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)

• ŸInvesting 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

• ŸCheck 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

• ŸCheck 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:

 

• 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:

 

• 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)

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

• ŸCheck 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:

• 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

• ŸCheck 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

• 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)

OTT & Multiscreen • Entertainment Challenges in Today’s Digital Society • 1-7 • Complete Series

13.Nov.20 - Entertainment Challenges in Today’s Digital Society (title)

In this post you get access to all seven white papers from this Q&A series on Entertainment Challenges in Today’s Digital Society. You also get one-click access to each original post. Enjoy!

• Synopsis

•  Understanding the entertainment market from ten thousand meters helps industry executives make strategic decisions. This leads to tactical initiatives that drive innovation, new services, and revenue growth. This Q&A series takes a top level view of today’s digital landscape and helps decision makers navigate through the latest technologies and trends in digital video. Gabriel Dusil, Chief Marketing & Corporate Strategy Officer from Visual Unity, discusses the ongoing developments in Over the Top (OTT) services, how these platforms are helping to shape today’s digital society, and addresses the evolving changes in consumer behavior. Topics include 2nd Screen, 4K Ultra High Definition video, H.265 HEVC, global challenges surrounding content distribution, and the future of OTT.

• Entertainment Challenges in Today’s Digital Society – Q&A Series

1. Is 2nd Screen a threat to broadcasters? What are the challenges for OTT moving forward?

13.Nov.20 - Entertainment Challenges in Today’s Digital Society (part i, thumbnail)

 

2. How will 4K be adopted by consumers?

13.Nov.20 - Entertainment Challenges in Today’s Digital Society (part ii, thumbnail)

 

3. Is there a future for 4K video in broadcast?

13.Nov.20 - Entertainment Challenges in Today’s Digital Society (part iii, thumbnail)

 

4. How is OTT evolving, and what’s in store for subscribers?

13.Nov.20 - Entertainment Challenges in Today’s Digital Society (part iv, thumbnail)

 

5. How is digital video affecting global communications?

13.Nov.20 - Entertainment Challenges in Today’s Digital Society (part v, thumbnail)

 

6. Transcoding Challenges with H.265 HEVC & 4K UHD.

13.Nov.20 - Entertainment Challenges in Today’s Digital Society (part vi, thumbnail)

7. What are some improvements that OTT can offer to Online Entertainment Services?

13.Nov.20 - Entertainment Challenges in Today’s Digital Society (part vii, thumbnail)

• Tags

• 2nd Screen, 4K, Broadcast, Connected TV, Digital Rights, Digital Video, DRM, Entertainment, Gabriel Dusil, H.264, H.265, HEVC, Internet Video, Linear Broadcast, Linear TV, Multi screen, Multiscreen, New Media, Online Video, Online Video Platform, OTT, Over the Top Content, OVP, Recommendation Engine, Search Discovery, second screen, Smart TV, Social TV, TV Everywhere, Television, UHD, Ultra HD, Ultra High Definition, Video Streaming, Visual Unity Global

OTT & Multiscreen • Entertainment Challenges in Today’s Digital Society • 7 • What improvements can OTT offer to Online Entertainment Services?

13.Nov.20 - Entertainment Challenges in Today’s Digital Society (title)

• Video

• 9 minutes 44 seconds

7. What improvements can OTT offer to Online Entertainment Services?

With regards to improving OTT, there are four main features that will significantly improve the quality of online digital video services:

  • Content Accessibility
  • Content Upgradability
  • Content Portability
  • Subscriber Personalization

a. Entertainment Needs to be Accessible

Today’s digital society is migrating from an entertainment ownership paradigm to a licensing model. Past consumers typically bought hard copies of music and movies. Then they evolved to using the cloud for storage[i]. The main issue with ownership is that it is inherently inefficient from a global content management perspective. Millions of users own duplicate copies of their entertainment, which in turn amounts to millions of duplicate copies of the same song, movie, or TV program. For the environmentally sensitive, this needlessly adds to the amount of polymer, paper, and other harmful chemicals required to manufacture said copies, not to mention the wasted shelf space they take up in the home.

Extrapolating the idea that content in the future will mainly come in licensed form, it’s conceivable that once content resides in the cloud, those millions of duplicate copies will be rendered unnecessary. Imagine an OTT provider telling their subscribers:

“You no longer need to keep all of those files in the cloud.  We will delete your library and give you the best resolution and quality available for your purchased content. We will even allocate a license to members of your family. Furthermore, you can stream that content onto any device you own. We will format and deliver that content in the best quality possible, depending on the location, device, or network you happen to be using.”

That statement may not yet be feasible, but it offers a realistic vision of the future for OTT services. The licensing model will flip the entertainment industry’s current paradigm on its head. Rather than having millions of users accessing millions of duplicate versions of their entertainment, subscribers will simply license a single instance of that content, whenever and wherever they want. This is the essence of OTT.

13.Nov.20 - Entertainment Challenges in Today’s Digital Society (part vii, The ability to access content anytime, anywhere)

OTT services ultimately facilitate a single instance paradigmfor content. This approach has already begun. Consider Apple’s iTunes Match Service[iii] where users can upload their music library to the cloud. In fact, there is no need to upload music at all because the software recognizes that the subscriber has an instance of a song on their computer and grants them access to that song in the cloud. This same principle is possible for movies, TV shows, and any other type of entertainment content.

Practically speaking, one instance of a movie won’t happen in its purest form due to global delivery and caching requirements, archiving, competing services with the same title, etc. But theoretically it is possible have a single 4K or UHD[iv] master of a movie sitting in the cloud (Figure i). If a subscriber wants to access a movie, their content rights license is approved and granted for different devices or users. The movie would then be transcoded on the fly to suit the screen size, processor limitations, and networking capabilities. There are critical factors necessary to make this work, including: chipsets that can transcode 4K content on the fly, ubiquitous Internet access, bandwidth speeds that address quality of service, and seamless yet powerful DRM, to name just a few.

Figure i – Future of Content Delivery

Figure i – Future of Content Delivery

b. Entertainment Needs to be Upgradable

Once content resides in the cloud, such as in an OTT service, then the idea of an upgrade path is viable. Consumers today don’t upgrade their movies and music in the same manner as they upgrade software. Why not? If a user has a Blu-Ray version of a movie and buys a new 4K television, then why shouldn’t there be the possibility to upgrade to a better version? Consumers don’t want to buy content over and over again every time technology improves.

Likewise, when a new family member wants to access the family OTT service, there should be a content rights provision to accommodate that desire. When an extended or recut version is available, or a new featurette[v] is available, subscribers should have the option to pay an incremental fee for that content as well.

Simply put, entertainment should be upgradeable. With content residing in the cloud, OTT services can allow for this level of granularity. A cloud-based licensing model, therefore, provides the platform for upgradability in a manageable and scalable service.

c. Entertainment Needs to be Portable

Content needs to be protected in order to maintain a level of control over portability. Ultraviolet DRM is a solution that seeks to address this need, but true portability is still in its infancy. DRM and the broader scope of content protection is a delicate balance between control and freedom.  The digital locker offered by Ultraviolet seeks to provide a level of freedom for consumers, but can nevertheless feel like a digital prison sometimes.

Portability in the entertainment industry has been extended with the advent of multiple screens (TV, PC, and mobiles), but there are still improvements to be made. Content purchased on one platform (iOS, Android or Windows) should be available on other platforms. Content bought on disc should port to any digital screen owned by the purchaser. Content bought in one geographic region should be accessible internationally. Even movies enjoyed in the cinema could have agreements with OTT providers to find creative ways to offer theater releases in sync with online subscribers.

d. Entertainment Needs a Stellar User Experience

Subscribers want to have fun before, during, and after a movie. The more they have fun, the longer they will stay and play. The longer they stay, the more money they will spend.

This virtual playground is called the User Interface and User Experience (UI/UX) in OTT. It centers on social media, recommendation engines, trivia, games, and statistics, as well as many other features. It’s all about a bi-directional dialog and relationship with subscribers. The consumer is no longer an anonymous viewer to entertainment. Instead, the OTT service provider can facilitate a personal and engaging dialogue with each and every subscriber.

Word-of-mouth and advertising serves to promote head-end content, but does little to promote long-tail titles. With the massive libraries of some OTT services numbering in tens of thousands of titles, it’s quite likely subscribers are not taking advantage of all the content available to them as these libraries are simply too large to navigate. According to Netflix, their recommendation engine accounts for at least 75% of what is being viewed[vi]. A related study found that 14 percent more subscribers enjoy videos following a recommendation versus browsing[vii]. Using different metrics surrounding recommendation engines[viii],therefore,subscribers can migrate to undiscovered titles that are already residing in the service they paid for.

The UI/UX provides the interface to discover new content and allows content distributors to monetize long-tail material that sits dormant in libraries for most of its useful lifespan.

Finally, the value of social media in entertainment should not be underestimated. According to Ooyala, “Personal testimonials are one of the most powerful influences on all types of consumer action… By learning what their trusted friends have enjoyed, and by comparing that to their perception of how much they have in common with the recommender, viewers get a very personalized and motivating impression of what to check out.”[ix]

Clearly, recommendation engines help consumers reach the heretofore uncharted depths of large entertainment libraries.

 


[i] “Turning Piratez into Consumers, II”, by Gabriel Dusil, https://gdusil.wordpress.com/2014/07/24/turning-piratez-into-consumers-ii/

[ii] “The ability to access content anytime, anywhere and on any screen is the essence of today‘s OTT multiscreen strategy.”

[iii] Apple’s iTunes Match Service http://www.apple.com/itunes/itunes-match/

[iv] 4K UHD, Wikipedia

http://en.wikipedia.org/wiki/4K_resolution

[v] Featurette, Wikipedia http://en.wikipedia.org/wiki/Featurette

[vi] “Science Behind the Netflix Algorithms That Decide What You’ll Watch Next”, by Tom Vanderbilt, 7th August 2013, Wired.com http://www.wired.com/2013/08/qq_netflix-algorithm/

[vii] “Branded Videos Shared More Than 500,000 Times Every 24 Hours”, by Greg Jarboe, 11th June 2013 http://searchenginewatch.com/article/2273968/Branded-Videos-Shared-More-Than-500000-Times-Every-24-Hours

[viii] For example: rating systems, social networking, “Likes”, shares, and chat statistics, viewing guides, promotion through syndication, past behavior, demographics ofusers with common interests

[ix] “Connecting Consumers with Content”, Ooyala http://go.ooyala.com/rs/OOYALA/images/ooyala-content-discovery-whitepaper.pdf

.

• Entertainment Challenges in Today’s Digital Society

•Ÿ  Check out additional thought leadership answers to the entertainment challenges in today’s digital society:

1. Is 2nd Screen a threat to broadcasters? What are the challenges for OTT moving forward?

https://gdusil.wordpress.com/2013/12/24/entertainment-challenges-in-todays-digital-society-i-of-vii/

2. How will 4K be adopted by consumers?

https://gdusil.wordpress.com/2014/01/13/entertainment-challenges-in-todays-digital-society-ii-of-vii/

3. Is there a future for 4K video in broadcast?

https://gdusil.wordpress.com/2014/02/10/entertainment-challenges-in-todays-digital-society-iii-of-vii/

4. How is OTT evolving, and what’s in store for subscribers?

https://gdusil.wordpress.com/2014/02/26/entertainment-challenges-in-todays-digital-society-iv-of-vii/

5. How is digital video affecting global communications?

https://gdusil.wordpress.com/2014/03/27/entertainment-challenges-in-todays-digital-society-v-of-vii/

• Synopsis

•  Understanding the entertainment market from ten thousand meters helps industry executives make strategic decisions. This leads to tactical initiatives that drive innovation, new services, and revenue growth. This Q&A series takes a top level view of today’s digital landscape and helps decision makers navigate through the latest technologies and trends in digital video. Gabriel Dusil, Chief Marketing & Corporate Strategy Officer from Visual Unity, discusses the ongoing developments in Over the Top (OTT) services, how these platforms are helping to shape today’s digital society, and addresses the evolving changes in consumer behavior. Topics include 2nd Screen, 4K Ultra High Definition video, H.265 HEVC, global challenges surrounding content distribution, and the future of OTT.

• About Gabriel Dusil

Home - Signature, Gabriel Dusil ('12, shadow, orange)

Gabriel Dusil is the Chief Marketing and 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, the Middle East, and Africa (EMEA). Previously, Gabriel worked at VeriSign and Motorola in a combination of senior marketing and 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 and Access Management (IAM), and Managed Security Services (MSS).

• Tags

• 2nd Screen, 4K, Broadcast, Connected TV, Digital Rights, Digital Video, DRM, Gabriel Dusil, H.264, H.265, HEVC, Internet Video, Linear Broadcast, Linear TV, Multi-screen, Multiscreen, New Media, Online Video, Online Video Platform, OTT, Over the Top Content, OVP, Recommendation Engine, Search Discovery, second screen, Smart TV, Social TV, TV Anywhere, TV Everywhere, UHD, Ultra HD, Ultra High Definition, Visual Unity