Thursday, 22 March 2018

The State of Mobile Video 2018

Streaming Media


Vodafone and Liberty play chess over a megamerger, 5G hunts for business, and AR makes ground over VR. Small devices will make big moves in the year ahead.


Europe is the most highly penetrated mobile region in the world, with little room for subscriber growth. According to the GSMA, about 84 percent of Europe’s population subscribes to mobile services, a number forecast to grow, albeit sluggishly, to 86 percent by 2020.
Slowing subscriber growth is, though, being offset by rapid migration to 4G networks. 4G is expected to account for more than 60 percent of the total subs base by 2020 amid growing demand for data and as 4G network coverage increases. Indeed, the number of 4G connections overtook 3G connections in Europe for the first time in 2016. European mobile operator revenue is expected to top €146 billion by the end of 2020, according to the GSMA. By then, mobile technologies and services are expected to generate around €674 billion, or 3.9 percent of Europe’s GDP, as the region experiences strong growth in productivity brought about by continued adoption of M2M (machine-to-machine) technology and the increased digitisation of industry and services.
Globally, mobile data traffic is set to grow tenfold between 2016 and 2022, according to the “Ericsson Mobility Report” of November 2017, with video growing to 75 percent of the mobile data load in that time.
5G Trials Advance, but Success Is Not Guaranteed
A few dozen of the 800 operators around the world are actively involved in trials of the fifth generation of cellular networks. Great hope is being put in 5G as a transformative technology for everything from changing vehicles into driverless entertainment hubs to enabling remote surgery and building the fourth industrial revolution on the Internet of Things.
In Europe, Vodafone installed 10 Massive MIMO (multiple input and multiple output) base stations in Madrid and will install 60 base stations in Milan in 2018, covering 80 percent of the city by the end of the year, then the same number again in 2019. The operator is already working with hospitals, police, and railways to explore how drones or remote cameras could improve their services.
In Germany, Deutsche Telekom made a public 5G connection in Berlin and reported download speeds of 2Gbps at a latency of just 3 milliseconds (ms). That compares with an average latency of 50–60 ms for some of the best current souped-up 4G networks. Its demo included a live transmission of UHD and an augmented reality (AR) application.
Select London businesses and residents benefitted from a 5G trial, too. Arqiva tested the performance of Samsung base stations and reported downlink speeds of around 1Gbps. This level of performance would allow for the simultaneous streaming of more than 25 UHD 4K TV channels, according to Arqiva. It said the trial was of particular interest for parties looking to a future of ubiquitous UHD.
Arqiva shelved $2 billion plans to float on the stock exchange last November. It operates the UK’s broadcast TV network and most of the country’s radio transmitters—together with renting 8,000 sites on which mobile operators EE, Three, O2, and Vodafone install their own signalling equipment. The company, which the Financial Times calculates made a net loss of £900 million over the last 3 years, is betting that 5G will power huge growth in demand for mobile video streaming and eventually replace DTT in the home.
EE is backing this too. The mobile arm of UHD sports broadcaster BT is looking for media and entertainment applications that would suit the power of 5G, such as live virtual reality streams and multi-angle, viewer-selectable switching of live sports. It claimed speeds of 2.8Gbps using a 100 MHz slice of 3.5 GHz spectrum in its 2017 lab tests, using a 5G baseband unit from Huawei and another Massive MIMO antenna.
With the first commercial 5G networks in Europe due to be switched on by 2020, the GSMA forecasts that there will be 214 million 5G connections in Europe by 2025.
Nonetheless, alarms continue to ring about the lack of a business case and incentives to invest. The CEO of BT Group, Gavin Patterson told Huawei’s Global Mobile Broadband Forum in November: “If you look from 3G to 4G, the case was underpinned by going from what was a pretty poor internet experience to one which was really opening up the potential of the internet to mobile. And we haven’t found that for 5G.,” Patterson said. He acknowledged that the performance would be better, “but ultimately, as carriers we’ve got to make a significant investment and put the capex down...”
At the same event, Vodafone Group CTO Johan Wibergh stressed, “The increased efficiency ... from Massive MIMO and radio ... means 5G is as much as ten times more cost-efficient than 4G,” adding that he doesn’t understand why industry members are not talking about that more.
Deploying 5G faster networks is costly—estimated by Deloitte at around £50 billion ($63.1 billion) for rollout in the EU. The analyst says availability of higher speeds “will likely reveal uses we cannot currently imagine with multiple ‘killer apps’.” In the US, 4G is estimated to have accounted for some $150 billion in economic growth and more than 750,000 jobs.
In any case, Europe and the US are likely to be leapfrogged by Asia. The GSMA forecast that 5G connections in China will reach 428 million by 2025, or 39 percent of the 1.1 billion global 5G connections expected by that point.
Part of the reason for this is the large-scale public showcases of 5G built around successive Asian Olympic games, helping Asian telcos convince financial teams to invest. This starts in South Korea in February with a great opportunity for operator KT to show off 5G, moves to Tokyo in summer 2020, and then to Beijing in 2022 for the next Winter Olympics.
Megamerger On the Cards
2017 saw Vodafone further its ambitious plans to combine its European mobile networks with ultra-fast broadband and offer bundles of wireless and fixed-line services, including TV. It plans to pump €2 billion into routing fibre-optic lines to 13.7 million homes and businesses in Germany—its biggest market—by the end of 2021.
The mobile network operator previously invested in fixed-line broadband networks with Portugal Telecom and Orange in Spain and now has its eye on the UK.
Partnered with network builder CityFibre, it aims to connect 5 million UK homes and businesses. That would represent a fifth of the local market and a considerable improvement on its current position of around 245,000 broadband subscribers on copper lines rented from dominant UK broadband infrastructure provider Openreach. CityFibre’s new fibre-optic lines will offer speeds of up to 1Gbps, more than 10 times faster than on the Openreach network.
Vodafone could also extend its reach in partnership with Openreach, a BT subsidiary from which BT was forced to separate by UK regulator Ofcom in November. Either way, a major investment in full fibre by Vodafone would signal “a radical shift” in Britain’s telecoms industry according to The Telegraph.
Notably, a reinvigorated Vodafone would present Liberty Global-owned Virgin Media with a serious rival. To complicate matters, Liberty and Vodafone continue to manoeuvre for a $175 billion (£131 billion) megamerger which would see the two combine fixed-line and mobile assets across Europe.
Liberty’s potential sale of UPC Switzerland and UPC Austria is seen as prelude to a wider deal. In 2016, the companies presented a proof as to how a bigger combination would work when Liberty-owned Ziggo joint-ventured with Vodafone in the Netherlands.
Premium Content Streams on Mobile, but TV Remains Dominant
According to Cisco, video accounts for well over half of all mobile traffic. That figure is set to rise as network speeds upgrade (4G to 5G), handset reception technology develops, and the volume of premium content available on devices increases. Indeed, Ooyala reports that content greater than 20 minutes in length now represents the majority of time spent watching video across all screen sizes, at 63 percent. Quality of video is up, too. Almost 40 percent of mobile video traffic globally is now HD quality, found traffic management specialist Openwave Mobility. According to the study, HD was just 5.7 percent of mobile video traffic 4 years ago, and is expected to surpass the 50 percent threshold by the end of 2018.
Ooyala advised content providers to tailor their strategy around mobile. Significant deals showed old media tying the knot with social media and developing bespoke short-form content.
In 2016, Viacom and Turner, for example, partnered with Snapchat parent company Snap Inc. to create original content for Snapchat’s Discover section. In Viacom’s case, the agreement also grants Viacom the right to sell Snapchat’s US-owned ad inventory. Discovery’s partnership with Snap will see some user-generated and behind-the-scenes content from the Winter Olympics in South Korea published to Snapchat users across Europe.
However, this activity, which places mobile first, needs setting in the context of Nielsen’s October 2017 revelation that 89 percent of video streaming takes place on TVs and not on a smartphone, PC, or tablet.
“Most people prefer to watch TV on the big screen with better sound and a true lean-back experience,” noted Andrew Ferrone, vice president of pay TV, Roku. “The big screen matters to millennials too. Streaming provides consumers with choice and control, a consumer benefit that appeals to many.”
Streaming is a part of, and not a replacement for, the traditional TV experience. “Many operators do offer a TV Everywhere solution that is available on mobile devices and web browsers, which is a perfect solution for the 10 percent of consumers that watch TV on mobile devices,” added Ferrone.
This is especially the case with 4K content streamed to the home and displayed on a TV. Some 35 percent of TVs sold globally in 2017 were 4K UHD, a total of 79 million, bringing total penetration to 8 percent according to Futuresource data. This is expected to reach a global average of 21 percent by 2021. The UHD streaming device market is also on the rise, with worldwide shipments of 19.5 million expected through 2017 and accounting for 36 percent of all media streamers sold through 2017.
Anecdotal evidence reported by Ampere suggests that achieving the full 4K environment requires no small amount of expertise on the part of the consumer, and even those with all the kit may not actually be experiencing 4K if one aspect or component is set up incorrectly.
“There are the usual claims of 4K availability via pay TV operators and OTT SVOD operators, but realistically these are marketing claims and produce a largely sub-par experience both in terms of the resolution actually received (owing again to file sizes) and volume of content,” Richard Cooper, research director, Ampere, told Streaming Media. “The whole in-home 4K experience is very dependent on having a fully compatible setup from end to end.”
Dynamic range is considered by many to matter more to the perceptual quality of an image than resolution. Even here, rollout is not fast. Just 7 percent of production companies are being asked to deliver in HDR despite HD HDR providing an increased quality of picture with just a small increase in bandwidth requirement, said Futuresource analyst Tristan Veale in the same article. “However, HDR is a more difficult consumer message to convey, and therefore monetise, than 4K resolution.”
It may require the impetus of an all-UHD/HDR FIFA World Cup, which will be produced and delivered live from Russia this summer, to kick-start enthusiasm for the format and for the necessary upgrades to internet connections into the home.
AR Needs Killer Content
There are those predicting that 2018 will be the year of augmented reality (AR), with Silicon Valley’s tech giants pushing product into the mainstream.
Facebook sees AR as a huge new communications platform, and launched its Camera Effects Platform for AR developers in February. Google has been experimenting with products like Google Glass and its Tango platform, which uses depth sensing to map environments from smartphones.
Apple’s ARKit, announced in June, means developers can create AR apps for the 700-plus million iPhone users already in the market. ARKit uses the iPhone or iPad’s camera and motion sensors to find points in the environment, then tracks them as the device moves. It can “pin” objects to one point, changing the scale and perspective. It can also locate flat surfaces, which is great for putting digital props on a floor or table.
Microsoft is also expanding the reach of its HoloLens headset with its mixed reality (MR) Windows software. This includes inputs from motion controllers and natural human inputs such as gaze, voice, and gestures.
Rather than just adding artificial elements to a real scene as with AR, or creating a completely artificial environment as with virtual reality, MR places all or parts of reality into an environment that mimics the real world in real time.
The Future Group and FremantleMedia have produced one of the first MR entertainment formats, Lost in Time, which is currently being adapted for a Middle East audience.
Aside from HoloLens, brands launching MR headsets based on MR for Windows include Acer, Dell, HP, Lenovo, and Samsung. “We are standing at the threshold of the next revolution in computing,” wrote Alex Kipman, Technical Fellow at Microsoft, in an October 2017 blog post. “A revolution where computers empower us to expand our capabilities and transcend time, space, and devices. ... With mixed reality, our ideas move beyond the boundaries ... of screens, and beyond the boundaries of description. This is the fundamental promise of mixed reality. The barrier that exists between our physical and digital worlds will disappear.”
All that’s needed is a killer piece of content for AR or MR to go viral.
Live VR Takes a Back Seat
The high hopes the industry had of VR enjoying quick widespread adoption at the start of the year look to have been overly optimistic. As 2017 progressed, the industry adopted a more conservative viewpoint with regard to the speed of uptake.
Futuresource Consulting, in its latest “VR Quarterly Tracker,” put this down to lower-than-anticipated device sales, but also says the creative community has lagged behind in its ability to generate compelling content.
“A key issue for the industry is the lack of killer applications for VR that are essential to drive consumer adoption, and this has proved to be a major limiting factor that has impacted growth,” said Michael Boreham, the report’s co-author. “The slow rate of consumer adoption of VR hardware has also impacted on the content community, with games and video publishers being wary of funding VR productions until the installed base of hardware has reached a level where they can guarantee a healthy return on investment.”
Sports producers remain keen to tap the potential of the medium, but have largely failed to commercialise it. Perhaps that’s to be expected while the technical complexity and new editorial grammar are worked out.
That was certainly the case at Europe’s most impressive live VR production to date, when BT Sport covered the Union of European Football Associations (UEFA) Champions League final from Cardiff in 4K VR using 12 rigs. While the operator will have learned a lot of lessons about live VR production and had planned to stream regular English Premier League matches in 360 degrees during the 2017–18 season, it has not produced another since.
Nokia’s sudden decision in October to exit VR and end development of the OZO camera and stitching system used by the broadcaster was also a setback. The OZO seemed to have become the go-to camera of choice for live VR, used by UEFA’s production partner Deltatre, among others, but it seems that despite slashing the initial launch price of €55,000 to €34,000, and with millions of Euros invested, Nokia still couldn’t see a way to break even.
Live VR is far from over, though. Sky Sports continued to dabble in trials of largely short-form recorded content, including some in partnership with boxer Anthony Joshua. And the Olympic Broadcasting Services will capture 50 hours of Winter Olympics action using rigs and processing from Intel in a feed bought by NBCU. The chip maker is also behind production of regular NBA games for distribution over a Turner Sports app, starting with the NBA All-Star Game February 20.
Live VR will return. The BBC continues to push 360° video experiences, although mostly in recorded content around drama and documentaries. BBC Earth Productions is reportedly planning to explore “haptic” (including touch with sight and hearing) VR and AR experiences.
Discovery has earmarked VR for Olympics coverage in 2020 and before that, motorsport’s Formula E (in which Discovery has a minority stake) broadcasters are plotting AR and VR innovation.
“[VR] augmentation of the live event requires a robust video delivery connection that can cope with the bandwidth requirement, ensuring minimal latency and consistency of video relay,” said Simon Moorhead, Managing Director of outside broadcast production supplier NEP UK in an interview with the author for SVG Europe. “This is where the broadcaster is at the mercy of the viewers’ data connectivity or, more specifically, the ability of the internet service provider to super-serve this new broadcast medium.
“For these reasons, I see that the broadcasters need to feel confident in the delivery platform, the potential for mass consumption by the potential available audience, and their willingness to either pay for this enhanced experience or have their experience impinged with hard-coded advertising.”


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