innovation in digital entertainment at telefónica r&d
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Presentació de Gerard Mulà al R4G Digital Entertainment de Barcelona ActivaTRANSCRIPT
Innovation in Digital Entertainment at Telefónica R&D
Gerard Mulà25th of February 2010
© 2008 Telefónica Investigación y Desarrollo, S.A. Unipersonal
TELEFÓNICA I+D
© 2008 Telefónica Investigación y Desarrollo, S.A. Unipersonal
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01 Internet and Multimedia Line at Telefónica R&D and its activities in Digital Entertainment
02 Future, trends and opportunities for Telefónica in Digital Entertainment
Index
TELEFÓNICA I+D
© 2008 Telefónica Investigación y Desarrollo, S.A. Unipersonal
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Strategy is changing…
Core business
Stay connected
New business development
While connected
Voice accessBroadband
connectivity
Digital services
and contents
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Core Business New Business Development
Stay Connected While Connected
Technology strategy
Planning, control and resources
Internet & Multimedia
End-User Services
Indiv
idua
lHom
eEn
terp
riseIT
(BSS/OSS)Network and
Platforms
Executive President
(CEO)
In 2007 Telefonica I+D was organized in such a way to be better aligned with global innovation strategy
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Barcelona center, created in 2002 and reinforced in 2006, is leading the internet and multimedia space within Telefónica since 2007
Activity in R&D (K€) Total Headcount
And a global approach with regional teams
Spain Europe Latam
Highlights in Internet y Multimedia Line
Since 2006, Telefonica R&D has significantly increased its activity on Internet and Multimedia around its Barcelona center
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Applied research
Exploratory development
Productdevelopment
Internet Multimedia Data mining & User modelling
Mobile Augmented
Reality
Social Networks & Communities
P2P Content Distribution
3D Video
Customer Entry Point
Global Products
Social search
Mobile multimedia
annotation and search
Mobile Social
Internet & Multimedia activity areas in Telefonica R&D
20%3-5 year
s
30%1-3 year
s
50%< 1 year
Activity rate
Time line
Activity rate
Time line
Activity rate
Time line
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Main initiatives during 2009 in Digital Entertainment
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.
Current CIP
Pinchos
TV services solution “PINCHOS” launched as a commercial product, consolidated in Brazil
Multimedia content services
Video and 3D experimental projects
TV services and platforms
New TV service s and platforms between the full interactivity of IPTV and the simplicity of traditional pay-TV, as well as the virtualization through Telefónica network
Videoconference, 3D stereoscopic
Providing User Generated content platforms and services, and improving Mobile multimedia services
Live Music
DRM
Videosurfing 3D
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A latest example of our activity in Digital Entertainment
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.
Current CIP
EL CONSORCIO ESPAÑOL 3DLIVE REALIZA LA PRIMERA TRANSMISIÓN DE UN EVENTO DEPORTIVO EN VIVO EN 3D EN ESPAÑA
Para ello, el consorcio colabora con la Liga Nacional de Fútbol Sala, retransmitiendo en directo del partido entre el Inter Movistar y MRA Navarra que tendrá lugar el próximo día 27 de Febrero a las 18.00
http://3dlive.tid.es
PRESS RELEASE
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01 Internet and Multimedia Line at Telefónica R&D and its activities in Digital Entertainment
02 Trends and opportunities for Telefónica in Digital Entertainment
Index
TELEFÓNICA I+D
© 2008 Telefónica Investigación y Desarrollo, S.A. Unipersonal10
We are aware that the new trends in the digital world bring new opportunities
Digital contents explosion and greater bandwidth availability
Mobile data usage taking off
IP technology revolutionizes traditional TV
Convergent services across the three screens (TV, PC and mobile)
The Web is evolving in a very fast way (Web 2.0, virtual worlds, semantic web, etc.)
Co-creation with users
Importance of user experience vs technology
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1,91,8
1,71,71,6
1,5
0
0,5
1
1,5
2
2,5
2007 2008 2009 2010 2011 2012
Entertainment & Media is a huge market whose revenues grow faster than Telecom Services
Telecom revenue growth vs Entertainment & Media growth
US Trillion
CAGR 4,4%
1,34 1,37 1,38 1,40 1,41 1,41
0,260,34
0,440,54
0,660,79
1,61,7
1,81,9
2,12,2
0
0,5
1
1,5
2
2,5
2007 2008 2009 2010 2011 2012
Telecom Services Entertainment & Media
Source: Garner, Global Telecommunications Market Take, June 2008, include only Telecom Service Segment not equipment
Source: PWC, Global Entertainment and Media Outlook 2008-2012, include traditional and digital revenue sources
CAGR 6,6%
US TrillionTraditional Entertainment & Media
Digital Entertainment & Media
CAGR 25%
CAGR 1%
Source: (1) Source: NPD Group Survey, April-09. (2) IDC.
2,9%2,8%3,3%3,4%3,5%3,5% 3,1%3,0%3,5%3,9%4,0%4,1%% of Disposable Income
24%Innovation: new
business / revenue models, new P&S
60%Growing
percentage of discretionary spending &
growth emerging markets (BRIC)
16%other
Factors of growth
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But TEF is not the only one in a overcrowded space with well established players along the value chain
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There are some exceptions, mainly not so mature segments, like mobile games or ebooks, where there are still some places (developers , digital distribution) not overcrowded
There are some exceptions, mainly not so mature segments, like mobile games or ebooks, where there are still some places (developers , digital distribution) not overcrowded
NOT EXHAUSTIVE
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In terms of relative success, hype and innovation there are some examples to highlight
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Video and TV: HULU
Music: SPOTIFY
Games: ONLIVE; Microsoft
eBooks: Amazon’s KINDLE
•website that offers commercial-supported streaming video of TV shows and movies from NBC, Fox, ABC and many other networks and studios. •Hulu videos are currently offered
only to users in the United States. •Hulu UK open in September 09•Has also a desktop application
•Proprietary peer-to-peer[1] music streaming service that allows streaming listening to specific tracks or albums •Music can be browsed by artists, albums or created playlists as well as by direct searches. •Developed since 2006, Stockholm, Sweden.•More than one million users.[
The service is a gaming equivalent of cloud computing: the game is synchronized, rendered, and stored on a remote server and delivered online. It is the code name for a "controller-free
gaming and entertainment experience" by Microsoft that enables users to control the Xbox 360 through a natural user interface using gestures, spoken commands, etc
• Software and hardware platform developed by Amazon.com subsidiary Lab126•There are three hardware models ("Kindle", "Kindle 2," and "Kindle DX“) and an iPhone application• More than 300,000 books available for download, propietary format (AZW)•It is not a purchase but a licensing of each ebook , they have an expiration date.
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