The Future of Interactive Mobile Broadcast

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1 The Future of Interactive Mobile Broadcast Presented by Martin Richartz 13 October 2006 GROUP R&D Germany

2 Outline 1. The Content Format Question 2. Technologies, Concepts and Standards for Interactivity 3. Outlook & Conclusions 2

3 The Content Format Question 3

4 The Content Format Question Regardless of the technology question for mobile broadcast (DVB-H, T-DMB, DVB-SSP, DMB-TH, STiMi, MediaFLO, MBMS, CMB, ISDB-T, ): Will we put up with broadcasting shrunken TV? Will it be worth while to create specific programmes for Mobile Broadcast? With technically converged handset receivers, will mobile broadcast develop into a medium of its own? 4

5 Content Format Use Cases An evolution of formats will inevitably take place Starting with paradigms people can tie in with: TV with today s forms of interactivity Technology for the next but one step must be developed and standardized now in order to have it pervasively available by the time to market 5

6 Content Format Use Case: Mobile TV The trivial use case, just shrink the TV screen and make it portable Easiest to understand for mass market audience Little to no integration with (interactive) mobile communication network Mobile network operator solely in a roll as collector of access and subscription fees However, not everything will work: Suitable formats are needed, which take into consideration _the mobile usage context and _ the limitations of portable devices (e.g. limited screen size and limited power) Hen-and-egg problem with format adaptation 6

7 bmco Trial (Summer 2004): General Service Usage Strong interest in Eurosport due to Olympic Games during trial period Friendly user trial with 20 users, Numbers are indicative, not statistically representative! Eurosport N24 RTL Shop Eurosport, N24 and VIVA+ were the most used services 13th Street VIVA+ What s Up* * was not available in whole trial period Number of Log -ins 300 Home-Shopping was the channel with the weakest usage 7

8 Content Format Use Case: Mobile TV with auxiliary, synchronized rich media stream Auxiliary stream contains: _ Navigable supplementary information (kind of multimedia teletext) _ Entry points for interaction (buttons), e.g. for voting, call-ins, merchandising, etc. (via SMS, HTTP, SOAP) All elements can be synchronized with video (gaming, betting, ) Evolutionary use case, still relatively simply to use, since it ties in with existing formats Additional revenues by interactive transactions 8

9 Mobile TV vs. Interactive Rich Media MobileTV approach Main revenue source is subscription, but interactivity should be enabling technology already in first devices (to reach critical mass) Example: Mobile Music TV Non-integrated voting services Unreadable video overlays Interactive broadcast approach Optimized video for mobile reception One-button premium SMS voting ( ) Interactivity is key for further growth & use of back-channel Community ( ) Instant Premium Downloads ( ) Optimized rendering of textual information 9

10 Rich Media and Sports ACCESS Available via DVB-H live transmission CONVENIENCE Direct access to online-betting ADDITONAL INFO Match statistics BACKGROUND INFO Player overview ADDITIONAL INFO All sport news and results of the day/week/month INTERACTION Chat with other fans INTERACTION Player evaluation 10

11 General Usage 11

12 Content Format Use Case: Download Applications Download-Applications _ E.g. Music, podcasts, premium information bases _ Dedicated terminal application may be required _ Download/update in background _ Application may use interactions _ Elaborate and powerful applications, but more difficult to learn _ Revenue by service subscription and application interactions Example _ What s up (Berlin City- and Lifestyle Guide) (Realized by touch mobile) 12

13 Interactive Application: What s Up Movie trailer Write message to a friend and inform him about the newest clips Download of favourite movie ring tone, logo, screen saver or game Ticket reservation Live Demonstration of application in at BMCO office in Berlin 13

14 Requirements: Uniform User Experience by Interactive Media Client Uniform service/media discovery for all offerings _ Streaming, broadcast, downloadable, locally stored Interactivity Pervasive availability Devices 14

15 Requirements: Uniform User Experience by Interactive Media Client (Cont.) Mid tier 3G 1.8 display 95cc, 105g High tier 3G (2.2 display) 133cc, 149g LG DMB (2.4 display) 140cc, 150g and 15

16 Requirements: Uniform User Experience by Interactive Media Client (Cont.) All devices to scale Mid tier 3G 1.8 display 95cc, 105g High tier 3G (2.2 display) 133cc, 149g LG DMB (2.4 display) 140cc, 150g Apple ipod 2.5 display 77cc, 136g Sony PSP (4.3 display) 289cc, 260g 16

17 Technologies, Concepts and Standards for Interactivity 17

18 Solution Pyramid Cost per Application Purely declarative content Pre-defined interactions Generic Browser Voting, Betting, Shopping Economic Development Generic terminal runtime engine Rich Media Streaming Streamed Multimedia Versatile Interactions Generic terminal runtime engine Downloadable Java Applications Full-featured applications with complex interaction logic High development cost Power 18

19 Solution Landscape Generic Browser Rich Media Streaming HisTV OMA SG based Interactivity LASeR MORE Flash BIFS Bluestreak DIMS SVG-T Downloadable Java Applications JSR-272 and MSA Blue: standardized or standardization under way 19

20 IP Datacast: Layered Architecture Multimedia and Applications Files IP Datacast DVB-IPDC, OMA BCAST T-DMB TV IP Media FLO S-DMB ISDB-T ATSC MOT edab MBMS DVB-H DAB UMTS DVB-T 20

21 MPEG-4 Part 20 LASeR (Lightweight Application Scene Representation) Client Application Presentation Layer: LASeR ML Delta Update Layer: LASeR Command Local Interaction: LASeR Commands Remote Interaction not defined IPR problems Currently only pre-standard solution being offered by Streamezzo Compression Layer: LASeR Format, BiM Transport Layer: SAF Remote Interaction: Undefined 2006 Open Mobile Alliance Ltd. 21

22 MORE (Mobile Open Rich-media Environment) Client Application Presentation Layer: SVG Tiny 1.2 Delta Update Layer: REX Local Interaction: udom, JSR-226 Based on W3C and 3GPP standards Much less IPR encumbered Backed by Nokia Compression Layer: gzip Transport Layer: 3gp Remote Interaction: HTTP 2006 Open Mobile Alliance Ltd. 22

23 Java Mobile Broadcast API (JSR 272) The scope of this API can be divided into two topic areas: 1. Managing the interactive broadcasting services containing Service search and discovery Service & content access and consumption Reception and consumption scheduling and timing Service subscription, purchasing and 2. Managing the applications delivered via the broadcasting stream containing Receiving and management of Java applications Application parameterization 23

24 JSR 272: A Typical Implementation Architecture ESG Viewer Media Viewer PVR Auxiliary Data Services Applications ESG API Service Managment (ServiceContext) Broadcast Object (JSR 75) JSR 272 Purchase (JSR 229) Presentation/Recording (JSR 135: MMAPI) ESG Database Logical/ Physical Tuner Presentation/ Recording Engine Broadcast Object Cache Broadcast Service Implementations Purchase Subsystem DRM Subsystem 24

25 JSR 272 Dependencies Minimum platform requirements _CLDC 1.1 _Some Java ME profile for the UI: MIPD 1.0, PBP _JSR 135 (Mobile Media API ) for presentation In addition _ JSR 75: FileConnection to access the broadcast files _ JSR 229 (Payment API): purchasing _ JSR 234 (Advanced Multimedia Supplements): additional presentation capabilities 25

26 JSR 248: Mobile Service Architecture for CLDC PDA Optional Packages (JSR 75) Bluetooth (JSR 82) MMAPI (JSR 135) Web Services (JSR 172) Security & Trust (JSR 177) Location (JSR 179) SIP (JSR 180) Mobile 3D (JSR 184) JTWI (JSR 185) Wireless Messaging (JSR 205) Content Handler (JSR 215) Scalable 2D VG (JSR 226) Payment (JSR 229) Adv. Multimedia Suppl. (JSR 234) Mobile I18N (JSR 238) MIDP 2.0 (JSR 118) J2ME CLDC 1.1 (JSR 139) 26

27 Outlook & Conclusions 27

28 Outlook & Conclusion Mobile broadcast must evolve into an independent media format, if we want to bring it to success _ Initially, however, it will be just shrunken TV _An evolution must take place Rich Media will be key besides audio and video _ Local and remote interaction are important options We must pave the way to open standards NOW! _ Standardization must be sped up! _ Pervasiveness _ Cost of applications and infrastructure 28

29 Dr. Martin Richartz Vodafone GROUP R&D Germany Chiemgaustraße Munich Germany T F Martin.Richartz@vodafone.com

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