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Live Streaming's ecological validity. (AN Wendt-Journal of Dynamic Decision Making, 2017).


                   Over 70 million requests for 5,000 distinct URLs from clients in over 200 countries were

               collected over a three-month period in research. In a macroscopic analysis of the workload, they
               identify  popularity,  arrival  process,  session  duration,  and  transport  protocol  usage.  Popularity

               follows a two-mode Zipf distribution, which means that session inter arrivals within small time
               windows are exponential, that session durations are heavy-tailed, and that UDP is far from having

               universal Internet reach. (Schlinker, Cunha, Chiu, Sundaresan, & Katz-Bassett, 2019). Massive
               Open Online Courses (MOOC), like streaming, have grown in popularity in recent years. Live

               streaming programming may be used in programming MOOCs to make live interaction possible.

               Rather than watching a recorded video, videos and live streams allow you to interact with the code
               and ask questions as they arise. Given the large number, some MOOCs may not be able to answer

               all  of  the  questions  posed  by  participants,  so  the  streamer  may  not  be  able  to  do  so.  Other
               participants could provide an answer in an open chat environment as well, as demonstrated in the

               case study.


               2.  DIRECT INTERACTION WITH CUSTOMER:

                   Streaming, whether in games or otherwise,
               occurs  via  a  web  service  where  different

               streamers  have  channels,  which  are  typically

               focused  on  specific  themes.  These  channels
               enable  viewers  to  discover  and  follow  new

               content. Twitch.tv (https://www.twitch.tv/) is a
               video  streaming  platform.  Already  in  2012,   Figure 2. Direct Interaction with Customer

               there was an increase in the number of viewers
                                                                               (D’Henry, n.d.)
               and  streamers  on  Twitch.tv,  with  tens  of
               thousands of viewers each day. The number of viewers in streaming phenomenon has persisted

               and is expanding alongside e-sports (computer gaming). (R Robinson, J Hammer, & K Isbister
               2019).


                   Platforms for live streaming broadcast user-generated video in real time. These platforms'

               recommendations  share  characteristics  with  traditional  settings,  such  as  a  large  volume  of
               heterogeneous content and highly skewed interaction distributions. However, several obstacles

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