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  • Les autorisations surchargées par les plugins

    27 avril 2010, par

    Mediaspip core
    autoriser_auteur_modifier() afin que les visiteurs soient capables de modifier leurs informations sur la page d’auteurs

  • Publier sur MédiaSpip

    13 juin 2013

    Puis-je poster des contenus à partir d’une tablette Ipad ?
    Oui, si votre Médiaspip installé est à la version 0.2 ou supérieure. Contacter au besoin l’administrateur de votre MédiaSpip pour le savoir

  • Soumettre améliorations et plugins supplémentaires

    10 avril 2011

    Si vous avez développé une nouvelle extension permettant d’ajouter une ou plusieurs fonctionnalités utiles à MediaSPIP, faites le nous savoir et son intégration dans la distribution officielle sera envisagée.
    Vous pouvez utiliser la liste de discussion de développement afin de le faire savoir ou demander de l’aide quant à la réalisation de ce plugin. MediaSPIP étant basé sur SPIP, il est également possible d’utiliser le liste de discussion SPIP-zone de SPIP pour (...)

Sur d’autres sites (8237)

  • Matomo Celebrates 15 Years of Building an Open-Source & Transparent Web Analytics Solution

    30 juin 2022, par Matthieu Aubry — About, Community
    &lt;script type=&quot;text/javascript&quot;&gt;<br />
           if ('function' === typeof window.playMatomoVideo){<br />
           window.playMatomoVideo(&quot;brand&quot;, &quot;#brand&quot;)<br />
           } else {<br />
           document.addEventListener(&quot;DOMContentLoaded&quot;, function() { window.playMatomoVideo(&quot;brand&quot;, &quot;#brand&quot;); });<br />
           }<br />
      &lt;/script&gt;

    Fifteen years ago, I realised that people (myself included) were increasingly integrating the internet into their everyday lives, and it was clear that it would only expand in the future. It was an exciting new world, but the amount of personal data shared online, level of tracking and lack of security was a growing concern. Google Analytics was just launched then and was already gaining huge traction – so data from millions of websites started flowing into Google’s database, creating what was then the biggest centralised database about people worldwide and their actions online.

    So as a young engineering student, I decided we needed to build an open source and transparent solution that could help make the internet more secure and private while still providing organisations with powerful insights. I aimed to create a win-win solution for businesses and their digital consumers.

    And in 2007, I started developing Matomo with the help from Scott Switzer and Jennifer Langdon (who offered me an internship and support).   

    All thanks to the Matomo Community

    We have reached significant milestones and made major changes over the last 15 years, but we wouldn’t be where we are today without the Matomo Community.

    So I would like to celebrate and thank the hundreds of volunteer developers who have donated their time to develop Matomo, the thousands of contributors who provided feedback to improve Matomo, the countless supportive forum members, our passionate team of 40 at Matomo, the numerous translators who have translated Matomo and the 1.5 million websites that choose Matomo as their analytics platform.

    Matomo's Birthday
    Team Meetup in Paris in 2012

    Matomo has been a community effort built on the shoulders of many, and we will continue to work for you. 

    So let’s look at some milestones we have achieved over the last 15 years.

    Looking back on milestones in our timeline

    2007

    • Birth of Matomo
    • First alpha version released

    2008

    • Release first public 0.1.0 version

    2009

    • 50,000 websites use Matomo

    2010

    • Matomo first stable 1.0.0 released
    • Mobile app launched

    2011

    • Released Ecommerce Analytics, Custom Variables, First Party Cookies

    • Released Privacy control features (first of many privacy features to come !)

    2012

    • Released Log Analytics feature
    • 1 Million Downloads !
    • 300,000 websites worldwide use Matomo

    2013

    • Matomo is now available in 50 languages !
    • Matomo brand redesign

    2016

    2017

    • Launched Matomo Cloud service 
    • Released Multi Channel Conversion Attribution Premium Feature, Custom Reports Premium Feature, Login Saml Premium Feature, WooCommerceAnalytics Premium Feature and Heatmap & Session Recording Premium Feature 

    2018

    2019

    2020

    2021

    • 1,000,000 websites worldwide use Matomo
    • including 30,000 active Matomo for WordPress installations
    • Released SEO Web Vitals, Advertising Conversion Export and Tracking Spam Prevention feature

    2022

    • Released WP Statistics to Matomo importer

    Our efforts continue

    While we’ve seen incredible growth over the years, our work doesn’t stop there. In fact, we’re only just getting started.

    Today over 55% of the internet continues to use privacy-threatening web analytics solutions, while 1.5% uses Matomo. So there are still great strides to be made to create a more private internet, and joining the Matomo Community is one way to support this movement.

    There are many ways to get involved too, such as :

    So what comes next for Matomo ?

    The future of Matomo is approachable, powerful and flexible. We’re strengthening the customers’ voice, expanding our resources internally (we’re continuously hiring !) and conducting rigorous customer research to craft a tool that balances usability and functionality.

    I look forward to the next 15 years and seeing what the future holds for Matomo and our community.

  • Revision 37408 : déplacement de chaines de langue Faire refonctionner l’encodage sonore

    18 avril 2010, par kent1@… — Log

    déplacement de chaines de langue
    Faire refonctionner l’encodage sonore

  • Playing Video on a Sega Dreamcast

    9 mars 2011, par Multimedia Mike — Sega Dreamcast

    Here’s an honest engineering question : If you were tasked to make compressed video play back on a Sega Dreamcast video game console, what video format would you choose ? Personally, I would choose RoQ, the format invented for The 11th Hour computer game and later used in Quake III and other games derived from the same engine. This post explains my reasoning.

    Video Background
    One of the things I wanted to do when I procured a used Sega Dreamcast back in 2001 was turn it into a set-top video playback unit. This is something that a lot of people tried to do, apparently, to varying degrees of success. Interest would wane in a few years as it became easier and easier to crack an Xbox and install XBMC. The Xbox was much better suited to playing codecs that were getting big at the time, most notably MPEG-4 part 2 video (DivX/XviD).

    The Dreamcast, while quite capable when it was released in 1999, was not very well-equipped to deal with an MPEG-type codec. I have recently learned that there are other hackers out there on the internet who are still trying to get the most out of this system. I was contacted for advice about how to make Theora perform better on the Dreamcast.

    Interesting thing about consoles and codecs : Since you are necessarily distributing code along with your data, you have far more freedom to use whatever codecs you want for your audio and video data. This is why Vorbis and even Theora have seen quite a bit of use in video games, "internet standards" be darned. Thus, when I realized this application had no hard and fast requirement to use Theora, and that it could use any codec that fit the platform, my mind started churning. When I was programming the DC 10 years ago, I didn’t have access to the same wealth of multimedia knowledge that is currently available.

    Requirements Gathering
    What do we need here ?

    • Codec needs to run on the Sega Dreamcast ; this eliminates codecs for which only binary decoder implementations are available
    • Must decode 320x240 video at 30 fps ; higher resolutions up to 640x480 would be desirable
    • Must deliver decent quality at 12X optical read speeds (DC drive speed)
    • There must be some decent, preferably free, encoder readily available ; speed of encoding, however, is not important ; i.e., "take as long as you need, encoder"

    Theora was the go-to codec because it’s just commonly known as "the free, open source video codec". But clearly it’s not suitable for, well... any purpose, really (sorry, easy target ; OW ! stop throwing things !). VP8/WebM — Theora’s heir apparent — would not qualify either, as my prior experiments have already demonstrated.

    Candidates
    What did the big boys use for video on the Dreamcast ? A lot of games relied on CRI’s Sofdec middleware which was MPEG-1 video and a custom ADPCM format. I don’t know if I have ever seen DC games that used MPEG-1 video at a higher resolution than 320x240 (though I have not searched exhaustively). The fact that CRI used a custom ADPCM format for this application may indicate that there wasn’t enough CPU power left over to decode a perceptual, transform-based audio codec alongside the 320x240 video.

    A few other DC games used 4X Technologies’ 4XM format. The most notable licensee was Alone in the Dark : The New Nightmare (DC version only ; PC version used Bink). This codec was DCT-based but incorporated 16-bit RGB colorspace into its design, presumably to optimize for applications like game consoles that couldn’t directly handle planar YUV. AITD:TNN’s videos were 640x360, a marked improvement over the typical Sofdec fare. I was about to write off 4XM as a contender due to lack of encoder, but the encoding tools are preserved on our samples site. A few other issues, though : The FFmpeg decoder doesn’t seem to work correctly as of this writing (and nobody has noticed yet, even though it’s tested via FATE).

    What ideas do I have ? Right off the bat, I’m thinking vector quantizer (VQ). Vector quantizers are notoriously slow to compress but are blazingly fast to decompress which is why they were popular in the early days of video compression. First, there’s Cinepak. I fear that might be too simple for this application. Plus, I don’t know if existing (binary-only) compressors are very decent. It seems that they only ever had to handle small videos and I’ve heard that they can really fall over if anything more is demanded of them.

    Sorenson Video 1 is another contender. FFmpeg has an encoder (which some allege is better than Sorenson’s original compressor). However, I fear that the wonky algorithm and colorspace might not mesh well with the Dreamcast.

    My thinking quickly converged on RoQ. This was designed to run fullscreen (640x480) video on i486-class hardware. While RoQ fundamentally operates in a YUV colorspace, it’s trivial to convert it to any other colorspace during decoding and the image will be rendered in that colorspace. Plus, there are open source encoders available for the format (namely, several versions of Eric Lasota’s Switchblade encoder, one of which lives natively in FFmpeg), as well as the original proprietary encoder.

    Which Library ?
    There are several code choices here : FFmpeg (LGPL), Switchblade (GPL), and the original Quake 3 source code (GPL). There is one more option that I think might be easiest, which is the decoder Dr. Tim created when he reverse engineered the format in the first place. That has a very liberal "do whatever you like, but be nice and give me credit" license (probably qualifies as BSD).

    This code is no longer at its original home but the Wayback Machine still had a copy, which I have now mirrored (idroq.tar.gz).

    Adaptation
    Dr. Tim’s code still compiles and runs great on Linux (64-bit !) with SDL output. I would like to get it ported to the Dreamcast using the same SDL output, which KallistiOS supports. Then, there is the matter of fixing the longstanding chroma bug in the original sample decoder (described here). The decoder also needs to be modified to natively render RGB565 data, as that will work best with the DC’s graphics hardware.

    After making the code work, I want to profile it and test whether it can handle full-frame 640x480 playback at 30 frames/second. I will need to contrive a sample to achieve this.

    Unfortunately, things went off the rails pretty quickly when I tried to get the RoQ decoder ported to DC/KOS. It looks like there’s a bug in KallistiOS’s minimalistic standard C library, or at least a discrepancy with my desktop Linux system. When you read to the end of a file and then seek backwards to someplace that isn’t the end, is the file still in EOF state ?

    According to my Linux desktop :

    open file ;          feof() = 0
    seek to end ;        feof() = 0
    read one more byte ; feof() = 1
    seek back to start ; feof() = 0
    

    According to KallistiOS :

    open file ;          feof() = 0
    seek to end ;        feof() = 0
    read one more byte ; feof() = 1
    seek back to start ; feof() = 1
    

    Here’s the seek-test.c program I used to test this issue :

    C :
    1. #include <stdio .h>
    2.  
    3. int main()
    4. {
    5.   FILE *f ;
    6.   unsigned char byte ;
    7.  
    8.   f = fopen("seek_test.c", "r") ;
    9.   printf("open file ;     feof() = %d\n", feof(f)) ;
    10.   fseek(f, 0, SEEK_END) ;
    11.   printf("seek to end ;    feof() = %d\n", feof(f)) ;
    12.   fread(&byte, 1, 1, f) ;
    13.   printf("read one more byte ; feof() = %d\n", feof(f)) ;
    14.   fseek(f, 0, SEEK_SET) ;
    15.   printf("seek back to start ; feof() = %d\n", feof(f)) ;
    16.   fclose(f) ;
    17.  
    18.   return 0 ;
    19. }

    EOF
    Speaking of EOF, I’m about done for this evening.

    What codec would you select for this task, given the requirements involved ?