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".
The term "streaming" was first used for tape drives made by Data Electronics Inc.
Some popular streaming services are the video sharing website You Tube; Twitch and Mixer, which live stream the playing of video games; Netflix, which streams movies and TV shows; and Spotify and Apple Music, which stream music.
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Distinguishing delivery method from the media distributed applies specifically to telecommunications networks, as most of the delivery systems are either inherently streaming (e.g.
radio, television, streaming apps) or inherently non-streaming (e.g. For example, in the 1930s, elevator music was among the earliest popularly available streaming media; nowadays Internet television is a common form of streamed media.
The verb "to stream" refers to the process of delivering or obtaining media in this manner; the term refers to the delivery method of the medium, rather than the medium itself, and is an alternative to file downloading, a process in which the end-user obtains the entire file for the content before watching or listening to it.
A client end-user can use their media player to start playing the data file (such as a digital file of a movie or song) before the entire file has been transmitted.
From the late 1980s through the 1990s, consumer-grade personal computers became powerful enough to display various media.
The primary technical issues related to streaming were: having enough CPU power and bus bandwidth to support the required data rates and creating low-latency interrupt paths in the operating system to prevent buffer underrun and thus enable skip-free streaming of the content.
As of 2017, "streaming" generally refers to the situation where a user watches digital video content or listens to digital audio content on a computer screen and speakers (ranging from a smartphone, through a desktop computer to a large-screen home entertainment system) over the Internet.
With streaming content, the user does not have to download the entire digital video or digital audio file before they start to play it.
However, computer networks were still limited in the mid-1990s, 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.
During the late 1990s and early 2000s, users had increased access to computer networks, especially the Internet, and especially during the early 2000s, users had access to increased network bandwidth, especially in the "last mile".
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