PC and TV Convergence, Streaming Media - PowerPoint PPT Presentation

1 / 29
About This Presentation
Title:

PC and TV Convergence, Streaming Media

Description:

QuickTime Player. QuickTime Plus for encoding content and ... Apples QuickTime. Apples Open Source, standards based strategy. Loyal following amongst Mac users ... – PowerPoint PPT presentation

Number of Views:118
Avg rating:3.0/5.0
Slides: 30
Provided by: bryand1
Category:

less

Transcript and Presenter's Notes

Title: PC and TV Convergence, Streaming Media


1
PC and TV Convergence, (Streaming Media)
  • Bryan Duggan, MSc in Computing Science,
    (Information Technology for Strategic
    Management)

2
What is this paper is all about?
  • Convergence between PCs and TVs
  • Background
  • How to watch TV on a PC?
  • Streaming technical Overview
  • Three main players
  • RealNetworks
  • Microsoft
  • Apple
  • Strategic analysis
  • Conclusions

3
Background
  • Convergence is
  • the act of converging and especially moving
    toward union or uniformity
  • View TV broadcasts on my PC
  • Interactive television
  • Interactive news
  • Stock quotes
  • Send email
  • Surf the net

4
Background - Why?
  • Maximise usage of pre-existing and emerging
    networks
  • Use spare capacity on a companies network to
    broadcast training materials, announcements etc.
  • Streaming broadcasts allow more control over what
    is watched.
  • Increase audience share
  • Space

5
Technology
  • 2 ways to view TV broadcasts
  • TV Tuner Cards
  • Streaming
  • TV Tuner Cards
  • Plugs into your PC
  • 40
  • View Teletext
  • View in a window or full screen
  • Capture video
  • Port for a camera
  • Applications like banking training etc

6
Streaming
  • Pioneered by RealNetworks, then called
    Progressive Networks in 1995
  • Broadcasters can broadcast content to anyone,
    anywhere who has an internet connection
  • Can present additional content (including
    advertisements) on the internet which would be
    impractical or not suitable for television.
  • Sstreaming media networks are used in the
    corporate world to stream company broadcasts,
    presentations, marketing information, product
    launches and training events
  • Consumer streaming media usage is expected to
    further grow with the rise in broadband Internet
    access.

7
How does it work?
  • Media is captured using traditional tools, such
    as video cameras or pre recorded video or audio,
    stored digitally or otherwise
  • Content is then fed into encoding software which
    encodes the content into a format which can be
    streamed
  • A streaming media server then serves the content
    to a streaming media client, (RealPlayer,
    Microsoft Media Player, Apple Quick Time Player)

Video/Audio Capture Device
Encoder Streaming Media Server
Media Player
8
Encoder
  • Codec - compressor/decompressor algorithm.
    Designed to help the stream withstand highly
    variable bandwidth conditions.
  • Use compression to lower the bit rate while
    maintaining the best possible quality.
  • Compression algorithm analyses the data and
    removes or changes bits so that the integrity of
    the original content is maintained as much as
    possible, while reducing the file size and bit
    rate. Uses Lossy compression.
  • The audio codec enables good audio quality at
    relatively low bit rates close to CD-quality
    audio can be achieved at a small fraction of the
    bit rate and file size of uncompressed CD audio.

9
Server Client
  • Server can be dedicated or HTTP
  • For live broadcasts, the media is delivered in
    real-time to a streaming media server, and on to
    players that are connected to the server
  • No download wait
  • Similar to playing a CD or tape.
  • Client program has playback controls, but this
    does not work with a HTTP server.

10
Bandwidth
  • One of the two limiting factor on the quality of
    the stream, (along with the encoding algorithm)
  • The bit rate of the media must be lower than the
    bandwidth of the network
  • The player must receive a stream of bits
    continuously

11
Other Considerations
  • Interactivity
  • SMIL - Synchronized Multimedia Integration
    Language
  • Microsoft supports its own, proprietary standard
    for interactivity.

12
RealNetworks
  • Rob Glaser, RealNetworks CEO, pioneered streaming
    media
  • Supply RealPlayer, RealJukebox
  • Partner with content providers
  • ReslServer
  • RealEncoder
  • RealOne and RealNetworks Media Commerce
    Initiative

13
RealPlayer
14
Server Side
  • RealEncoder, (free) encoding software. Allows a
    user to encode for different bandwidths etc.
  • RealServer server software. Price ranges from
    free (for 25 streams) to 6000 for streams. Fully cross platform
  • RealSystem Producer Plus - Video editing and
    encoding software.
  • Media Commerce Suite - Launched in September,
    2001
  • Internet Media Commerce
  • XMCL is an XML-based language designed to
    establish industry wide standards for Internet
    media commerce
  • Rental, subscription, ownership, and video on
    demand/pay-per-view

15
RealOne
16
Microsoft
  • Microsoft came late to the market with its
    streaming media technology, but now is gaining
    market and mind share rapidly
  • Gartner Group believes that Microsoft and
    RealNetworks are now neck and neck in terms of
    number of users
  • Its media player is shipped by default with
    Windows XP and so it is the default media player
    for most media types in XP
  • It does not however support the RealNetworks
    codecs and so is unable to play most RealNetworks
    streams
  • It also has limited support for the MP3 format

17
Windows Media Player, (WMP)
18
Server Side
  • Encoding
  • Windows Media Encoder
  • Power Point add In for Interactive media
  • Windows Media Extentions
  • Free (ish!)
  • 319 to 4,000
  • Reviews suggest that although feature rich and
    cheap, its not so reliable or stable
  • Unlike solutions from Apple and RealNetworks,
    which are cross platform, Windows streaming
    server only works on Windows servers

19
Apple
  • Apple were also media pioneers, shipping their
    first Media player for the Mac in 1992
  • Now regarded as a niche player with just 4
    percent of at-home computer owners using
    QuickTime
  • Partnerships
  • QuickTime Player
  • QuickTime Plus for encoding content and the
    Darwin streaming media server.

20
QuickTime Player
21
Server Side
  • QuickTime Plus encodes content
  • Darwin
  • Cross Platform
  • Open Source
  • Based on RTP/RTSP
  • Apple strategy seems to be to urge the industry
    to develop common standards for the streaming
    video and audio in particular in relation to
    wireless Internet applications and television
    set-top boxes.

22
Which format will survive?
  • The company that wins the biggest share of the
    streaming media market also wins the various
    add-on devices, palm pilots, set top boxes etc.
  • Annual revenues of more than 7 billion by 2005
  • Apples QuickTime
  • Apples Open Source, standards based strategy
  • Loyal following amongst Mac users
  • A shift towards watching streaming media on
    devices other than PCs, (such as set-top boxes,
    PDAs etc)
  • Score badly in reviews
  • Less media is available in the QuickTime format,
    which means that users are less likely to
    consider QuickTime as a media player.
  • RealNetworks and others are also poaching content

23
Which format will survive?
  • RealNetworks
  • Currently have the advantage on Microsoft.
  • They are the streaming media pioneers with a
    track record of growth and diversification.
  • Content partnerships with AOL Time Warner,
    Bertelsman and EMI Group
  • Technical partnerships with network hardware
    leader Cisco (Mohney 2001).
  • Diversified from focusing on streaming media to
    content management, content provision, games,
    Internet media commerce, network infrastructure.
  • They also have brand recognition and loyalty,
    having been the main company in the streaming
    media space for several years.

24
Which format will survive?
  • RealNetworks (Continued)
  • RealNetworks is feeling the squeeze from their
    main rival Microsoft.
  • On July 26 of this year, Real laid off 15 of its
    workforce.
  • Also slackening demand for RealNetworks servers
    and a falloff in advertising on its Web sites
    have caused revenues to slide 24 since the same
    time in 2000 (Greene, 2001).
  • Microsoft
  • Regarded as technically inferior by some (Covell,
    2001)
  • Its media player will be installed by default on
    every PC running Windows XP
  • Its server is free may be enough for Microsofts
    technologies to gain the dominant position
    (Greene, 2001).
  • Over 3000 broadcasters use Windows Media

25
Where it is and where its all going...
  • The market is in its infancy compared to how big
    it will be in five years time
  • Issues which must be overcome for mass adoption
  • The dot com crash
  • Availability of high speed networks
  • The need to develop effective mechanisms and
    practices to protect content
  • Need to ensure that effective compensation is
    arranged for the owners/broadcasters of media
  • Internet users reluctance to pay for service
  • Most people still regard their PCs and
    televisions as having different functions.

26
5 years time?
  • Infrastructure capabilities will be
    significantly more fully developed in five years,
    creating the backbone required for programmers to
    truly provide streaming media capabilities
  • Marty Yudkovitz, president, NBC Digital Media
  • But penetration on the TV and in other
    convenient forms will still be in the growth
    phase, and a good percentage of homes will still
    not be able to receive streaming media
  • Marty Yudkovitz, president, NBC Digital Media
  • Five years down the road is there will be a
    battle between the TV and PC for control of the
    video environment. I think shows will
    increasingly be streamed or downloaded-some onto
    the TV, some onto the PC. People will want to
    watch what they want when they want.
  • Phil Leigh, vice president digital media, Raymond
    James Associates.

27
5 years time?
  • Product placement will become integrated into TV
    shows since viewers will skip most commercials.
    What program originators will have to do is
    feature products during shows, and TV will become
    interactive.
  • Phil Leigh, vice president digital media, Raymond
    James Associates
  • The consumer is going to have a massive
    selection process in front of them, with current
    content and archived content and a massive amount
    of choices to make. The consumer will have the
    power to program what they are going to see when
    they are going to see it.
  • Howard Meltzer, chief operating officer for the
    new media division of World Wrestling Federation
    Entertainment
  • The legal issues that make streaming difficult,
    such as fees and rights, will be clarified within
    five years. In five years, the set-top box will
    enable a simultaneous broadcast and streaming
    viewing experience, possibly through a stream
    offered concurrently in a separate window
  • Erik Flannigan, senior vice president,
    entertainment verticals for Walt Disney Internet
    Group

28
5 years time?
  • Every television content provider will have a
    streaming strategy for the digital delivery of
    content. Every business will have to take the
    Internet into account.
  • Ravin Agrawal, partner, EastWest VentureGroup

29
Conclusions
  • Streaming media has reached a level of maturity
  • It has a relatively high level of usage and users
    are increasingly reaping it benefits.
  • Much of the technology and infrastructure
    required for mass adoption of the technology will
    fall into place in the coming years.
  • By 2005, business-to-consumer audio and video
    streaming is expected to generate annual revenues
    of more than 7 billion (Mayer et al, 2001).
  • Sony will begin offering as many as 100 movie
    titles streamed over the Internet this autumn, at
    the cost of a cassette at video stores (Ault,
    2001).
  • Many of the worlds broadcasters now stream their
    conventional broadcasts over the Internet.
  • Corporate use of streaming technology is on the
    increase.
  • Streaming media is becoming mainstream.
Write a Comment
User Comments (0)
About PowerShow.com