Tag: Multi-screen

OTT & Multiscreen • Digital Video Series • 9 • Turning Piratez into Consumers, II

 

Portfolio - OTT & Multiscreen (IX. Turning Piratez into Consumers, II, title, web)

Blame the Internet?

i. Blame the Internet, Thank the Internet)

Figure i – Blame the Internet, or thank the Internet?

 

Many in the entertainment industry are quick to blame piracy for any revenue decline in their business. It’s valid to blame user behavior rather than the underlying technology that enabled change. But why not blame the Internet itself?Several marketplaces have had similar disruptions to their revenue streams thanks to the Internet. Figure i outlines just a few industries where consumer behavior was transformed and where the Internet upset classic business models:

  • In the communications industry, Skype essentially destroyed long-distance calling.
  • In the entertainment industry, the compact disc suffered due to the introduction of MP3[i] encoding for digital audio and the ability to “rip” music to a personal computer. The availability of larger and cheaper hard drives further accelerated the migration of music to computers. These capabilities created a perfect storm for moving music into the realm of computing[ii]. Then, services such as YouTube,[iii] as well as a plethora of subscription-based services such as Spotify[iv] and Rhapsody,[v] moved everything into the cloud. A recent study from IFPI[vi] shows that CD revenue and unit sales continued to decline after peaking in 1999. Incidentally, this decline began around the birth of Napster[vii] (launched in June 1999), so it’s easy to point fingers. In contrast, sales of music singles through online services have soared and are expected to continue doing so over the next several years[viii]. As shown in Figure ii, overall revenue generated from singles has not compensated for the decline in CD revenue. Consumer buying habits have demonstrated the need and want for more granularity in purchasing songs rather than entire albums. This is further complicated by the fact that OTT services such as YouTube contain a sizable library of popular music for free.
  • Email replaced faxing and helped progress the notion of the paperless office[ix].
  • Short Message Service[x] (aka. SMS or text messaging) suffered as mobile phones began to support WiFi and subscribers realized they could send messages to their friends over significantly cheaper data plans. Services such as Viber[xi], WhatsApp[xii], and eventually Apple’s iMessage[xiii] are all examples of Over the Top (OTT) Internet applications that bypassed traditional incumbent services.

ib. SMS estimated to be generally $30,000 per GB)

  • In print media, newspapers continue to suffer in favor of online posts. When news is delayed by anything greater than real time, users migrate to online services. Live news broadcasts are still the flagship of linear television, but even that is changing. The consumption of news is broader than that of broadcast journalism seeing as blog posts and social networking sites have made it possible for everyone to be a potential reporter. And thanks to smartphones having the ability to record video, a wider audience of bystanders now have the opportunity to capture breaking news long before professional journalists have a chance to arrive at the scene. Twitter[xv] and Facebook have also established themselves as sources for breaking news.
ii. Global CD & Single Shipments & Revenue ’98-‘11)

Figure ii – Global CD & Single Shipments & Revenue ’98-‘11

Thank the Internet?

As much as the Internet has disrupted long-established business models, it has also spawned new and creative applications:

  • Facebook and many other social networks offer consumers a fresh platform to fuel humanity’s desire to communicate. But it hasn’t replaced face to face communications. It has only complemented our need for human interaction.
  • Online shopping did not replace brick and mortar[xvi] shopping – consumers still enjoy visiting the local mall to try on a new pair of jeans.
  • Email didn’t replace the postal service either – consumers are just sending and receiving packages, rather than handwritten letters.
  • Likewise, mobile phones did not entirely replace landlines.

iiib. As the Internet proliferates, consumer propensity for choice increases)

The Internet may be viewed as destroying legacy business models, or it could be viewed as the catalyst to helping reshape consumer behavior. For every business that closes its doors, countless other Internet businesses open. Ultimately, consumers now have more choice in how they consume entertainment. Thanks to choice and content ubiquity, users are treating the cloud as their personal entertainment library.

Giving Consumers What They Want

iii. Internet Traffic split by file types that violate copyright)

Figure iii – Internet Traffic split by file types that violate copyright.

 

Internet piracy revolves around a risk to reward balance. Essentially, this is an assessment of the likelihood of being caught weighed against the ease of downloading content illegally. Within this balance, there are both inhibitors and motivations to stealing content. Some of those who infringe upon copyright laws feel vindicated because they cannot obtain content by legitimate means. Other motivations include the ability to completely circumvent the restrictions imposed by digital rights management (DRM[xix]) – measures that restrict the portability of the content. Once absent of DRM, content is easily transcoded into various formats, screen sizes, and bitrates. The ubiquity of content has also come at a cost. A study from Envisional shows that nearly a quarter of Internet traffic violates copyright laws[xviii]. BitTorrent traffic represents the largest chunk of such offences. A related study from PublicBT showed that out of the top 10,000 torrents, nearly half of them consisted of movies and television programs (Figure iii). Furthermore, less than one percent of posts were innocent of copyright infringement.

There are also several inhibitors that make illegal downloading quite cumbersome. To begin with, there is the issue of content management. Titles need to be downloaded, stored, and organized. Storage costs and database management can become a nightmare. Even with declining hardware costs, a 4TB hard drive can fill up quickly. Additional headaches include inconsistency in quality – it may take days to get a file, only to find it’s unwatchable. Malware infections that propagate through P2P networks can also wreak havoc on a home network and affect innocent family members. Finally, websites such as The Pirate Bay[xx] are sophisticated search applications at best, and cannot compare to a personalized OTT entertainment platform.

Figure iv – Illegal and Legal Drives & Inhibitors for Entertainment Consumption

Figure iv – Illegal and Legal Drives & Inhibitors for Entertainment Consumption

 

For subscribers that side with the law and use a legitimate OTT video service, content management is a non-issue as everything is streamed from the cloud. Consequently, there is no need to organize files or allocate hard drive space. Additional benefits include a pleasant and compelling user interface and user experience (UI/UX). This may include social interaction with friends, family, and communities of similar interests. Many OTT services also offer sophisticated search and discovery and recommendation engines that are personalized in order to satisfy each subscriber’s unique viewing behavior. The inclusion of reviews, trailers, rating statistics, and comprehensive metadata adds to an engaging interactive experience that attracts loyal subscribers. These platforms also offer a much more consistent level of entertainment quality.

Whether legitimate or illegal, consuming entertainment has radically changed over the past decade. Digital video is in a constant state of flux and consumer behavior is changing at an unprecedented pace – both in how people purchase and enjoy their entertainment. Bandwidth speeds have increased significantly in both the home and mobile environments, thereby disrupting the entire entertainment industry. Understanding consumer behavior in terms of their frustrations and motivations helps bring clarity to how this industry has shaped itself. A better understanding of the enemy may help content owners and distributors mitigate Internet piracy.

Knowing What to Fix •? Fixing What We Know

Some would argue that the entertainment industry hasn’t been able to keep up with the disruptions the Internet has created. Even with sizable improvements in digital video quality and Internet streaming, there are still shortcomings to address. These frustrations are summarized as follows:

Lack of Portability

Content owners are largely concerned that the digital delivery of their content will cannibalize lucrative cinema and broadcast TV revenue streams. This is partially the reason why entertainment portability is restricted across televisions, computer screens, smartphones and tablets. This is further complicated by the fact that content purchased on one operating system cannot be played on another platform. But consumers want universal flexibility and ease-of-portability of their purchases. Consumers want the flexibility to stream shorter content on their mobile devices and enjoy longer viewing experiences on larger screens. Cinema goers are willing to pay higher fees for an immersive experience on a 30-foot theater screen with THX[xxi] surround sound. The point is that one consumption method does not necessarily steal revenue from another. Audiences simply take different paths while consuming different types of content on different devices.

Lack of Upgradability

This issue centers around the irritating aspect of repurchasing movies as technology continues to improve. Content owners enjoy a resurgence of revenue for long-tail content[xxii] when new technology is introduced to the market. To be fair, this is mainly an issue for collectors rather than the average consumer. Movies purchased on VHS (240 horizontal lines) in the 80’s or DVD (480 lines NTSC or 576 lines PAL) in the 90’s required a new purchase on Blu-Ray (1080 lines) in the 00’s, and will eventually require a repeat purchase when 4K versions (2160 lines) are introduced by the end of this decade. “By 2020 there will be over 200 Ultra HD channels worldwide, rising to over 1,000 by 2025. The availability of Ultra HD TVs in the home and Ultra HD services by pay TV operators with advanced set-top boxes will drive the commercial opportunity for channel launches and content production,” says Tom Morrod of IHS Electronics & Media[xxiii].

Each new format makes the one it succeeded obsolete. Sizable video libraries turn out to be worthless virtually overnight. Interestingly enough, consumers have acclimated to the fact that a repurchase is expected when a new format is introduced. Content distributors attempt to entice collectors to repurchase content by packaging old titles into box-sets, director’s cuts, collectors’ editions, and other creative packaging strategies. The entertainment industry unfortunately never took a software upgrade approach to offering consumers an incremental purchase path as movies were released in a better resolution. The computing industry established this expectation from its inception. Now that entertainment and computing are converging into OTT services, this may provide a platform to offer the same level of granularity.

Lack of Breadth

Most online video services have relatively limited libraries, especially on a global stage. One of the main challenges is that content rights are costly to obtain across international borders. This poses a challenge for smaller OTT providers that simply don’t have the capital to purchase expensive premium content such as Hollywood movies. Geo-location restrictions are used to prevent accessing content outside of specific jurisdictions. This applies to live broadcasts such as news or sports events, but is also an issue for video on demand (VoD) services that offer movies or television shows. Shows such as HBO’s “Game of Thrones” or Netflix’s “House of Cards”[xxiv] further complicate the issue by being offered exclusively in their home platform. This certainly helps OTT providers to differentiate themselves from the competition, but it doesn’t help consumers who want a central repository for their entertainment content.

Lack of Accessibility

The lack of accessibility of content on a global stage may be the single most important limitation of entertainment today. This arguably leads to the main motivations behind Internet piracy. Global theatrical and home releases are not available simultaneously. There are legitimate reasons for this delay: the negotiation of distribution rights, modifying or creating new promotional materials for each foreign market, dubbing services, and censorship approval – to name just a few. Even with these challenges, it may take years for some content to reach a foreign destination, if at all. Some passionate movie goers don’t have the patience to wait for a legal means to obtain what they want.

Lack of Quality

Some consumers are willing to watch a poor quality bootleg cam[xxv] for the bragging rights of being the first. But studies show that subscribers lean toward better quality video if it’s available[xxvi]. According to Ericsson research of over 400 million viewers around the globe, “High video quality is very important to consumers, and they are prepared to pay for it.” Anders Erlandsson, Senior Advisor, Consumer Insights, Ericsson Consumer Lab.[xxvii]Graphic - Buffering (spinner 4)

As video resolutions improve for Internet streaming, so does bandwidth. But problems still persist. No one likes the buffer symbol when streaming video on the Internet. Even though the technology has improved considerably over the past decade, many regions around the world lack the bandwidth and latency to stream a respectable level of video quality. This is further complicated by consumers wanting to watch content on their mobile devices where bandwidth is further restricted, and even comes at a higher cost.

Finding the Right Price

Online services such as Netflix[xxviii] have shaken the ownership vs. licensing business models. Owning an expensive Blu-Ray disc typically meant a sizable investment for the adrenaline rush of opening the package and the pleasure of watching it for the first time. The disc was then relegated to a living room shelf or drawer for the rest of its existence. Consumers are in the process of trading their need for ownership with accessing that content in the cloud at a much lower cost. As consumers opt for a more granular approach to their content, the industry continues to struggle to find the right balance between price, value, and flexibility.

Building the Right Playground

Comparing the user experience of yesterday’s TV’s electronic programming guide (EPG[xxix]) to today’s modern OTT service may not seem fair. But it’s a reasonable comparison in the context of fulfilling the subscriber’s hunger to find what they want. In the early days of television, the broadcaster would say, “Don’t change the channel, we’ll be right back” just before a commercial break. This approach was easier in the days when only 16 channels existed. As broadcast services moved to hundreds of channels, the EPG was created to help consumers find new and interesting content. But navigating TV menus was cumbersome. As we move to today’s digital era, consumers are accustomed to web surfing, clicking on applications, social networking, and googling. This level of interaction began in computing and is now integral to entertainment. Even with hundreds of channels available on a typical pay-TV service, consumers are still drawn toward less than 20 of them[xxx]. Websites such as IMDB[xxxi] and Rotten Tomatoes[xxxii] enable quick access to statistics, reviews, and metadata surrounding movies and television shows. Users have the ability to navigate scheduled release dates, user ratings, peer suggestions, trivia, frequently asked questions, and message boards. OTT services add recommendation engines, personalized advertising, favorite lists, and much more. This virtual treasure trove of information, offered at a granular level, increases consumer excitement and converges on the desire for a compelling environment where subscribers will stay longer simply because they are having fun. Quite a bit of developmental effort needs to focus on improving these virtual environments.

Viewing •? Owning •? Licensing

Figure v – Evolution of Entertainment Consumption

Figure v – Evolution of Entertainment Consumption

 

The origins of entertainment began with live performances in theaters and concert halls. At the turn of the 19th century, the motion picture industry began[xxxiii]. But the ability to sell music to consumers wasn’t possible on a grand scale until the second half of the 20th century. The vinyl record[xxxiv], and eventually VHS[xxxv] tapes for movies, allowed consumers to take their entertainment home with them. Many technologies changed hands over the decades: Vinyl ð cassette tapes ð CD’s for music, and VHS ð laser discs ð DVD ð Blu-Ray for movies. This century has evolved the buy-to-ownparadigm to a license-and-view business model. Some view today’s ubiquitous 12cm discs as the last physical technology for music and movies. In the future, everything will live in the cloud (Figure v). The desire to own entertainment is in the process of being replaced by the ability to easily access it.

Outlining the limitations of digital video and streaming services is only the first step in the journey to personalizing the consumer experience, recognizing Internet threats as entertainment opportunities, and uncovering new revenue streams.

Stay Tuned for Part III, IV, & V

  • Part III will look into the Net Neutrality and Internet Governance debate, and the , and the debate between the ISP’s and OTT Entertainment providers
  • In Part IV we will gauge the health of the entertainment industry by breaking down the revenue forecasts of the music, film, TV, and gaming industries, in light of internet piracy.
  • In Part V of this series we will propose solutions to reduce internet piracy from the vantage point of a subscriber wish-list.

 

Read Additional Articles in this Series

I. Consumption is Personal

In the days of linear television, broadcasters had a difficult task in understanding their audience. Without a direct broadcasting and feedback mechanism like the Internet, gauging subscriber behavior was slow. Today, online video providers have the ability to conduct 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 changes in advertising expenditure and tactics.

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 habits. In this paper we will discuss these changes in buying behavior, and identify the turning point of these changes.

III. Benchmarking the H.265 Video Experience

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

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 entertaining to watch are now 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.

V. Multiscreen Solutions for the Digital Generation

Broadcasting, 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 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.

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 advanced technology is considered out of their reach, if at all necessary. In actual fact, 4K is right around the corner and will be on consumer wish lists by the end of this decade. From movies filmed in 4K, to archive titles scanned in UHD, there is a tremendous library of content waiting to be released. Furthermore, today’s infrastructure is evolving and 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.

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, and trends drive viewers to subject matters of related interests. The integration of Facebook, Twitter, Tumblr and other social networks has become a natural part of program creation and the 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, as well as those entrenched in corporate culture who are preventing broadcasters from evolving into a New Media world.

VIII. Turning Piratez into Consumers

IX. Turning Piratez into Consumers, I

IX. Turning Piratez into Consumers, II

X. Turning Piratez into Consumers, III

XI. Turning Piratez into Consumers, IV

XII. Turning Piratez into Consumers, V

Content Protection is a risk-to-cost balance. At the moment, the cost of piracy is low and the risk is low. There are no silver bullets to solving piracy, but steps can be taken to reduce levels to something more acceptable. It is untrue that everyone who pirates would be unwilling to buy the product legally. It is equally evident that every pirated copy does not represent a lost sale. If the risk is too high and the cost is set correctly, then fewer people will steal content. This paper explores how piracy has evolved over the past decades, and investigates issues surrounding copyright infringement in the entertainment industry.

About the Author

Home - Signature, Gabriel Dusil ('12, shadow, teal)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).

All Rights Reserved

© 2014, All information in this document is the sole ownership of the author. This document and any of its parts should not be copied, stored in the document system or transferred in any way including, but not limited to electronic, mechanical, photographs, or any other record, or otherwise published or provided to the third party without previous express written consent of the author. Certain terms used in this document could be registered trademarks or business trademarks, which are in sole ownership of its owners.

Tags

AACS, AnyDVD, Apple, BitTorrent, Blu-Ray, Broadcast, Cisco, Connected TV, Copyright Infringement, CSS, DeCSS, Digital Millennium Copyright Act, Digital Rights, Digital Video, DMCA, DRM, FairPlay, File Sharing, Gabriel Dusil, Infringement, Internet Piracy, Internet Video, KaZaA, Megaupload, Megauploader, Motion Picture Association of America, MPAA, Multi-screen, Multiscreen, Napster, New Media, Online Video, OTT, Over the Top Content, OVP, P2P, Peer to Peer, piracy, Piratez, PlayReady DRM, Recording Industry Association of America, RIAA, Ripping, SlySoft, Smart TV, The Pirate Bay, TPB, Ultraviolet DRM, Visual Unity

References

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

[ii] “Entertainment vs. The Internet, Turning Threats into Opportunities”, by Gabriel Dusil, https://mykoddi.com/dusilcom/2014/01/27/entertainment-vs-the-internet-turning-threats-into-opportunities/

[iii] YouTube, www.youtube.com

[iv] Spotify, www.spotify.com

[v] Rhapsody, www.rhapsody.com/

[vi] IFPI, International Federation of the Phonographic Industry, Wikipedia, http://en.wikipedia.org/wiki/International_Federation_of_the_Phonographic_Industry

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

[viii] “Building the $100 Billion Music Business”, by Tom Silverman, Billboard, http://www.billboard.com/biz/articles/news/digital-and-mobile/1521562/building-the-100-billion-music-business-guest-post-by

[ix] Paperless office, Wikipedia, http://en.wikipedia.org/wiki/Paperless_office

[x] SMS, Wikipedia, http://en.wikipedia.org/wiki/Short_Message_Service

[xi] Viber, http://www.viber.com/

[xii] WhatsApp, http://www.whatsapp.com/

[xiii] iMessage, Wikipedia, http://en.wikipedia.org/wiki/IMessage

[xiv] “SMS estimated to be generally $30,000 per GB, is being replaced by OTT that deliver approximately $10 per GB”, Sandvine – Global Internet Phenomena (13.1H)

[xv] Tweets, Wikipedia, http://en.wikipedia.org/wiki/Tweet

[xvi] brink and mortar, Wikipedia, http://en.wikipedia.org/wiki/Brick_and_mortar

[xvii] “As the Internet proliferates, consumer propensity for choice increases.”

[xviii] Envisional – An Estimate of Infringing Use of the Internet (11.Jan), http://documents.envisional.com/docs/Envisional-Internet_Usage-Jan2011.pdf

[xix] DRM, Wikipedia, http://en.wikipedia.org/wiki/Digital_rights_management

[xx] The Pirate Bay, Wikipedia, http://en.wikipedia.org/wiki/The_Pirate_Bay

[xxi] THX, Wikipedia, http://en.wikipedia.org/wiki/THX

[xxii] long tail content, Wikipedia, http://en.wikipedia.org/wiki/Long_tail

[xxiii] “1000 Ultra HD channels by 2025”, by Chris Forrester, Advanced Television,  http://advanced-television.com/2013/10/17/1000-ultra-hd-channels-by-2025/

[xxiv] “Netflix plans to bull ahead with original content strategy after House of Cards success”, by Ken Yeung, 22nd April, 2013, http://thenextweb.com/insider/2013/04/22/netflix-plans-to-bull-ahead-with-original-content-strategy-after-house-of-cards-success/

[xxv] Bootleg Cam, Wikipedia, http://en.wikipedia.org/wiki/Cam_(bootleg)

[xxvi] “Video Stream Quality Impacts Viewer Behavior: Inferring Causality Using Quasi-Experimental Designs”, by S. Shunmuga Krishnan, Akamai Technologies, & Ramesh K. Sitaraman, University of Massachusetts, http://people.cs.umass.edu/~ramesh/Site/HOME_files/imc208-krishnan.pdf

[xxvii] Ericsson – TV & Video Consumer Trend Report ‘11

[xxviii] Netflix, www.netflix.com/

[xxix] EPG, Wikipedia, http://en.wikipedia.org/wiki/EPG

[xxx] “On average, Americans get 189 cable TV channels and only watch 17”, by Megan Geuss – May 6 2014. Ars technical, http://arstechnica.com/business/2014/05/on-average-americans-get-189-cable-tv-channels-and-only-watch-17/

[xxxi] IMDB, http://www.imdb.com/

[xxxii] Rotten Tomatoes, http://www.rottentomatoes.com/

[xxxiii] Movie theater, Wikipedia, http://en.wikipedia.org/wiki/Movie_theater

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

[xxxv] VHS, Wikipedia, http://en.wikipedia.org/wiki/VHS

Visual Unity • Discovering the New Digital Video Ecosystem at NAB’14

14.Apr.5 - NAB '14, Las Vegas (Video, pro presenter, v4.7).mp4_snapshot_04.48_[2014.04.22_11.18.11]

• Differentiate & Engage with vuMedia™ OTT

• This is our second video created by Visual Unity Global, for NAB’14.  Our marketing strategy was to communicate the strong end-to-end capabilities of our vuMedia™ OTT platform.  The video was produced in collaboration with Striker Pictures – an amazing young start-up, based out of the Czech Republic.  In just four short weeks we developed the messaging strategy, storyboard, narrative, and final animation. Striker Pictures delivered an amazing and beautiful product within a very aggressive timescale! Thanks again, guys 🙂

Also, great job to our marketing team in putting this together, and for our stellar exhibition presence.  We even managed to exceeded our marketing goals by 96%!

We hope you enjoy it.

You can also found our first video posted here:

• Narration

  • Intro • As an Over-the-top solution provider, Visual Unity offers a complete, end-to-end OTT platform which manages your multimedia assets in a three tier modular architecture – from creation through to displaying video in the best quality possible – at each and every subscriber.
  • 1 • Create • No matter where your content comes from, Visual Unity is able to help reach new audiences, and enable new revenue streams. With over 15 years in Digital Video and over two decades of experience in Broadcast Services.
  • 2 • Contribute • Different content needs to be processed differently to ensure it is managed effectively. Be it live broadcasts or video on demand, Visual Unity understands the important roles that metadata and transcoding play in video management.
  • 3 • Manage • Once content is within the vuMedia platform, video can be packaged in as many ways necessary, to suit your strategy. Not only can you select where content will be available around the globe, but you can also package your assets to meet the varying needs of your international subscribers. Our dashboard enables you to see how successful your library is being monetizing. At a glance you can see what works and what doesn’t.
  • 4 • Deliver • Our proprietary content delivery network, provides the security, quality, and reliability to service subscribers across the globe. Visual Unity also partners with third party CDN providers when requested by our clients.
  • 5 • Consume: In order to engage subscriber’s in today’s digital society, a compelling user interface and user experience is vital to deploying a successful OTT service. Device detection along with fully customizable players and social integration give subscribers the ability to enjoy content to its fullest.
  • End • Visual Unity offers a true one-stop-shop for OTT and Multiscreen solutions. Our end-to-end workflow – from creation to consumption – is your critical success path to your OTT and multiscreen vision.

• Delivering the Future of Entertainment to Subscribers

I also wanted to take this opportunity to showcase some of the excellent desk top publishing skills out of our marketing department.  Below you will find our invitation and follow-up emails from NAB’14, this year.

NAB '14, Las Vegas (Invitation, v1.7)

NAB ’14, Las Vegas (Invitation, v1.7)

NAB '14, Las Vegas (thank you email, v1.7)

NAB ’14, Las Vegas (thank you email, v1.7)

About Visual Unity Global

Logo - Visual Unity

Visual Unity Global is a global provider of video and digital media solutions, enabling our clients to deliver premium quality video content over the internet. Our clients can measure, analyze and optimize their libraries over time and achieve optimal business success. Our platform capabilities inspire our clients to deploy their assets across multiple devices, screens, and media formats. Visual Unity helps clients manage, deliver and monetize their digital content.

Visual Unity is a Multiscreen Solution Provider, bridging the gap between linear broadcast, IT and IPTV to help clients reach and engage audiences on any screen. Since 1991, the team has been designing and delivering turnkey broadcast and complex multiscreen solutions worldwide – from HD outside Broadcast (OB) vehicles and major playout facilities to live internet streaming and Video on Demand services. Visual Unity’s award-winning vuMedia™ platform helps broadcasters and content owners control how their brand and assets are managed and monetized in the multiscreen environment. vuMedia™ is a highly scalable and a modular architecture, delivering a cutting-edge live viewing experience on the web or any mobile or connected device – all of which can be deployed into existing workflows and business processes.

For further information, please visit: www.visualunity.com, or contact us at: info@visualunity.com

Introducing Striker Pictures

Striker PicturesLogo - striker Pictures is a VFX and image production studio. Our mission is to create original imagery that is capable of entirely captivating its audience. From storyboard to the final polished frame, we offer an innovative and creative environment for our clients, accommodating a variety of production and execution methods. With a team comprising of 3D artists, producers and directors, we aim to create remarkable visuals for the entertainment, advertising, and enterprise industries.

Gabriel Dusil • Q&A on Startups with the University of Economics, in Prague

 

Graphic - Interviews with Gabriel Dusil (dusil.com)

• Video

• 32 minutes 14 seconds

• Q&A with the University of Economics

• This interview by arranged by Cole Castellarin and recorded at the Visual Unity Global office in Prague, on the 6th of May 2014.

• As part of the course, Managing Small to Medium Sized Enterprises (SMEs) in Turbulent Times, students were asked to conduct an interview with a local start-up company. The objective of the assignment was to gain an in-depth understanding of how these companies operate and grow within the business environment. Students were encouraged to seek out the obstacles and challenges that start-ups face, relative to their large multinational competitors.  Also to determine which sort of advantages that can leveraged, to compete with established firms into the future. Conducting an in-person interview with the management team of a start-up allowed the students to obtain first hand, practical knowledge on the topic of start-up companies – specifically within the hi-tech industry.

• Vysoká škola ekonomická, Prague (VŠE)

Logo - University of Economics, VŠE, Prague

• The University of Economics, Prague (VŠE) is currently the largest public university of economics in the Czech Republic. VŠE offers its students the ability to learn in many different fields, having six different faculties including: Finance and Accounting, International Relations, Business Administration, Informatics and Statistics, and Economics. VŠE offers not only a Bachelor’s programs, but also Master’s and Doctoral programs. Through the schools accreditation with the European Credit Transfer and Accumulation System (ECTS), VŠE has been able to establish a strong international presence, partnering with over 200 other schools across the globe, and sending over 700 students on exchange programs on an annual basis.

• Tags

2nd Screen, Broadcast, Cole Castellarin, Connected TV, Digital Video, Gabriel Dusil, 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, Streaming Video, Television, TV, TV Anywhere, TV Everywhere, University of Economics, Visual Unity, Visual Unity Global, Vysoká škola ekonomická, VŠE

OTT & Multiscreen • Entertainment Challenges in Today’s Digital Society • 6 • Transcoding Challenges with H.265 HEVC & 4K UHD.

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

• Video

• 2 minutes 46 seconds

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

• The video quality of entertainment is constantly improving, while viewing behavior is changing rapidly as well. H.265 (otherwise known as High Efficiency Video Coding, or HEVC) promises double the amount of video with the same bandwidth compared to H.264. Or viewed from a different perspective, video will be transmitted at half the bandwidth compared to H.264.

H.265 is becoming synonymous with 4K (4096×2160) and UHD (3840×2160). And true 4K from a broadcast perspective is becoming synonymous with HDMI 2.0. These three technologies need to converge to bring consumers to the next level in digital video.

The foundations of the H.265 standard were finalized over different stages throughout 2013, but it will still take time before consumers see this codec supported in consumer electronics. In addition, the industry still has to learn how to optimize the quality of compressed content so that it is bandwidth efficient, while still maintaining consistent high quality. Even though H.265 promises 50% efficiency, we’re not there yet as early tests reveal compression efficiencies to be between 15% and 35%. Bandwidth efficiency also translates to lower storage requirements which will be a welcome improvement for cloud service providers.

Figure i - H.264 vs. H.265 - Encoding Time

Figure i – H.264 vs. H.265 – Encoding Time

At the moment, encoding in H.265 is expected to take ten times longer than H.264 at the same frame size, so this will initially be a burden to encoding and transcoding services at the ingest stage. But this metric doesn’t tell the whole story.  H.265 encoding should also be understood from the context of 4K encoding and higher color bit depth.  Figure i attempts to show the encoding burden against time, represented along the horizontal axis[1].

When 4K becomes mainstream, and with 4K frames at four times the size of HD frames, it is estimated that encoding will take 40x longer than today’s HD @ H.264. That’s assuming we’ll be happy with 8-bit encoding (typically found in Blu-Ray and DVD movies). Time will tell whether the industry will accept 8-bit at 4K. It’s also possible that 10-bit will be synonymous with 4K, or maybe even 12-bit as the technology matures.

Time will tell…

 


[1] These are just estimates, and have not yet been lab tested.

• Entertainment Challenges in Today’s Digital Society

•?  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://mykoddi.com/dusilcom/2013/12/24/entertainment-challenges-in-todays-digital-society-i-of-vii/

2. How will 4K be adopted by consumers?

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

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

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

5. How is digital video affecting global communications?

https://mykoddi.com/dusilcom/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, Search and Discovery, second screen, Smart TV, Social TV, TV Everywhere, UHD, Ultra HD, Ultra High Definition, Visual Unity

Visual Unity • Showcases Their End-to-end OTT platform at NAB’14

14.Apr.5 - NAB '14, Las Vegas (Video, pro presenter, v4.7).mp4_snapshot_04.48_[2014.04.22_11.18.11]

Below please find one of our videos we presented at NAB’14 this year.  Our approach was to take the top seven pressing questions of our target audience, and provide a few touch points in how Visual Unity Global addresses these challenges. I am proud of our marketing department for the stellar preparation of these materials, and our overall presence at NAB’14.

We hope you also find this informative.

Press Release

Las Vegas, NV, USA:  Leading OTT platform and multiscreen solution provider, Visual Unity Global will showcase the latest versions of its award-winning vuMedia™ and vuMobile™ platforms at NAB 2014 (South Upper Hall, Stand SU5514).

Winner of the ConnectedWorld.TV award in 2012, and ConnectedWorld.TV bronze in 2013, for the Best Use of Online Video by a Non-Broadcaster, Visual Unity’s vuMedia™ is an end-to-end OTT platform that allows broadcasters and content owners to control how their brand and assets are managed, delivered and monetized in the multiscreen environment. Highly scalable and modular, vuMedia™ delivers a cutting-edge live viewing experience on the web or any mobile or connected device. vuMedia™ also enables comprehensive Video on Demand services, social network integration and secures the distribution of content – all of which can be deployed into existing workflows and business processes.

The vuMobile™ is a cloud-based mobile web publishing and mobile marketing platform. With vuMobile™ clients can to build their own mCommerce (mobile commerce) store presence within 5 minutes. Through a modern responsive design, clients are able to categorize different types of products (for example consumer electronics or e-products) and choose from more than 40 payment systems. vuMobile™ incorporates capabilities that are designed to rapidly mobilize businesses and empower partners and resellers.

The latest improvements to vuMediaand vuMobile™ included a more streamlined user experience, enhanced payment and advertising capabilities, additional content monetization options, improved statistics, and much more.

Visual Unity will also be showcasing their new vuDiscovery™ service. This option is a robust recommendation engine integrated within vuMedia™, helping content owners and distributors to enhance their revenue streams through search & discovery.  This modern recommendation engine combines viewing and purchasing habits, demographics, a collaborative engine, and other metrics, to provide suggestions that fuel viewing into the long tail.

“Visual Unity’s unique blend of broadcast and online video skills, coupled with proven experience in web and mobile delivery, is a crucial advantage to providing robust end-to-end digital video solutions,” says Tomas Petru, CEO of Visual Unity. “Visual Unity streamlines the integration of new multiscreen workflows into existing linear processes so that content can be efficiently delivered over the Internet or to any combination of mobile, tablets, laptops, or Smart TVs.”

Gabriel Dusil, Chief Marketing and Corporate Strategy Officer, adds:  “vuMedia™ and vuMobile™ opens doors to a wide range of companies that have been waiting for an ideal cloud based service to monetize their past, present, and future content. Monetizing content is not just about selling content, it’s about building a business, awareness, and communication strategy around your brand.  Furthermore, vuDiscovery™ further increases the average revenue per user [ARPU], since subscribers that stay longer within an OTT application, will inevitably spend more money”.

About Visual Unity Global

Visual Unity Global is a global provider of video and digital media solutions, enabling our clients to deliver premium quality video content over the internet. Our clients can measure, analyze and optimize their libraries over time and achieve optimal business success. Our platform capabilities inspire our clients to deploy their assets across multiple devices, screens, and media formats. Visual Unity helps clients manage, deliver and monetize their digital content.

Visual Unity is a Multiscreen Solution Provider, bridging the gap between linear broadcast, IT and IPTV to help clients reach and engage audiences on any screen. Since 1991, the team has been designing and delivering turnkey broadcast and complex multiscreen solutions worldwide – from HD outside Broadcast (OB) vehicles and major playout facilities to live internet streaming and Video on Demand services. Visual Unity’s award-winning vuMedia™ platform helps broadcasters and content owners control how their brand and assets are managed and monetized in the multiscreen environment. vuMedia™ is a highly scalable and a modular architecture, delivering a cutting-edge live viewing experience on the web or any mobile or connected device – all of which can be deployed into existing workflows and business processes.

Visual Unity is based in Prague, London, Munich, Nairobi and Los Angeles.

For further information, please visit www.visualunity.com, info@visualunity.com

OTT & Multiscreen • Featured Speaker at the OTT Video Executive Summit

Gabriel Dusil from Visual Unity Global  is Announced as a Featured Speaker at the OTT Video Executive Summit

www.OTTVideoSummit.com

April 14th, 2014. Prague, London, Dubai— Visual Unity Global, a leading OTT platform and multiscreen solution provider,announces Gabriel Dusil, Chief Marketing and Corporate Strategy Officer as a featured speaker at the Over-the-Top Video Executive Summit (www.OTTVideoSummit.com), to be held at Boston’s Lenox Hotel on April 16. Mr. Dusil will speak on topics of “All things content— licensing, transformation, DRM, tracking”, and “Integrating OTT with Social”.

The OTT Video Executive Summit brings together thought leaders to discuss topics crucial to the development of streaming video and evolving Pay TV business models. The conference topics range from content, enabling technologies, to discussions on the evolving viewing behavior of consumers. In addition to experts and executives, the conference includes a panel of everyday people from various demographics. The event is also gamefied, with the leading point-getter being awarded the “OTT Genius” trophy.

“Our audience will benefit greatly from Gabriel Dusil’s experience and perspective on this dynamic industry,” said Brian Mahony, CEO of event producer Trender Research™ Inc. (www.trenderresearch.com). “The industry is going through a period of rapid change, and innovation from companies such as Visual Unity puts it in the driver’s seat.”

In addition to the topics where Mr. Dusil will be speaking, the additional sessions include:

  • “Netflix and net neutrality, who wins?”
  • “Economics of hybrid Pay TV/OTT video services”
  • “Content discovery and navigation— way beyond channel surfing”
  • “What’s a TV channel these days? What’s a brand?”
  • “TV Everywhere: Is it really? What will it take?”
  • “Changing consumer behavior— cord-cutting, multi-screen, interactivity, demographics”
  • “Platform device wars— TVs, consoles, STBs, tablets, mobile”
  • “HD OTA: the dirty little secret”

A focus group of from various demographics will also provide insights on their viewing habits. These include profiles such as “Chatty Tween,” “Working Mom”, “New Vision for Univision”, and “Nana.”

“The OTT Video Executive Summit is an excellent venue to peer into the future trends of video streaming,” said Gabriel Dusil.  “The OTT market has grown at an unprecedented pace, from its birth less than ten years ago.  The thought leadership represented at this event will help industry leaders to make informed and strategic decisions in how they shape their online revenue opportunities.”

The OTT Video Executive Summit is a one day event and is open to executives across the industry. For more information or media inquiries, contact Brian Mahony, bmahony@trenderresearch.com, +1 508-479-7254.

About Visual Unity Global

Visual Unity Global is a global provider of video and digital media solutions, enabling our clients to deliver premium quality video content over the internet. Our clients can measure, analyze and optimize their libraries over time and achieve optimal business success. Our platform capabilities inspire our clients to deploy their assets across multiple devices, screens, and media formats. Visual Unity helps clients manage, deliver and monetize their digital content.

Visual Unity is a Multiscreen Solution Provider, bridging the gap between linear broadcast, IT and IPTV to help clients reach and engage audiences on any screen. Since 1991, the team has been designing and delivering turnkey broadcast and complex multiscreen solutions worldwide – from HD outside Broadcast (OB) vehicles and major playout facilities to live internet streaming and Video on Demand services. Visual Unity’s award-winning vuMedia™ platform helps broadcasters and content owners control how their brand and assets are managed and monetized in the multiscreen environment. vuMedia™ is a highly scalable and a modular architecture, delivering a cutting-edge live viewing experience on the web or any mobile or connected device – all of which can be deployed into existing workflows and business processes.

Visual Unity is based in Prague, London, Munich, Nairobi and Los Angeles. For further information, please visit www.visualunity.com, info@visualunity.com

OTT & Multiscreen • Entertainment Challenges in Today’s Digital Society • 5 • How is digital video affecting global communications?

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

• Video

• 6 minutes 15 seconds

5. How is digital video affecting global communications?

In today’s digital video landscape there is a battle between the entertainment, computing and communications industries. The entertainment industry includes content owners and those that license content for distribution. In computing we find companies that provide hosting, storage, and application-based services. Within the communications sphere are telcos, network service providers (NSPs), and Internet service providers (ISPs) that distribute data around the world. P2P networking is a good communications example of a transport protocol riding on top of the Internet.

Figure i – Industry Wars between Entertainment, Communications & Computing

Figure i – Industry Wars between Entertainment, Communications & Computing

For several years, ISP’s have observed an increase in bandwidth of a magnitude higher than they were accustomed to before video streaming became popular. It may be argued that the turning point was around 2005 with the introduction of high definition video at a time when Internet bandwidth was fast enough to stream good quality video. The popularity of Apple’s iPhone, together with the launch of YouTube, accelerated the use of video to the mass market.

This has forced ISPs to upgrade their back-end and last-mile infrastructures in order to meet these higher bandwidth demands and maintain quality of service (QoS). The issue is when we look at service usage in OTT providers like Netflix, Hulu, YouTube and others. With Netflix subscribers exceeding 40 million and Hulu now over 5 million, typical bandwidth usage for these subscribers far exceeds that of a typical user. The average Netflix user watches five TV shows and three movies per week[i]. This can easily generate up to 80GB of traffic per month if we’re talking about high-definition content. Power users can easily exceed 160GB per month when P2P downloads are taken into account (see Figure ii). Compare this to figures released by Sandvine[ii], wherein Europeans average around 13GB per month on their fixed line service. Their USA counterparts are over three times higher, averaging 45GB. So in countries where OTT is relatively mature, bandwidth usage can easily skyrocket.

Figure ii – Internet Usage Comparison – Europe vs. USA

Figure ii – Internet Usage Comparison – Europe vs. USA

The bottom line is that ISPs are not earning the same incremental revenue from OTT because these are existing subscribers that are already paying for their ISP service. But now they are also using the connection to download video from their OTT provider. From an infrastructure perspective, when Netflix doubles their users, they can effectively use those funds to double the capacity of their OTT service. On the flip side, the ISP sees an accelerated increase in bandwidth usage, reaching and exceeding 10 times more than normal with no foreseeable increase in revenue. But they still must upgrade their networking infrastructure in order to meet capacity. Some see this as ISPs getting the short end of the stick (Figure iii).

Figure iii – ISP vs. OTT Revenue Compared to Infrastructure Cost

Figure iii – ISP vs. OTT Revenue Compared to Infrastructure Cost

Certainly bandwidth usage cannot be blamed on OTT providers themselves. Video is also streamed from websites, video is downloaded through P2P networks, and corporate infrastructures are increasingly using video for communications. Regardless, in markets where video streaming services are prevalent, bandwidth usage per subscriber can burden network infrastructures.

ISPs may feel they are losing power over their subscribers. As a counter-offensive, we’re seeing examples where ISPs are vying to bring control back to their camp. One way is through bandwidth caps on fixed line services (similar to bandwidth caps on mobile services). ISPs are looking to regain control of the subscriber through what could be viewed as a form of Internet governance: charging extra fees based on the type of traffic traversing their network, or traffic shaping, whereby certain traffic such as P2P or OTT video is set to low priority or blocked all together, with traffic being prioritized in a way that is preferred by the ISP. This serves to stifle the use of high bandwidth applications such as OTT and may result in higher fees for heavy Internet users. Essentially this is a way for ISPs to level the playing field.

Increased bandwidth usage due to digital video brings new challenges to an infrastructure provider. But this isn’t necessarily a bad thing for all those involved as threats can also be turned into opportunities. Some Internet providers (eg. cable companies and satellite companies) are working towards regaining control of their market space by investing in OTT – essentially adding OTT as an extension to their communications portfolio.  Triple play[iii] (Internet, telephone, and television) and quadruple play[iv] providers (who include mobile services) are already heading in the right direction. ISPs that are already responsible for transmitting video envision hosting and managing entertainment assets as a strategic expansion of their communications portfolio. This speaks to the convergence of communications, computing and entertainment industries through a conduit that converges onto OTT.

It’s not just ISPs that have seemingly lost control and are being relegated to utility providers. Mobile providers have also been bumped from the pedestal of supremacy. The three applications they owned – voice, contacts, and text messaging (SMS[v]) – have now been over-shadowed by the millions of applications accessible through the Internet. Mobile providers no longer control the handset, applications, or content.  And for that reason they are under threat of becoming a utility, an infrastructure of interconnections, where their borders are wireless base stations, not end-users. To regain relevance in their market telcos need to reach consumers once again. From an entertainment perspective, telcos have an opportunity to extend their participation in the content value chain – creating, uploading, managing, delivering and consuming content by investing in OTT services. This investment solidifies their value in the virtual supply chain of digital video.


[i] “Average Netflix User Watches 5 TV Shows, 3 Movies Per Week via the Service”, Business Wire, 6th Sep 2012, http://www.businesswire.com/news/home/20120906006400/en/Average-Netflix-User-Watches-5-TV-Shows#.UtAD9_RDtUA

[ii] Sandvine – Global Internet Phenomena Report (12.2H)

[iii] Triple Play, Wikipedia, http://en.wikipedia.org/wiki/Triple_play_(telecommunications)

[iv] Quadruple Play, Wikipedia, http://en.wikipedia.org/wiki/Quadruple_play

[v] Short Message Service, Wikipedia, http://en.wikipedia.org/wiki/Short_Message_Service

• Entertainment Challenges in Today’s Digital Society

•?  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://mykoddi.com/dusilcom/2013/12/24/entertainment-challenges-in-todays-digital-society-i-of-vii/

2. How will 4K be adopted by consumers?

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

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

https://mykoddi.com/dusilcom/2014/02/10/entertainment-challenges-in-todays-digital-society-iii-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, Search and Discovery, second screen, Smart TV, Social TV, TV Everywhere, UHD, Ultra HD, Ultra High Definition, Visual Unity

OTT & Multiscreen • Turning Internet Threats into Entertainment Opportunities

Portfolio - Visual Unity, Turning Internet Threats into Entertainment Opportunities (title)

• Synopsis

• The entertainment landscape has changed more in the last decade, than in the 60+ years of broadcast. Much of this disruption can be attributed to the growth of the internet. From this infrastructure, several battles are raging under the feet of consumers; Broadcast has a new adversary called OTT (Over the Top Video); ISPs are struggling to keep up with bandwidth demands of video; mobile infrastructures have also witnessed significant changes in consumer behavior as applications overshadow handset features. This presentation explores the various battles taking place between the communication, computing and entertainment industries. The global landscape in subscriber behavior continues to change rapidly, and OTT has the potential to be at the center of it all.

• View the recorded video presentation from Visual Unity’s Web Seminar Series

• 36 minutes 49 seconds

• Download the Original Presentation here

Portfolio – Visual Unity, Turning Internet Threats into Entertainment Opportunities (v3.2).pptx

• View the PDF version here

 [slideshare id=32218187&sc=no]