Content Ecosystem Archive

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MSOs May Give UltraViolet Early Traction

Brad Hunt, president, Digital Media Directions

Brad Hunt, president, Digital Media Directions

May 26, 2011 – New strategies taking shape among cable MSOs looking to benefit from the soon-to-launch UltraViolet platform could add much-needed marketing clout to the Hollywood-backed approach to selling movies electronically.

Operators aren’t speaking publicly about their intentions, but conversations with industry figures point to mounting conviction that UltraViolet represents a way for cable companies to include support for buying and accessing movies as a complement to an ever-more-buoyant VOD rental business and a boost to nascent TV Everywhere (TVE) strategies. “There’s a lot of discussion among UltraViolet stakeholders about the role of service providers,” says Brad Hunt, president, Digital Media Directions, LLC, a consulting firm with close ties to the Digital Entertainment Content Ecosystem consortium that’s spearheading UltraViolet.

UltraViolet provides an authentication service and account management system that allows consumers to access content from multiple registered devices over multiple service outlets operating on broadband and mobile networks. Once they have an UltraViolet account, consumers can purchase any content from an UltraViolet supplier with assurance they’ll be able to access it wherever they are.

As explained by Hunt and others, cable operators and other providers of subscription TV services will be able to acquire licenses from individual consortium members that allow them to stream movies and TV shows to subscribers who are authenticated as owners of that content in their accounts on the UltraViolet Digital Rights Locker. DECE is providing an open API (application programming interface) that allows any Web-enabled storefront or service to integrate access to the digital rights locker into its own consumer offering.

This would add to the convenience of ownership for cable subscribers, compared to UltraViolet members who don’t have access to such services. For the cable service subscribers there would be no requirement that end devices be equipped to work with the UltraViolet file format or UltraViolet-certified digital rights management (DRM) systems, so long as the operator’s conditional access or DRM system meets content suppliers’ protection requirements.

This opens a path for subscribers who don’t own Blu-ray players to access high-quality HD versions of their purchased content on their TV sets. And it would allow those subscribers to access content on devices served by the operator’s TVE platform, whether or not those devices were UltraViolet certified.

Moreover, the ability of cable subscribers to stream content they own that’s hosted on MSO servers overcomes the absence of a universal streaming profile within the UltraViolet format.  In the initial going the UltraViolet format will support progressive downloads to devices in a uniform manner but leaves it up to each distributor to stream in whatever streaming format is supported by the targeted device. Cable operators and other big distributors are equipping themselves to accommodate the chaotic streaming environment.

As with all concepts that look good conceptually, the question comes down to what the licensing terms will be. “We see some real upside for us,” says a senior cable executive, speaking on background. “But the benefits to the studios, given their need to push UltraViolet as the universal EST (electronic sell-through) platform, are potentially much greater when you look at where they’re at coming out of the starting gate. So it comes down to what’s our piece if we’re going to put our marketing muscle behind it?”

On the other hand, cable might need the UltraViolet tie-in more than some people realize, given the growing competition from Web-based movies services. Netflix is gaining access to earlier release content in deals with various providers. Amazon through its Instant Video service gives users multi-device streaming access to movies or TV shows they buy or rent. Google’s YouTube is reported by the Wall Street Journal to be negotiating with studios to expand its on-demand play with newer movies.

By helping to drive consumer adoption of the single-account concept and greatly expanding the convenience of cable subscribers’ access to their UltraViolet purchases, cable operators would be creating a value-add that raises the bar against these other players. The real question for all sides is just how much value will users see in the ability to buy content over EST outlets when rental release windows are getting ever shorter and no one knows whether the habit of building personal video libraries will transfer to the non-physical realm of a cloud-based library.

DECE, which has not announced a launch date for UltraViolet other than to say it will be midyear, will market UltraViolet-labeled movies and TV shows for purchase through affiliated retail outlets, Web sites and kiosks. The studios are counting on the single-account convenience and multi-device accessibility to cloud-stored content to reinvigorate digital sales in the wake of the slowdown in DVD purchases, which in 2010 grew at an anemic rate of 30 percent compared to 130 percent in 2008. And 2011 is looking worse with the Digital Entertainment Group reporting that first quarter sales of home entertainment packaged goods such as DVDs and CDs, at $2.08 billion, were down 20 percent from a year earlier.

Retailers, who hope to leverage UltraViolet to help breathe new life into Blu-ray player sales as well as to add incentives to connected device purchases, are seen as key to getting consumers engaged with the EST concept. One possibility would entail offerings of free movie disks tied to UltraViolet accounts with Blu-ray player purchases. The pitch will be that the buyer and up to five other family members who are part of the buyer’s household account can access the movies on any UltraViolet-certified device.

But because they’ll only be able to purchase and obtain the content for local storage from the cloud via progressive download, they won’t be able to purchase and download content on storage-deprived connected TVs, notes Albhy Galuten, vice president for digital media strategy at Sony Network Entertainment “Connected TVs work with streaming but not download,” Galuten says. “Smartphones, gaming platforms, PCs – they’re all capable of receiving UltraViolet content.” Of course, users will be able to stream the content to connected TVs once they have purchased the content in conjunction with a distributor providing cloud storage support.

But, whatever the device, the timing on when users can make direct purchases for downloads will depend on whether devices are equipped to adapt to the UltraViolet file format via software downloads or will have to be adjusted at the factory. “There are not a lot of devices that can play that file,” Hunt notes. That includes Blu-ray players.

The picture should start to change in 2012, says Wendy Aylsworth, senior vice president of technology at Warner Bros. “There’s a wide array of manufacturers who are getting ready to produce devices,” Aylsworth says, “Our hope is that by early next year they will start rolling out, but it will take some time.”

In trying to build the EST business studios have insisted that UltraViolet be a platform for purchases, not rentals, although, as previously reported (January, p. 1), rental models appear to be inevitable. “EST is only one model of many,” Galuten says. In fact, he notes, advertising and subscriptions as well as rentals should be seen as important revenue drivers for the platform. “As DECE rolls out it should be possible to increase its value, whether by advertising, rentals or subscription models,” he says.

But, with release windows into the electronic rental market shrinking, the studios have to be careful with any rental strategies on UltraViolet if they want to generate EST revenues, Aylsworth says. “Availability of content becomes a strategic notion,” she says. “You purchase content that’s not readily available because you care enough about it if that’s the only way to get it.”

There’s a lot of disagreement on that point. Many people argue that people frequently collect movies because they’ve had a chance to see them and want to own them. “I don’t think everything is going to move to streaming and that ownership and local storage goes away,” says Brad Hunt. But, he adds, it would make sense to support a “rent-to-own” model on UltraViolet.

“Rent to own is not being pursued right now,” Hunt says. “But maybe it’s something to think about. Studios have the challenge of getting people to buy. People are used to renting through VOD and Netflix.”

A rent-to-own model would leverage the electronic distribution for rental viewing at a price matched to the release window while encouraging people to purchase the disc for storage in their libraries, possibly at an incremental charge that would be lower than a straight purchase without the rental. UltraViolet would give buyers the opportunity to continue accessing the purchased movie through the cloud, but owning the actual disc is likely to be an important component to EST success.

“We need to get to encouraging collecting,” Hunt says. “The virtual world of files is not very satisfying next to owning a movie library. Rent-to-own might be one way to move people back to buying movies.”

With Disney, Apple and Amazon conspicuously absent from UlraViolet and each of the DECE studios mindful of their need to support other outlets such as Amazon and Netflix the time is ripe to get consumers acclimated to the advantages of UltraViolet. But the challenges to doing so quickly are obviously not trivial.

For example, getting streaming up and running would seem to be a logical thing to do, as noted by Galuten. “It hasn’t been publicly stated, but a reasonable person could suppose that DECE will be addressing the issues of streaming to a broad swath of devices,” he says.

But, says Hunt, it’s not a trivial step given the fact that streaming wasn’t accounted for in the initial format development effort. “It could pose problems,” he says.

The fact that streaming access can be enabled by partners like cable operators who obtain licenses to stream from their own platforms could be a major stopgap in the effort to gain greater penetration for UltraViolet. The same goes for the fact that, with VOD offering rental opportunities, cable operators could market a purchase option as a follow-up to rentals, overcoming the absence of a rent-to-buy option in the current UltraViolet business model. This could be an especially strong option for viewers of the Home Premium early-release service which cable operators will be rolling out in the months ahead.

Clearly, with Comcast, CableLabs and Cox among the 60 plus members of DECE, the stage is set for some measure of cable involvement. “We definitely see the advantages of the convenience we can provide our subscribers through UltraViolet,” says the cable executive quoted earlier.

Along with the immediate business benefits to operators, there’s a big technical gain to be had for their TVE strategies if the UltraViolet format gains traction in the device world. That eventuality would help operators overcome the costs and hassles of providing content protection in all the incompatible modes now required to serve different brands and generations of devices, says Marty Roberts, vice president of sales and marketing at thePlatform, the Comcast unit that’s deeply involved in supporting TVE service development.

“The hope on the horizon is what will happen if we see traction with UltraViolet,” he says. “They’ve mandated that everything move to a common file and encryption format. If everyone uses a common encryption format we’ll all get to a better place where DRMs are competing on their merits rather than on which devices they’re compatible with.”

The real measures people should be looking for in weighing DRMs are things like how many licenses they can offer per second, how they handle multiple tenant scenarios, their ability to cover points of unencrypted content exposure on different device architectures, how they take care of protecting metadata and subscriber authentication information that’s stored on devices, etc. “We’re really excited about the promise of UltraViolet,” Roberts says.

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Multi-Device Streaming Software Enhanced to Drive Monetization

Dave Stubenvoll, CEO & co-founder, Wowza Media Systems

Dave Stubenvoll, CEO & co-founder, Wowza Media Systems

May 5, 2011 – In a move that could considerably alter cost calculations for distributing premium content over the Internet, Wowza Media Systems is putting key monetizing mechanisms into play on its multi-device streaming platform, including content protection from Verimatrix.

Wowza has made great strides as the supplier of a software system that allows distributors to stream video to a wide range of disparate device clients from a single file, obviating the need for managing different files for each streaming mode. With over 70,000 licensees in entertainment, social media, advertising, enterprise, education and other segments worldwide, the supplier has been especially successful with content delivery network (CDN) operators, a large number of which have implemented the Wowza software on their servers to support multi-device streaming from a single file stored in any cache location.

Now, says James Hart, vice president of sales and marketing at CDN supplier Mirror Image, the support for advanced digital rights management and other capabilities to be implemented as add-ons with release of Wowza Media Server 3 open new business opportunities for his company. The new platform “will help us create and monetize new services while further boosting our competitive position,” he says.

Other software add-ons to be made available with release of the upgraded platform in Q3 include a transcoder module and a component supporting network DVR. Together, the enhancements provide solutions and revenue-generating services for an ever-growing number of destinations, says Wowza CMO Alex Dobrushin. These include Flash- and Silverlight-capable computers, tablets, phones, set-top boxes, media players, and game consoles; Apple iPhone/iPad and other HLS-capable devices such as Apple TV with AirPlay , ROKU media players, and Internet-connected TVs like Samsung, Smart TV, and Google TV-powered sets.

The transcoder, running on commodity hardware with the media server, transforms incoming live streams from multiple sources, such as encoders, IP cameras, IPTV headends and other live sources for distribution in H.264 mode to devices in whatever streaming format they are designed to support, Dobrushin explains. These include Flash RTMP and HTTP Dynamic Streaming, Apple HLS, and Silverlight Smooth Streaming.

“Wowza Transcoder can also be used for non-adaptive streaming using any transport protocol supported by Wowza Media Server 3, including RTMP, RTSP/RTP, MPEG-TS, and HTTP,” he says. Like the other add-ons, the transcoder is licensed at additional cost.

“Customers can pre-build their adaptive streaming profiles for Web, IPTV and mobile with a lot of hooks that allow them to create their own bit rates or resolutions beyond the default profiles,” he adds. “At the simplest operational level people can simply point and click on the user interface to create the profile, or, at the expert level, they can tune everything to their own requirements.”

The network DVR module is a live stream cache that stores content in a normalized format accessible to Wowza Media Server 3 for any-screen playout. Compared to client-specific nDVR implementations, Wowza Network DVR significantly reduces cost by minimizing network storage requirements and simplifying the delivery workflow for all screens, Dobrushin notes.

“Customers have been asking for this,” he says. “There were challenges for us to make it available. You can have the same DVR capability on the TV, mobile and PC. That includes trick-play features such as live-stream pause, rewind and resume as well as the ability to set the time for automatically recording future programming. Operators can offer this as a premium feature or give it away. These kinds of capabilities are realigning how providers think about their business models.”

The DRM add-on using the VCAS technology supplied by Verimatrix is designed to work with HLS but, at this point, not the other streaming modes. “Partnering with Verimatrix enables us to offer a best-of-breed solution to our customers who need studio-approved security for delivery of premium content,” says Wowza CEO and co-founder Dave Stubenvoll. The security will cover a wide range of devices, including set-top boxes (STBs), connected TVs, iPhones, iPads, and Android tablets, Stubenvoll says.

“Wowza brings a unique set of capabilities to bear on the challenges of real-time video transcoding and delivery,” observes Steve Oetegenn, chief sales and marketing officer at Verimatrix. “Because Wowza’s implementation of standard HLS protocol is extremely robust, integration with the VCAS key management solution was straightforward.”

HLS, the most widely used adaptive streaming format, is incompatible with Smooth and Adobe’s formats. However, Verimatrix is deeply involved with the MPEG Dynamic Adaptive Streaming over HTTP (DASH) initiative, which is rapidly progressing toward standardization of a means of streaming to HLS and Smooth clients from a single file. This would extend the implementation of VCAS into Smooth.

There’s worldwide demand for the means to stream premium content over the Internet, Dobrushnin notes. He names Vivendi, owner of France pay TV network Canal+, as a case in point. “Canal+ says they want to deliver their content over the top, which requires robust security,” he says. “We have many OTT customers in Europe, Latin America and Eastern Europe who want to offer premium content.”

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Orchestrated Clouds May Open Fast Track to Multi-Screen TV

Jake Winett, global industry manager, media & entertainment, Microsoft  Communications Sector

Jake Winett, global industry manager, media & entertainment, Microsoft Communications Sector

May 6, 2011 – Call it the cloud of clouds. A growing number of vendors are offering their technologies from the cloud as part of a Microsoft-orchestrated ecosystem that could accelerate the pace of development across the video services landscape.

While many entities provide turnkey support for Web publishing on a cloud or hosted basis, the new orchestrated cloud environment promoted by Microsoft creates a way for each content distributor to mix and match remotely hosted applications in whatever ways they choose. The goal is to facilitate all facets of asset management and distribution for multi-screen operations, whether for positioning content on the Web or supplying it on a pristine “contribution” basis from broadcast post-production to service providers’ headends.

It’s not about moving everything to the cloud, at least not yet, say proponents. Instead, partners in the endeavor want to make it possible for content suppliers to leverage the cloud-based applications as seamless extensions of in-house processes, allowing them to maintain existing workflows and modes of operation while expanding to much greater storage volumes and wider reach without incurring massive capital costs.

For example, Digital Rapids has developed an application foundation, the Kayak Cloud, to be used in conjunction with the forthcoming 2.0 release of its Transcode Manager to seamlessly integrate on-premises and cloud-based media processing. The cloud transcoding support running on Azure enables on-demand, elastic resource expansion without the capital costs and operational hassles of adding local physical systems, says Digital Rapids president Brick Eksten.

“The rapid growth of revenue-expanding, multi-screen distribution opportunities and the exploding volume of available content are driving fundamental shifts in the way media enterprises approach their content processing workflows,” Eksten says. “They don’t want to be mired in deployment and capex issues. If they can burst into the cloud where costs are predictive and turnaround is predictive, they can move their focus out of engineering forecasting and into the hands of financial accountability.”

“If you think about the expansion of digital content, by 2020 it’s projected that the digital entertainment universe will be something in the magnitude of 20 million pedabytes of content,” notes Jake Winett, global industry manager for media and entertainment at Microsoft Communications Sector. “To think about how you’re going to store on premise spinning discs that amount of content even if you break it across the different companies, the ROI isn’t there. It becomes this digital dilemma of the more IT I’m having to maintain on premise, the less I’m able to innovate and adapt and change to the market.”

As a result, this is an opportune moment to step up the cloud initiative, Winett asserts. “Some of the analyst research that has come out shows that M&E as an industry is moving more quickly to the cloud than other industries, compared against retail, manufacturing and others,” he says.

What’s needed is the coherence and consistency of cloud-based operations that this kind of ecosystem brings to the market, says Randy Levine, senior vice president for digital partnerships at iStreamPlanet, a supplier of Web publishing services. “There’s been a lot of cloud speak about it’s easy to scale up and down in plug-and-play mode, but the pain point has been to get all the functions that go into what we do up and running together,” Levine says. “It’s easier to plug together processes working with the partners in this ecosystem.”

Needless to say, the message behind the advantages of cloud-based operations wasn’t well served with the Northern Virginia data center outage that Amazon’s cloud-computing service suffered on April 21. But the event actually served as a vindication of sorts for the cloud paradigm insofar as users of the service like Netflix and other big enterprises who fully engaged the redundancy architecture of the Amazon EC2 service had no problems. It was the smaller startups who failed to purchase the redundancy capabilities who were hit with malfunctions.

While, generally speaking, “cloud adoption at the enterprise level has been slow,” the situation is about to change, asserts Robert Brown, senior vice president for cloud solutions at Signiant, which provides support for content supply chain management. “We’re seeing a tremendous amount of activity. Microsoft is pounding the message that we now have the operations support, the SLAs (service level agreements) and all the things you need to support enterprise-class operations. We see our business model and other software suppliers going from perpetual license agreements to cloud-based engagements.”

Brown notes the moves on the part of Microsoft’s own Xbox and Zune (portable media player) businesses to Azure-based cloud operations offer a case in point. “Xbox and Zune are moving thousands of terabytes of content into Azure-based storage,” he says. “This isn’t about in-house loyalty. They’re not about to put their businesses at risk with anybody, including Microsoft Communications Sector.”

At the NAB Show in April Microsoft entertained a bevy of ecosystem partners in its booth, all of whom are providing various functionalities related to content management and distribution on a hosted basis employing Microsoft’s Azure cloud-support platform as the underlying template. Winett describes Azure as” a highly scalable, highly elastic mobile computing platform that allows media companies to use applications from our partners in a utility fashion.”

The strategy also opens many Microsoft assets to cloud access, not as fixed features but as options which are available to those who want to use them. These include the company’s massive storage infrastructure, content delivery network, Play Ready digital rights management system, Sequel data base server and Silverlight browser plug-in application framework.

Having the Microsoft Azure ecosystem to rely on helps immensely with the effort to persuade customers that they can tap into the Digital Rapids cloud-based transcoding system with assurance their other needs for operating efficiently in the cloud will be addressed as well, Eksten says. “One of the things that makes Azure unique is they also have storage as a component,” he notes. “Amazon does as well, but Microsoft has massive capacity and is doing backup with data centers 500 to 2,000 miles apart around the globe. And they’re bringing Sequel as a service. So now there’s a platform that operates as a service with CDN, bandwidth, storage and compute cycles all under one umbrella.”

Some of Microsoft’s Azure ecosystem partners have been operating cloud-based services for some time, including Origin Digital, a unit of Accenture that supports IP broadcasting, and Signiant. In Signiant’s case it’s been about “standing up” private clouds run by each customer and, more recently, moving to semi-private clouds shared by more than one customer, Brown says.

“We work with big media companies to help manage accelerated movement of digital content in the post-production phase, which includes transcoding, rendering and delivering files,” he explains. “The next extension is into the public cloud as in the case with Microsoft.”

In Origin’s case, “our business has been about the cloud since 1997 [when the firm was founded as Live on Line],” says Darey Lorincz, CEO at Origin, which does a lot of its business with sports outlets seeking global reach over the Internet. Prior to acquiring what is now Origin, Accenture said it could reach clients anywhere, he notes, but that was hard to do on a global basis.

“Our reach is real now,” he says. “That’s the province of Azure. Our business is completely elastic where our customers can turn resources up and down any time. If somebody in Singapore says they need encoding nodes, they don’t have to stand it up. This kind of elasticity is creating business models overnight.”

But, industry wide, “the uptake of the cloud won’t be overnight,” notes Digital Rapids’ Eksten. “There’s a lot of dogma around the traditional ways of doing things. But everyone faces the challenge of keeping up with demand. Transcoding, storing and moving digital files over the network, managing all the metadata – it’s increasingly difficult to keep pace without taking on a lot of risk and spending money to build up infrastructure.”

Digital Rapids has been working a long time to build the Kayak Cloud foundation, which Eksten describes as “the whole backend that facilitates publishing on a large scale with consistency and the means to control costs. Part of it is new finance models that allow people to subscribe to our technology, and part of it is the way we’ll mange deployments in a seamless way. We’ve built something groundbreaking, because we’ve removed the entire concept of a software install. Everything is automated.”

All kinds of content distributors can benefit from the capabilities to be introduced with Transcode Manager 2.0, he says, noting the software will be released in the second half of the year. “If we’ve done all the right work up front and solved the dynamics and how to onramp people into the system, it doesn’t matter whether the customer is small or large,” he asserts.

“But the biggest operators are the ones who need the most help in terms of being able to scale,” he adds. “If you look across those organizations and look at how the business is broken up with respect to traditional and next-generation ways of doing things, the next-gen operations are still the smaller component. If we can help them move quicker with the resources they have, they will be able to build their businesses faster.”

Digital Rapids and the other players in the Azure program are focusing on the sweet spot in cloud services, knowing media companies and service providers are not about to give up hands-on control of their operations. “It’s going to start with an evolutionary process,” says Microsoft’s Winett. “Media companies have made significant investments in on-premise technologies and applications. They’re not going to folklift that and throw it out the door tomorrow.”

As a result, “our partners are designing their cloud applications in a way that gives transparency to the operators and the end customers who use those applications so there’s not a consciousness of, okay, now I have to go to the cloud,” he continues. “The application has the intelligence to know when you’ve reached your peak utilization on premise, you can burst into the cloud based on the thresholds you’ve assigned. You have control over what’s going to the cloud and what’s not.”

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Adobe to Enable Live Broadcasts In Flash to Reach Apple Devices

Kevin Towes, senior product manager, Adobe Flash Media Server

Kevin Towes, senior product manager, Adobe Flash Media Server

May 5, 2011 – Adobe has taken an important step toward enabling delivery of Flash-based video to Apple devices just as the MPEG community at large is acting to eliminate incompatibilities between the streaming modes employed by Microsoft and Apple in what is known as the DASH initiative.
 
As described by Kevin Towes, senior product manager for Adobe Flash Media Server, the firm is planning to streamline the workflow for live broadcasts in Flash by enabling distribution to devices that employ Apple’s HTTP Live Streaming (HLS). While the Adobe Hypertext Transfer Protocol-based adaptive streaming system known as HTTP Dynamic Streaming (HDS) and HLS both use H.264 encoding, the incompatibility occurs because HLS employs the MPEG2 Transport Stream file container and HDS uses MPEG4-fragments (F4F) to encapsulate the video “chunks” or segments of a file that are delivered at various bit rates by adaptive streaming mechanisms.

Adobe offered a preview of the expanded capabilities at the NAB Show in April. “The biggest story I’ve seen at NAB is the ability to transition from thinking of Flash as a Web delivery platform to a broadcast platform – a broadcast platform with multiple different screen types that include Flash and some that don’t include Flash,” Towes said. “And so our job is to try to make it as easy as possible for content publishes and broadcasters to really make the money at video, delivering video, lowering their workflow costs and really reaching the audience on whatever screen they want to.”

“The sneak peak we’re showing here at the show is our first innovations around live,” he added. “It’s really a nice thing to show that single workflow, and something we continue to invest in is simplifying the workflow for publishers no matter what kind of content they have.”

Towes stressed the emphasis right now is on supporting multiple stream modes for live broadcast. “We’ve not made any announcements around video on demand packaging for HLS or Apple streaming,” he said. “What we’re showing here is how a vision of a workflow could be with a single live stream.”

Pressed on the fact that, having done it for live, Adobe could apply the same technology to making Web-based Flash content delivered via HDS compatible with HLS, Towes replied, “We’ve not made any announcements around video on demand packaging for HLS or Apple streaming. What we’re showing here is how a vision of a workflow could be with a single live stream.”

Adobe’s move comes amid an industry-wide push for greater interoperability in the distribution of video across all types of devices. Most notably, the ISO is spearheading DASH (Dynamic Adaptive Streaming over HTTP) as a nascent standard that has now reached committee draft status for purposes of systematizing an approach to H.264-based adaptive streaming that works with both the MPEG2 TS and the F4F container formats. Here the emphasis has been on overcoming the incompatibilities between HLS and Microsoft’s Smooth, which, like Adobe’s HDS, uses F4F. But, so far at least, the nuances that distinguish HDS from either of the other two dominant streaming modes remain outside the scope of the DASH initiative.

At the same time, despite the trend toward harmonization, there’s a move in the opposite direction driven by Google with its embrace of an alternative codec to H.264 in what is known as the WebM initiative. Last year Google acquired encoding technology supplier On2 and now has made that entity’s latest codec, VP8, available on an open-source basis, which will allow developers to avoid the royalty payments required with use of H.264.

While YouTube continues to use Flash, in both the earlier iterations that employ VP2 compression supplied by On2 and more recent versions using H.264, Google says it will no longer support H.264 in its Chrome browser. Along with VP8 for video, WebM employs another open-source codec, Vorbis, for audio.

While Google’s move may be disruptive to peace and harmony in Web video publishing, the WebM initiative is very much in stride with the diversity that has make the Internet a fountainhead for innovation. As such it is welcomed in many quarters, although questions have been raised as to whether Google can deliver on its promise that VP8 will be royalty free, given the range of entities with intellectual property claims on virtually any type of compression.

Adobe, for one, welcomes the WebM initiative. “We’re excited about WebM,” Towes said. “The spirit of open source means that you’re going to have more devices, more technologies able to encode, capture, decode and render video using different formats.”

H.264 is clearly the standard that dominates, he noted. “When your mobile phone or your tablet is accessing video, that’s really where the hardware decoding needs to happen,” he said.

But supporting multiple codecs is already a given with Adobe, he added. “Adobe continues to support a broad variety of video codecs like VP6, Sorensen and H.264 and is committed to supporting VP8 in a future version of Flash Player, to ensure consistent playback of rich content across platforms, Web browsers and devices,” he said.

Asked whether he sees momentum building around WebM, he replied, “Absolutely. I think even Google’s announcement with Chrome to focus on WebM and not H.264 is a signal that Google is very interested in driving that open-source platform. And Adobe is right there with them. Flash is running on the Google Android devices, and we feel very strong about the open-source community.”

But that doesn’t mean it will be a simple matter of tweaking software to accommodate VP8 and Vorbis. Asked how big a deal it will be to get WebM into devices, Towes said, “It’s absolutely a big deal. It’s a big deal when we start seeing video played on tablets, and mobile phones and iPads and TVs.

“It’s funny,” he continued. “The bigger the screen, the less power in the screen. We have a 46-inch Samsung TV here that does not have a lot of CPU power. So the only way you’re going to render a 1080p video is through hardware. Today, Flash Player takes advantage of hardware acceleration to deliver smooth, efficient playback of HD video. For WebM to be successful on mobile devices, I think hardware decoding will be very important.”

That said, it’s clear the trend toward overcoming disparities across streaming modes promises to ease the costs and hassles of IP-based video operations in the future. For providers who look on use of IP technology as the key to enabling revenue-driving services in the managed as well as unmanaged domains, this is good news.

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3DTV Advances with Progress On Health & Production Issues

Pierre Routhier, VP, 3D product strategy & business development, Technicolor

Pierre Routhier, VP, 3D product strategy & business development, Technicolor

May 6, 2011 – Amid much publicity about the purported loss of momentum for 3DTV, the blocking and tackling essential to making the new home viewing experience a reality is progressing at a steady pace across the globe.
 
New developments promising more efficient production, a shift by manufacturers to displays that allow use of low-cost passive glasses and a growing commitment to understanding and doing what it takes to make viewing 3DTV a pleasant experience are moving things in the right direction. But there’s a long way to go.

Experts in the field characterize the euphoric expectations that hit the industry in the wake of the 3DTV ballyhoo at the 2010 CES as a reflection of widespread ignorance about what it really takes to make 3DTV viable for mass consumption. “Whatever gave people the idea this would happen overnight?” asks Steve Schklair, CEO of 3ality Digital, a leading provider of 3D production equipment.

“I’m encouraged by how sales of 3D TV sets are going,” Schklair says. “If you look at the trend from mono to color, it took many years. Look at the shift from SD to HD. We’re still shooting in SD. In the first year there have been millions of 3D TV sets sold. That’s a big deal.”

Interestingly, in the U.K., where BSkyB has been offering a mix of movies, entertainment and sports on a 14-hour daily schedule since October, sales of 3D sets have been brisk. In April, the U.K.’s Daily Mail Reporter noted that one of Britain’s largest outlets, Dixons, said one in three sets it was selling were 3D capable while another outlet, John Lewis, reported 15 percent of sets sold were 3D TVs.

“Some people were over enthusiastic, maybe underestimating work that needs to be done to make this a sustainable business,” says Pierre Routhier, vice president for 3D product strategy and business development at Technicolor. “We’re still in the first phases. We have our first phase of TVs. We’re already starting to see passive TVs, which in my eyes is a good thing. But there’s also a whole infrastructure behind delivering 3D content to the TV that needs to catch up and get up to speed. I think we’re pretty much where we should be at this point.”

The BSkyB Advantage

The ubiquitous presence of a unified, one-entity controlled infrastructure is one big reason 3D has taken off quickly in the U.K., notes Schklair. “Nobody in this country owns the entire industry like BskyB does,” he says. “They don’t have to deal with third-party CPE suppliers. They deliver services to a lot of pubs where the public was able to gain early exposure to 3D.”

The 3D liftoff in the U.S. has been slower in terms of market penetration with another satellite provider, DirecTV, leading the way, albeit with a proportionately much smaller footprint relative to total households. BSkyB is viewed by 10.15 million subscribers or about 40 percent of the U.K. TV household market while DirecTV, with 19.2 million subscribers, has a 17 percent market penetration.
DirecTV features a mix of its own 3D programming in linear and on-demand modes along with 3net, the joint venture of Sony Corporation, Discovery Communications and IMAX, and ESPN’s 3D channel. Among cable MSOs Comcast has taken the most aggressive step with the launch of its own 3D channel, Xfinity 3D, along with ESPN 3D and VOD offerings. Other cable companies are offering 3D movies on demand and ESPN 3D in some markets.

BSkyB’s market presence serves as a filter against the airing of poor quality 3D content, which is of increasing concern as the industry seeks to build an audience for 3DTV worldwide. “BSkyB is one of the first companies to set strict guidelines,” notes Technicolor’s Routhier. “They’re saying, ‘We’re going to be the first to put 3D on the air, but we’re not just going to show anything. We’re going to make sure our customers have a comfortable, pleasant viewing experience.’”

Such guidelines pertain to a complex array of parameters that make the TV display of 3D a much greater challenge than theatrical showings. “It’s in terms of how many pixels out of the screen or inside the screen are allowable; how many pixels of degradation are allowable between left and right, for example, in vertical or rotational alignment; how much difference in color is allowable,” Routhier says. Ensuring a good experience also entails “making sure when you add 3D elements like titles or captions that they’re in the proper 3D space, that they’re not in conflict with our 2D understanding of the scene.”

But even with such guidelines in play, after seven months of 3D operations Sky finds itself responding to complaints of ill effects, according to British press reports. In a story on April 21 headlined “Viewers complain Sky 3D makes them feel sick,” the Daily Mirror said Sky had commissioned a study by Newcastle University to look into claims that some viewers were feeling dizzy and suffering from headaches and double vision after watching 3DTV.

In a statement responding to such reports, Sky said, “We are conducting research into 3D, as we do regularly with our products and services to make sure they best match the demands and behaviours of our customers. The response we’ve had from Sky 3D homes so far has been overwhelmingly positive, but we’re keen to understand how different types of content, the viewing ¬environment and the various 3D TV screens affect the overall experience.”

Learning about Health Issues

Indeed, says Routhier, inquiries into the health effects of viewing 3D are now a key part of the effort to create a solid foundation for 3DTV. “There are lots of studies on the health effects of 3D, which has a lot of people concerned,” he notes. “So it’s good that we have a deep scientific analysis and a breadth of knowledge to reassure not only the early adopters but the second wave of users who might be somewhat reluctant because they heard 3D might be painful or create issues.”

Clearly, there’s a need for more information. Nintendo made headlines last year when it warned that children under six should not use the firm’s new portable 3DS game player. But in early January the American Optometric Association issued a statement saying moderate use of 3DS players by children with normally developing eyesight should not be a problem. Instead, AOA said, parents can learn from a child’s use of the 3DS whether there may be abnormalities in vision development that wouldn’t be picked up by the usual eye tests.

AOA reports that up to 56 percent of the three to nine million people in the U.S. who are living with binocular vision problems could have trouble viewing 3D. As described by AOA, binocular vision is the ability to align and focus both eyes accurately on an object in the real world and then combine the visual images from each eye into a single, clear three-dimensional perception. The organization says symptoms indicating a potential problem viewing images in 3D can vary, but some common symptoms include headaches, blurred vision, nausea and dizziness.

But there’s more to creating a comfortable experience than simply identifying and shielding the relative handful of people who have binocular vision issues from the bad side effects. In general, there’s a wide variation among people as to how their eyes deal with the process of resolving the images from both eyes into a single picture in the mind.

When it comes to how this impacts viewers’ experience of 3D, it turns out that in theatrical films that use stereoscopic imaging to create the 3D illusion about 30 percent of the viewers will say the effect is not strong enough, 30 percent will say it’s too strong and 30 percent will say it’s just right, Routhier says. And five percent are unable to experience the effect under any conditions.

“Natural vision and stereoscopic effects are two different things,” he says. In real life when we look at an object at a certain distance it is seen as one object, but as it gets closer to us the brain stops converging the two eyes’ images and registers the double vision of the object, as when one views a finger with the arm extended and then pulls it in to where’s it’s nearly touching one’s nose. If the 3D picture pushes objects out to where an individual would normally see two images but instead continues to see just one, the disconnect between what should be experienced and what is seen can create eye stress and dizziness.

Another problem occurs with what is known as “retinal rivalry,” where, if anything is out of sync between the stereoscopic images on the screen, the brain will stress out trying to figure out “which information wins,” Routhier says. This was vividly demonstrated in a video shown by Routhier at a recent meeting where the timing in the frame sequence of the two images was just one thirtieth of a second off. The distorted image was painful to watch for more than a few seconds.

Color imbalances, rotational imbalances and depth of field imbalances are other causes for negative effects on viewers. The depth of field problem occurs with the technique used in cinematography to draw the eye to focus on something in the field of vision by making other elements blur. The blurring of both stereoscopic images must be precisely matched to avoid problems.

One of the most difficult issues in making the transition from theatrical 3D to 3DTV results from the fact that the viewer at home is very aware of where the edge of the screen is relative to the rest of the room, whereas in the theater the dark space surrounding the screen makes the edge less prominent. Thus, while the brain can be tricked to think the edge is further out in the theater, allowing images to appear outside the screen boundaries, images appearing outside the perceivable screen edge at home cause the brain to register a mismatch that can produce dizziness or headaches. Getting the convergence between the edge and where the 3D images should be positioned in the field of vision is tricky business, Routhier says.

In March the 36,000-member AOA and the 3D@Home Consortium, a group of more than 45 companies, signed a memorandum of understanding stating their intent to share data and jointly promote vision health utilizing stereoscopic 3D displays. “AOA will be of great assistance to the 3D@Home Consortium in broadening their understanding of the human visual system,” says Dori Carlson, OD, president-elect of the AOA. “We also know that 3D viewing may help discover subtle vision disorders in both children and adults, that, left uncorrected, interfere with the 3D viewing experience, and even result in the ‘3Ds of 3D viewing’—discomfort, dizziness, or lack of depth.”

Rick Dean, chairman of the 3D@Home Consortium and senior vice president of THX, says the consortium is planning to launch a public education plan once it has in hand sufficient “clinical proof” to make the case that 3D viewing is safe. In addition to working with AOA to develop more information, 3D@Home is working with Pacific University in Portland, Ore. to create a lab for investigating causes behind poor viewing experiences.

“There will be a huge campaign to get the facts out, whatever the findings turn out to be,” Dean says. So far, he adds, the consortium’s review of data on 3D viewing from various sources worldwide suggests the experience is completely safe for the vast majority of viewers.

Passive Viewing

The availability of 3D TV sets that allow viewers to use passive glasses is another development that promises to accelerate market adoption, especially given the aggressive pricing some suppliers have introduced to drive penetration. Vizio, for example, is offering 47-inch passive 3D TV sets at $899 and 42-inch sets at $600, even though the electronics required to support passive glasses are more expensive.

Manufacturers’ first forays into 3D sets relied on active glasses, which made it possible to lower the processing costs on the sets even though the quid pro quo was much higher costs for glasses and a lack of compatibility from one TV set brand to the next. With the volume of 3D set shipments rising, costs are falling from initial levels in the $2,500 range even with the move to more expensive passive sets. Research firm Display Search predicts 3D set sales will hit 18 million worldwide this year and rise to 91 million by 2014.

Dean points out that, with the lower prices, many consumers “are buying flat-panel sets and walking home with 3D sets,” even if they have no interest in the 3D feature. As a result, he notes, the market base for viewing content as 3D programming builds will help the industry get past the chicken-and-egg issue of whether there will be enough 3D-equipped viewers to justify the investments in 3D content by TV networks.

New Production Efficiencies

Meanwhile, the costs of 3D production are falling as ever more technicians acquire the expertise to run the cameras and perform the set-up analysis essential to creating good 3DTV programming. “We’ve been sending trainers to customers worldwide for some time now,” says 3ality’s Steve Schklair. “At the end of the day this is just different production equipment. It’s not that difficult to go from professional 2D to professional 3DTV.”

In large measure, that’s because of advances accomplished by 3ality and other suppliers that have eliminated a lot of the drudgery and guess work associated with setting up 3DTV shoots. “It used to take one guy with a lot of knowledge and a slide rule to do 3D,” Schklair notes. “Now we have the automated tools to analyze all this and show what we’re getting. So the level of special knowledge has gone way down.”

In 3ality’s case, the latest products, introduced this year at the NAB Show, represent what Schklair describes as another major step toward cost reduction in 3DTV production. These include two integrated software solutions for use with the company’s processing units and camera rigs which, in one instance, automatically align the two cameras on a rig along five axes through the entire zoom range at the push of a button and, in the other, automatically control the convergence and interaxial spacing of the cameras without the need for a separate convergence puller at each rig.

The latter solution, called IntelleCam, will cut the number of personnel needed for a shoot by one half or more, Schklair notes. “Since we started in this business, IntelleCam is the one tool that every broadcaster has asked us to develop,” he says. “We estimate this alone will lower the cost of a shoot by 35 percent.”

Other new solutions from 3ality include IntelleScene, which, by managing real-time depth-specific metadata, performs automated management of transitions and scenes in ways that prevent discomfort to viewers; IntelleMatte, a 3D graphics application that automates composite scene depth management by allowing production crews to insert graphics between objects in the foreground and background, and IntelleMotion, which provides real-time motion stabilization to enable use of long lenses to capture motion at great distances.

Technicolor, too, has been sending out trainers to bring production people up to speed on 3DTV, especially as regards the distinctions between shooting for cinema and TV. With all the new tools at hand, there’s still a challenge to getting people to understand what they don’t know and to spend the time acquiring that knowledge, Routhier says.

“We have cinematographers and stereographers who have done cinema for a number of years very successfully, things that looked incredibly great in theaters,” he notes. “But, unfortunately, the viewing environment at home creates different challenges.”

Technicolor is working with these professionals to “sensitize them about why is it their material, which was fine in the theater, is now rejected by broadcasters and help them transition in this medium,” he adds. “I think for this to be a success, it’s a concerted effort. We’re working with broadcasters, with standard organizations and production companies so altogether we raise the awareness of the issues at home.”

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Client/Server Model Enhances Protection for Premium Video

Jan Steenkamp, VP, Americas, Irdeto

Jan Steenkamp, VP, Americas, Irdeto

March 28, 2011 – Irdeto has augmented its Cloakware technology as a mechanism for dynamically sustaining protection of high-value entertainment content regardless of changes in device formats, DRM modes, security conditions or other factors that might otherwise hamper the growth of converged services.

The new ActiveCloak for Media platform leverages the core technical capabilities that have led to deployment of Cloakware on over a billion devices worldwide, says Jan Steenkamp, Irdeto’s vice president for the Americas. “Now, using the client/server model for addressing the needs of content providers and distributors, we’re providing them assurance that high-value content can be delivered safely on an ongoing basis with the added protection essential to serving a multi-device market,” Steenkamp says.

While DRM systems use encryption and rights expressions to ensure that digital entertainment is used appropriately, the DRM itself is often a target for attack, he notes. Once the DRM is circumvented, the digital content is free for unauthorized copying and use. Even when implemented using modern device-specific hardware security, DRM solutions are not able to withstand and recover from the attacks currently faced on today’s increasingly open platforms, he adds.

As previously reported (November, p.36), Cloakware augments whatever hardware- or software-based security is used in a particular content distribution platform to fill security gaps that inevitably occur at various content transfer points within and among devices. It also provides security for information that’s essential to authentication and other functions which a given content supplier might associate with a device once the owner signs up for the service.

There’s no getting around the need for higher levels of security if electronic distribution of the most valuable premium content is going to take off, notes Gary Schultz, president and founder of Multimedia Research Group. A new study endorsed by the Motion Picture Association and NBC found that piracy accounts for over 24 percent of total traffic on the Web. To cite one example of how bad the situation is at present, Avatar in the first week of its release in theaters registered nearly one million illegal downloads on the Internet.

“As the value of premium video becomes more important to both consumers and service providers who want to display this content on multiple smart devices, so too the CAS/DRM technology must become more robust as content is handed off from one device to another,” Schultz says. “ActiveCloak for Media is a solution addressing these heightened security issues that will prevail as multi-display of premium video becomes the norm in digital homes.”

As described by Irdeto officials, ActiveCloak for Media takes application protection to a new level with integrated renewability, diverse security and piracy monitoring for a wide range of popular content distribution platforms – including tablets, smartphones, iPads, PCs, connected TVs, game consoles and hybrid set-top boxes (STBs). They say the solution will initially address the secure playback of recorded content from a DVR to a PC and the secure streaming of VOD content from the Internet to STBs or iOS and Android devices. They also note that in addition to expanding support to other popular media platforms in the near future, Irdeto plans to extend ActiveCloak to protect eBooks, apps and games.

“The major difference between ActiveCloak and standard DRMs is we’re taking responsibility for making sure the hacker model is broken,” Steenkamp says. “We’re going to recover so quickly from any breaches, they’ll see that they have wasted their time and resources and that it just wasn’t worth the effort.”

At its core, the system leverages lifecycle security services to continuously monitor and manage potential threats as long as a piece of content is in circulation, Steenkamp explains. Smart client device agents proactively protect embedded or downloadable media applications from attack, and a security server monitors the agents’ integrity and provides them with security updates. This allows security mechanisms to be reconfigured and automatically renewed on active devices to prevent loss of platform integrity over time.

“I think the problem that faces everybody moving into this new era of multiplatform Internet distribution comes back to you are as successful as the content you have in the pipe,” Steenkamp observes. “Aggregators will be evaluated on their ability to support high-value content, which requires them to convince content providers that they can safely deliver their assets to all those devices.”

He says Irdeto’s Cloakware technology is already in use on various platforms supported by Netflix, Adobe, Sony, Logitech and Comcast, and is a critical part of the Boxee Box by D-Link. Early ActiveCloak for Media customers include major global cable operators and several OTT service providers.

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NDS Targets SPs in New Effort To Spur OTT Content and Apps

Nigel Smith, CMO, NDS

Nigel Smith, CMO, NDS

March 18, 2011 – NDS is breaking new ground on the over-the-top front with two initiatives that it hopes will have a profound impact on service providers’ efforts to blend traditional subscription TV and IP-based content and applications into an experience that consumers can’t get anywhere else.

One of these initiatives, known as the “Service Delivery Platform (SDP),” aims to accelerate the proliferation of applications that will allow operators to extend their branded presence to devices of every description. The other, dubbed “Infinite TV Exchange (ITX),” provides a means by which content owners and service providers can work together to rapidly build a base of niche channels to enrich branded OTT offerings.

In both cases, NDS is creating Web-based marketplaces where the vendor’s software tools allow service providers to work in a virtual environment with participants from all corners of the content and apps worlds to forge contract and licensing terms and to arrange technical support mechanisms on a scale and at a pace that can’t be achieved through traditional one-on-one dealings. “As suppliers to 75 operators worldwide with our technology infrastructure running on over 170 million set-tops we’re better able than anybody, including Apple and Google, to help this market scale,” says Yoni Hashkes, NDS senior vice president for advanced products and markets at NDS.

While the ITX and SDP share a conceptual framework aimed at building global marketplaces to facilitate service providers’ participation in the OTT explosion, the two platforms are completely separate with components designed to serve different goals. Together they represent a significant expansion of the NDS product portfolio.

ITX, already seeded with over 100,000 hours of content from sources such as National Geographic, Kids Co., SPEED, Revision 3, Watch Mojo, Red Bull Media and numerous specialty broadcasters, provides a complete ecosystem of the necessary components to transform individual content into OTT programming channels, Hashkes says. Content owners of all descriptions can upload their content to the marketplace and create their own channels with the provided tools. They can then negotiate contractual and commercial terms with service providers through the portal that allow SPs to integrate the channels into their navigation systems.

Right now there’s no easy way to for service providers to work with content owners to bring a vast wealth of widely scattered video content together into coherent niche channels as part of the TV experience, notes Mike McGuire, research vice president for Gartner’s Media Industry Advisory Services. “The idea of creating a marketplace where broadcasters and service providers can negotiate directly with content owners to build and integrate their own specialized, over-the-top channels is the kind of innovation that is needed,” McGuire says.

As described by Hashkes, the ITX platform includes tools content providers can use to create real channels rather than simply gluing together a patchwork of content pieces. This allows small operations, including even individuals such as celebrities with a desire to create a TV outlet, to put together channels with a professional look, including logos, scheduling and much, he says.

The exchange provides a way that these content supplier can expose their new channels to service providers everywhere without having to gain entry to and negotiate separately with each individual company. “We’ve abstracted what content deals are all about into an easy-to-use template that allows parties to negotiate all aspects of the deal through the portal,” Hashkes says. “They can specific which geographic areas channels can be distributed to, what types of devices, what if any upfront payments are required, revenue sharing on advertising or direct subscriber payment, the duration of the agreement, etc.,” he explains.

While the exchange could support on-demand business models for individual pieces of content, “we don’t see VOD libraries as big business right now,” Hashkes says. Rather than individual niche pieces getting lost in a sea of unrelated content, their aggregation into channels of interest to even the smallest audience groups ensures greater exposure in the TV realm, he adds.

“Mostly this is stuff the content owners don’t know what to do with,” he continues. “They’re already selling some of it into large VOD libraries, including online libraries like Netflix where they get pennies in return.”

Since putting ITX together about four months ago, NDS has had a strong reception from the content community, Hashkes says. “Our business development team has been out there at events like NATPE and MIP waving the flag for ITX, which we officially launched this month,” he comments. “Every content owner we go to and even those we didn’t plan to go to are all buying into this.”

To get things going NDS has already pulled some of the content amassed on the platform into 50 niche channels. Eventually, Hashkes says, “we expect many thousands of channels will be created through the system.”

Working simultaneously on the apps front, NDS is promoting the Service Delivery Platform as a way to allow legions of developers to create applications that will allow SPs to deliver a unique branded experience to devices purchased by their subscribers. “Operators provide extremely good service to the set-top box with navigation and many conveniences,” says Nigel Smith, chief marketing officer at NDS, “but they’re coming up against quite a large consumer demand to view content on other devices that are broadband connected, for which they have no real answer right now.”

SDP acts as an interface between apps on devices, a service provider’s TV platform and social networks or other Internet content, Smith explains. The goal is to create a new universal TV development marketplace to streamline development of apps that not only support distribution of content to devices of all descriptions, he says. Equally important, operators want apps that enable companion device functionalities to control the TV viewing experience and facilitate contextual delivery of additional content, information and social networking features that can work in tandem with what’s delivered to the TV.

“The key to the platform is the two-way communications model, enabling not only content on devices, but that crucial link between the device and the operator platform, including the set-top box, so that it becomes a companion to the viewing experience.” Smith says. “The SDP fosters a symbiotic relationship that allows operators to drive service adoption through the apps, whilst enabling developers to generate revenue and provide subscribers with an enriched experience.”

By utilizing device SDKs and app stores, SDP negates the need for per-device and per-service integration, enabling the operator to present new services and content on a rapidly expanding number of connected devices, he explains. The platform uses intelligent mechanisms to ensure that content and metadata are retrieved from the most appropriate source, whether the operator platform or Web-services such as movie databases or catch-up TV sites. Devices and individual subscriptions are recognized by the SDP, allowing the delivery of appropriately formatted content in accord with device specification and the terms of the user’s pay-TV subscription.

This is a tall order, given the proliferation of device formats and functionalities such as digital rights management and adaptive streaming that specific to each device. Or, as Smith puts it, noting cable operators’ experience with working with just a handful of set-top models, “You can’t take a vertical approach in a horizontal space.”

“There are about 300 or so devices with video and broadband capabilities coming on the market every six month,” he notes. “To be able to support all that is a major challenge for cable companies.”

With a Web services API such as SDP provides that affords app developers access to SPs’ content and attendant metadata, operators can foster horizontal development across all devices while leaving the responsibility for supporting the device to the developers. “If someone develops an app for the iPhone that allows subscribers access to Bloomberg Television and it doesn’t work properly, the email from the customer goes to the developer, not the operator,” Smith notes.

The infrastructure NDS has developed to support this new marketplace is very technical but open and accessible to everyone, adds Nick Thexton, senior vice president of new initiatives R&D at NDS. “Developers can go to the operator and say, ‘We’ve prepared an app to do x,y,z; will you allow us to access your content so we can deliver the app to work with your platform?’” Thexton says. “SDP provides the mechanisms for scaling developers’ efforts so they can roll out apps on multiple platforms working across silos.”

“App developers can sit a long way away from having any knowledge about how the operator’s plant works,” he continues. “They don’t need to know how the set-top box or the OS on the set-top works. It’s all done automatically.”

In some respects it’s like what Canoe Ventures and the cable industry have developed to facilitate wide-scale dissemination of applications on the EBIF (Enhanced Binary Interchange Format) platform, he adds. “But you could argue SDP goes further and deeper because it takes your engagement beyond the set-top box.”

There’s a multiplier effect that will come into play as well, Thexton notes. For example, NDS has created a “TV magazine” app for the iPad enabling its use as a remote control and also as a platform for consuming core programming as well as content that’s complementary to whatever the user is watching on TV. “We’ve built all those functions to reside in the SDP back office so that it will take very little time for developers to come along and build additional apps to work with the same set-tops,” he says.

The SDP is designed to accommodate the application of DRM, adaptive streaming, user information, formatting and coding requirements suited to each device. “Behind the API we have all these capabilities,” Thexton explains. “We have a device abstraction layer so that when the device connects to the platform you just have to input the DRM to be used, the resolution of the screen, what type of encoding you want to use and other essential information about the device. Then the platform creates the template to put the content in that format as it’s distributed from the headend. It’s a full workflow management system, and the beauty is it doesn’t touch the broadcast platform at many points. The operator can go from zero support for multiple devices to being quite well advanced just using this platform.”

Many key templates have already been developed to support the most popular devices in the market today, including the Apple family and Android-based devices. Now that the platform has been launched it will go into beta testing with customers, Thexton says. “The primary thing is to get the ecosystem engaged and working with operators to bring applications to market,” he adds.

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Big Media Firms Are Exploring Site-Based Social Communities

Scott Brown, director of marketing, media & entertainment, Cisco Systems

Scott Brown, director of marketing, media & entertainment, Cisco Systems

February 25, 2011 – It’s nowhere close to a megatrend yet, but to hear Scott Brown talk about what’s happening with Cisco’s Eos program it’s not hard to imagine that not too long from now the social mediazation of TV programs and movies could become the next big thing in digital media.
 
Eos, the Greek goddess of the dawn, is the name Cisco Media Solution Group has given to its hosted SaaS (software-as-a-service) platform, launched two years ago and now working with 100 Web sites worldwide to create social entertainment experiences around branded content. Brown, director of marketing for media and entertainment at Cisco, says the firm is working with many more entities in anticipation of a surge in rollouts this year that likely will include some major TV programmers.

The idea is to use the Web site associated with a specific program, TV network or music group as a kind of social networking forum where fans have an opportunity to learn more about what’s going on behind the scenes, engage with actors and other people associated with the content, communicate with each other and participate in other goings on that help build loyalty and draw traffic. It’s a far cry from the usual practice of leveraging a presence on Facebook, MySpace or YouTube to do some viral marketing or generate buzz around a specific show or event.

So far, record labels and bands have been at the forefront of this phenomenon, with many bands now taking their fans with them on the road in what amounts to a 24/7 engagement that includes posts of videos from paid videographers. For example, Willie Nelson’s site, one of many artists’ sites employing Eos through fan-services supplier All Access Today, features raw video clips on a “Crew View” tab along with “Club Luck,” a forum for interactivity among fans.

Among recording companies, Warner Music Group, especially its Atlantic Records label, has been a big user, Brown notes. Where big producers of TV programming are concerned, the idea is still gestating, he adds.

”This is something new,” he says. “There’s a huge undercurrent of industry conversation about how to use digital to its full potential as a social medium and not have it there to be just another channel.”

In a recent study aimed at examining the future directions of social networking and how media companies can exploit these developments, Forrester Research finds that some entities are already focusing efforts along these lines. “By mingling professional with consumer-created content, and transmitting the authentic voice of the fan, media companies can differentiate their offerings from those of pure-play social networks, online-only content sites and their traditional competitors,” Forrester says. “Likewise, media companies can avoid disintermediation and commoditization by better understanding the tastes, needs and usage patterns of their audience gained through analyzing the data behind this engagement.”

While some programming outlets are still questioning the value of engaging audiences socially, many are on board with the concept and are just trying to figure out how to put it all together. As Michael Nash, executive vice president for digital strategy and business development at Warner Music Group, notes, getting the tech aspects off the to-do list is a big help. “We are dependent on technology, but we are not a technology company, so using a platform through a strategic partnership is a very desirable approach,” Nash says.

“When people have to do this themselves, bolting all the piece parts together, it’s not only costly and time consuming; it’s not scalable,” Brown says. “Eos is an integrated platform that enables you to create, manage and grow your socialization strategies across multiple sites. When you log into Eos, you just have one application, an integrated socialization backend, to manage for all your sites. All your teams working on specific sites can operate through one dashboard, which is part of an enterprise-class system with rules and permissions governing levels of participation among internal staff and third parties.”

In a recent project commissioned by Cisco, research firm IDC, after interviewing executives at leading media and entertainment companies, built a model to describe the relative ROI and TCO (total cost of ownership) associated with Cisco Eos versus do-it-yourself (DIY) solutions. According to a Cisco white paper, IDC found that “companies migrating to Eos from an existing DIY solution at a total investment of $121,000 realize average cost savings of $162,000 over three years per Web site and generate $306,000 in additional net revenue for total benefits of $468,000, yielding an ROI of 280 percent.” Implementing Eos in a greenfield scenario with no pre-existing installation yielded a 197 percent ROI compared to 24 percent on a DIY basis.

Rather than inventing anything new, Cisco has pulled together a wide range of tools and services to provide Eos customers support for a multitude of strategic approaches to socializing their sites in whatever way fits their needs, Brown notes. Things like WordPress blogging tools; Dart ad servers; publishing support from Brightcove; integrations with Facebook Connect and Twitter; open APIs (application program interfaces) to enable customers to integrate third-party apps into the platform, and much else have been core ingredients. In February Cisco added new distribution capabilities to complement the management facets, including multi-bit-rate encoding, bulk media uploading and support for HTML 5 and Flash 10.1 on the Cisco Eos video player to facilitate adaptive streaming across mobile as well as fixed devices.

One example of how content companies can tweak these tools to their own needs can be seen in what London-based Dogwoof Studios, distributor of feature-length documentaries such as Food, Inc. and An Inconvenient Truth, is doing to drive engagement in the causes espoused by its film makers. Dogwoof develops Eos-powered sites for each film it distributes and the social issue it addresses. Each of the film sites ties back to a centralized site called “Good with Film” that helps audience members interact with other people across a broader tableau of political activism.

“They want to extend the awareness and engagement of people who watch a film like Inconvenient Truth beyond global warming,” Brown says. “So there’s the site specific to that topic and then the hub and spoke tie-in of those sites to Good with Film that helps them build a much larger network of people working toward social goals.”

At this point, where mainstream entertainment is concerned, one of the steps media companies can take toward building engagement through social networking on their sites is to offer extraneous content that’s not part of the actual programming so that fans have something to “snack” on between the “main meal” of the next episode, Brown says. “If you’re a diehard fan of a particular content brand, you don’t want to have to wait all that time between shows to get your content fix,” he says.

At the cutting edge of the evolving scenario some companies are even bringing consumers into the creation process, Forrester says. “Some media companies see the blending of professional and consumer content along with the communication engendered by social technologies as a new form of storytelling,” the researchers note. “Some have started incorporating feedback and innovation from the audience, at the same time increasing engagement, and loyalty and improving storylines. They’re beginning to invent a new entertainment form: community-based content.”

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