Tag: Linear TV

OTT & Multiscreen • Digital Video • 1-12 • Complete Series

In this post please find links to the entire OTT & Multiscreen Digital Video Series.  If you click on the thumbnail, then it will open the PDF article (for subsequent download). If you click on the link below the thumbnail it will be redirect you to the original web article.

I. Consumption is Personal

  • Broadcast providers had a relatively difficult task in understanding their audience, in the days of linear television. In the absence of the internet, adjusting to subscriber behavior was slow, in comparison to the real-time nature of internet video. Today online video providers have the ability to experience a one-to-one conversation with their audience. Viewing habits of consumers will continue to rapidly change in the next ten years. This will require accompanying changes in advertising expenditure. In the global nature of internet video, these online services will need to optimize accordingly to capitalize on these market opportunities.

Portfolio - OTT & Multiscreen (I. Consumption Is Personal, v2.4, thumbnail)

https://mykoddi.com/dusilcom/2013/02/28/consumption-is-personal/

 

II. Granularity of Choice

  • The evolution from traditional TV viewing to online video has been swift. This has significantly disrupted disc sales such as DVD and Blu-Ray, as well as cable and satellite TV subscriptions. With the newfound ability to consume content anytime, anywhere, and on any device, consumers are re-evaluating their spending patterns. In this paper we will discuss these changes in buying behavior, and identify the turning-point when all this started to accelerate.

Portfolio - OTT & Multiscreen (II. Granularity of Choice, v2.5, thumbnail)

https://mykoddi.com/dusilcom/2013/04/01/granularity-of-choice/

 

III. Benchmarking the H.265 Video Experience

  • Transcoding large video libraries are a time consuming and expensive process. Maintaining consistency in video quality helps to ensure that storage costs and bandwidth is used efficiently. It is also important for video administrators to understand the types of devices receiving the video, so that subscribers are getting the most optimal viewing experience. This paper discusses the differences in quality in popular video codecs, including the recently ratified H.265 specification.

Portfolio - OTT & Multiscreen (III. Benchmarking the H.265 Video Experience, v2.4, thumbnail)

https://mykoddi.com/dusilcom/2013/04/22/benchmarking-the-video-experience/

 

IV. Search & Discovery Is a Journey, not a Destination

  • Television subscribers have come a long way from the days of channel hopping. The arduous days of struggling to find something useful to watch is now securely behind us. As consumers look to the future, the ability to search for related interests and discover new interests is now established as common practice. This paper discusses the challenges that search and discovery engines face in refining their services, in order to serve a truly global audience.

Portfolio - OTT & Multiscreen (IV. Search & Discovery is a Journey, v2.3, thumbnail)

https://mykoddi.com/dusilcom/2013/05/13/Search-and-Discovery-Is-a-Journey-not-a-Destination/

 

V. Multiscreen Solutions for the Digital Generation

  • Broadcast, as a whole, is becoming less about big powerful hardware and more about software and services. As these players move to online video services, subscribers will benefit from the breadth of content they will provide to subscribers. As the world’s video content moves online, solution providers will contribute to the success of internet video deployments. Support for future technologies such as 4K video, advancements in behavioral analytics, and the accompanying processing and networking demands will follow. Migration to a multiscreen world requires thought leadership and forward-thinking partnerships, to help clients keep pace with the rapid march of technology. This paper explores the challenges that solution providers will face in assisting curators of content to address their subscriber’s needs and changing market demands.

Portfolio - OTT & Multiscreen (V. Multiscreen Solutions for the Digital Generation, v2.4, thumbnail)

https://mykoddi.com/dusilcom/2013/06/24/multiscreen-solutions-for-the-digital-generation/

 

VI. Building a Case for 4K, Ultra High Definition Video

  • Ultra High Definition technology (UHD), or 4K is the latest focus in the ecosystem of video consumption. For most consumers this technology is considered far from consumer reach, if at all necessary. In fact, 4K is right around the corner, and will creep into the mind-share of consumer wish-lists by the end of this decade. From movies filmed in 4K, to archive titles scanned in UHD, there is a library of content just waiting to be released. Furthermore, today’s infrastructure is converging to meet the demands of 4K, including internet bandwidth speeds, processing power, connectivity standards, and screen resolutions. This paper explores the next generation in video consumption and how 4K will stimulate the entertainment industry.

Portfolio - OTT & Multiscreen (VI. Building a Case for 4K, Ultra High Definition Video, v2.4, thumbnail)

https://mykoddi.com/dusilcom/2013/07/15/building-a-case-for-4K-ultra-high-definition-video/

 

VII. Are You Ready For Social TV?

  • Social TV brings viewers to content via effective brand management and social networking. Users recommend content as they consume it – Consumers actively follow what others are watching – Trends drive viewers to subject matters of related interests. Integration of Facebook, Twitter, Tumblr and other social networks become a natural part of the program creation and engagement of the viewing community. Social networks create an environment where broadcasters have unlimited power to work with niche groups without geographic limits. The only limitations are those dictated by content owners and their associated content rights, and corporate culture preventing broadcasters from evolving to a New Media world.

Portfolio - OTT & Multiscreen (VII. Are You Ready For Social TV, v4.7, thumbnail)

https://mykoddi.com/dusilcom/2013/08/12/are-you-ready-for-social-tv/

 

VIII.-X. Turning Piratez into Consumers, I, II,  III, IV, & V

  • Content Protection is a risk-to-cost balance. At the moment, the cost or piracy is low, the risk is low, and the enforcement is not ubiquitous. There is no silver bullet to solving piracy, but steps can be taken to reduce their levels to something more acceptable. It is untrue that everyone who pirated would refuse to buy a product legally. It is equally untrue that every pirated copy represented a lost sale at full download price. If the risk is too high, and the cost is low enough, then less people would pirate content. This paper explores how piracy has evolved over the past few decades, and discusses the issues around copyright infringement in the entertainment industry, and proposed steps to convert Piratez into consumers.

Portfolio - OTT & Multiscreen (VIII. Turning Piratez into Consumers, I, v1.9, thumbnail)

https://mykoddi.com/dusilcom/2013/10/25/turning-piratez-into-consumers-i/

Portfolio - OTT & Multiscreen (IX. Turning Piratez into Consumers, II, v2.0, thumbnail)

https://mykoddi.com/dusilcom/2014/07/15/turning-piratez-into-consumers-ii/

Portfolio - OTT & Multiscreen (X. Turning Piratez into Consumers, III, v1.6, thumbnail)

https://mykoddi.com/dusilcom/2015/05/12/turning-piratez-into-consumers-iii/

Portfolio - OTT & Multiscreen (XI. Turning Piratez into Consumers, IV, v1.6, thumbnail)

https://mykoddi.com/dusilcom/2015/05/26/turning-piratez-into-consumers-iv/

Portfolio - OTT & Multiscreen (XII. Turning Piratez into Consumers, V, v2.1, thumbnail)

https://mykoddi.com/dusilcom/2015/09/22/turning-piratez-into-consumers-v/

 

OTT & Multiscreen • Web Seminar • 1-12 • Complete Series

Web Seminar Series - Visual Unity Global (training, #12, Entertainment Streaming, title)

• OTT & Multiscreen • Web Seminar Series ’14 & ’15

• This post links to all presentations from our 2014 & 2015 Web Seminar series. Enjoy!

1 • Setting the Stage for Over the Top Video Services

Portfolio - Visual Unity Global (training, 14.Jun.10, #1, Setting the Stage for Over the Top Video Services)

• This presentation sets the ground work for the terminology surrounding OTT & Multiscreen services, and sets the stage for future presentations that will explore the digital video landscape and corporate portfolio of Visual Unity Global.

2 • Origins of Over the Top Video Services

Portfolio - Visual Unity Global (training, 14.Jun.10, #2, Origins of Over the Top Video Services)

• To better understand where we are going, it helps to know where we came from.  This presentation investigates when OTT video services began to emerge, and the market landscape that made it happen.  We also look at how different regions around the world will be implementing OTT, based on their infrastructure capabilities, and where they reside in the OTT adoption curve.

3 • The Future of Over the Top Video Services

Portfolio - Visual Unity Global (training, 14.Jun.10, #3, Future of Over the Top Video Services)

• This presentation discusses how OTT continues to evolve.  This is presented in the context of how technology and consumer behavior is shaping OTT,  such as content discovery services, and social networking.  We conclude by presenting a vision of where OTT could potentially take digital video, into the future.

4 • Corporate Services Overview
Portfolio - Visual Unity Global (training, 14.Jun.10, #4, Corporate Services Overview)

• In this presentation we provide an overview of Visual Unity Global and our service portfolio. This year our marketing department stepped-up its game yet again, and completely redesigned our corporate presentation for 2014, to better communicate our stellar capabilities of the vuMedia™ platform, and adjacent services.

5-7 • Return On Investment for Video Streaming

Portfolio - Visual Unity Global (training, 14.Jun.10, #5, Return On Investment for Video Streaming)

• ?Investing in video streaming services requires a solid understanding of the Return on Investment (ROI) for such a platform. In this presentation we breakdown the value proposition of Over the Top content (OTT) platforms, used to generate new revenue streams from entertainment assets.  Understanding ROI, requires a breakdown of cost savings, new revenue streams, feature enhancements, and other intangible benefits. This web seminar looks into various aspects of content management, delivery and consumption, and how cloud-based services such as OTT not only generates new revenue streams, but also opens new doors to monetize entertainment libraries.

8-12 • Entertainment Streaming

Portfolio - Visual Unity Global (training, 14.Jun.10, #10, Entertainment Streaming)

• Building a new Video Streaming service starts by understanding the market landscape. We’re all familiar with the SWOT analysis: Strengths, Weaknesses, Opportunities & Threats. But dissecting the challenges in the Video streaming industry is about understanding problems, before a solution can be formulated. Creating a gap-analysis is the next step in recognizing opportunities in this rapidly changing market space. Then, examining subscriber behavior ensures that we look through the lens of the consumer. Once those steps are completed, we can formulate a strategy to build an innovative and competitive video streaming service. This presentation takes a modern market approach for video streaming through an assessment of Challenges, Opportunities, Behaviors, & Strategies (or COBS).

• Tags

2nd Screen, Broadcast, COBS, Connected TV, Digital Rights, Digital Video, DRM, dusil.com, Entertainment Streaming Behaviors, Entertainment Streaming Challenges, Entertainment Streaming Opportunities, Entertainment Streaming Strategies, Gabriel Dusil, Internet Video, Linear TV, Multi-screen, Multiscreen, Online Video Platform, OTT, Over the Top Content, OVP, Recommendation Engine, Return On Investment, ROI, Search & Discovery, second screen, Smart TV, TCO, Television, total cost of ownership, TV Anywhere, TV Everywhere, Video Streaming

OTT & Multiscreen • Web Seminar • 12 • Entertainment Streaming, YouTube vs. OTT

• Entertainment Streaming Q&A

• Welcome to the twelfth and final web seminar in this series.  This presentation is also the final part of our “Entertainment Streaming Services – Challenges, Opportunities, Behaviors and Strategies” series, focusing on summarizing the COBS analysis.  We also answer questions regarding YouTube as an OTT service, compared to using a “private” OTT platform.

14.Jun.10 - Visual Unity Global (training, #12, Entertainment Streaming COBS)

• Synopsis

• ?Check out other white papers, video presentations, and opinion pieces from my blog “Digital Video for a Digital Generation”: dusil.com

• Building a new Video Streaming service starts from understanding the market landscape. We’re all familiar with the SWOT analysis: Strengths, Weaknesses, Opportunities & Threats. But dissecting the challenges in the Video streaming industry is about understanding problems, before a solution can be formulated. Creating a gap-analysis is the next step in recognizing opportunities in this rapidly changing market space. Then, examining subscriber behavior ensures that we look through the lens of the consumer. Once those steps are completed, we can formulate a strategy to build an innovative and competitive video streaming service. This presentation takes a modern market approach for video streaming through an assessment of Challenges, Opportunities, Behaviors, & Strategies (or COBS).

14.Jun.10 - Visual Unity Global (training, #12, Entertainment Streaming COBS, title)

 

• Video Presentation

• 8 minutes 11 seconds

• Tags

2nd Screen, Broadcast, COBS, Connected TV, Digital Rights, Digital Video, DRM, dusil.com, Entertainment Streaming Behaviors, Entertainment Streaming Challenges, Entertainment Streaming Opportunities, Entertainment Streaming Strategies, Gabriel Dusil, Internet Video, Linear TV, Multi-screen, Multiscreen, Online Video Platform, OTT, Over the Top Content, OVP, Recommendation Engine, Return On Investment, ROI, Search & Discovery, second screen, Smart TV, TCO, Television, total cost of ownership, TV Anywhere, TV Everywhere, Video Streaming


14.Jun.10 - Visual Unity Global (training, #12, Entertainment Streaming Q&A, Premiere Pro)

OTT & Multiscreen • Web Seminar • 11 • Entertainment Streaming Strategies

• Entertainment Streaming Strategies

• Welcome to our eleventh web seminar.  This presentation is also the forth part of our “Entertainment Streaming Services – Challenges, Opportunities, Behaviors and Strategies” series.  This installment focuses on Product Strategies for delivering OTT Services.

14.Jun.10 - Visual Unity Global (training, #11, Entertainment Streaming Strategies)

• Synopsis

• ?Check out other white papers, video presentations, and opinion pieces from my blog “Digital Video for a Digital Generation”: dusil.com

• Building a new Video Streaming service starts from understanding the market landscape. We’re all familiar with the SWOT analysis: Strengths, Weaknesses, Opportunities & Threats. But dissecting the challenges in the Video streaming industry is about understanding problems, before a solution can be formulated. Creating a gap-analysis is the next step in recognizing opportunities in this rapidly changing market space. Then, examining subscriber behavior ensures that we look through the lens of the consumer. Once those steps are completed, we can formulate a strategy to build an innovative and competitive video streaming service. This presentation takes a modern market approach for video streaming through an assessment of Challenges, Opportunities, Behaviors, & Strategies (or COBS).

14.Jun.10 - Visual Unity Global (training, #11, Entertainment Streaming Strategies, title)

• Download the Native PowerPoint Slides

14.Jun.10 – Visual Unity Global (training, #11, Entertainment Streaming Strategies).pptx

 

• Video Presentation

• 12 minutes 8 seconds

• Follow along with the video, by clicking through the slides here:

[slideshare id=46976608&doc=14-150414063901-conversion-gate01]

 

• Tags

2nd Screen, Broadcast, COBS, Connected TV, Digital Rights, Digital Video, DRM, dusil.com, Entertainment Streaming Behaviors, Entertainment Streaming Challenges, Entertainment Streaming Opportunities, Entertainment Streaming Strategies, Gabriel Dusil, Internet Video, Linear TV, Multi-screen, Multiscreen, Online Video Platform, OTT, Over the Top Content, OVP, Recommendation Engine, Return On Investment, ROI, Search & Discovery, second screen, Smart TV, TCO, Television, total cost of ownership, TV Anywhere, TV Everywhere, Video Streaming


14.Jun.10 - Visual Unity Global (training, #11, Entertainment Streaming Strategies, Premiere Pro)

OTT & Multiscreen • Web Seminar • 10 • Entertainment Streaming Behaviors

 

Graphic - Dusil.com, web seminar, title

• Entertainment Streaming Behaviors

• Welcome to the ten installment in our web seminar series.  This presentation is also the third part of our “Entertainment Streaming Services – Challenges, Opportunities, Behaviors and Strategies” series.  If you missed Part 1: Entertainment Streaming Challenges, you can find the presentation here.   If you missed Part 2: Entertainment Streaming Opportunities, you can find the presentation here. This part focuses on the User Behaviors in today’s digital entertainment services.

14.Jun.10 - Visual Unity Global (training, #10, Entertainment Streaming Behaviors)

• Synopsis

• Check out other white papers, video presentations, and opinion pieces from my blog “Digital Video for a Digital Generation”: dusil.com

• Building a new Video Streaming service starts from understanding the market landscape. We’re all familiar with the SWOT analysis: Strengths, Weaknesses, Opportunities & Threats. But dissecting the challenges in the Video streaming industry is about understanding problems, before a solution can be formulated. Creating a gap-analysis is the next step in recognizing opportunities in this rapidly changing market space. Then, examining subscriber behavior ensures that we look through the lens of the consumer. Once those steps are completed, we can formulate a strategy to build an innovative and competitive video streaming service. This presentation takes a modern market approach for video streaming through an assessment of Challenges, Opportunities, Behaviors, & Strategies (or COBS).

14.Jun.10 - Visual Unity Global (training, #10, Entertainment Streaming Behaviors, title)

• Download the Native PowerPoint Slides

14.Jun.10 – Visual Unity Global (training, #10, Entertainment Streaming Behaviors).pptx

 

• Video Presentation

• 12 minutes 59 seconds

• Follow along with the video, by clicking through the slides here:

[slideshare id=46505285&doc=14-150331131548-conversion-gate01]

 

• Tags

2nd Screen, Broadcast, COBS, Connected TV, Digital Rights, Digital Video, DRM, dusil.com, Entertainment Streaming Behaviors, Entertainment Streaming Challenges, Entertainment Streaming Opportunities, Entertainment Streaming Strategies, Gabriel Dusil, Internet Video, Linear TV, Multi-screen, Multiscreen, Online Video Platform, OTT, Over the Top Content, OVP, Recommendation Engine, Return On Investment, ROI, Search & Discovery, second screen, Smart TV, TCO, Television, total cost of ownership, TV Anywhere, TV Everywhere, Video Streaming


14.Jun.10 - Visual Unity Global (training, #10, Entertainment Streaming Behaviors, Premiere Pro)

Digital Trends Video Opinions • Whatever Happened to the HiFi Tower?

Graphic - Digital Trends Video Opinions (header #2, web)

End of an Era

When I was a teenager, the crowning achievement of audio enthusiasts was to proudly display their HiFi system to their friends. The living room centerpiece was a HiFi tower, built from what are called separates – units manufactured as 19 inch appliances with a brushed aluminum façade. This was the 70s, and the HiFi tower consisted of an amplifier, radio tuner, tape player, and a turntable that took top position in the penthouse suite. For the baby boomer with higher disposable incomes, the tower may also exhibit a pre-amp, and maybe even an equalizer for good measure. In the 1982 the audio industry added a CD player[1], and the world was introduced to digital sound. Then in 1995 the DVD[2] player joined the portfolio, and digital video moved into the mainstream.

We were proud of our appliances and displayed them as beautiful fixtures in our living rooms. But by the mid-90’s the audio industry began to change. The emergence of the World Wide Web[3] (www) started to affect our entertainment habits. The MP3[4] format, an audio coding format for digital audio, was standardized in 1993 and soon became a tool that disrupted the audio industry. It allowed consumers to save music onto their computers at a fraction of the size, compared to CDs. Then, Peer to Peer[5] (P2P) networking was popularized by the notorious Napster[6] service, launched in 1999 allowing everyone to share their MP3 music libraries – albeit illegally. Music may have turned digital with the CD, but it also morphed from a physical product to a virtual one. When collections moved to hard drives the CD player began to lose its luster. By the end of the 20th century the portable media player[7] using hard drives or flash drives, began to emerge.

It wasn’t just the audio and video input sources that evolved. By the first decade of 2000, the output changed as well. Active speakers began to eat into the market share of passive speakers, lessening the need for an amplifier. Much of this was driven by the computer industry, where speakers would connect directly to the PC. The cornerstone of the HiFi tower was in jeopardy. But the consumer electronics industry seemingly compensated. They continued to improve on the design of the Class D amplifier[8], which was more power efficient, dissipated less heat, and cheaper to produce, than their Class A to C[9] counterparts. They also began to support video inputs. With video, this appliance evolved into the Audio-Visual Receiver[10]. This may have extended the validity of the amplifier, but in the 2000’s the HiFi tower began to lose many of its floors.

The turntable almost disappeared once the CD began to reach critical mass. I trashed mine sometime around 1993. But vinyl[11] has had a resurgence of interest from die-hard fans that are convinced that records sounds better. My take on this passion is that vinyl enthusiasts are accustomed to the fidelity limitations that the media imposes on audio frequency and resolution. In fact, that ‘warm’ sound that is much loved, can be easily reproduced through digital filters (please, no nasty letters). Tape decks have long become occupants of landfill. I finally threw out mine out around 2005, even though I hadn’t used it for a decade. The graphic equalizer (or, more likely a parametric equalizer) may still be present in recording studios, but is predominantly a software feature in digital audio. In fact, today’s audio quality is so pristine that the consumer ‘want’ for an equalizer has virtually disappeared.

Most consumers can’t tell the difference between a 192kbps and a 320kbps MP3 track at 44.1KHz and 16bit resolution on a stereo channel[12]. Consider that Blu-Ray tracks can support up to 24.5Mbps, 96kHz, 24bit resolution on 7.1 channels. That’s 76 times more information delivered to your ears! The additional surround channels are apparent, but most consumers don’t hear the additional resolution. Regardless, the audio industry can’t stand still – it needs to evolve. As the video industry begins to standardize on 4K[13] UHD technology, audio giants such as DTS[14] and Dolby Laboratories[15] will need to step up their game and improve on their DTS-HD[16] and Dolby TrueHD[17] standards. Possibly Dolby Atmos[18] is the future, which currently supports up to 128 audio tracks and 64 speakers. But how this technology will fit into a home theater set-up remains an open question.

Black Boxes to Virtual Boxes

By 2006, the first Blu-Ray discs were released. It became a new floor in our tower. But many argue that it may be the last, in favor of internet streaming. Online video streaming services have had a negative effect on disc players. Consumers realized that access to a large library at a low monthly cost makes more sense than owning shelves of CDs, DVDs or Blu-Rays. Today’s internet has plenty of bandwidth to support video streaming. As long as subscribers can continue to easily access content through a cloud-based service, then there will be little desire for ownership.

Portfolio - Visual Unity, Digital Trends, What happened to the HiFi Tower (Some will thank computing for staged a coup d’état)

Has the 19″ appliance been replaced by software? The limitation of this audio black-box appliance is certainly apparent in today’s demanding multi-functional world. Today’s consumers expect some combination of Bluetooth, Wireline, WiFi, DLNA[20] connectivity, or Near Field Communication[21] (NFC) in their consumer electronics. For example, a disc player that can’t connect to the Internet has little value to a ‘Net savvy consumer. A console that doesn’t support multi-player gaming via the internet is boring.

Video, Audio, Communication is integral to today’s gamer. My kids connect to Skype and have group chats when playing DayZ[22], Minecraft[23], or World of Tanks[24]. They use LogMeIn Hamachi[25] to network their computers. They record their gaming experience with Camtasia Studio[26], and share it on their YouTube channel[27]. Many games aren’t even suitable for disc release. Assassins Creed Unity for example, is a 42GB download on Ubisoft’s Uplay[28]!

Millennial Entertainment

My audio-visual setup is quite unusual. I don’t have a living room in the traditional sense. My computer has evolved as the center of both my work and entertainment world. I sit two feet away when I need to type on the keyboard. Then move ten feet away to watch movies. My office is my living room, and visa-versa. I appreciate that this is not typical for the majority of households, but certainly some level of convergence is happening on a larger scale. TV’s are now Smart[29], and connected to the Internet. Computers, tablets and mobiles are being used to watch entertainment. Gaming consoles are used for social networking. Many consumers don’t realize that their Set-Top-Box[30] (STB) from their cable provider is a PC.

Where does that leave us? For starters, let’s accept that the beautiful HiFi tower, as we once knew it, has virtually disappeared. Millennials don’t even know what they look like. (Case in point: I mentioned to my 12 year old that I was writing a new article where I’ve mentioned him called, “Whatever Happened to the HiFi Tower?”, and the first thing he asked was, “What’s that?”). My tower was dismantled shortly before my kids were born. Even the receiver, once the cornerstone of my HiFi tower was shelved, in favor of active speakers.

Modern living rooms still have their appliances. Somewhere in the house is a WiFi router. The STB may sit beside a gaming console, and maybe a connected Blu-Ray player. A select few will have a media player, or a home theatre PC[31] (HTPC). But each one will have a different shape, size, and color. Nothing in this setup has the elegance of HiFi tower. Even though some manufacturers try to maintain the 19″ form factor, it doesn’t quite have the same ta’da’ enthusiasm from my youth. If a HiFi tower does exist, they are found in high-end home theatres, hidden behind walls, cabinets, or doors. A large number of living rooms need to also check the spouse-acceptance-factor[32] box. Only a privileged few are lucky to have their very own man cave[33].

Thanks for the Memories

Today’s digital society was elegantly summarized by Cory Bergman, from Lost Remote:

“Apps become the channels. Google and Apple
become the gateways, not the MVPDs. Screens become seamless.
DVRs become pointless. And the internet becomes the cable.”[34]

This touches on the sensitive topic of how the entertainment industry has succumbed to applications and the internet.

The excitement of the HiFi tower is now separated by a generation gap. For those that attended high school in the 70’s or 80’s, remember when you bought your first amplifier and the focal point of discussion with your buddies started at the back of the unit? The more connections the amplifier had the more beautiful it was. These days, showing all of your music and movies through the window of our computer monitor doesn’t quite have the same excitement as displaying hundreds of CD’s and DVD’s on a shelf beside a HiFi tower that is taller than a six year old. Such is progress. I may no longer re-live the enthusiasm of showing off my HiFi tower. But I’ll make that trade-off, if it means having my entertainment library accessible with only a few mouse clicks.

• Synopsis

Over the span of two decades entertainment has evolved from a physical to a virtual industry – From a black-box appliance, performing a specific task, to computing devices running applications that serve many functions. What happened to the prestige of the HiFi tower? Did it disappear and we didn’t even notice? This article explores how our world of entertainment has evolved, and what happened to that beautiful HiFi tower.

This article was originally published on redsharknews.com.

• About Gabriel Dusil

Gabriel Dusil was recently the Chief Marketing & Corporate Strategy Officer at Visual Unity with a mandate to advance the company’s portfolio into next generation solutions and expand the company’s global presence. Before joining Visual Unity, Gabriel was the VP of Sales & Marketing at Cognitive Security, and Director of Alliances at SecureWorks, responsible for partners in Europe, Middle East, and Africa (EMEA). Previously, Gabriel worked at VeriSign & Motorola in a combination of senior marketing & sales roles. Gabriel obtained a degree in Engineering Physics from McMaster University in Canada and has advanced knowledge in Online Video Solutions, Cloud Computing, Security as a Service (SaaS), Identity & Access Management (IAM), and Managed Security Services (MSS).

• Tags

?Gabriel Dusil, Smart TV, UHD, Ultra HD, Ultra High Definition, DTS-HD, Napster, Class D Amplifier, Dolby TrueHD, Dolby Digital Atmos, Digital Living Network Alliance, DLNA, Near Field Communication, NFC, DayZ, World of Tanks, Hamachi, Camtasia, UPlay, Wife acceptance factor, Spouse acceptance factor, P2P, Dusil.com

• Resources

[1] CD player, Wikipedia, http://en.wikipedia.org/wiki/Compact_disc

[2] DVD, Wikipedia, http://en.wikipedia.org/wiki/DVD

[3] World Wide Web, Wikipedia, http://en.wikipedia.org/wiki/World_Wide_Web

[4] MP3, Wikipedia, http://en.wikipedia.org/wiki/MP3

[5] P2P, Wikipedia, http://en.wikipedia.org/wiki/Peer-to-peer

[6] Napster, Wikipedia, http://en.wikipedia.org/wiki/Napster

[7] Portable media player, Wikipedia, http://en.wikipedia.org/wiki/Portable_media_player

[8] Class D Amplifier, Wikipedia, http://en.wikipedia.org/wiki/Class-D_amplifier

[9] Amplifier, Wikipedia, http://en.wikipedia.org/wiki/Amplifier

[10] Audio-Visual Receiver, Wikipedia, http://en.wikipedia.org/wiki/AV_receiver

[11] Vinyl, Wikipedia, http://en.wikipedia.org/wiki/Vinyl

[12] “Audiophiles: Can humans hear a difference between low bitrate and high bitrate MP3s?”, by Eric Dykstra, http://www.quora.com/Audiophiles/Can-humans-hear-a-difference-between-low-bitrate-and-high-bitrate-MP3s

[13] 4K, Wikipedia, http://en.wikipedia.org/wiki/4K_resolution

[14] DTS, http://listen.dts.com/

[15] Dolby Digital, http://www.dolby.com/us/en/index.html

[16] DTS-HD, Wikipedia, http://en.wikipedia.org/wiki/DTS-HD_Master_Audio

[17] Dolby TrueHD, Wikipedia, http://en.wikipedia.org/wiki/Dolby_TrueHD

[18] Dolby Digital Atmos, Wikipedia, http://en.wikipedia.org/wiki/Dolby_Atmos

[19] “Some will thank computing for staged a coup d’état on the entertainment industry. Others will blame the internet for killing it.”

[20] Digital Living Network Alliance, Wikipedia, http://en.wikipedia.org/wiki/Digital_Living_Network_Alliance

[21] Near Field Communication, Wikipedia, http://en.wikipedia.org/wiki/Near_field_communication

[22] DayZ, Wikipedia, http://en.wikipedia.org/wiki/DayZ_%28video_game%29, http://dayzmod.com/

[23] Minecraft, http://en.wikipedia.org/wiki/Minecraft, https://minecraft.net/

[24] World of Tanks, Wikipedia, http://en.wikipedia.org/wiki/World_of_Tanks, http://worldoftanks.com/

[25] LogMeIn Hamachi, Wikipedia, https://secure.logmein.com/products/hamachi/download.aspx

[26] Camtasia Studio, http://www.techsmith.com/camtasia.html

[27] YouTube Channels, https://www.youtube.com/channels

[28] UPlay, http://uplay.ubi.com/

[29] Smart TV, Wikipedia, http://en.wikipedia.org/wiki/Smart_TV

[30] Set-Top-Box, Wikipedia, http://en.wikipedia.org/wiki/Set-top_box

[31] Home theater PC, Wikipedia, http://en.wikipedia.org/wiki/Home_theater_PC

[32] Wife acceptance factor, Wikipedia, http://en.wikipedia.org/wiki/Wife_acceptance_factor

[33] man cave, Wikipedia, http://en.wikipedia.org/wiki/Man_cave

[34] “How Chromecast fundamentally changed how my family watches TV”, By Cory Bergman, Lost Remote, 3 September 2013, http://lostremote.com/how-chromecast-fundamentally-changed-how-my-family-watches-tv_b38639

 

OTT & Multiscreen • Web Seminar • 9 • Entertainment Streaming Opportunities

• Entertainment Streaming Opportunities

• Welcome to our ninth web seminar.  This presentation is also the second part of the “Entertainment Streaming Services – Challenges, Opportunities, Behaviors and Strategies” series.  If you missed the first part of this series, you can find the presentation here. This installment focuses on the Opportunities in delivering OTT Services.

14.Jun.10 - Visual Unity Global (training, #9, Entertainment Streaming Opportunities)

• Synopsis

• ?Check out other white papers, video presentations, and opinion pieces from my blog “Digital Video for a Digital Generation”: dusil.com.  In case you’re interested, I also run a separate personal blog at gabrieldusil.com.

• Building a new Video Streaming service starts from understanding the market landscape. We’re all familiar with the SWOT analysis: Strengths, Weaknesses, Opportunities & Threats. But dissecting challenges in the Video streaming industry is about understanding the problems, before a solution can be formulated. Creating a gap-analysis is the next step in recognizing opportunities in this rapidly changing market space. Then, examining subscriber behavior ensures that we look through the lens of the consumer. Once those steps are completed, we can formulate a strategy to build an innovative and competitive video streaming service. This presentation takes a modern market approach for video streaming through an assessment of Challenges, Opportunities, Behaviors, & Strategies (or COBS).

14.Jun.10 - Visual Unity Global (training, #9, Entertainment Streaming Opportunities, title)

• Download the Native PowerPoint Slides

14.Jun.10 – Visual Unity Global (training, #9, Entertainment Streaming Opportunities).pptx

 

• Watch the Video Presentation here:

• 7 minutes 9 seconds

• Follow along with the video, by clicking through the slides here:

[slideshare id=45361561&doc=14-150303034943-conversion-gate01]

• Tags

2nd Screen, Broadcast, COBS, Connected TV, Digital Rights, Digital Video, DRM, dusil.com, Entertainment Streaming Behaviors, Entertainment Streaming Challenges, Entertainment Streaming Opportunities, Entertainment Streaming Strategies, Gabriel Dusil, Internet Video, Linear TV, Multi-screen, Multiscreen, Online Video Platform, OTT, Over the Top Content, OVP, Recommendation Engine, Return On Investment, ROI, Search & Discovery, second screen, Smart TV, TCO, Television, total cost of ownership, TV Anywhere, TV Everywhere, Video Streaming

 


14.Jun.10 - Visual Unity Global (training, #9, Entertainment Streaming Opportunities, Premiere Pro)

OTT & Multiscreen • Web Seminar • 8 • Entertainment Streaming Challenges

Graphic - Dusil.com, web seminar, title

• Entertainment Streaming Challenges

• Welcome to our eighth web seminar.  This presentation is also the first part of our “Entertainment Streaming Services – Challenges, Opportunities, Behaviors and Strategies” series.  In this installment we focus on the Challenges of delivering OTT Services. 14.Jun.10 - Visual Unity Global (training, #8, Entertainment Streaming Challenges)

• Synopsis

• ?Check out other white papers, video presentations, and opinion pieces from my blog “Digital Video for a Digital Generation”: www.dusil.com • Building a new Video Streaming service starts from understanding the market landscape. We’re all familiar with the SWOT analysis: Strengths, Weaknesses, Opportunities & Threats. But dissecting the challenges in the Video streaming industry is about understanding problems, before a solution can be formulated. Creating a gap-analysis is the next step in recognizing opportunities in this rapidly changing market space. Then, examining subscriber behavior ensures that we look through the lens of the consumer. Once those steps are completed, we can formulate a strategy to build an innovative and competitive video streaming service. This presentation takes a modern market approach for video streaming through an assessment of Challenges, Opportunities, Behaviors, & Strategies (or COBS). 14.Jun.10 - Visual Unity Global (training, #8, Entertainment Streaming Challenges, title)

• Video Presentation

• 9 minutes 6 seconds

• Download the Native PowerPoint Slides

14.Jun.10 – Visual Unity Global (training, #8, Entertainment Streaming Challenges).pptx

• View the PDF version on slideshare.net

[slideshare id=44593425&doc=management-ottmultiscreentraining8entertainmentstreamingchallenges-150212064603-conversion-gate01]

• Tags

2nd Screen, Broadcast, COBS, Connected TV, Digital Rights, Digital Video, DRM, dusil.com, Entertainment Streaming Behaviors, Entertainment Streaming Challenges, Entertainment Streaming Opportunities, Entertainment Streaming Strategies, Gabriel Dusil, Internet Video, Linear TV, Multi-screen, Multiscreen, Online Video Platform, OTT, Over the Top Content, OVP, Recommendation Engine, Return On Investment, ROI, Search & Discovery, second screen, Smart TV, TCO, Television, total cost of ownership, TV Anywhere, TV Everywhere, Video Streaming


14.Jun.10 - Visual Unity Global (training, #8, Entertainment Streaming Challenges, Premiere Pro)