Tuesday, 4 October 2016

Keeping up with reality TV

IBC Executive Daily
p16 https://issuu.com/newbayeurope/docs/ibc2016_dailyex_friday_16_sept

If you want to keep up with the Kardashians, not just with their latest TV adventure but in any past episode and on social media too, then there's a service just for you.

hayu is much much more than this, of course. NBCUniversal International's all-reality subscription video on demand service contains 3000 episodes with 500 added a year, direct from the unscripted content creator behind The Real Housewives franchise, Made in Chelsea and The Millionaire Matchmaker.

“A key element for users is the speed at which can they view content on the service,” explains Hendrik McDermott, who captained the service to launch in March. “When the latest Kardashians episode airs in the US, fans have typically had to wait many days to watch it on TV whereas we get it just hours after the US broadcast.”

For avid reality TV fans this has the benefit of swerving spoilers. “When newspapers write eight stories a day about the Kardashians it's pretty hard to avoid details of what's happening in an episode. We are seeing Monday morning spikes in viewing, just hours after the shows are aired in the US, which seems to prove the concept.”

McDermott began his career as a business analyst at Rogers Media in Toronto, completed his MBA at the Judge Business School at the University of Cambridge and, as MD of KidsCo, led the business activities and growth opportunities of the children’s pay-TV channelacross Europe, Africa, Asia and Australia. He joined NBCU in 2006, spending six years as a founding member of the international corporate development team with responsibility for all territories outside the US and Canada. 

“SVOD is opening up new markets led by new consumption patterns,” he told IBC audiences, in a session at which hayu was presented as a case study to discuss 'The rise of Internet TV networks'. “We have to take our content where the demand is, which is anywhere, anytime viewing, and while this is driven by the younger generation we don't see this trend as exclusively about milliennials.”

With a rolling monthly subscription, McDermott is conscious that NBCU has to constantly innovate to retain consumers. “We know the service will not look the same in 12 months as it does now. We have to innovate keeping iterating compelling, new features.”

The service – which has now rolled out in the UK, Ireland and Australia – distinguishes itself with a comprehensive search function that identifies all material related to particular stars. Users can directly access the social media feeds of the shows' stars within hayu. Hundreds of specially made short-form content 'snippets' can be shared directly via fans’ social media accounts. The service also links to third-party news sites with relevant content for reality consumers, such as OK! and MailOnline.

“This is next-generation VOD,” says McDermott. “All the cast members of our series have Twitter or Instagram accounts which viewers can follow visually along with the broadcast and interact directly with them on social media. The news feeds are curated, not fed by an automatic news robot. We haven't seen this type of innovative integration on any other product.”


Saturday, 1 October 2016

The next evolution of VOD

Broadcast 
Broadcasters are enhancing their online platforms with more exclusive content and greater personalisation, but improving consistency is their main priority.
While video-on-demand isn’t a threat to the EPG just yet, online players are essential for broadcasters, who must continue to evolve the functionality and user experience. Yet getting the technical fundamentals right remains a priority.
“The online expectation is now the same as the broadcast expectation for consumers, but the market is struggling to deliver this,” says Mark Blair, vice-president, EMEA, at Brightcove.
As devices and platforms rise and fall in popularity, new player and advertising formats are rolled out and competition among platforms intensifies, consistency of service remains a challenge.
“Not all digital video players consistently get the basics right: ensuring the player is fast to load, set up to prevent buffering, adapted to every platform, stable and scalable so it doesn’t crash, and Flash- and HTML5-adaptable so viewers don’t get error screens on certain devices,” says Ooyala global director of sales development Sarah Kiefer.
BBC iPlayer is now available on more than 1,700 different connected devices.
“We’ve put a lot of work into developing a standard media player, balancing consistency of experience with optimising the presentation for the input mechanism and screen size,” says head of BBC iPlayer Dan Taylor-Watt.
“We do, though, need more collaboration between different providers in terms of driving a more consistent playback experience. There may also be more consolidation in terms of the number of different services available.”
The answer is not always in a content owner’s hands. Blair outlines what is needed: “Improved codecs to maximise bitrates, improved coding to make sure content is available in appropriate formats, and improved player implementation from CE vendors.”
According to ITV director of online and brands Paul Kanareck, UK broadcasters are “caught between the east and west” of Samsung and Sony and Apple and Google, all of which are trying to ‘own’ the living room. “It’s our job to make sure we remain prominent in all camps,” he says.
One way ITV does this is via Freeview Play, the subscription-free platform it shares with the BBC, Channel 5 and Channel 4.
“This is our collective attempt at presenting UK catch-up services to global manufacturers as a coherent category, so that we have scale in our conversations, and so they better understand the importance of adopting a local approach to reach local audiences, balanced with global content aggregators like Netflix,” says Kanareck.
Next-episode cueing and autoplay is increasingly prevalent. On iPlayer, 90% of users have chased one episode with another. “What happens when there’s no next episode?” asks All 4 head of product Sarah Milton. “Onward journeys are a big area for us.”
Options include reminding users what’s in their watch list, or presenting a set of recommendations or trailers for related shows. “We could set a link in a trailer which, when clicked, will add the show to their watch list,” Milton says.
As VoD services reduce reliance on catch-up and offer more exclusive content, there will be fewer natural prompts from linear TV.
“The automatic download of episodes or series to mobile, and the redownload of an expired item for viewing offline, all make for a better user experience,” says Milton.
Downloads to mobiles, especially of long-form content, are dogged by connectivity issues, but this should be erased when 5G networks are rolled out from 2020.
Voice control
Many smart TV apps lack the sophistication of mobile user interfaces and cater to a viewer who controls the experience with a remote or their phone rather than directly with their fi ngertips.
As a result, suggests Kiefer: “In the mid to longer term, we’ll start to see more experimentation with voice control, bringing functionality like that of Amazon’s Echo system, which is currently only available in the US.”
Ostmodern co-founder and chief executive Thomas Williams predicts the death of the conventional remote. “Talking to your telly feels uncomfortable, but gesture and voice is improving.
There will be a lot more cross-platform management of content controlled from an individual’s mobile device,” he says.
All 4’s UI focus is on how to create a simple spatial navigation “which is consistent in the use of vertical and horizontal axis”, says Milton.
“It needs to be incredibly intuitive for a user to navigate to the next step and get back again. We think doing this using ‘up’, ‘down’, ‘right’, ‘left’ and ‘ok’ keys will keep the experience straightforward and enable a user to keep their eye on screen without having to look down.”
“Whether you’re trying to change behaviour or keep up with it, when you are mass market, simplicity is the overriding theme,” says Kanareck. “The less friction there is, the easier things will get adopted.”
The BBC’s focus is on greater visual isation. iPlayer already supports Picture in Picture on iOS, allowing users to write an email at the same time as they catch up on EastEnders.
Coming soon, visual thumbnails will appear for every few seconds of video as users scrub along the timeline.
The ability to return to the beginning of a linear stream is believed to be high on viewer wishlists and will become standard in the mid- to long-term as live video is increasingly blended with digital video services.
BBC iPlayer introduced the function several years ago and a third of users watching live streams now jump back to the start. Having made live TV streaming central to its ITV Hub relaunch last year, ITV says it now accounts for 30% of views. ITV and All 4 will debut live restart soon.
Perhaps the biggest opportunity is in sport, where live restart and other PVR staples like bookmarks of key action are already available on sport-specific players from Deltatre (used by Uefa) and EVS (deployed by Sky Sports). This functionality will be improved further with the elimination of the inherent time delay between an internet stream and the broadcast signal.
“OTT live experiences have always been a poor relation to linear TV,” says Williams. “Buffering of the OTT stream means that TV will always beat an OTT simulcast by between 30 seconds and several minutes.”
Technology from Swedish developer Net Insight is claimed to have overcome this by frame-accurately timing both the TV and second-screen signals, and could be introduced by Sky Sports for its Formula 1 coverage next season.
It’s not confined to sport: this breakthrough could be applied to music or talent shows. “It means that editorial teams no longer have to think about how a single feed is going to be piped to TV as a lean-back experience,” says Williams.
“Now they can look at all content sources – camera angles or in-game data – and begin to present to all screens as one platform.”
Digital video services will go beyond broad recommendations based on what’s popular or trending to create personalised, channel-like experiences for each user.
“Players will increasingly make use of detailed analytics about viewer habits and preferences to decide which content to make and buy and how to format it,” says Kiefer. “Those insights can encourage riskier commissioning choices now that niche audiences that might not have been picked up with panel-based measurement can be identified and better catered to.”
The move to more analytics-based decisions will have an impact on all elements of digital video services, from user interfaces to content presentation, payment models and advertising frequency.
“Recommendations will become more sophisticated, but we will need to strike a balance between an algorithmic use of data and a human editorial voice,” says Milton, who cites Spotify as an example. “There shouldn’t be a ‘one-size-fits-all’ approach,” confirms Kanareck.
“If you don’t watch soaps, you shouldn’t see Emmerdale when you land on ITV Hub.”
The power of social media 
As social platforms focus so heavily on video, it is becoming trickier for digital video services to know whether they are best viewed as Broadcasters are enhancing their online platforms with more exclusive content and greater personalisation, but improving consistency is their main priority
While video-on-demand isn’t a threat to the EPG just yet, online players are essential for broadcasters, who must continue to evolve the functionality and user experience. Yet getting the technical fundamentals right remains a priority.
“The online expectation is now the same as the broadcast expectation for consumers, but the market is struggling to deliver this,” says Mark Blair, vice-president, EMEA, at Brightcove.
As devices and platforms rise and fall in popularity, new player and advertising formats are rolled out and competition among platforms intensifies, consistency of service remains a challenge.
“Not all digital video players consistently get the basics right: ensuring the player is fast to load, set up to prevent buffering, adapted to every platform, stable and scalable so it doesn’t crash, and Flash- and HTML5-adaptable so viewers don’t get error screens on certain devices,” says Ooyala global director of sales development Sarah Kiefer.
BBC iPlayer is now available on more than 1,700 different connected devices.
“We’ve put a lot of work into developing a standard media player, balancing consistency of experience with optimising the presentation for the input mechanism and screen size,” says head of BBC iPlayer Dan Taylor-Watt.
“We do, though, need more collaboration between different providers in terms of driving a more consistent playback experience. There may also be more consolidation in terms of the number of different services available.”
The answer is not always in a content owner’s hands. Blair outlines what is needed: “Improved codecs to maximise bitrates, improved coding to make sure content is available in appropriate formats, and improved player implementation from CE vendors.”
According to ITV director of online and brands Paul Kanareck, UK broadcasters are “caught between the east and west” of Samsung and Sony and Apple and Google, all of which are trying to ‘own’ the living room. “It’s our job to make sure we remain prominent in all camps,” he says.
One way ITV does this is via Freeview Play, the subscription-free platform it shares with the BBC, Channel 5 and Channel 4.
“This is our collective attempt at presenting UK catch-up services to global manufacturers as a coherent category, so that we have scale in our conversations, and so they better understand the importance of adopting a local approach to reach local audiences, balanced with global content aggregators like Netflix,” says Kanareck.
Next-episode cueing and autoplay is increasingly prevalent. On iPlayer, 90% of users have chased one episode with another. “What happens when there’s no next episode?” asks All 4 head of product Sarah Milton. “Onward journeys are a big area for us.”
Options include reminding users what’s in their watch list, or presenting a set of recommendations or trailers for related shows. “We could set a link in a trailer which, when clicked, will add the show to their watch list,” Milton says.
As VoD services reduce reliance on catch-up and offer more exclusive content, there will be fewer natural prompts from linear TV.
“The automatic download of episodes or series to mobile, and the redownload of an expired item for viewing offline, all make for a better user experience,” says Milton.
Downloads to mobiles, especially of long-form content, are dogged by connectivity issues, but this should be erased when 5G networks are rolled out from 2020.
Voice control
Many smart TV apps lack the sophistication of mobile user interfaces and cater to a viewer who controls the experience with a remote or their phone rather than directly with their fi ngertips.
As a result, suggests Kiefer: “In the mid to longer term, we’ll start to see more experimentation with voice control, bringing functionality like that of Amazon’s Echo system, which is currently only available in the US.”
Ostmodern co-founder and chief executive Thomas Williams predicts the death of the conventional remote. “Talking to your telly feels uncomfortable, but gesture and voice is improving.
There will be a lot more cross-platform management of content controlled from an individual’s mobile device,” he says.
All 4’s UI focus is on how to create a simple spatial navigation “which is consistent in the use of vertical and horizontal axis”, says Milton.
“It needs to be incredibly intuitive for a user to navigate to the next step and get back again. We think doing this using ‘up’, ‘down’, ‘right’, ‘left’ and ‘ok’ keys will keep the experience straightforward and enable a user to keep their eye on screen without having to look down.”
“Whether you’re trying to change behaviour or keep up with it, when you are mass market, simplicity is the overriding theme,” says Kanareck. “The less friction there is, the easier things will get adopted.”
The BBC’s focus is on greater visual isation. iPlayer already supports Picture in Picture on iOS, allowing users to write an email at the same time as they catch up on EastEnders.
Coming soon, visual thumbnails will appear for every few seconds of video as users scrub along the timeline.
The ability to return to the beginning of a linear stream is believed to be high on viewer wishlists and will become standard in the mid- to long-term as live video is increasingly blended with digital video services.
BBC iPlayer introduced the function several years ago and a third of users watching live streams now jump back to the start. Having made live TV streaming central to its ITV Hub relaunch last year, ITV says it now accounts for 30% of views. ITV and All 4 will debut live restart soon.
Perhaps the biggest opportunity is in sport, where live restart and other PVR staples like bookmarks of key action are already available on sport-specific players from Deltatre (used by Uefa) and EVS (deployed by Sky Sports). This functionality will be improved further with the elimination of the inherent time delay between an internet stream and the broadcast signal.
“OTT live experiences have always been a poor relation to linear TV,” says Williams. “Buffering of the OTT stream means that TV will always beat an OTT simulcast by between 30 seconds and several minutes.”
Technology from Swedish developer Net Insight is claimed to have overcome this by frame-accurately timing both the TV and second-screen signals, and could be introduced by Sky Sports for its Formula 1 coverage next season.
It’s not confined to sport: this breakthrough could be applied to music or talent shows. “It means that editorial teams no longer have to think about how a single feed is going to be piped to TV as a lean-back experience,” says Williams.
“Now they can look at all content sources – camera angles or in-game data – and begin to present to all screens as one platform.”
Digital video services will go beyond broad recommendations based on what’s popular or trending to create personalised, channel-like experiences for each user.
“Players will increasingly make use of detailed analytics about viewer habits and preferences to decide which content to make and buy and how to format it,” says Kiefer. “Those insights can encourage riskier commissioning choices now that niche audiences that might not have been picked up with panel-based measurement can be identified and better catered to.”
The move to more analytics-based decisions will have an impact on all elements of digital video services, from user interfaces to content presentation, payment models and advertising frequency.
“Recommendations will become more sophisticated, but we will need to strike a balance between an algorithmic use of data and a human editorial voice,” says Milton, who cites Spotify as an example. “There shouldn’t be a ‘one-size-fits-all’ approach,” confirms Kanareck.
“If you don’t watch soaps, you shouldn’t see Emmerdale when you land on ITV Hub.”

LEVERAGING THE POWER OF SOCIAL MEDIA

As social platforms focus so heavily on video, it is becoming trickier for digital video services to know whether they are best viewed as distribution partners, marketing platforms or straight-up competitors.
“Digital video services need to think carefully about when and how they leverage the power of the reach and data of social platforms,” says Ooyala’s Sarah Kiefer. “Instead, they could try to build their own loyal customer base and a database of information about viewers, to better tailor their offerings.”
While tweets can be surfaced alongside on-demand and live video as it is played out around certain entertainment programmes, All 4’s Sarah Milton is doubtful that this can be done at scale.
“Users tend to engage with conversation around TV on social platforms and any attempt to pull them onto your own platform may be fruitless,” she says.
For most broadcasters, social is viewed as a marketing tool. For example, sharing a link to a moment in a programme on social media is possible on the iPlayer website by adding a timecode to the end of the URL.
After breaking 100 million requests on ITV Hub in June and achieving “well over” 100 million requests on YouTube and Facebook in the same month, ITV has signed exclusive content from youth producer Awesomeness TV.
Since more than half of all 16-24s in the UK are registered on ITV Hub, the broadcaster plans to use this original programming to drive engagement.
ITV will also be extending Hub+, its ad-free subscription service for iOS users, onto new platforms including PC.distribution partners, marketing platforms or straight-up competi“Digital video services need to think carefully about when and how they leverage the power of the reach and data of social platforms,” says Ooyala’s Sarah Kiefer. “Instead, they could try to build their own loyal customer base and a database of information about viewers, to better tailor their offerings.”
While tweets can be surfaced alongside on-demand and live video as it is played out around certain entertainment programmes, All 4’s Sarah Milton is doubtful that this can be done at scale.
“Users tend to engage with conversation around TV on social platforms and any attempt to pull them onto your own platform may be fruitless,” she says.
For most broadcasters, social is viewed as a marketing tool. For example, sharing a link to a moment in a programme on social media is possible on the iPlayer website by adding a timecode to the end of the URL.
After breaking 100 million requests on ITV Hub in June and achieving “well over” 100 million requests on YouTube and Facebook in the same month, ITV has signed exclusive content from youth producer Awesomeness TV.
Since more than half of all 16-24s in the UK are registered on ITV Hub, the broadcaster plans to use this original programming to drive engagement.
ITV will also be extending Hub+, its ad-free subscription service for iOS users, onto new platforms including PC.

Friday, 30 September 2016

Making money from VR

Every discussion about virtual reality turns at some point to parallels with 3D – which, as far as TV is concerned, has all but faded from view.
There are, however, key differences that go to the heart of why the industry is embracing VR.
For starters, no one need buy an expensive new screen, since at its most basic, 360-video can be viewed on a smartphone.
Second, VR is not considered a viewing medium but an experiential one. In other words, the format is significantly different from conventional entertainment to hold out the prospect that people will pay for it.
“The potential power of the experience is sufficient to justify interest from media, among many other industries,” says the BBC’s editor of internet research and future services Zillah Watson. “3D is an enhancement to existing viewing; VR is a fundamentally different way to tell stories, since it puts you in the scene.”
There’s serious money in this, reckons Jim Chabin, president of The Advanced Imaging Society, which launched a dedicated VR Society division in July. “There is a very strong sense in Hollywood that VR could develop into the next monetisation model and a significant source of new revenue,” he says.
Pay-TV broadcasters and major studios are seizing on VR as a way to reconnect with younger viewers deserting TV and cinema. Short-form online content deemed most appealing to this audience is encouraged for VR (if only because fatigue is limiting the viewing duration on the first generation of hardware) and the medium is inherently mobile.
“VR is the entertainment industry’s best hope for retaining millennials,” says Nokia head of R&D Vesa Rantanen. “The advantage for advertisers is that it gives you the complete and undivided attention of your viewer.”
Significant bets are being placed on VR turning a profit. Most investment to date has been on hardware, including $1.4bn (£1bn) funding for Magic Leap, but media is catching up fast.
Most significant is an HTC-led $10bn (£7.7bn) venture capital-backed fund to create content, with 27 other backers.
In August, US producer NextVR landed $80m (£61m), mostly from venture capitalists, to livestream events. Sky spent more than $1.5m (£1.1m) on VR camera maker Jaunt;
Discovery and HBO have taken stakes in VR and graphics developer OTOY; and Comcast acquired an interest in VR producer Felix & Paul and Altspace, which is developing social communication tools for VR.
While revenues from consumer hardware sales, including the pre-Christmas launch of Sony PS4, are estimated to hit $1.75bn (£1.3bn) this year, content revenues will barely move off zero.
Fast forward just three years, however, and hardware will generate $7bn (£5.4bn), with content (split between games and video) raking in more than $8bn (£6.1bn), predicts Futuresource Consulting.
These figures are on the conservative side. Ovum forecasts that by 2020, VR content revenues will be $15.4bn (£11.8bn) globally, comprising $7bn (£5.4bn) of games content, $225m (£173m) of VR apps and a sizeable $8.1bn (£6.2bn) of video revenues.
“The video and apps categories are ‘new new’ money that is unlikely to cannibalise existing revenues,” notes principal analyst Paul Jackson.
While half of all VR content creation today is from games developers, there is a considerable amount of VR video being made, mostly promotional content split between brands, studios and VR kit makers or platforms like Samsung Gear.
This ranges from point-of-view adrenalin sports experiences to companions for properties like 20th Century Fox’s The Martian VR, and live streams of US Open Golf.
Virtually none of this is monetised and the budgets come from marketing – but it does represent a business opportunity for producers.
“In the current free-to-consumer content model, sponsorship provides a crucial contribution to production costs and is allowing brands to experiment and to demonstrate their innovation,” says Ericsson technology officer, broadcast and media services, Steve Plunkett.
Meanwhile, Sol Rogers, chief executive and founder of Rewind:VR, which has produced content for Nissan and Lexus, warns: “Great content will create demand for head-mounted displays, but it’s going to take a while before they are as much a part of the furniture as a remote control.
“While distribution is limited and until we have data about consumer preferences, many brands are questioning reach and ROI, which limits the amount of content made and makes monetising VR a challenge.”
Unit9 has produced VR content for Google, Samsung and brands like Stella Artois.
“A typical brief is for a single high-spec VR experience delivered to the public via an installation and usually enhanced haptically [with moving seat or vibrating gloves],” explains creative director Henry Cowling.
“The same content is accessible over YouTube or by using mobile viewers like Cardboard. A digital piece like a game will be distributed for free as an app on Android, IoS or Samsung stores.”
Atlantic Productions’ VR documentary films featuring Sir David Attenborough have been installed at the Natural History Museum as a paid-for visitor attraction. Associate creative director Mike Davis says adding a VR element into a shoot is easier than some might think.
“There’s limited funding for VR projects, but if you have the story or subject matter, and you already have access to locations, then filming it on a different medium is really not that different,” he says.

VR: IN NUMBERS

12M

Headset sales globally by 2016

30M

Headset sales globally by 2020

50M+

Installs of Google Cardboard by May 2016

1M+

Monthly active users of Samsung Gear VR

250K+

360-degree videos uploaded to Facebook by Aug 2016

171M

Active VR users by 2018
Sources: Jupiter Research; Oculus Rift; Statista
Sky is on the hunt for 20 short VR projects to fuel its Sky VR app, which launches next month, and the BBC has also explored a variety of genres.
Aardman’s We Wait, an animated take on a migrant’s sea crossing from Turkey to Greece, created from BBC News footage, is an example.
“There is no commissioning route for VR or 360 yet,” says Watson. “We are evaluating the current pilots. We don’t know how audiences will react – that is the next stage.”
Infinite Wisdom Studios is being funded by the BBC to create a TV drama pilot script and interactive proposal around live entertainment. “For funding other projects, we’re looking at a combination of private equity based on building revenue models, sponsorship based on hitting audiences, and VR distribution platforms that could match-fund,” explains founder Michael Ford.
Revenue streams
The current phase of experimentation in production techniques and content creation will also include revenue stream options.
“Sky’s strategy is around promotion and building awareness for the technology, and testing the water with different genres,” says Futuresource analyst Michael Boreham.
“News and documentaries may start as a freemium model but evolve to a subscription service. Similarly, drama is likely to evolve from free to either ad-funded or SVoD, while sports is likely to evolve to either pay-per-view, ad-funded or season-pass models.”
Aside from specific pay-per-view transactions, live events are likely to be a ‘top-up’ for pay-TV subscribers at probably $2-$4 (£1.50-£3) a month, he suggests.
This will likely be feature interviews, behind-the-scenes or locker-room recorded experiences until the technology and install base make it worthwhile to live stream a full game or concert from multiple angles.
“If you can be sat on the front row inches away from Beyoncé or Bieber, why wouldn’t fans pay for that, when the technology is readily available in their homes?” says Ford. “It’s only a matter of time before hardware access proliferates and so too does content demand.”
At the moment, the market is too small to monetise, but broadcasters could soon “offer a Netflix-style service”, where a set of curated VR content can be accessed for a monthly fee, suggests Rogers.
This will add further stimulus to make content, but is risky, says Futuresource associate director Carl Hibbert. “Poor-quality content or user experience on first trial jeopardises VR’s longevity and consumers’ willing ness to return to the technology.”
There are further warnings against complacency.
“My private fear is that VR will go the same way as 3D, with bad content and a bad consumer experience,” Sony Pictures’ chief technology offi cer Spencer Stephens told IBC.
The Advanced Imaging Society’s Chabin adds: “VR is either going to be a major new business model, or it’s going to be a Blu-ray extra, paid for out of marketing budgets but not adding to the bottom line.”
The pending launch of VR content hub Google Daydream is anticipated to boost consumer awareness further, but Ampere Analysis believes it will take a decade for VR to go mainstream.
“Two hardware cycles from now, VR will be massive,” suggests The Foundry chief executive Alex Mahon. “Consumer gear will be less invasive, easier to hook up to a VR system and more like a pair of glasses than a phone.”
A BBC survey of Edinburgh delegates revealed that 76% think 360 video will be mainstream in five years and 39% believe it could be the future.
Some 63% indicated they would commission VR within the next two years.
“If we take a five-year view, this technology will definitely be part of media, but what form it will take is open to question,” says Watson. “It may not necessarily look as it does now.”
Ford adds: “We can’t really compare it to anything to gauge its exact potential. VR isn’t a silver bullet, but it’s not a poisoned chalice either – and it’s definitely not 3D in disguise.”

Thursday, 29 September 2016

Build it and they will come


Broadcast 

Having established a base for international broadcasters, media hubs are moving on to the next phase: embedding industries from the wider digital economy.
http://www.broadcastnow.co.uk/features/build-it-and-they-will-come/5109902.article?blocktitle=Features&contentID=42957

From Columbia to Kazakhstan, around 100 countries and cities have established media hubs to boost their economies, although only around 40 are considered significant on a global scale.
Even with super-fast global broadband connections, media organisations still find a strategic need to be grouped together.
“The media business is driven by people mixing with people,” says Danny Meaney, co-founder of New Media Partners, which has consulted for such developments in Abu Dhabi, Helsinki, Glasgow, Brisbane, Singapore and Salford.
“There is all sorts of evidence that innovation isn’t born in isolation. The ability for groups of like-minded people working at different stages of development to feed off each other is absolutely core to the media hub concept.”
Most hubs follow the same pattern, which is to land anchor tenants – as the BBC has done at MediaCityUK in Salford – as magnets to attract smaller suppliers, perhaps with an incubator programme to aid start-ups. Residential, retail and public spaces are also planned in.
“These are big themed business park developments where the most successful develop infrastructure across the media supply chain,” says Meaney.
“It’s no good just bunching broadcasters on a brownfield site. You need an organising team that understands economic development and the language of this industry, and a plan that includes living and working spaces, and other event-based activities to keep the place constantly animated.”

COLOGNE
While Berlin’s Babelsberg Film Studio receives the most international attention, Cologne is Germany’s TV powerhouse.
Home to six television stations, including RTL and public broadcaster WDR, it also boasts nine radio stations and is a major hub for computer games, through Electronic Arts and Ubisoft. The city’s MMC Studio operates 19 sound stages and hosts local versions of The X Factor and Got Talent.
The dedicated MediaPark includes the EMI Music HQ, but Cologne’s national media dominance is a product of a regional development policy begun 30 years ago, when the state of North Rhine-Westphalia (NRW) addressed the demise of the local coal and steel industry.
Media and creative industries employ 425,000 people and bring in annual sales of ¤126bn (£108bn), according to the authority. More than 40% of Germany’s mobile communication companies are headquartered in NRW, as are 15 of the top 20 TV producers, including ITV Studios, Endemol Shine and Talpa.
“We have 3,000 media-related student places in higher education, which helps to grow the media economy,” says Ulrich Soénius, deputy general manager and head of location policy at Cologne Chamber of Commerce and Industry (CCI Cologne).
 “As part of our vision,we need wider and faster broadband in the region to encourage more digital start-ups.”

SALFORD
Eleven years after it was first proposed, MediaCityUK is set to double in size over the next decade after ambitious plans were greenlit by Salford Council.
Up to 10 new buildings are envisaged by site owners Peel Land and Property and Legal and General Capital, with a development value of more than £1bn.
The 2.3 million sq ft expansion boasts 540,000 sq ft of offices, 1,800 apartments, retail and leisure buildings, with public spaces and a pedestrian promenade. This development complements the existing creative and digital hub, which houses 250 businesses, including the BBC, ITV,
Dock 10, Ericsson and SIS. “While we began as a broadcaster environment centred on content production, the huge digital infrastructure allows other sectors to join us,” says MediaCityUK managing director Stephen Wild, citing e-commerce, gaming, VR and e-health.
“This is a city, not a business park. The focus is on people living, working and visiting here.”
There is no additional studio space in the next phase, but that doesn’t preclude any media organisation from setting up shop at MediaCityUK, Wild says.
“The growth of talent is absolutely critical and arguably more important than any building facility,” says Wild. “Salford University has located its digital, TV and radio studio campus on site as part of Manchester’s wider 100,000 student pool. It hosts courses not only for journalism and media but a whole range of subjects like graphic design.
“It’s a long-term vision for MediaCityUK that recognises that digital infrastructure underpins the future of many industries.”

SEOUL
Digital Media City (DMC) is a regeneration project started in 2000 on a wastedisposal site on the outskirts of Seoul.
The metropolitan authority has laid high-speed broadband cable across the 570,000 sq m site to attract companies engaged in the research and development of media and entertainment technologies.
LG, Samsung and Korean broadcaster MBC are anchor tenants.
Not just a tech hub, DMC is part of the larger Millennium City project, which encompasses the Sangam stadium, built for the 2002 World Cup, and homes for 30,000 people.

SINGAPORE
Mediapolis is Singapore’s digital media hub and is run by the country’s Infocomm Media Development Authority (IMDA).
Targeted for completion by 2020, the 19-hectare site already includes Singapore’s free-to-air broadcaster MediaCorp and Infinite Studios, which manages the country’s largest soundstage, measuring 17,000 sq ft.
Backed by the Infinite Frameworks facilities group, which owns studios in Indonesia, Infinity is landlord to Discovery, Namco Bandai Studios, Globecast, Arqiva and sports rights holder MP&Silva.
VFX shop Double Negative shuttered its local office in May to refocus on a cheaper Mumbai operation.
LucasFilm has been here since 2005 and operates, along with fellow Walt Disney division ESPN, out of the Sandcrawler building located in another media district, Fusionopolis.
Covering 30 hectares, the Fusionopolis cluster is designed to provide an environment conducive to growth in the information and communications technology, media, physical sciences and engineering industries.
Both hubs are part of a massive 200-hectare development called One-North, which combines educational institutes, residences and recreational amenities. According to IMDA chief executive Gabriel Lim: “This makes it a great melting pot of talent, ideas and business opportunities.”

ABU DHABI
A 30% rebate, plus the lure of desert and high-tech city locations, attracted blockbusters Star Wars: The Force Awakens and War Machine to shoot in the Emirate, but the wider vision for Twofour54 was always about building a sustainable indigenous media industry.
The government-funded initiative says it has created more than 3,500 media jobs since its launch in 2008, and trained more than 2,100 people in media disciplines.
“Our core focus is to continue to develop an attractive environment for media companies who want to set up in the Middle East and reach a consumer market worth more than $20bn [£15bn] by 2019,” says acting chief executive Maryam Al Mheiri.
“We want them to see that everything they need to do business, the full value chain, is here ready for them.”
More than 400 media companies – including CNN, Sky News Arabia and Ubisoft – have taken advantage of the tax-free work environment. Government- backed tenant Image Nation is funding local and international productions, including a feature adaptation of Dave Eggers’ book The Circle.
Recent developments include a first permanent backlot, for MBC Group company O3 Productions’ Arabic drama Haret El Sheikh.
“We have long-term plans to support our industry’s growth, including creating a new studio complex and expanding the campus office space to keep pace with demand,” says Al Mheiri. Compared with Dubai Media
City’s “sterile and expat feel”, Meaney says, Twofour54 has cultivated a “genuinely indigenous approach to media”.

Tuesday, 27 September 2016

Moving Media

Digital TV Europe

The exponential demand for video over mobile means 4G networks will eventually buckle. If 5G provides the answer, is broadcast capability built into the specification?
http://media2.telecoms.com/e-books/DTVE/magazine/augsep16/

With video over mobile forecast by almost everyone to multiple exponentially in the next five years to represent 70-80% of all traffic by 2021 something, somewhere has got to give. Mobile spectrum is only finite after all.

"At a certain point the existing 4G LTE technology will not be sustainable to cope with the massive growth in video data," says Volker Held, head of innovation marketing at Nokia. "We need a new structure. This is the kernel of the 5G business case. Utilising it means we won't need to talk about bandwidth constraints for the foreseeable future."

The fifth generation mobile network promises much, but there is life yet in 4G, commonly known as 4G Long Term Evolution (LTE) despite considerable debate about which implementation of 4G matches the ITU standard. Candidates include 3GPP LTE which is often branded 4G-LTE, LTE Advanced (also known as 4G+) and WiMAX which is deployed by some carriers in the U.S.

It is agreed that Norwegian telco TeliaSonera launched the first commercial LTE networks in Oslo and Stockholm and that, seven years on, 4G is widely available in the developed world.

“It is uncommon to see operators sell price plans that do not include 4G access if the plan has a data allowance,” notes Tony Maroulis, research manager, Ampere Analysis. “There was a period around 2010 when AT&T, T-Mobile USA and a few other operators advertised DC-HSPA+ as 4G, even though it only achieved data speeds of 42Mbps. 4G LTE is a more efficient technology and it generally starts at 50Mbps, with the potential to reach higher speeds when more spectrum bandwidth is added.”

In terms of quantifying the deployment, as an example, in France, Spain, Poland, Belgium, and Moldova, Orange’s 4G coverage has surpassed 80% of the population. In the U.S. Verizon covers 313 million people with 4G LTE, and its VZW 4G LTE network now spans 2.5 million square miles. Some 60% of data consumption over those services is video of some kind including support for YouTube.

“LTE Broadcast (multicast) was seen as a solution to the impending video demand, but it never materialised as the demand shifted from linear TV to video on demand, which requires an individual (unicast) connection,” says Maroulis.

4G networks support MBMS (Multimedia Broadcast Multicast Service), which enables broadcasts to multiple devices over cellular networks. MBMS allows a UDP style of broadcasting to mobile devices by reducing the need for a unicast connection for every device and reducing the bandwidth required for cellular data.


Can 4G cope?

According to Chinese handset manufacturer Huawei, video now accounts for over 50% of total traffic on many 4G networks. Each subscriber consumes on average more than 3GB of traffic per month, rising 60% a year. It argues that network capacities must be expanded to accommodate more video service connections.

“With sufficient bandwidth and improved video compression a lot of the obstacles faced by current video could be solved,” says Maroulis.

Operators are optimising the 4G network using techniques such as ABR shaping and scheduled delivery. T-Mobile USA have launched a premium offer for its customers to receive unlimited video provided that video is reduced to 480p (and from providers who agree to that limit) with apparent success.

“Adaptive streaming approaches (such as MPEG DASH) also allow for a fine adaptation of the content delivery to the radio access conditions and the terminal capabilities,” says Gilles Teniou, senior standardisation manager - Content & TV Service at Orange Labs. He thinks codec HEVC is a clear answer to bandwidth-constrained environments, enabling the delivery of video services in HD.

Since March 2015, a feature called MooD (MBMS operations on Demand) was added to 4G permitting the dynamic switching between unicast and broadcast. This makes it possible for an operator to identify where and when users are watching the same content at the same time. eMBMS is then seen as a way to control the dimensioning of the network by efficiently offloading the network when needed.

However, video delivery remains the single biggest challenge facing mobile networks. EE forecast 80% of all traffic on the network will be video by 2020, and Matt Stagg, the operator's Head of Mobile Video & Content says maintaining the quality of mobile video in the face of demand is not just a challenge for operators. “This needs to be looked at end to end and new compression technologies can reduce the bandwidth required to deliver HD video by more than half,” he says.

4G bottlenecks

In some places the bottleneck will be the backhaul from the mobile tower, notes Ampere's Maroulis. In others the bottleneck will be the radio access network (RAN), when too many devices try and connect to the same tower: “Sometimes the bottleneck may even be the device’s modem – not all devices are capable of 150Mbps LTE-Advanced.”

The LTE-B Alliance, founded by Verizon, EE, Telstra and South Korea's KT in April, aims to push for all new smartphones to have the chipset and middlewear capable of supporting the technology by the end of 2017.

Consumers are demanding higher quality, fewer delays and buffering screens, and video is not just limited to TV content and film, but a lot of social media is now video. Some 300 hours of videos uploaded to YouTube every minute, half of which is viewed on mobile devices (reports Huawei). In addition, 75% of Facebook video browsing is performed on smartphones.

The cost of producing HD screens has decreased drastically too. According to statistics compiled by Huawei’s mLAB, 77% of smartphones delivered in the first half of 2015 had a resolution of 720p or above. The standard 2K resolution on smartphones is 2560 x 1440, which is three times higher than 720p and Huawei expects that over 10% of new smartphones will be equipped with 2K-definition screens this year.

A premium 2K video experience will be one of the objectives of mobile networks and will become the mainstream requirement in 2018, according to Huawei. It even observes that smartphones equipped with 4K and 8K screens will soon be available.

“HD video is imposing great challenges on the LTE networks, which cannot yet fulfil all the requirements of 1080p and 2K videos,” it warns. “The capacity of a single LTE cell must be increased to accommodate more video connections, while data rates at the cell edge must be increased to meet the minimum rate requirements of video watching.”

Its version of LTE is branded 4.5G and includes Gbps which Huawei says boosts peak rates ten times that of a single 4G cell. In December 2015, TeliaSonera and Huawei deployed the first LTE-Advanced Pro (4.5G) network with an outdoor peak rate reaching 1 Gbps, claimed as the world's fastest mobile network.

“Even if LTE provides significantly higher rates than the previous access technologies, the increasing demand for high quality content and the increasing number of simultaneous accesses to unicast requests (e.g. SVOD platforms) have to be considered,” points out Orange's Teniou.

UHD and VR

  • 360 degrees video services for Virtual Reality also promise a new immersive experience for which the required bitrates are still to be identified [3GPP SA4, the codec group, is conducting a study on VR in mobile environments].

    In addition, says Teniou, a high number of simultaneous unicast requests impacts not only the available bandwidth on the access network but also the load on the cache or edge servers. “Getting the right video content closer to the user may become challenging in such a case,” he says. “A new compression format would help, for sure, under the assumption that it is optimised for the upcoming video services such as UltraHD and VR.” 

TV and video services are high-capacity services that require fast, reliable data connections. As such, they define the essence of 5G networks, which are focused on providing high bandwidth, reliable and consistent network services with Forward Error Correction (FEC) capabilities.

“Video consumption is expected to be a continued driver in network traffic for years to come and video use cases are on the roadmap for 5G development,” says Adam Koeppe, vp technology planning, Verizon.

5G outlined

The broad outlines for 5G have been agreed by organisations like EU 5G PPP (Public Private Partnership), initiated by the European Commission with manufacturers, telcos, service providers and researchers.

The specifications – some call them promises - include: regular mobile data speeds surpassing 1 Gbps, peaks of 10Gbps (South Korea's SK claim to have lab tested 50Gbps – 1000 times faster than 4G), and a latency below 1 msec.

“While 4G was all about delivering data at high speeds, 5G will enable real-time, live video delivery,” says Arik Gaisler, Sr. director, Product Management, Infrastructure, Kaltura.This opens up lots of possibilities for real-time communication. We are starting to see live streaming gaining huge traction, with Facebook Live, Youtube Live, Snapchat, and real-time gaming platforms such as Twitch all investing significant resources in live video delivery.

He adds “360 video and VR - both for VOD and live - will also benefit from 5G, because VR relies on real-time data tracking and communication between the consumer and the service.”

However, 5G is not seen as a direct replacement existing TV platforms. Indeed its use case goes far beyond media. “For 5G to support broadcast it will have to have an efficient broadcast mode which goes beyond the current broadcast features in 4G,” says Peter Siebert, executive director of the DVB. “5G will have to support broadcast features such as subtitles and the operator will have to fulfil coverage and quality of service requirements. The necessary tools to provide this have to be included in the 'still to be developed' 5G specification.”

Siebert believes that currently 5G sits at the peak of the Gartner’s Hype Cycle. “Even before the technology has been defined, various operators have already promised field trials and equipment manufacturers have given us the impression that 5G technology is just around the corner.

“A network would have to be very dense with ample base stations, which need to be connected with high speed links to the network,” he adds. “An important cost factor will be the higher frequencies to be used that will result in a more expensive network and consumer equipment. All in all, building up a 5G network according to the current promises will be extremely expensive for the network operator.”

The most efficient model, he suggests, is a 'high tower – high power' approach on which current broadcast networks are built: “It would make a lot of sense to integrate this technology in the upcoming 5G specification.”

The hybrid proposition

Ericsson believes it critical for service providers to develop a hybrid approach using the technology that makes the most sense for the situation and type of viewing behaviour.

“We already know that in certain, rural parts of the world a mobile network can compete with fibre and meet the performance of even a fixed connection,” says Ericsson's Gordon Castle, Head of Strategy Area Mediacom. “Fixed connections will never reach the majority of the world's population so already we're seeing that 4G LTE can be cost effective compared to installed fibre.”

Ericsson argues that for highly popular short/mid-tail content, broadcast technology continues to make the most sense as its very cost effective. For VOD and niche linear long-tail TV content, service providers can use broadband unicast to improve efficiency.

“Many devices are already connected to several access technologies, such as terrestrial/satellite antennas and fixed or mobile broadband,” Castle says. “By integrating content from these different inputs into one user interface, an improved user experience will be achieved and the content delivery costs will be reduced.

“LTE Broadcast will play an increasingly critical role in the future distribution of video to consumers, given that the majority of terrestrial TV is delivered via broadcasting, whereas mobile video is delivered through cellular networks using unicast through a separate video stream. Mobile networks can also provide broadcast delivery with the mobile network dynamically switching between unicast and broadcast, thereby optimising resource utilisation.”

As user behaviour evolves and as technology advances, Ericsson expects to see a crossover point where broadband will prove to be a superior form of delivery compared to fixed-to-mobile and where mobile will have a greater impact in terms of reaching television.

It gives the example of in home solutions which require high spectrum efficiency. “Globally, fixed broadband deployments lack the quality and capacity to provide a high level TV service and the majority of global households are unable to receive a fixed broadband connection,: says Castle. “New mobile technologies with higher spectral efficiency, directional antennas and portable home gateways optimised for video distribution, will significantly reduce mobile broadband delivery costs. Evolved 4G and 5G technologies will play a crucial growth role in enabling mobile video to be a cost competitive alternative to fixed broadband and grow at a much faster rate than any other network traffic.”

Verizon is trialling fixed wireless 5G use cases. According to Adam Koeppe, “While it is early in the development process, we expect there'll be a need for additional hardware, cell sites, and other infrastructure. Part of the work at our innovation centres and with our partners will be creating much of this equipment - for example, developing even smaller cells with greater network efficiencies. The availability of spectrum is key to the success and advancement of 5G technology. We are very pleased with the actions the FCC is taking to ensure that 5G moves forward and fully expect 5G to be an evolution of our 4G LTE network.”

A clutch of European telcos, including Deutsche Telekom, Nokia, Telefonica and Vodafone, say they will begin conducting large-scale tests by 2018, with a launch in at least one city in each EU country by 2020.

BT and Nokia are to collaborate on 5G use cases and trials, and to jointly develop 5G standards and equipment. The work will underpin the forthcoming roll out of LTE-Advanced Pro and 5G services by EE. Nokia is also already conducting trials of its latest 5G-ready radio equipment at BT Labs in Suffolk. Forthcoming proof-of-concepts will focus on technology enablers for 5G, including mmWave radio and convergence, as well as commercial applications of ultrafast mobile broadband, mission-critical services and the Internet of Things.

Ericsson says it has trials with 20 operators in the works and will collaborate with Cisco and Intel to develop the industry’s first 5G router. “This will be a critical addition, particularly when you consider the numbers of viewers streaming high quality video content on a daily basis,” informs Castle. By developing the router, it wants to enable ultra-high speed wireless bandwidth and facilitate the growth of new internet-connected devices.

Some, like Kaltura's Gaisler, believe 5G networks can ultimately replace legacy technologies such as WiMAX, DTT and legacy mobile technologies for broadcasting. “And with fast, reliable, two-way communications comes the promise of further enhancement of the video streams: time shifted-TV services over 5G,” he says.

Ampere's analysis is that while 5G could be used as a terrestrial substitute, it would likely require upgraded terminals (TVs, set top boxes). “Additionally, if 5G was used to replace terrestrial, then it would be competing with other data connections for bandwidth, unless it had a dedicated bandwidth assignment, which would make it not too different from the current set up,” notes Maroulis.

A holistic approach

EE's Stagg strikes a note of caution amid all the hype. “As a service [5G] needs to be looked at end to end to ensure an optimal experience and we cannot be complacent and file the requirement under ‘5G has lots of bandwidth to support 8K resolution’,” he says. “Another aspect we are addressing within the industry is ensuring that all video is not treated the same and labelled OTT content. Through our research and analytics we now know that live sport and popular events put completely different demands on the network and must be addressed with a one to many technology such as broadcast.”

BT and EE are also keen to look at convergence in 5G. In order to drive this forward, they are part of the consortium supporting the 5GPPP working group (5G-Xcast). This media delivery solution will have built-in unicast/multicast/broadcast and caching capabilities, and it will enable media services to use any mix of the available mobile, fixed and broadcast networks, explains Stagg.


“The project will take a holistic approach in order to minimise the media delivery differences between the considered types of networks. It will be end to end and cover everything from the physical layer and the radio interface to the transport and application layers including protocols and API’s. The project will contribute to the definition of 5G critical technologies and its standardisation in 3GPP with the development of 5G Broadcast. This is a very important topic that has gathered very little, if any, attention so far, and is key to achieving the ubiquity, scalability and cost-efficiency required by the core KPI's for sustainable immersive large scale video.”