Yesterday I had one of the most magical days in my Second Life thanks to some really great people and a bit of magic coincidence. I haven't had much of Second Life lately due to different first life obligations, so yesterday I had a great chance to do some catching up, and I was really reminded of why I still believe in the potentials of Second Life. Mostly, I was once again reminded of the unique way in which Second Life is able to bring people from all over together.
First, I meet up again with Eyebeams Electricteeth (of Learn 4 Life), who has great ambitions and plans to make SL more popular among UK educators (and also abroad) and is working on some interesting projects in SL (you'll probably hear more about that in the next months).
Unfortunately, he had some other things to do, so I moved on and asked to meet Desi somewhere, as we haven't seen each other in ages (my fault). After mentioning that I still don't have any place in SL, Desi kindly offered to let me use some space in their new Literature Alive! HQ on Eduisland II. So, we went to check out the place (2nd floor), Desi brought in a couch (with one really funny sitting pose ;) ), and we started talking. She also invited KJ Hax over, who invited Any Ixchel, and what happened was real serendipity. Later on we were also joined by Corwin Carillon, Eloise Pasteur, and Butch Dee, and we had a really inspiring discussion. We talked about Second Life in general, avatars, identity, and we also shared some useful SL tools (thanks for the tip about the MystiTool HUD! It's just amazing!). It was a real pleasure meeting you all!
After the discussion Anya, Desi, and I went to do a bit of gadget shopping. Soon Anya's friend Aiji Ducatillon joined us, and we went to Anya's place to do some hang gliding, and playing with toys (Aiji thanks for the ride and the massage; Anya thanks for the giraffes and the cats! :) ). It was a lot of fun, and I surely hope we can do this again sometime (I'm glad I now have some friends from down under I can hang out with in EU friendly times :) ).
I spent rest of the day in my new "office" space Desi has kindly offered to me. I brought in a big and comfy couch, a cookie and coffee giving table (just touch it :) ), and an info point that can tell you whether I'm online or offline and will open my blog when touched. I hope you'll all come to visit me sometime (http://slurl.com/secondlife/Eduisland%20II/196/219/47), and that we'll be able to have more serendipitous moments in that space. Feel free to use the couch any time, and don't forget to invite your friends over! :)
Apple iPhone's Achilles Ankel: the EDGE Data Network
In Greek mythology, Thetis dipped infant Achilles in the river Styx in an attempt to make him immortal. The area in which she was holding, the heel, did not make it into the water, therefore leaving him with a vulnerable spot and eventually lead to his ultimate demise.The iPhone, is a gorgeous looking device, it has a near perfect design, marketing, and user interface for browsing the web. Unfortunately, when I tested it at the SOHO store in NYC this afternoon, the EDGE network was just too slow for the page to load. Once the page loaded, the operation is flawless, you can scroll the pages, zoom in and out in such a smooth action. But what can a flawless operation do without having the page to operate with?
The near immortal iPhone will suffer from this short coming. Especially when it will always attempt to load a full webpage instead of detecting a lighter WAP site by default like most smartphone browsers. When asked, Steve Jobs say that the choice for the slower EDGE network is to save battery as opposed to go with the more power-hungry HSDPA/UMTS chips. I am wondering how much of this has to do with cost-cutting as there are lots of known hacks to set existing 3G phones to default to a lower network like EDGE to save power.
Labels:
Iphone,
mobile experience,
smartphones
T-Mobile Dash Smartphone for 1 Penny (Another iPhone Impact)
This week has been wild. Not only the iPhone launched, it has drastically impacted the price of PDA/Smartphone lineups across all carriers. T-Mobile Dash, aka HTC S620, is going for $0.01 at Amazon.com with a new contract. These deals are the kind of stuff dreams are made of. I remember 3 years ago, any smartphone would easily set you back three Benjamins. Let the good times begin!
Labels:
HTC,
Iphone,
News,
smartphone bargain,
smartphones
AT&T Cingular 8525 for $139 Shipped Free
I noticed that this past week, all the smartphones on the market dropped in price (possibly in reaction to the launch of iPhone today). The hottest 3G WM5 smartphone by Cingular (8525), a $599 phone, is now $139.98 from Amazon.com. Yours truly ordered one and have received it today. In short, I am pleased with this purchased. Using the UMTS 3G data network is the real deal. Its also nice to have WiFi that most smartphones are missing. I will provide my final verdict shortly. For those of you interested in a powerful smartphone, this is it! Unless you want to pay $599 for a new iPhone. [AT&T Cingular 8525 is an HTC Hermes)Update: 6/29 Price was $159.98
Update: 6/30 Price dropped to $139.98
Update: 7/2 Price dropped to $124.98
Update: 7/10 Price dropped to $79.98
Thanks to Amazon.com's 30-Day Price Guarantee, I've gotten reimbursed for the difference all three times. Gotta love Amazon.com!
Labels:
mobile experience,
mobile internet,
News,
smartphones
Amazon.com Sells "Unlocked" Cellphones
Amazon.com has long been a great site offering excellent prices to buy cell phones. What I didn't realize until tonight, was that they have a section called "unlocked" phones.For those who are not familiar, the phone you purchased from a carrier is always locked to that carrier. I would guess majority of users do not bother to unlock the phone even though you have the rights to (so long as you have the patience to call your carrier and request that unlock pin and instruction). If you are halfway through a 24 month contract but you are growing tired of your current phone, you really don't have a lot of choices but to go to your carrier and buy another phone at full retail. Occasionally, you can find a decent "unlocked" phone from another carrier floating around eBay. An unlocked phone allows you to use it on another network; for example, my unlocked Blackberry 8700c from Cingular can be used with a T-Mobile SIM card.
Back to my point, Amazon.com has a section selling some interesting unlocked phones. Some of which looks like they are imported directly from the manufacturers (where the design, color and name is vastly differently than the lineup you see at your local Cingular or Verizon store). I for one, am very pleased to find this as it has been an ongoing challenge for me to find a unlocked phone vendor in the U.S. Kudos to Amazon!
Labels:
mobile experience,
unlocked phone
Report: InSITE Conference 2007
I'd like to start by mentioning some of the presentations that I found most interesting and/or valuable (listed in order of appearance at the conference):
- The Search for the Adaptable ICT Student (Glen Van Der Vyver): This was a presentation of the results of a study among a group of undergraduate ICT students about their adaptability (which is one of the characteristics ICT students should have). The results showed that the students have a high degree of adaptability when personal choices are involved, but not much adaptability related to job change - students like change, but expect their jobs to adapt to their lifestyles, not the other way round. I find these findings really interesting, and I would certainly like to see how adaptable our students are.
- Advancing Sustainability of Open Educational Resources (Alex Koohang): I found this presentation interesting because it opened some interesting questions and issues related to Open Educational Resources and the sustainability of OER. These are all important topics in education, and I especially liked the fact that Alex stressed the importance of including users' perspectives in further research and development of OER.
- Of Disobedience, Divinations, Monsters and Fumbling: Adopting a Self-Service System (Bob Travica): During this presentation we learned about some of the issues that emerged during the adoption of a self-service management system in a Canadian company. The presentation got me thinking that we don't really pay enough attention to how our students adopt different e-learning systems, and that perhaps more detailed studies than just the usual multiple choice question "How would you grade the usability of the LMS?" should be performed. Mostly, we just have the quantitative data on how much our students like our e-learning systems, but I don't think we know enough about how they really interact with them, and about what could be done to improve their interactions with the system. Certainly a topic to keep in mind for further research.
- What Exactly Do You Want Me To Do? Analysis of a Criterion Referenced Assessment Project (Tony Jewels and Marilyn Ford): This presentation provided a critical view on criterion referenced assessment. They pointed out that the practice of using CRA shows different results than the theory of CRA predicts. In their paper, the authors presented some interesting negative feedback they got from their students when using CRA, which in neither surprising nor new. The authors concluded their study with a valuable suggestion: educational institutions should focus more on educating students at an early stage on skills that apply to all subjects and assignments.
- A ‘Hands on’ Strategy for Teaching Genetic Algorithms to Undergraduates (Anne Venables): I found this presentation inspiring because Anne presented an interesting approach to teaching what at first sight appears to be a complex and unattractive topic of genetic algorithms to undergraduate students in an engaging and easy to understand way using poppet beads. Sounds interesting? It sure is, so I really suggest reading Anne's paper that explains the approach in more detail. We definitely need more teachers like this in all our schools!
- To TxT or Not to TxT: That's the Puzzle (Val Hooper): During this presentation we heard about an interesting use of SMSes to engage large groups of first year students during lectures. I like the general idea of the presented SMS X-word puzzle activity (see the paper for a detailed description), and although it is at this moment still costly and technical demanding, I liked the fact that they've tried to engage their students in a new way that is closer to what the students use in their everyday life.
- The Educational Potential of Modified Video Games (Andrew Moshirnia): This presentation was a virtual one (meaning: we watched a PowerPoint presentation with a voice-over explanation of the author), so we weren't able to have a discussion with the author (which would certainly make the presentation even more interesting). Nevertheless, the presentation showed us an interesting example of using a Civilization IV mod to teach American Revolution. I still believe that we're at the very early stages of developing serious educational games, but I think it was good to have this topic presented at the conference.
- Using Video to Record Summary Lectures to Aid Students’ Revision (Janice Whatley): In this presentation we got an interesting example of using video lectures summaries with text notes to help students with course revisions. Although I like the general idea of these video summaries, I think it'd be better to give the students the ability to create their own video summaries and share them with their colleagues, or at least give the students the chance of posting and sharing their own notes for the video summaries. Still, the presentation did open some interesting questions about the usefulness and the right format of summary lectures, and I'm looking forward to seeing how this project will develop in the future.
I also co-presented the paper Can Online Tutors Improve the Quality of E-learning?. You can check out the slides for the presentation on SlideShare, but I know there aren't of much use without the narration, so if you've missed the presentation and are interested about hearing more about the topic of the paper and the e-learning at my faculty, I can provide an on demand voice-over through Skype (my Skype ID: alja-skype) :)Speaking of presentations: why is it so popular to share presenter notes with the audience through PowerPoint slides? I had the pleasure to listen to many great speakers at the conference, but unfortunately many of the interesting speeches were disturbed by great chunks of text behind their backs. I personally can't resist the temptation to read all the text on the slides. Unfortunately that turns my attention away from the speaker and the presentation becomes difficult to follow and to remember. A few minutes after such presentations I always wonder what the main point the presenter was trying to get across? And there is no way I can remember any of the slides. I really think these presentations would be better if the presenters turned off the projector and kept the slides full of text for themselves. If you don't have time to practice your presentation and prepare an interesting slideshow don't bother with using your notes on the overhead projector. And also getting all your notes on paper in advance really spoils a lot of the fun; I don't want to know how the story will end! Please, dear presenters: surprise me, engage me!
Apart from some bad uses of PowerPoint slides, the conference was full of interesting topics and presentations. I only wish I could have attended more, and talked to more people. Thanks to everyone that I met at the conference for all the interesting conversations we had, and I hope we can keep in touch. The next InSITE conference will take place at the nearly same date next year in Varna, Bulgaria, so we might meet again there.
Labels:
(E)Learning,
Conferences
Mobile video: Is there a there there?
[Reposted due to a correction. Sorry if you get this twice on your feed.]
I recently I spent a couple of days at the Global Mobility Roundtable, an annual conference that brings together mobile-related academics and a selection of people from the mobile industry. This year's conference was in Los Angeles, so it also drew a number of attendees and speakers from the major entertainment firms. It turned into a kind of a mobile meets entertainment event, and the results were interesting. Mostly, they underlined how far we still need to go in bridging the gaps between the tech industry, mobile, and entertainment.
There's a lot of information to cover, so I'm breaking this post into two parts: mobile video in this part, and in part two the status of mobile data in general and the relationship between Hollywood and the operators.
Is there a pony in the stable? If so, it's a very small pony.*
There was a lot of disagreement about whether mobile video will take off, which may be just as well because the economics of it are seriously dodgy. It's not certain that users really want it, no one knows whether the revenue will come from sponsors or from user fees, and even if video does take off, it's not at all clear that the mobile operators can deliver it without bankrupting themselves.
Other than that, the prospects look great.
One panelist compared the situation in mobile video to a company running a health club: they want to sell a lot of memberships, but they don't want anyone to actually use the facility.
The information below is drawn from a series of different sessions I attended. I've mashed them together so I could organize the information by topic. All quotes are as accurate as I could make them. They are definitely correct as to message, but I probably missed a few words here and there.
Who wants mobile video? A segment of the market.
There are plenty of people in the industry who are enthusiastic about mobile video. One presenter quoted Rob Hyatt, executive director of mobile content at Cingular, as saying, "Watching video on cell phones could eventually easily surpass [demand for games, ringtones, and wallpapers], to reach 100% of the population." That's pretty remarkable, since even SMS doesn't reach 100% of the mobile population yet. (You can find the original quote from BusinessWeek here).
Telephia, a mobile industry research firm, reported that revenue from mobile video is growing rapidly, from $35m in Q3 2006 to $146m in Q1 2007. In that same period, the number of mobile subscribers in the US using video services grew from 5.7 million to 8.4 million (for comparison, there are 77 million MMS users and 148 million SMS users). The Telephia numbers imply that revenue per video user has grown from $2 per month to $5.80. Unfortunately, they didn't give any details on which particular services are growing.
The base is still very small, so it's dangerous to extrapolate from those numbers. But they're definitely hopeful. A number of other speakers were much less optimistic, though.
At the conference, USC presented the results of the sixth annual Worldwide Mobile Data Services study. It showed that about 30% of 18-24 year olds and 20% of 25-34 year olds in the US felt that video downloads to mobiles were an important feature, about the same percentage as wanted games on their mobiles. That's nice, but not the universal usage that Cingular talked about.
Sanjay Pothen, CEO of Pliq (a mobile video production company), claimed that 44% of mobile users are interested in mobile video -- but only 4% are willing to pay for it. That's the typical pattern for mobile data features -- most people don't want them if they have to pay anything for them.
Frank Chindamo, CEO of Fun Little Movies, which produces short video for Sprint, asked the audience how many people in the audience had Sprint phones. About five people raised their hands. "If you all subscribe, that will double our revenue for next month," he joked. [For the record, Frank asked me to make clear that he was only joking; he says he's actually quite happy with the Sprint relationship.]
Is the glass half full or half empty? As I've said before, I think there's abundant evidence that the market for all mobile data products is highly segmented, and we need to learn to make money from products that appeal to ten or fifteen percent of the users. I heard nothing at the conference to change that view.
But overall demand for mobile video is just the beginning of the story...
What sort of video will people watch on mobiles?
This one is still very much undecided. The usual assumption is that because short video is popular on the Web, it'll also be popular on mobiles. For example, Funny Little Movies is creating original short animated films for mobiles. (The place is run by a USC film professor who has his students create a lot of the content.)
Pothen of Pliq said the ideal sort of video for mobile is neither short individual clips (like YouTube) or long-form video (like a TV show), but chunked content -- an engaging story told in two-minute segments. He said excerpts from reality shows can work well -- highlights from America Idol, for instance. But original content seems to be his main target: soap operas, telenovelas, and cooking for young women, comedies and dramas for young men. The goal is to get people hooked by an ongoing story so they'll keep coming back to watch every segment.
Derek Brose, SVP of business development for Paramount Digital, was also excited about short video. He said the company is cutting all its movies into clips of different lengths, for various mobile usages. Two second clips -- something like Harrison Ford saying, "trust me" -- are for embedding in an MMS message. Twenty second clips are for use in ringtones. Two minute clips are for streaming your favorite scene from a movie. Paramount's goal is to teach consumers a variety of different things that they can do with mobile video.
But some people were skeptical about the prospects for short video on mobiles. Bill Sanders, VP of mobile programming at Sony Pictures, said that in Japan people are watching broadcast TV shows on their mobiles rather than short video streamed over 3G. He said 3G in Japan is great for certain kinds of applications, such as e-wallet. But he said data is priced so high that streaming video barely exists on 3G at all.
USC's mobile survey also strongly implied that the biggest demand is for broadcast TV. More than 40% of users said they thought that was the most interesting type of video for a mobile, compared to about 20% for short video.
David Tilson of Case Western University supported that view. He said that in a UK test of DVB-H (a broadcast video standard for mobiles), users watched three hours a week of television on their mobiles, with viewing concentrated in the lunch break and commute hours. That's very intriguing, because it implies that mobile video might add new television viewers at times when people don't usually watch TV. Unfortunately, the users were not charged anything in the test, so it's very hard to tell how much usage mobile TV would get if operators started charging for it.
I have no clue what the answer is on this question. People may say they prefer broadcast television just because that's what they're used to. Their actual purchase behavior might be very different. I think price will make a huge difference in adoption, which brings us to the next subject...
Who will pay for mobile video?
You've got two choices -- users pay, or advertisers pay. There are good arguments on both sides.
Sanjay Pothen of Pliq made an interesting case for having the advertisers pay. Since his company is involved in that business, his argument was not a surprise, but it was still interesting.
Pothen claims that neither paid nor ad-supported video are taking off today in the mobile world. As I noted above, he said few users are willing to pay for video, which stops the user-funded scenario right there. But ad-supported video is also problematic on both PCs and mobiles because users are not very tolerant of watching even a short commercial in order to see a two minute video. So what Pliq does is build the sponsor into the video itself, through placement and other promotion within the video.
Pothen said advertisers are willing to pay significant sponsorship fees for these videos. He wouldn't go into details on his financials, but someone I talked to privately said the revenue can be dollars per viewer for a three-minute video. That's impressive, and far more than you could charge a viewer for a few minutes of video.
Unfortunately, Pothen said, the operators want to take 50% of the revenue from these videos. He said that's not acceptable, that the revenue split should be more like 20% of revenue to the operator. "If we work in collaboration and the walled garden is down, we're willing to create original content (for mobiles)....We can drive mass adoption." But he said that won't happen in the current revenue situation.
My take: I don't think it has to be one or the other. Apple's selling a lot of video downloads to iPods, and that won't just dry up. But I think it's going to be very hard to make paid downloads the leading mobile video product, because they'll be competing with free video from places like YouTube, and because ad-supported TV teaches people to expect their television for free. Besides, if advertisers really are willing to pay dollars per viewer, there's no need to make people pay.
The revenue split is an ongoing problem in every mobile data category. There's no immediate solution, at least in the US. I think we're stuck in a chicken and egg situation in which the revenue split discourages the kind of programming investment that might drive a lot of usage, thereby justifying a more generous split.
That may be just as well, though, because video might break the mobile networks if it did take off.
Can mobile video be delivered?
This was the most disturbing topic of all. Even if we can find the right users, the right product, and the right pricing scheme, most of today's 3G networks are not well suited to delivering video.
Tilson of Case Western quoted some very sobering statistics on the economics of mobile video. He said one megabyte of data delivered as SMS messages yields £268 of revenue to an operator in the UK. That same megabyte delivered as video yields 20 pence of revenue, roughly 1/1000 the revenue. Of course, a single user of video is much more likely to consume a meg of data than is an SMS user, so the billing per user might still be fairly good. But video quickly exceeds the capacity of a typical 3G data network. He said no more than six viewers per cell can watch video at one time, and if 40% of users on a typical 3G system watched six minutes of video a day, they would saturate the entire network.
Hardly the basis for achieving Cingular's dream of 100% viewership.
Some of the operators at the conference confirmed this perspective. Francois Thenoz, Director of Strategic Marketing at Orange, said it takes seven minutes to download a 60-90 second video clip on a standard 3G network. 3G "evolved" takes 90 seconds (so you can just about stream in real time). The CDMA 1X network I use to connect my notebook PC is a lot faster, but GSM is the standard for most of the world, so his point was that in most places the wireless network simply isn't ready for video.
Higher-capacity networks are in development, of course. But Tilson said that in the UK, spectrum for a DVB-H wireless video system won't be available until 2102 at the earliest. That implies that for the next five years, mobile video in the UK is more of a science experiment than a serious commercial project.
In the US, the functional equivalent of DVB-H is MediaFlo, which is already deployed in Verizon's VCast system. MediaFlo transmits video one way, using a separate wireless signal, so it gets around the network saturation problems you get in 3G. Similar systems are already being used in Japan and Korea, and reportedly account for most of the mobile video usage there.
A drawback of the broadcast technologies is that they're not streamed on demand. You watch whatever's been programmed at that time. It's like a cable television system, but with far fewer channels. Tilson said one driver of mobile video usage is the availability of a lot of different programming, so limits on the number of channels might eventually restrict usage.
The other challenge for broadcast systems like MediaFlo is that they compete with people using SlingBox or similar products to retransmit their home cable television signals to their mobile devices. "Why get HBO Mobile when you can already get HBO home slinged to your phone?" asked Sanders of Sony. He pointed out that the Three network in the UK is bundling Sling services with its flat-rate 3G service offering.
"Three is like an airline that just bought a bunch of 777s and now they're flying with a bunch of empty seats," replied Brose of Paramount. He claimed that Three has to be betting that video usage will grow slowly enough that faster data networks will be available before the usage of video saturates the network.
The "encoding nightmare"
Then there's the question of standards. Unlike the PC, there aren't one or two video standards for mobiles. Because of the huge array of different screen sizes and software environments, a company that wants to stream video to mobiles supposedly needs to encode it in up to 150 different formats (seriously, that's the figure I was given by a couple of people). An executive I talked to called this the "encoding nightmare." Some companies are starting to offer server appliances that encode the video in real-time from one or a few base formats. But this adds expense to the business model, and real-time encoding is not as high-quality as pre-encoded video, especially if you're trying to compress the video heavily -- which is exactly what operators need to do in order to conserve bandwidth.
What does it all mean?
I think there's a role for mobile video, but considering the limits on user interest, and the huge technical and business challenges, it's not going to be the great horizontal application that drives the mobile data market. At best, it'll be a nice add-on for entertainment-focused users who want video in addition to their MP3s and games.
_______________
*This is a reference to an old joke about a boy who desperately wanted a pony. One day he saw a stable stall full of manure, and began furiously shoveling it out. "What are you doing?" his parents asked. "Well," the boy replied, "with all this manure, I figure there has to be a pony in here somewhere."
I recently I spent a couple of days at the Global Mobility Roundtable, an annual conference that brings together mobile-related academics and a selection of people from the mobile industry. This year's conference was in Los Angeles, so it also drew a number of attendees and speakers from the major entertainment firms. It turned into a kind of a mobile meets entertainment event, and the results were interesting. Mostly, they underlined how far we still need to go in bridging the gaps between the tech industry, mobile, and entertainment.
There's a lot of information to cover, so I'm breaking this post into two parts: mobile video in this part, and in part two the status of mobile data in general and the relationship between Hollywood and the operators.
Is there a pony in the stable? If so, it's a very small pony.*
There was a lot of disagreement about whether mobile video will take off, which may be just as well because the economics of it are seriously dodgy. It's not certain that users really want it, no one knows whether the revenue will come from sponsors or from user fees, and even if video does take off, it's not at all clear that the mobile operators can deliver it without bankrupting themselves.
Other than that, the prospects look great.
One panelist compared the situation in mobile video to a company running a health club: they want to sell a lot of memberships, but they don't want anyone to actually use the facility.
The information below is drawn from a series of different sessions I attended. I've mashed them together so I could organize the information by topic. All quotes are as accurate as I could make them. They are definitely correct as to message, but I probably missed a few words here and there.
Who wants mobile video? A segment of the market.
There are plenty of people in the industry who are enthusiastic about mobile video. One presenter quoted Rob Hyatt, executive director of mobile content at Cingular, as saying, "Watching video on cell phones could eventually easily surpass [demand for games, ringtones, and wallpapers], to reach 100% of the population." That's pretty remarkable, since even SMS doesn't reach 100% of the mobile population yet. (You can find the original quote from BusinessWeek here).
Telephia, a mobile industry research firm, reported that revenue from mobile video is growing rapidly, from $35m in Q3 2006 to $146m in Q1 2007. In that same period, the number of mobile subscribers in the US using video services grew from 5.7 million to 8.4 million (for comparison, there are 77 million MMS users and 148 million SMS users). The Telephia numbers imply that revenue per video user has grown from $2 per month to $5.80. Unfortunately, they didn't give any details on which particular services are growing.
The base is still very small, so it's dangerous to extrapolate from those numbers. But they're definitely hopeful. A number of other speakers were much less optimistic, though.
At the conference, USC presented the results of the sixth annual Worldwide Mobile Data Services study. It showed that about 30% of 18-24 year olds and 20% of 25-34 year olds in the US felt that video downloads to mobiles were an important feature, about the same percentage as wanted games on their mobiles. That's nice, but not the universal usage that Cingular talked about.
Sanjay Pothen, CEO of Pliq (a mobile video production company), claimed that 44% of mobile users are interested in mobile video -- but only 4% are willing to pay for it. That's the typical pattern for mobile data features -- most people don't want them if they have to pay anything for them.
Frank Chindamo, CEO of Fun Little Movies, which produces short video for Sprint, asked the audience how many people in the audience had Sprint phones. About five people raised their hands. "If you all subscribe, that will double our revenue for next month," he joked. [For the record, Frank asked me to make clear that he was only joking; he says he's actually quite happy with the Sprint relationship.]
Is the glass half full or half empty? As I've said before, I think there's abundant evidence that the market for all mobile data products is highly segmented, and we need to learn to make money from products that appeal to ten or fifteen percent of the users. I heard nothing at the conference to change that view.
But overall demand for mobile video is just the beginning of the story...
What sort of video will people watch on mobiles?
This one is still very much undecided. The usual assumption is that because short video is popular on the Web, it'll also be popular on mobiles. For example, Funny Little Movies is creating original short animated films for mobiles. (The place is run by a USC film professor who has his students create a lot of the content.)
Pothen of Pliq said the ideal sort of video for mobile is neither short individual clips (like YouTube) or long-form video (like a TV show), but chunked content -- an engaging story told in two-minute segments. He said excerpts from reality shows can work well -- highlights from America Idol, for instance. But original content seems to be his main target: soap operas, telenovelas, and cooking for young women, comedies and dramas for young men. The goal is to get people hooked by an ongoing story so they'll keep coming back to watch every segment.
Derek Brose, SVP of business development for Paramount Digital, was also excited about short video. He said the company is cutting all its movies into clips of different lengths, for various mobile usages. Two second clips -- something like Harrison Ford saying, "trust me" -- are for embedding in an MMS message. Twenty second clips are for use in ringtones. Two minute clips are for streaming your favorite scene from a movie. Paramount's goal is to teach consumers a variety of different things that they can do with mobile video.
But some people were skeptical about the prospects for short video on mobiles. Bill Sanders, VP of mobile programming at Sony Pictures, said that in Japan people are watching broadcast TV shows on their mobiles rather than short video streamed over 3G. He said 3G in Japan is great for certain kinds of applications, such as e-wallet. But he said data is priced so high that streaming video barely exists on 3G at all.
"The only thing you find in 3G is porn, because it's the only form of video where people will pay $10 for three minutes of content." --Bill Sanders, Sony
USC's mobile survey also strongly implied that the biggest demand is for broadcast TV. More than 40% of users said they thought that was the most interesting type of video for a mobile, compared to about 20% for short video.
David Tilson of Case Western University supported that view. He said that in a UK test of DVB-H (a broadcast video standard for mobiles), users watched three hours a week of television on their mobiles, with viewing concentrated in the lunch break and commute hours. That's very intriguing, because it implies that mobile video might add new television viewers at times when people don't usually watch TV. Unfortunately, the users were not charged anything in the test, so it's very hard to tell how much usage mobile TV would get if operators started charging for it.
I have no clue what the answer is on this question. People may say they prefer broadcast television just because that's what they're used to. Their actual purchase behavior might be very different. I think price will make a huge difference in adoption, which brings us to the next subject...
Who will pay for mobile video?
You've got two choices -- users pay, or advertisers pay. There are good arguments on both sides.
Sanjay Pothen of Pliq made an interesting case for having the advertisers pay. Since his company is involved in that business, his argument was not a surprise, but it was still interesting.
Pothen claims that neither paid nor ad-supported video are taking off today in the mobile world. As I noted above, he said few users are willing to pay for video, which stops the user-funded scenario right there. But ad-supported video is also problematic on both PCs and mobiles because users are not very tolerant of watching even a short commercial in order to see a two minute video. So what Pliq does is build the sponsor into the video itself, through placement and other promotion within the video.
Pothen said advertisers are willing to pay significant sponsorship fees for these videos. He wouldn't go into details on his financials, but someone I talked to privately said the revenue can be dollars per viewer for a three-minute video. That's impressive, and far more than you could charge a viewer for a few minutes of video.
Unfortunately, Pothen said, the operators want to take 50% of the revenue from these videos. He said that's not acceptable, that the revenue split should be more like 20% of revenue to the operator. "If we work in collaboration and the walled garden is down, we're willing to create original content (for mobiles)....We can drive mass adoption." But he said that won't happen in the current revenue situation.
My take: I don't think it has to be one or the other. Apple's selling a lot of video downloads to iPods, and that won't just dry up. But I think it's going to be very hard to make paid downloads the leading mobile video product, because they'll be competing with free video from places like YouTube, and because ad-supported TV teaches people to expect their television for free. Besides, if advertisers really are willing to pay dollars per viewer, there's no need to make people pay.
The revenue split is an ongoing problem in every mobile data category. There's no immediate solution, at least in the US. I think we're stuck in a chicken and egg situation in which the revenue split discourages the kind of programming investment that might drive a lot of usage, thereby justifying a more generous split.
That may be just as well, though, because video might break the mobile networks if it did take off.
Can mobile video be delivered?
This was the most disturbing topic of all. Even if we can find the right users, the right product, and the right pricing scheme, most of today's 3G networks are not well suited to delivering video.
Tilson of Case Western quoted some very sobering statistics on the economics of mobile video. He said one megabyte of data delivered as SMS messages yields £268 of revenue to an operator in the UK. That same megabyte delivered as video yields 20 pence of revenue, roughly 1/1000 the revenue. Of course, a single user of video is much more likely to consume a meg of data than is an SMS user, so the billing per user might still be fairly good. But video quickly exceeds the capacity of a typical 3G data network. He said no more than six viewers per cell can watch video at one time, and if 40% of users on a typical 3G system watched six minutes of video a day, they would saturate the entire network.
Hardly the basis for achieving Cingular's dream of 100% viewership.
Some of the operators at the conference confirmed this perspective. Francois Thenoz, Director of Strategic Marketing at Orange, said it takes seven minutes to download a 60-90 second video clip on a standard 3G network. 3G "evolved" takes 90 seconds (so you can just about stream in real time). The CDMA 1X network I use to connect my notebook PC is a lot faster, but GSM is the standard for most of the world, so his point was that in most places the wireless network simply isn't ready for video.
Higher-capacity networks are in development, of course. But Tilson said that in the UK, spectrum for a DVB-H wireless video system won't be available until 2102 at the earliest. That implies that for the next five years, mobile video in the UK is more of a science experiment than a serious commercial project.
In the US, the functional equivalent of DVB-H is MediaFlo, which is already deployed in Verizon's VCast system. MediaFlo transmits video one way, using a separate wireless signal, so it gets around the network saturation problems you get in 3G. Similar systems are already being used in Japan and Korea, and reportedly account for most of the mobile video usage there.
A drawback of the broadcast technologies is that they're not streamed on demand. You watch whatever's been programmed at that time. It's like a cable television system, but with far fewer channels. Tilson said one driver of mobile video usage is the availability of a lot of different programming, so limits on the number of channels might eventually restrict usage.
The other challenge for broadcast systems like MediaFlo is that they compete with people using SlingBox or similar products to retransmit their home cable television signals to their mobile devices. "Why get HBO Mobile when you can already get HBO home slinged to your phone?" asked Sanders of Sony. He pointed out that the Three network in the UK is bundling Sling services with its flat-rate 3G service offering.
"Three is like an airline that just bought a bunch of 777s and now they're flying with a bunch of empty seats," replied Brose of Paramount. He claimed that Three has to be betting that video usage will grow slowly enough that faster data networks will be available before the usage of video saturates the network.
The "encoding nightmare"
Then there's the question of standards. Unlike the PC, there aren't one or two video standards for mobiles. Because of the huge array of different screen sizes and software environments, a company that wants to stream video to mobiles supposedly needs to encode it in up to 150 different formats (seriously, that's the figure I was given by a couple of people). An executive I talked to called this the "encoding nightmare." Some companies are starting to offer server appliances that encode the video in real-time from one or a few base formats. But this adds expense to the business model, and real-time encoding is not as high-quality as pre-encoded video, especially if you're trying to compress the video heavily -- which is exactly what operators need to do in order to conserve bandwidth.
What does it all mean?
I think there's a role for mobile video, but considering the limits on user interest, and the huge technical and business challenges, it's not going to be the great horizontal application that drives the mobile data market. At best, it'll be a nice add-on for entertainment-focused users who want video in addition to their MP3s and games.
_______________
*This is a reference to an old joke about a boy who desperately wanted a pony. One day he saw a stable stall full of manure, and began furiously shoveling it out. "What are you doing?" his parents asked. "Well," the boy replied, "with all this manure, I figure there has to be a pony in here somewhere."
Labels:
applications,
entertainment,
GMR,
mobile,
mobile data,
operators,
Video
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