I believe the application you are referring to is a unit test for the drivers to ensure the texture stream extensions are working correctly. The code for this is only available under a DDK licence with us.
Texture streaming is only available on a particular device if an OEM has chosen to implement and expose this functionality. For some devices, OEMs choose to implement this in such a way that 1st party drivers or applications utilise this functionality, but the ability to create and control texture streams is hidden from 3rd party developers.
What device are you targeting and what are you trying to implement using these extensions (e.g. using camera captured or video decoded images in your application)?
Section 6 on this page provides an explanation of how extensions are retrieved in a Win32 application (which is similar to the process you would need to follow for OGLES 1.x): http://www.opengl.org/resources/features/OGLextensions/
For an OGLES 1.x application, you would need to write something like this for the glTexBindStreamIMG extension: