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The Market for Video and Multimedia Services
1998-2003
a market research report
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The most efficient way of communicating is to engage all the senses and make communication interactivethe way we do it when we physically meet. Multimedias mixture of text, audio, graphics, video, virtual reality, and other technologies and media to deliver information and entertainment is finally a man-made media nearing complete communication.
Multimedia promises to enlighten, educate, and enable interaction with the source material in complex
ways, creating a pattern of communications unique to each individual participant. From both the providers and the users end of the telescope, multimedia seems to threatenor portenda revolution in the way information and communications are shared. Will television disappear, or will the TV set be the integrating device? Will the PC
absorb television? Will telecom companies become major players in the programming and content business? What kinds of applications will evolve?
Whatever future course multimedia will follow depends upon actions taken now. The profitability of new interactive or multimedia services delivered over networked facilities will have the biggest influence on how quickly this market will take off in the US. The RBOCs, IXCs, competitive local exchange carriers, cable operators, and content providers are natural participants, and any telecom infrastructure suitable for construction in the US will be predicated on the development of multimedia applications. Revenue from new
interactive services can help finance network development.
The Market for Video & Multimedia Services provides a comprehensive analysis of multimedia drivers, trials, standards, applications, and delivery strategies. Insight forecasts revenue from multimedia applicationsthe Internet, CD-ROM, interactive shopping, video-conferencing, DVD, video games, and video-on-demandin the residential and business markets. Network equipment expenditures for routers, multiplexers, switches, servers, modems, LMDS, ADSL, and network
administration and billing present infrastructure investments through 2003.
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Report Excerpt
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Background
Multimedia services and products are a reality today
because of the synergy between telecommunications,
information technology, consumer electronics, and content
providers. The convergence of these traditionally
independent sectors is creating the multimedia market and
providing users with new tools and services unrealizable
only a few years ago. The foundation for multimedia
services is the availability and economic viability of
technologies, such as video compression, reliable digital
storage devices with high capacity and faster access
times, and current improvements in access and backbone
technologies.
The clean definition of multimedia is the use of text,
audio, graphics, video, virtual reality, and other
technologies and media to deliver communications,
information, or entertainment; however, multimedia often
has different meanings for different sectors. For
example, in the entertainment industry, multimedia means
new delivery channels (satellite, cable, and video games)
through which products can be sold or licensed, while the
PC industry seems satisfied for the moment with
disk-based applications that feature interactivity,
sound, and animation.
These different meanings are not as disconnected as they
at first appear. They all define an industry-specific
view of one small piece of the same process. Digital
technologies are breaking down the barriers within which
individual business sectors have been built. And once
something has become digital, it leaves the analog world
and can be connected to every other digital device. So TV
screens can appear on PCs, film channels can travel down
telephone lines, cable TV (CATV) networks can handle
telephone access, and compact music disks can be adapted
into computer storage devices.
From the perspective of a technology user--whether a
business or an individual--multimedia is a trend that
allows different information, communications, or
entertainment media to become available through a single
system or user device. The formerly separate disciplines
of creating text, video, and sound can then be combined
within a single product. From both the providers
and the users end of the telescope, multimedia
seems to threaten--or promise--a revolution in the way
information and communications are shared.
Although business leaders and industry gurus recognize
the change, no one can be sure of the outcome.
- Will television disappear, or will the TV set be the
integrating device?
- Will the PC absorb television?
- Or will the new media be experienced through a
completely new type of device?
- Will telecom companies become major players in the
programming business, or will a layer of intermediaries
emerge?
- What of the applications themselves?
To all of us on the receiving side of the screen (the
residential consumer, small to medium-size businesses,
and global corporations), multimedia promises to end the
constraints that artificially segregated the way we have
received or distributed information online. The most
efficient way of communicating is to engage all the
senses and make the communication interactive--the way we
do it when we physically meet. In this sense, multimedia
is not a gimmick; finally a man-made media is nearing
complete communication.
For the user, the hope is that the new capabilities will
lead to the development of a rich medium offering all the
advantages of animation mixed with text and sound, tied
to an ability to interact in complex and individual ways
with the source material. The challenge is to learn how
to exploit it. For the industry sectors involved,
multimedia threatens to overturn existing businesses and
business practices. Content providers, transport
providers, program distributors, stored media providers
and distributors are developing new relationships with
each other and their customers. The end result and the
time within which the changes will take place are vague,
but the enormity of the challenges and opportunities are
readily accepted.
Bandwidth and Access
After content, multimedia requires bandwidth. In fact,
most bandwidth problems are really access difficulties,
with problems in the local loop and not in the backbone.
To solve this in the short term, multimedia has adopted
the compact disk-read only memory (CD-ROM) and its new,
higher capacity cousin, the digital versatile disk-ROM
(DVD-ROM) and cut the local access loop out of the
equation. These two products have the capacity to store
large amounts of graphics using motion picture experts
group (MPEG) compression to accommodate video sequences.
PC multimedia is already a substantial and fast-growing
market, and notebook computers are now being offered with
DVD-ROM drives that can read both CD- and DVD-ROM
variants. Many consumers first experience of
multimedia will be via a CD-ROM disk drive attached to
their television or personal computer.
Because high-density storage technology has arrived
before affordable high bandwidth, telecom services and
applications are limited since the data source must be
coupled directly to the computer, either locally or
across a local area network (LAN). But there are several
reasons--including interactivity, ease of updating
material, and economics--that suggest data will
ultimately reside remote from the user and the public
network will be able to deliver it. Fiber-optic networks
or upgraded copper networks as an interim solution are
key here. Fiber would be much more preferable since it
can deliver vast amounts of data, but new network
switching equipment designs are needed because the
existing time-division channel switching methods are not
suited for multi-gigabit fiber speeds.
Asynchronous transfer mode (ATM) is ideally suited to
switching data across a network of high-speed circuits,
and it is also capable of carrying different types of
traffic (computer, voice, and video) without compromising
their specific transmission requirements. ATM has now
been adopted by the general information technology
industry as the basis for the next generation of
high-speed networks, both public and private.
Although the physical medium is standard, multimedia
systems are not. Multimedia users today are faced with
competing standards, although this endemic problem is to
some extent alleviated by programming in all of the
systems. Many manufacturers now include software drivers
for both Windows and Macintosh systems on the same disk.
Increased bandwidth and the remote storage and management
of data are the outcome favored by the network operators.
They see multimedia as a broadband network application,
rather than as a computer application requiring increased
public network bandwidth, but there are signs that it is
not an either/or choice. It is possible to envisage a
scenario that uses a hybrid of the two.
Multimedia Markets
All of the following technologies will play a role in the
delivery of multimedia services:
- ATM,
- transport control protocol/Internet protocol (TCP/IP),
- local multipoint distribution system (LMDS),
- multichannel multipoint distribution system
(MMDS),
- direct broadcast satellite (DBS),
- wireless multimedia,
- broadband network infrastructure,
- mass storage devices,
- MPEG compression,
- the digital subscriber lines, asymmetrical and generic
ADSL and xDSL,
- set top boxes,
- switches, and
- servers.
The market for this equipment and the associated network
management and billing systems driven by multimedia
applications was $6.3 billion in 1997, and it is expected
to grow to $23.7 billion in 2003.
Insight estimates that the US market for multimedia
services relying on these technologies is currently $21
billion annually and that it should grow to $74 billion
in 2003.
One of the primary drivers for the growth of multimedia
services and network equipment is the residential
consumer. Of particular importance is the increase of PCs
with Internet connections. The use of video telephony,
competitive interactive games, and other applications
requiring bilateral communications will expand rapidly
once a critical mass of smart-terminal households is
connected to the network. With leading PC vendors
bundling leased home PCs and unlimited Internet access
for under $50 per month, networked multimedia services
will be within reach of most of the households that can
afford cable TV. (A fuller discussion and study of the
consumer interest in broadband studies can be found in Insights soon to be released study, Consumer Demand
for Broadband Services.)
Video-on-demands major market is home
entertainment, so the challenge is to bring real-time
digital audio and video into millions of homes.
At the moment, VOD systems support a limited number of
users and user interactions. Any future success depends
on the cost of service, information contents,
compatibility, and security. VOD delivery systems use
existing telephone lines and cables as much as possible
because direct fiber to the home (FTTH) is still an
expensive proposition.
The limited bandwidth and inefficient circuit-switched
communication of telephone lines limit the possibility of
using one network to provide both on-demand and voice
applications. Currently, several networks are needed to
supply a home with telephone service, cable TV, access to
the Internet, and the videophone facilities of the
future. When the time comes to have one network capable
of providing all these applications, the network is
likely to be based on a mixed network strategy. Hybrid
fiber coax (HFC) network architectures, synchronous
optical network (SONET) rings, and ATM switching and
concentration are moving fiber closer to the end-user. At
these shorter distances, the fiber technologies can be
mated with less expensive, high-bandwidth wireless and
copper technologies, such LMDS and ADSL.
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Market Segmentation
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Table of Contents
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Chapter I
EXECUTIVE SUMMARY
1.1 Background
1.2 Bandwidth and Access
1.3 Multimedia Markets
Chapter II
MARKET DRIVERS & TRIALS
2.1 Market Drivers
2.2 Video Market Drivers
2.2.1 Regulatory Environment
2.2.2 Digital TV
2.3 Multimedia Applications
2.3.1 Video-on-Demand
2.3.1.1 What It Will Take to Provide Broadband
Interactivity
2.3.1.2 Level of User Demand
2.3.2 Video-on-Demand and Interactive TV
2.3.2.1 Market Potential of Interactive Television
2.3.2.2 Potential Applications for Interactive Television
2.3.3 Games
2.3.3.1 Videogame Consoles
2.3.4 Personal Finance
2.3.4.1 Online Banking
2.3.4.2 Online Investing
2.3.4.3 Shopping
2.3.4.4 Electronic Money
2.3.5 Online Services
2.3.6 Videophone
2.3.7 Other Home Applications
2.3.8 Business Applications
2.3.9 Public Services
2.3.9.1 Government
2.3.9.2 Education
2.3.9.3 Virtual Libraries
2.3.9.4 Health
2.4 Implementations & Trials
2.4.1 VOD
2.4.2 Internet Multimedia Trials
2.5 WebTV
2.5.1 WebTV Products and Offerings
2.5.2 Difficulties of Using WebTV
Chapter III
VIDEO DIAL TONE REGULATION
3.1 Video Dial Tone and OVS
3.2 Is OVS Attractive Enough?
3.3 New OVS Regulations
3.4 Pressure Concerning OVS
3.5 Regulatory Issues for Wireless Cable
Chapter IV
MULTIMEDIA STANDARDS
4.1 Standards and Protocols
4.1.1 Video Standards and Protocols
4.1.1.1 MPEG-1
4.1.1.2 MPEG-2
4.1.1.3 MPEG-4
4.1.1.4 MPEG-7
4.1.1.5 JPEG
4.1.1.6 H.32x Series of Standards
4.1.1.7 MHEG
4.1.1.8 Digital Storage Media Command and Control
4.1.1.9 DAVIC
4.1.2 Internet Protocols
4.1.2.1 IP Multicasting
4.1.2.2 RSVP
4.1.2.3 Protocol-Independent Multicast Protocol
4.1.2.4 Real-Time Transport Protocol
Chapter V
VIDEO AND MULTIMEDIA DELIVERY
5.1 Convergence of Services & Architectures
5.2 Network Delivery of Multimedia
5.2.1 Traditional Circuit-Switched Voice Networks
5.2.2 Packet-Switched Data Networks
5.2.3 Cable Television Network
5.2.4 HFC
5.2.4.1 HFC Components
5.2.4.2 HFC Topology
5.2.4.3 HFC Signal Distribution
5.2.4.4 Example of HFC Architecture
5.2.4.5 Upgrading HFC
5.2.4.6 HFC Market Drivers
5.2.4.7 The Advantages of HFC
5.2.5 The Internet
5.2.5.1 Development of the Internet
5.2.5.2 Internet Technology
5.3 Landline Delivery Technologies
5.3.1 ATM
5.3.1.1 Circuit, Packet, and Fast Packet Switching
5.3.1.2 Switching versus Routing
5.3.1.3 Adaptation
5.3.1.4 Multimedia over ATM
5.3.1.5 Multimedia Over IP
5.3.1.6 RSVP and ATM Quality of Service
5.3.1.7 ATM Advantages
5.3.1.8 ATM Networks
5.3.2 ADSL
5.3.2.1 ADSL in the Subscriber Loop
5.3.2.2 Advantages and Disadvantages of ADSL
5.3.3 HDSL
5.3.4 VDSL
5.3.4.1 Multiplexing VDSL
5.3.4.2 VDSL Standards
5.3.5 FTTC
5.3.6 FTTH
5.4 Wireless Delivery Systems
5.4.1 Radio Access
5.4.2 Multipoint Distribution Systems
5.4.3 LMDS
5.4.3.1 LMDS Advantages
5.4.3.2 LMDS Telecom Developments
5.4.3.3 LMDS Vendor Developments
5.4.4 MMDS
5.4.4.1 MMDS Advantages
5.4.4.2 MMDS Disadvantages
5.4.4.3 MMDS Vendor Developments
5.4.4.4 MMDS Telecom Developments
5.4.4.5 MMDS Policy Issues
5.4.5 DBS
5.4.6 Hybrid Fiber and Wireless Distribution Network
Chapter VI
SAMPLE VENDORS
6.1 Switching and Transmission
6.1.1 Lucent Technologies, Inc.
6.1.2 Nortel
6.2 Digital Access Technologies
6.2.1 Adtran, Inc.
6.2.2 Westell Technologies, Inc.
6.2.3 ADC Kentrox
6.3 HFC Products
6.3.1 Tellabs, Inc.
6.3.2 General Instrument Corporation
6.4 Video Servers
6.4.1 Silicon Graphics, Inc.
6.4.2 Oracle Corporation
6.5 Set Top Boxes
Chapter VII
MULTIMEDIA FORECAST
7.1 Scope of Study
7.2 General Market Drivers
7.2.1 PC Growth in the US
7.2.2 The CD-ROM/DVD-ROM Market
7.2.3 Internet Advertising
7.3 The Residential Market
7.3.1 Demand for Multimedia Applications
7.3.2 Potential Revenue from the Residential Multimedia
Market
7.3.2.1 Video-on-Demand
7.3.2.2 Games
7.3.2.3 Interactive Shopping
7.3.2.4 Online Services
7.4 The Business Market
7.4.1 Videoconferencing
7.4.2 Electronic Messaging
7.4.2.1 Electronic Mail
7.4.2.2 Electronic Data Interchange
7.5 Equipment for Network Access
Table of Figures
Chapter I
I-1 Revenue Forecast for US Multimedia Network and Access
Equipment, 1997-2003 ($Billions)
I-2 Revenue from Various Multimedia Applications, 1997
and 2003 ($Billions)
I-3 Growth of Multimedia-Capable Households, 1997 and
2003
I-4 US Video-on-Demand Market Forecast, 1998-2003
($Billions)
Chapter II
II-1 Global VCR Penetration, 1997
Chapter V
V-1 Format of 193 Bit T-1 Frame
V-2 HFC Architecture Providing Video and Voice Services
V-3 Early Architecture of Internet IP Backbone
V-4 Typical ISPs IP Backbone Node
V-5 ATM Network
V-6 ADSL Network Architecture
V-7 FTTC Network Architecture
V-8 LMDS Network Architecture
V-9 MMDS Network Architecture
Chapter VII
VII-1 Percentage of US Households with Cable and PCs,
1997-2003 (Millions)
VII-2 Connections to the Internet, 1997-2003 (Millions)
VII-3 Growth in Multimedia-Capable Households, 1997 and
2003
VII-4 US Unit Sales of CD-ROM and DVD-ROM Drives,
1997-2003 (Thousands)
VII-5 Comparison of Growth of Consumer Software
CD/DVD-ROMs with Game and Entertainment CD/DVD-ROMs,
1997-2003 ($Billions)
VII-6 US Internet Multimedia Advertising Revenue,
1997-2003 ($Billions)
VII-7 Interest in Multimedia Applications, 1997 and 2003
VII-8 Interest in Using Various Types of Home Terminal
Equipment for Audio and Multimedia Information, 1997
VII-9 Residential Users Preference for Type of
Carrier to Deliver Multimedia Information, 1997
VII-10 Multimedia Applications US Consumers Might Want,
1997 and 2003
VII-11 Comparison of Revenue Growth of Existing and
Future Local Consumer Broadband Technologies, 1998-2003
($Billions)
VII-12 Revenue Growth of Various Local Consumer Broadband
Technologies, 1998-2003 ($Billions)
VII-13 US VOD Market Forecast, 1997-2003 ($Billions)
VII-14 Forecast of Growth of Video Game Revenue,
1997-2003 ($Billions)
VII-15 Forecast of Growth of Consumer Interactive
Shopping Revenue, 1997-2003 ($Billions)
VII-16 Forecast of Number of US Internet Users, 1998 and
2000 (Millions)
VII-17 US Internet Market Forecast, 1997-2003 ($Billions)
VII-18 US Videoconferencing Market, 1997-2003 ($Billions)
VII-19 Growth of Electronic Messaging, 1997-2003
(Millions)
VII-20 US Unit Sales of Customer Premise Equipment for
Multimedia Network Access, 1997-2003 (Thousands)
VII-21 Revenue Forecast for US Multimedia Network and
Access Equipment, 1997-2003 ($Billions)
Table of Tables
Chapter III
III-1 Advantages of OVS
Chapter IV
IV-1 Documents that Define the MPEG-2 Standard
IV-2 MPEG-2 Profiles and Levels
Chapter V
V-1 Advantages and Disadvantages of Various Networks
V-2 Advantages and Disadvantages of Various Landline
Technologies
V-3 Target Ranges of SONET and SDH Downstream Rates
V-4 Comparison of LMDS and MMDS Services
V-5 Largest MMDS Systems Providers, 1997122
Chapter VI
VI-1 Number of Concurrent Audio and Video Streams the
Oracle Video Server Can Deliver
Chapter VII
VII-1 Growth of the PC Residential Market, 1997-2003
(Millions)
VII-2 US Unit Sales of CD-ROM and DVD-ROM Drives,
1997-2003 (Thousands)
VII-3 Percentage of Households Interested in Multimedia
Applications, 1997-2003
VII-4 Multimedia Applications US Consumers Might Want,
1997-2003
VII-5 US Local Consumer Broadband Revenue Forecast,
1998-2003 ($Billions)
VII-6 Growth of Electronic Messaging, 1997-2003
(Millions)
VII-7 US Unit Sales of Customer Premise Equipment for
Multimedia Network Access, 1997-2003 (Thousands)
VII-8 Revenue Forecast for US Multimedia Network and
Access Equipment, 1997-2003 ($Billions)
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