Alfred Poor, Author at Gigaom Your industry partner in emerging technology research Wed, 14 Oct 2020 00:37:19 +0000 en-US hourly 1 https://wordpress.org/?v=6.5.3 Next-generation TV remotes and interfaces https://gigaom.com/report/next-generation-tv-remotes-and-interfaces/ Mon, 04 Jun 2012 06:55:28 +0000 http://pro.gigaom.com/?p=109355 The Internet is expanding the amount of available content at almost incomprehensible rates, but the difficulty of navigating through all of that content has quickly soured the TV-viewing experience. To understand why the problem of easy access to content is so difficult to solve, it is essential to first consider the major players involved in the system and where their interests lie. This research note examines the current state of the market, which companies matter now, and which matter for the future.

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The Internet is expanding the amount of available content at almost incomprehensible rates. YouTube alone now adds more than 60 hours of new content every minute of every day. But navigating through all of that content has quickly soured the TV-viewing experience, because no one user interface has emerged to help consumers find what they really want to watch.

To understand why the problem of easy access to content is so difficult to solve, it is essential to first consider the major players involved in the system and where their interests lie. This research note examines the current state of the market, which companies matter now, and which matter for the future.

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The living room reinvented: trends, technologies and companies to watch https://gigaom.com/report/the-living-room-reinvented-trends-technologies-and-companies-to-watch/ Thu, 31 May 2012 06:55:44 +0000 http://pro.gigaom.com/?p=108868 The adoption of tablets, social media and new interfaces and the changing nature of the TV itself mean the digital living room will continue on its path of rapid change, thanks to new ways of creating, viewing, bundling, distributing and selling content. The goal of this report is to help readers understand the different technologies driving this shift. We asked four Pro analysts to identify key trends reshaping their market and to name key players and technologies that will ultimately be counted among the winners.

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It was almost 100 years ago that families began to gather around the “electronic hearth,” and in today’s digital world, the living room is still where many families go to be entertained.

While content in the living room has traditionally been viewed on different screens and delivered in different forms of media, recently things have changed significantly. The past couple of years have seen a large-scale disruption of the entire TV landscape and its delivery models.

The late ’90s and early 2000s saw the Internet and home networks start to proliferate, and there was talk of a new era, a “digital living room.” Much of it was met with skepticism — and with good reason. The slowness of early Wi-Fi networks, the lack of software standards and clunky initial product offerings from both hardware and service manufacturers more often than not resulted in consumer disappointment.

Over time, however, fundamental technology building blocks matured. Wireless networks became fast enough to handle video streaming. Software protocols such as DLNA and Bonjour began to ease the use of these technologies, while pioneers such as Microsoft (Xbox Live), Netflix and Apple (iOS devices) began to make products that would change consumer-usage behaviors.

As consumers began to look at new ways to shift media over networks in and outside the home over the past decade, slowly but surely distribution models for content began to adapt, eventually upending the content creation and distribution value chain. Physical distributors of content, be they music or video retail and rental, started to get hit hard as more content shifted to online distribution. Content creators saw their distribution windows collapse, and new forms of distribution enabled content creators to begin to sidestep the large studio decision makers. Aggregator players like Netflix and Hulu ascended, showing consumers entirely new ways to bundle and buy content.

All of this has added up to a vastly shifted entertainment business today, which has been reshaped in many ways to fit the new reality of the digital living room. That said, the way forward is going to see just as much, if not more, rapid change. The adoption of tablets, social media, new interfaces, and the changing nature of the TV itself mean the digital living room will continue on its disruptive path.

The goal of this report is to help readers understand the different technologies driving this shift. We asked analysts to identify key trends reshaping their market, to identify the key players driving this change, and to look down the road a bit and help us understand how the market sector will look. In the following pages:

  • Mari Silbey breaks down how the set-top box and pay-TV providers will evolve in the age of over the top.
  • Consumer tech expert Alfred Poor breaks down how new interfaces, from touchscreens on tablets and phones to the rapidly changing nature of the on-screen interface and user guides, will impact consumer behavior and media models in the future.
  • Longtime media analyst Larry Gerbrandt breaks down how the shift toward over-the-top video distribution is impacting the economics of media.
  • Patrick Moorhead looks at how different smart TV and app platforms are taking shape.

So enjoy, and learn. Also, let us know, in comments or email, what trends matter most, how you think the digital living room will change, and who will ultimately be counted among the winners.

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Managing infinite choice: the new era of TV user interfaces https://gigaom.com/report/managing-infinite-choice-the-new-era-of-tv-user-interfaces/ Mon, 17 Oct 2011 07:03:28 +0000 http://pro.gigaom.com/?post_type=go-report&p=181915/ At this point, it’s not clear which of the emerging approaches will ultimately win, but the end result is the entertainment equivalent to a computer operating system, so the possible rewards are enormous. The interface has the potential to be even more important than the content or its distribution, which will make the owner of the interface the one who controls access to the programming.

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A new user interface for the video viewing experience is inevitable. Consumers are confronted with a rapidly expanding universe of video programming choices, from over-the-air broadcasts to hundreds of channels available from cable and satellite services to thousands of video-on-demand choices. Add to this the hundreds of thousands of choices available at any time from online video streaming services and the consumer faces what is effectively an infinite number of options.

We need more than a printed TV guide and a five-button remote to efficiently and effectively navigate this abundant new universe of programming. Fortunately, the same technology that has made it possible to create so many offerings can also provide the intelligence to help us find what we want to watch.

At this point, it’s not clear which of the emerging approaches will ultimately win, but the end result is the entertainment equivalent to a computer operating system, so the possible rewards are enormous. The interface has the potential to be even more important than the content or its distribution, which will make the owner of the interface the one who controls access to the programming.

In order to be successful, the user interface must address six essential functions: search, browse, recommend, retrieve, access control and social sharing.

There must also be a way to interact with the interface, whether through a physical device with buttons, a touchscreen or a noncontact system based on gesture or voice commands.

Some companies have created the initial iterations of a solution. The successful approach will likely take either the cooperation or the combination of companies to assemble the assets, resources and alliances required to create an effective system that is supported by all the stakeholders in the system.

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SkypeKit: Skype’s Platform for CE-Based Communication https://gigaom.com/report/skypekit-plugged-into-skype/ Thu, 01 Jul 2010 07:00:38 +0000 http://pro.gigaom.com/?p=38024 Skype recently announced the new SkypeKit software developer’s kit (SDK), a move that could make it possible for the company’s services to be available on a very broad range of devices, from automotive ones to personal electronics. With this announcement, Skype looks to copy Netflix's successful approach of enabling wide integration of its associated services by providing hardware partners with integration tools. In essence, Skype has created a platform for pushing its dominant voice and video over IP communication suite into a new billion device market. The company already holds a commanding lead for computer-based voice and video communications, and the bottom line is that SkypeKit may strengthen the company's hold on this market and make it even more difficult for competitors to find a toehold.

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On Tuesday, June 22, 2010, Skype announced the new SkypeKit software developer’s kit (SDK). The following day, the GM of Platform for Skype, Jonathan Christensen, delivered a lunchtime keynote address to attendees at the CES Line Show in New York City. In his presentation, he outlined the vision for the new “plugged into Skype” initiative and explained how Skype’s “platform solution” is a key factor in the company’s plans for future growth.

Skype, of course, already holds a commanding lead in the computer-based voice and video communications market. This new move could make it possible for the company’s services to be available on an even broader range of devices, from automotive ones to TVs and personal electronics. The fact is that the number of network-connected devices continues to rise, and the “plugged into Skype” initiative would further strengthen the company’s already iron-like hold on this market and make it even more difficult for competitors to find a toehold.

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Report: The Consumer Video Chat Market, 2010-2015 https://gigaom.com/report/report-consumer-video-chat-ecosystem-forecast/ Mon, 07 Jun 2010 07:01:01 +0000 http://pro.gigaom.com/?post_type=go-report&p=191101/ There will also be opportunities for existing and new companies to provide new services to consumers and small businesses based on video chat communications.

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At the 2010 Consumer Electronics Show in January, the home electronics industry was all abuzz about 3DTV. While this was certainly an important topic, most of the press and analysts in attendance missed the much bigger story about television: video chat.

Both Panasonic and LG announced that they were going to include support for Skype video communications in select models of their HDTVs, marking a major development in how people will talk with each other over distances. The fact is that consumer visual communication – video chat – is an application that is likely to sell more TVs over the next few years than 3-D.

Worldwide, corporations are increasing their use of telepresence systems to improve communications across distances and to save on travel expenses. Moreover, anytime travel is disrupted, the impact on business is unquestionable. As this report was being prepared for publication, a volcanic eruption in Iceland led to the closure of most of Europe’s airspace and demonstrated how tenuous our transportation systems can be. This event alone is sure to spark increased interest in corporate telepresence systems.

But consumers and small businesses represent the vast majority of the market for communications, and a shift from the traditional telephone systems to Internet-based solutions is expanding the potential for video communication in these markets. Skype now accounts for 12 percent of all international calls. The move to IP communications is often initiated by its lower costs, but consumers are discovering additional features and benefits, such as video chat. More than one third of all Skype calls involve video, and when you consider that the company’s call volume is measured in the tens of billions of minutes per month, a lot of video calls are being made. And that’s just with this one service.

One of the key factors boosting uptake of video communications is that a significant portion of the market already has all of the equipment it needs. Instead of having to spend $10,000 to $100,000 or more for a dedicated corporate telepresence system, most people already have what they need in their existing laptop or desktop computer. (If they don’t, they can add a webcam with a microphone for less than $50.) Meanwhile, a majority of consumers and small businesses now have broadband access to the Internet; widely available Wi-Fi service means that they still have access even when away from the home or office.

This has eliminated the “symmetrical” problem of traditional video communications, which required specialized compatible equipment at both ends of the conversation. Most of the people you know already have the requirements to accept video chat. As a result, consumer video communications is growing rapidly, and hardware manufacturers are responding to the trend. Samsung has joined LG and Panasonic in building Skype support directly into some of its HDTVs. And if recent reports are to be believed, Apple’s next version of the iPhone will have a forward-facing camera, making video chat possible on that device.

Currently, video chat is being used as a more effective replacement for the phone call. We can expect that it will take on new roles, however, as consumers and businesses become more comfortable with it as a communications tool. We’ll see extended telepresence applications become more common, such as sharing a mealtime with someone far away or having a shared open “window” into a distant office.

Opportunities abound in many areas as a result. In addition to the primary functions of providing the hardware, software and services required to support consumer video communications, the larger data streams also have implications for broadband service providers and related industries. There will also be opportunities for existing and new companies to provide new services to consumers and small businesses based on video chat communications.

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Report: 3DTV Market is Ready for Takeoff https://gigaom.com/report/3dtv-market-analysis/ Mon, 05 Oct 2009 09:00:03 +0000 http://pro.gigaom.com/?p=14248 After more than 50 years of toying with 3-D movies, Hollywood appears to have finally found a way to move beyond sensational special effects and bring the technology into the mainstream of movie production. The profound success of 3-D movies at the box office also has the studios searching for ways to capitalize on their development investments. The answer: move 3-D display technology into the home. This report, entitled "3DTV Market Analysis: Transition From Cinema to Living Room," includes analysis of the various 3DTV technologies, standards and markets. It examines the HDTV and 3DTV market landscape and includes market forecasts for 3DTV, and strategic recommendations for consumer electronics OEMs, content owners, service providers and retailers.

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Among others, there are two key truths about technology. First, it often arises from expensive development projects designed for limited applications — such as medical or NASA programs —  and then slowly migrate to consumer use. This has been the case with many familiar markets, such as Global Positioning System (GPS) devices or the Internet itself. The second truth is that it takes a long time before a new technology comes to the consumer market. It is not unusual for three or four decades to elapse between an initial discovery and the time when the first products start commercial production.

After more than 50 years of toying with 3-D movies, Hollywood appears to have finally found a way to move beyond sensational special effects and bring the technology into the mainstream of movie production. The profound success of 3-D movies at the box office also has the studios searching for ways to capitalize on their development investments. The answer: move 3-D display technology into the home.

This follows a well-established history of technology migration from the local cinema to the living room. In the beginning, it was the moving picture itself that created demand for the original broadcast television that you could watch in the comfort of your own home. The theaters have advanced a series of new technologies to maintain an appeal over the in-home entertainment choices, but eventually consumer demand results in home versions. We have seen color, multichannel audio, wide screen, and high definition images debut at the cinema, only to have them eventually show up in the home.

So it only makes sense that 3-D will be the next frontier for cinema technology migrating to the home. We’re still in the Wild West stage, however, with many unanswered questions about just what form the technology will take, from how it is created and prepared by the movie studios (and other content creators), to how it will be delivered to the home, and finally how it will be displayed and viewed. Many different players are competing at different levels of the market. There will be some big winners, and there will probably be even more losers.

Some segments are heavily invested already in the success of 3-D TV in the home. Some have some proprietary technology that they hope will become keystones in the new market, such as those that can “synthesize” 3-D content from the enormous existing catalogs of 2-D content: both movies and television programming. Others hope to turn the advent of 3-D TV to a competitive advantage in an existing, crowded market. For example, 3-D TV could help plasma recover ground that has been lost to LCD technology in the flat screen HDTV business. And newer technologies such as Blu-ray discs hope that demand for 3-D TV content will help accelerate the initially sluggish adoption of these new devices.

It is most likely that other players, who may only have limited involvement in HDTV at this point, will emerge to show major gains. One important opportunity is delivery of 3-D content over the Internet. If traditional Internet distribution channels such as Netflix or newcomers such as Hulu can offer more programming on demand at a lower cost than other distribution methods such as Blu-ray or cable and satellite services, they could become the consumer choice for 3-D content. Similar opportunities exist in markets that are not directly related to HDTV, such as still photo and digital video cameras and playback devices, which could offer consumers affordable ways to create their own 3-D content.

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Why Is the Plasma HDTV Market Dying? https://gigaom.com/report/death-of-plasma/ Wed, 26 Aug 2009 07:00:06 +0000 http://pro.gigaom.com/?p=10304 Back in 1998, plasma TVs burst onto the scene with new, flat, high-definition displays. Despite their high price point, they sparked the imagination of TV viewers worldwide. In the years that followed, prices for plasma sets fell rapidly, and soon they were within reach of a many buyers. But 11 years later, plasma has fallen on hard times. One-time champions of the technology — such as Pioneer, Sony and Vizio — have abandoned the market. While LG and Samsung still have some plasma products, only Panasonic remains as the stalwart defender of the plasma faith. And even Panasonic is increasing its play in the LCD market these days, clearly hedging its bets in spite of recent investments to double its plasma panel production capacity. So, what happened?

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In 1998, Philips launched a series of television ads that started to reshape the world’s expectations of what a television set could be. The “Let’s Make Things Better” campaign included spots that showed new, flat screen televisions in enticing settings: on the ceiling of a fancy apartment, in the garage of a home as a drive-in movie theater for two, and in an improbably-small apartment with room for a couch and not much else. Forty-two-inch sets had list prices of about $9,000 back then, at a time when the average picture tube color TV bought by a U.S. consumer cost only $292 according to CEA. True, the plasma sets cost 30 times as much, but they sparked the imagination of TV viewers worldwide.

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