End-to-end encryptionEnd-to-end encryption (E2EE) is a private communication system in which only communicating users can participate. As such, no one, including the communication system provider, telecom providers, Internet providers or malicious actors, can access the cryptographic keys needed to converse. End-to-end encryption is intended to prevent data being read or secretly modified, other than by the true sender and recipient(s). The messages are encrypted by the sender but the third party does not have a means to decrypt them, and stores them encrypted.
Resource Reservation ProtocolThe Resource Reservation Protocol (RSVP) is a transport layer protocol designed to reserve resources across a network using the integrated services model. RSVP operates over an IPv4 or IPv6 and provides receiver-initiated setup of resource reservations for multicast or unicast data flows. It does not transport application data but is similar to a control protocol, like Internet Control Message Protocol (ICMP) or Internet Group Management Protocol (IGMP). RSVP is described in .
Interaction designInteraction design, often abbreviated as IxD, is "the practice of designing interactive digital products, environments, systems, and services." While interaction design has an interest in form (similar to other design fields), its main area of focus rests on behavior. Rather than analyzing how things are, interaction design synthesizes and imagines things as they could be. This element of interaction design is what characterizes IxD as a design field, as opposed to a science or engineering field.
End userIn product development, an end user (sometimes end-user) is a person who ultimately uses or is intended to ultimately use a product. The end user stands in contrast to users who support or maintain the product, such as sysops, system administrators, database administrators, Information technology (IT) experts, software professionals and computer technicians. End users typically do not possess the technical understanding or skill of the product designers, a fact easily overlooked and forgotten by designers: leading to features creating low customer satisfaction.
Adaptive bitrate streamingAdaptive bitrate streaming is a technique used in streaming multimedia over computer networks. While in the past most video or audio streaming technologies utilized streaming protocols such as RTP with RTSP, today's adaptive streaming technologies are based almost exclusively on HTTP, and are designed to work efficiently over large distributed HTTP networks. Adaptive bitrate streaming works by detecting a user's bandwidth and CPU capacity in real time, adjusting the quality of the media stream accordingly.
List of streaming media servicesAn over-the-top media service is a streaming media service offered directly to viewers via the Internet. OTT bypasses cable, broadcast, and satellite television platforms, the companies that traditionally act as a controller or distributors of such content. Most of these services are owned by a major film studio. Some streaming services started as an add-on to Blu-ray offerings, which are supplements to the programs watched. Streaming is an alternative to file downloading, a process in which the end-user obtains the entire file(s) for the content before watching or listening to it.
Asynchronous Transfer ModeAsynchronous Transfer Mode (ATM) is a telecommunications standard defined by the American National Standards Institute and ITU-T (formerly CCITT) for digital transmission of multiple types of traffic. ATM was developed to meet the needs of the Broadband Integrated Services Digital Network as defined in the late 1980s, and designed to integrate telecommunication networks. It can handle both traditional high-throughput data traffic and real-time, low-latency content such as telephony (voice) and video.
Multiprotocol Label SwitchingMultiprotocol Label Switching (MPLS) is a routing technique in telecommunications networks that directs data from one node to the next based on labels rather than network addresses. Whereas network addresses identify endpoints the labels identify established paths between endpoints. MPLS can encapsulate packets of various network protocols, hence the multiprotocol component of the name. MPLS supports a range of access technologies, including T1/E1, ATM, Frame Relay, and DSL. In an MPLS network, labels are assigned to data packets.
Human–computer interactionHuman–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface (HCI)".
Client (computing)In computing, a client is a piece of computer hardware or software that accesses a service made available by a server as part of the client–server model of computer networks. The server is often (but not always) on another computer system, in which case the client accesses the service by way of a network. A client is a computer or a program that, as part of its operation, relies on sending a request to another program or a computer hardware or software that accesses a service made available by a server (which may or may not be located on another computer).