-time.
Data-Driven Journalism: Using data analysis and visualization to create news stories.
Native Advertising: Advertising that fits in with the format and style of a media platform.
Content Marketing: A marketing strategy that focuses on creating and distributing relevant and valuable content to attract and retain a specific audience.
- "The stream is delivered and consumed in a continuous manner from a client, with little or no intermediate storage in network elements."
- "Streaming refers to the delivery method of content, rather than the content itself."
- "Users whose Internet connection lacks sufficient bandwidth may experience stops, lags, or poor buffering of the content." - "Users lacking compatible hardware or software systems may be unable to stream certain content."
- "With the use of buffering of the content for just a few seconds in advance of playback, the quality can be much improved."
- "Livestreaming is the real-time delivery of content during production, much as live television broadcasts content via television channels."
- "Livestreaming requires a form of source media, an encoder, a media publisher, and a content delivery network."
- "Streaming is an alternative to file downloading... an end-user can use their media player to start playing digital video or digital audio content before the entire file has been transmitted."
- "The term 'streaming media' can apply to media other than video and audio, such as live closed captioning, ticker tape, and real-time text, which are all considered 'streaming text'."
- "Streaming is most prevalent in video on demand and streaming television services."
- "Radio, television"
- "Books, videotapes, audio CDs"
- No specific quote, but it is mentioned that streaming media is for playback using a media player.
- "With the use of buffering of the content for just a few seconds in advance of playback, the quality can be much improved."
- "Users lacking compatible hardware or software systems may be unable to stream certain content."
- "An encoder is used to digitize the content."
- "Distinguishing delivery method from the media applies specifically to telecommunications networks, as most of the traditional media delivery systems are either inherently streaming or inherently non-streaming."
- "Livestreaming is the real-time delivery of content during production."
- "A content delivery network is required to distribute and deliver the content."
- No specific quote, but it is mentioned that streaming can be prevalent in streaming television services, video on demand, music, or video games.