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Television Technology
Taskforce
Final Report and Recommendations May 2014
Objective
The Taskforce will determine
how the UKs track record
of innovation in television
technology can be leveraged
to deliver sustainable
economic growth.
2
1
14
16
18
26
34
42
48
62
64
Whos Who
Sponsors and Supporters
Consumer Trends
Evolution of Devices and Applications
Computing for the Creative Industries
Data Management
Future Networks and Infrastructure
Summary of Recommendations
Glossary
Dr David Docherty
Chairman of the FITT Taskforce
Steering Group
Recommendations
The innovation landscape for television in the UK has been entirely transformed over the
last ten years. Unless the UK responds in a coherent and effective way, it might become an
innovation backwater, with its flourishing TV content and software industries becoming subject
to technological constraints that undermine their business models.
1.1 Introduction
The UK has world-class businesses in TV
production, post-production and delivery,
set-top box design and development, app
creation, Big Data use, silicon architecture
and design, and games development
and publishing. If we are to create an
environment where our major companies
and corporations flourish and in which
shoals of small companies emerge
and thrive, then industry, government,
education and investors must create an
ecosystem where barriers to innovation
are effectively removed or minimised.
The UK has an extraordinary track record
for developing television and TV-like
services1. From Bairds early experiments,
to the launch of the BBC and on to
the first generation of the digital video
broadcasting standard which was initially
delivered on Skys digital satellite service
followed by DTT and, more recently,
Freeview and Freeview HD, the UK has
been at the forefront of successfully
deploying complex technologies in the
interest of consumers and licence fee
payers. For example, with red-button
technologies using the MHEG2 standard,
and new internet-delivered services, such
as YouView, Sky Go, NowTV, Freesat
Freetime and the expected Freeview
Connected services, UK companies have
successfully delivered UK variants of digital
services for UK consumers. The UK has
built up an international reputation for
1 For the rest of this report, television will be used to encompass traditional linear services and other forms of television-like services
that appear on all kinds of screens, large and small, fixed and mobile. 2 Multimedia and Hypermedia Experts Group (MHEG).
Not Live
VOD replaces TV
decline of the channel (but not brand)
Users
(Online only licence-fee)
Behaviour
Services
Business Models
Home
VOD complements TV
+ event e.g. sport subscriptions
+ Contextual ads
via connected sets
+ contextual ads
IP delivered linear TV
Overnight viewing remains standard
Audience
(Broadcast only licence-fee)
Schedule remains
important
Live
Anywhere
Figure 2
Big Data
Devices
Innovation
New
business.
Consumer
Appetite
For new applications
& services.
on Desig
Applicati
turing
Manufac
Creative
Design
Silicon Firmware
Software
Design
Chip Fabrication
Manufac
Silicon D
turing
esign
Social viewing
via connected people
Live refers to all content as it is broadcast,
+1 or PVR and watched on the same day.
Wiki- Mozilla-
Mass targeting
Potentially targeting:
Content, UGC and Adverts
Max room for SME innovation
Platform led
Adsense
No universal infrastructure
Open Access
Regulation prevents
internal/external data sharing
without explicit consent
Tightly regulated
Privacy Paramount
Data Mining
Advertising/ targeting
Loosely regulated
HTML...
Targeted
BARB 2.0
Recommendations
Recommendations
6. Industry work with the Technology
Strategy Board, E-Infrastructure
Leadership Council and the
Connected Digital Economy
Catapult to create a resource to
demonstrate UK leadership in
this area, whilst supporting the
needs of the creative industry.
We call upon the government to
create incentives to facilitate the
introduction of the UK Creative
Cloud and to continue to promote
the sector in the UK. With a likely
implementation cost of 5-10
million, we call on the government
to provide seed funding, and
for industry to match this with
contributions in kind and in cash.
7. An industry working-party group
consider the development of
a cross-platform promotion
network to promote UK-developed
applications.
1.6 S
ustaining the Future Networks and Infrastructure
10
11
Recommendations
8.
Engage industry, government and
the regulators in the Next
Generation of TV Planning
Programme under the guidance
of the TV Leaders Assembly. This
would create an evolving plan for
the next decade and beyond to
ensure a varied and competitive TV
platform landscape, both Pay and
Free. It would cover broadband
take-up and spectrum in the
near term, and, in the longer
term, solutions encompassing
all applicable technologies and
infrastructure to ensure universally
available public service content and
efficient use of spectrum.
Additionally, in order for some of these
developments to occur, government
needs to provide certainty around
future policy and investment in the
following ways:
12
Conclusion
Recommendations
12. The National Centre for
Universities and Business (NCUB)
to work with the sector skills
councils to conduct a deep dive
into the delivery of data scientists
for the content industries.
13. NCUB, universities, sector skills
councils and industry to work
together on the challenges
of producing interdisciplinary
graduates.
Creative Skillset
http://www.creativeskillset.org/
e-skills UK Apprenticeships
http://www.e-skills.com/apprenticeships
Enternships
https://www.enternships.com
e-Placements Scotland
http://www.e-placementscotland.com
Critically, we must encourage more
young, highly talented and highlynumerate women into TV research and
development. The industry has to work
harder with universities and schools to
increase its attractiveness to girls and
young women. We note and support
the National Centre for University and
Businesss Talent 2030 project, aimed
at increasing the number of girls
studying physics and women going into
engineering and technology businesses.
13
Whos Who
Steering Group:
Dr David Docherty
Chairman, Digital TV Group and
CEO, National Centre for Universities
and Business
Laurie Patten
Strategy Director Television and Radio
Broadcast and Media
Arqiva
Ralph Rivera
Director, Future Media
BBC
Sophie Turner-Laing
Managing Director, Content
BSkyB
Howard Watson
Managing Director Architecture
and Global IT Platforms
BT
Richard Lindsay-Davies
Chief Executive Officer
Digital TV Group
Matthew Garrood
Digital Planning & Innovation Director
Everything Everywhere
Emma Scott
Managing Director
Freesat
Ilse Howling
Managing Director
Freeview
Professor Patrick Loughrey
Warden Goldsmiths College
(University of London)
Ben McOwen Wilson
Content Partnerships Director
YouTube Team
Google
Graham North
Commercial Director, Humax
Stephen Hearnden
Director of Technology
TechUK
Katherine Wen Simon
Director of TV Platforms
ITV
John Simmons
Media Platform Architect
Microsoft
Rob King
Vice President of Consumer Electronics
Samsung
Dr Mike Short
Vice President, Public Affairs
Telefonica Europe (O2)
Dominic Vallely
Strategy Director
Seren Partners
Mark Gurney
Head of Insight
Consumer Marketing
Sony Europe
Consumer Trends:
David Harding
Head of Communications
Digital TV Group
Vibeke Hansen
Technology Consultant
Arqiva
Laurie Patten
Strategy Director Television and Radio
Arqiva
Carmen Aitken
Head of Research, Future Media
BBC
Nick Brown
Chief Executive Officer
Boss Level
Paolo Panizzo
Insight Director
BSkyB
James Hamilton
Senior Planner for Audience
Research and Insight
Channel 4
Matt Hill
Head of Planning and Insight
Channel 5
Roger Darlington
Chair
DCMS Consumer Expert Group
Gianni Maestri
Head of Digital Entertainment
Analytics and Insight
Virgin Media
Fani Sazaklidou
Creative Director
YouView
Jem Davies
VP of Technology
Media Processing Division
ARM Fellow
Brandon Butterworth
Chief Scientist
BBC R&D
Chris Johns
Chief Engineer
Broadcast Strategy
BSkyB
Nick Brown
Chief Executive Officer
Boss Level / TIGA
Roderick Snell
Consultant
Rodrigue Troulliet
VP Technology & Operations EMEA
Disney
Jonathan Marshall
Head of Innovation and
New Product Development
Arqiva
Prinyar Boon
Director Eng and Support
Broadcast Systems
Dolby
Paul Caporn
Senior Technical Architect TV
and Mobile Platforms
BBC
Steve MacPherson
Chief Technology Officer
Framestore
Matt Wilson
Solutions Architect
Channel 4 Television
Matt Garrood
Director of Digital
Planning & Innovation
Everything Everywhere
Stuart Savage
Director EU Innovation
Digital TV R&D
LG Electronics
Maria Ingold
Chief Executive Officer
mireality
(VOD technical consultancy)
Giles Cottle
Head of Strategy
Freesat
Simon Parnall
Vice President
Technology
NDS (now part of Cisco)
Derek McAuley
Professor of Digital Economy
The University of Nottingham
Andy Holmes
Independent
14
Chris Milsted
HPC Systems Architect
IBM
Paul Walland
Manager
IT Innovation Centre
Maria Hannon
LCC Arts
Nick Cannon
Director of Technology, Film
Moving Picture Company
Alex Micallef
EMEA Industry Business Development
NVidia
Darren Woolfson
Group Director of Technology
Pinewood
Tim Wright
VP Technology
Sony Pictures
Roy Trosh
Group Technical Director
The Mill
Roland Brown
Broadcast and Film VFX Consultant
&&& Technology Ltd.
Data Management:
Peter Sellar
Programme Manager
Digital TV Group
Fiona Clarke-Hackston
Chief Executive Officer
British Screen Advisory Council
Akihiro Tsuchiya
Managing Director
Streamhub
Radu Sora
Head of Development
Streamhub
Professor Jonathan Freeman BSc MPhil
PhD CPsychol MMRS
Managing Director
i2 media research ltd.
Richard Kirk
Head of Business Development Content
Discovery
Red Bee Media
Volkmar Prescher
Head of International Data Solutions
Rovi
Charles Dawes
Product Management Director
Rovi
Matthew Garbutt
Senior Manager, Content
Rovi
Simon Rogers
R&D Director
Quantel
Ben Roeder
Chief Technology Officer
Soho Net
15
16
17
Consumer Trends
If identifying existing trends is not easy, then spotting emerging trends is even harder - being as
it is an inherently dynamic process involving guess work and luck. The consumer trends chapter
will bring to life this dynamic process to life, attempt to explain some existing trends and point
to what we think might be the future.
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1
2
3
4
Existing Trends
Its very hard to predict which trends will
be enduring but the best place to start
is to look at current trends and explore
where they are heading.
Ownership of tablets, smartphones, PCs
and laptops is at an all-time high and for
the most part, increasing. The accelerated
adoption of these devices, coupled with
their connectivity, means that there
are more screens whose utility is being
accelerated by the increasing portability
of these devices. This increased utility is
enabled by:
Faster and more reliable connections.
Smaller, more powerful devices.
Better battery life.
The net result is that there are more ways
of consuming audio-visual content than
ever before. We will explore the impact
of this change in this chapter, but first it
is worth reminding ourselves of what we
already know.
Emerging Trends
The economic reality
1. More screens
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20
Mobile
The newest mobile communication
standard to be commercially available in
the UK is 4G (fourth generation) but the
most popular standard remains 3G and
many people also still rely on 2G21. The
next generation of mobile communication
standard (5G, currently projected to arrive
circa 2020) is expected to provide mobile
broadband speeds equivalent to those of
fixed line broadband connections today,
measured in gigabits.
By 2025, 5G will be commercially available
and offer consumers speeds of up to 1GB
per second23 (1000 times faster than 4G).
With speeds like this, and for those with
the money and inclination to use 5G, its
theoretically possible to do anything by
todays standards including downloading
an entire HD movie in one second!
Much more of our lives and media could
potentially move to the cloud as a result.
Key Benefits
1G
Analogue.
2G
0.2Mbit/s
2G EDGE
0.3Mbit/s
Improved speeds.
3G
0.3Mbit/s
3G HSPA
7.2Mbit/s
3G HSPA+
21Mbit/s
4G LTE
100Mbit/s
3G vs. 4G
Technology
Download a
game (20MB)
Streaming
Music
Streaming
SD Video
Streaming
HD Video
Uploading
an Image
3G*
3 minutes
10 second
buffer*
20 second
buffer*
1-5 minute
buffer*
25 seconds
4G**
25 seconds
1 second
buffer
1 second
buffer
30 second
buffer
1 second
21
The Future
Figure 1: How over 40 gadgets converge into a tiny device in your pocket
Conclusion
The smartphone, tablet and laptop are all
entrenched artefacts of consumer life but
the one thing they havent replaced is your
TV, or more accurately, the experience of
watching your TV. As we described earlier,
main set televisions and linear TV remain
strong and enduring, still accounting for
98.5% of all TV viewing. However, digital
technology means that we can consume
content on a multitude of screens and
the emerging trends described above
increasingly combine to mean we can
consume content anywhere we like.
This consumption however appears to
be additive and not substitutive for main
set TV consumption.
According to Gartner, there are now
1.4bn PCs in use worldwide, whilst mobile
phones sell more than 1.4bn units every
single year. It feels like it will be a matter
of time before the tablet or smartphone
replaces the PC as our personal
computer32. The smartphone has provided
us with a natural way to communicate
with those (other) smart objects33.
When connected to a network, this
allows new ways of interacting with
our televisions, for example using your
smartphones GPS to provide locationbased advertising or delivering content
22
32 DeGusta, M., MIT Technology Review Are Smart Phones Spreading Faster than Any Technology in Human History? 09 May 2012
33 http://www.wired.com/gadgetlab/2013/05/internet-of-things/all/ [Accessed Jan 27 2014]
34 http://www.wired.com/gadgetlab/2013/05/internet-of-things/all/ [Accessed Jan 27 2014]
35 http://www.kpcb.com/insights/2013-internet-trends [Accessed Jan 27 2014]
Not Live
VOD replaces TV
decline of the channel (but not brand)
Users
(Online only licence-fee)
Behaviour
Services
Business Models
Home
Anywhere
VOD complements TV
+ event e.g. sport subscriptions
+ Contextual ads
via connected sets
+ contextual ads
IP delivered linear TV
Overnight viewing remains standard
Audience
(Broadcast only licence-fee)
Schedule remains
important
Live
23
Personas
2017
Paul
53
Male
Elizabeth
Age 57
Female
2017
2025
Stan
Age 18
Male
Bill
Age 26
Male
24
Jill
Age 36
Female
Tom
Age 44
Male
Jill uses the TV to keep the kids quiet whilst she prepares
breakfast and dinner for them.
In the evening her and her husband catch up on the box set
de jour using their FLICKS OTT subscription connecting to
the internet using Wi-Fi, their phones and a streaming device
plugged in to their non-connected TV.
Laura
Age 48
Female
Frank
Age 61
Male
2025
Maggie
Age 78
Female
Anisha
Age 86
Female
25
Evolution of Devices
and Applications
Removable media
Formats such as SD card have seen their
capacity doubling every year for a decade
now. Should this continue, and there is
no reason to expect that it wont, in 2025
we will have small form factor removable
media devices in the 2PB (Petabyte, 1015
bytes) range.
Disk storage
In this, the final report of the Evolution of Devices and Applications workstream advisory group,
we will draw together our findings and recommendations arrived at over the entire course of
the taskforce.
In assessing how devices and applications will evolve, we looked for a model of how the raw
resources of technology are increasing with time. There are several laws to choose from that
seek to describe the growth of resources in data processing and storage, but the original is of
course Moores Law. The law is named after Intel co-founder Gordon E. Moore, whose 1965
paper observed the growth of transistor density and highlighted a trend that has continued for
more than half a century.
Moores Law
Moores Law is the observation that the
number of transistors on integrated
circuits doubles approximately every
two years. One often hears 18 months
quoted as the period for chip performance
doubling, due to other factors besides
transistor density. Moores Law, and other
similar laws, have consistently predicted
technology growth.
Processing power
It seems that the growth of computing
power has been outstripping Moores Law,
increasing faster than predicted. Current
processors are operating, depending
on cost and complexity, somewhere in
the range of 10,000 to 200,000 MIPs
(millions of instructions per second). Since
the 1990s we have seen a doubling of
processing power about every 12 months:
if we extrapolate this, then processors will
increase in computing power by a factor
of 1,000 over the next decade.
This level of processing power is
approaching that of a large mammals
brain, although we cannot assume that
this will herald the arrival of true artificial
intelligence. One thing is certain, however:
in 2025, low cost devices will contain a
processing ability well in excess of todays
desktop computers. One can expect a
performance gain of between 250 and
1,000 fold.
26
27
28
1 http://news.cnet.com/8301-1001_3-57600373-92/end-of-moores-law-its-not-just-about-physics/
2 http://www.epsrc.ac.uk/SiteCollectionDocuments/Calls/2014/QTCallDocument.pdf
3 http://eandt.theiet.org/news/2014/feb/quantum-hub.cfm
29
30
8 http://www.bbc.co.uk/academy/page/about
Platforms
Applications
Devices
9 http://www.copyrighthub.co.uk/
10 Source: TELESCOPE: A look at the nations changing viewing habits from TV Licensing.
Possible solutions
We have noted that the UK television
market, at all points in the value chain,
is extremely mature: more so than nearly
any other country. The UK TV industry
understands TV uniquely well, and we
feel that the UK has been too reticent
in this regard. UK companies should
be encouraged and aided in sending
a message to other markets.
In some ways, the UK TV industry is a
victim of its own success. The UK has
a history of launching new digital TV
services very early on: DTT launched in
the UK on 15 November 1998, soon after
digital satellite television (from BSkyB)
launched on 1 October 1998. UK DTT had
a standard for interactivity and digital
teletext from launch, and in May 2006
the Crystal Palace transmitter began
transmitting HDTV using the new DVB-T2
standard. All of the UK TV platforms
(including Freesat, Freeview, YouView,
Sky and Virgin Media) have sought to
embrace hybrid television. This is where
the broadcast is augmented with catchup TV and/or VOD delivered via domestic
broadband connections, using IP.
This has led to a vibrant and competitive
UK TV platform market place. However,
we feel that the lessons that the UK
has learned, as early adopters of new
technology, could have been shared more
widely. There is strong involvement of
the public service broadcasters in these
platforms: Freesat is owned equally and
jointly by ITV and the BBC; an equal
31
Commercial/official use
Cars:
Parking management
Traffic management
Fuel management
Policing
Fuel distribution (retail)
Connected life
Media
C
ar security & SOS
function
H
ome:
A
larms & security
L ighting & heating
control
H
ealth
M
oving media around
the home from device
to device
Big Data
Devices
Innovation
New
business.
Smoke sensor
Sounder
Consumer
Appetite
For new applications
& services.
32
11 http://www.hbbtv.org/pages/about_hbbtv/specification.php
12 http://www.policyexchange.org.uk/media-centre/blogs/category/item/why-we-need-a-more-strategic-approach-to-open-data
13 http://www.bbc.co.uk/news/technology-26651179
33
34
35
Television
Spatial resolution
In 1929, the BBC broadcast television
programmes began using the first Baird
30-line system. On 3 November 1936, the
BBC began alternating their transmissions
from Alexandra Palace between the Baird
240-line system and the Marconi 405line system, which later became the main
UK television service and continued to
be broadcast until 1985. In 1964 a new
625-line system was developed and this
introduced colour with PAL in 1967.
In 1982, the Comit Consultatif
International pour la Radio (CCIR) which
later became the ITU-R, published BT.601
which defined the formats for digital
video. It introduced the formal resolution
of 720 horizontal pixels by 576 vertical
pixels (640 by 480 for the NTSC countries)
all sampled at 13.5 MHz. This resolution is
currently referred to as Standard Definition
(SD).
In 1990, ITU-R published a new standard,
BT.709, for High Definition (HD). This
introduced the idea of a common image
format, which included resolutions of
1280 pixels by 720 lines and 1920 pixels
by 1080 lines. The 1080 line variant
included both interlace and progressive
scan options.
More recently, in 2012, ITU-R published
BT.2020 which includes two resolutions:
3840 pixels by 2160 lines and 7680
pixels by 4320 lines. These resolutions are
known as Ultra High Definition; UHD1 and
UHD2. They are often confusingly referred
to as 4k and 8k due to the approximate
number of horizontal pixels.
Temporal resolution
Early Baird transmissions were scanned
at around 12.5 pictures per second.
The Marconi 405-line system introduced
interlacing where the two complimentary
fields are shown 50 times per second
creating fill frames 25 times per second.
This field and frame rate was continued
in Europe through PAL and into digital
standard definition. The high definition
standards introduced a progressive image
at 50 times per second at the lower 1280
by 720 resolution. The debate in quality
between 720p50 and 1080i25 was
argued but resulted in the vast majority of
HD content using the 1080i25 standard.
25 Hz progressing scan is also used in
HD for genres like drama and natural
history as it gives the best resolution for
slow moving content.
Temporal resolution is key to portrayal
of motion. Higher frame rates are
needed to provide a smooth motion for
moving objects. The juddering effect is
more apparent with larger displays,
higher spatial resolution and faster
moving objects.
Data Rates
36
Video format
165 Mb/s
737 Mb/s
829 Mb/s
1 Gb/s
8.3 Gb/s
33 Gb/s
1 http://downloads.bbc.co.uk/rd/pubs/whp/whp-pdf-files/WHP092.pdf
Temporal resolution
Historically, cinema has used 24
frames per second for film capture and
projection. Due to the low frame rate,
careful rules and constraints ensure that
films suffer from motion judder.
Stereoscopic 3D
Stereoscopic 3D is achieved by presenting
two offset images separately to the left
and right eye of the viewer. These twodimensional images are then combined
in the brain to give the perception of 3D
depth.
In television, a popular compromise is to
anamorphically squeeze the images so
that they can fit into a standard video
frame. This way, they can pass through
the broadcast system transparently, as if
they were a simple HD image, which can
then be re-combined by a display into a
3D image. This is referred to as frame
compatible 3D.
There are alternative technical standards
for service compatible 3D: where a
2D image can be enhanced with 3D
information by sending a depth map or
difference image for the alternate eye
image. This mechanism is used in 3D Bluray releases using Multiview Coding (MVC)
which delivers a compatible H.264 AVC
HD stream along with 3D enhancement
information.
Cinema
Spatial resolution
Historically, film has had a significant
number of formats and aspect ratios.
The most popular have been 35mm and
70mm with aspect ratios including 1.33:1,
1.66:1, 1.85:1 (flat) and 2.39:1 (scope).
DCI D-Cinema formats are largely referred
to as 2k and 4k and consist of containers;
2048x1080 and 4096x2160. The active
image within the container is dependant
on the aspect ratio used, for example,
for 2k, 2.39:1 is 2048x858 and 1.85:1 is
1998x1080.
Stereoscopic 3D
3D is achieved by presenting two offset
images separately to the left and right
eye of the viewer. These two-dimensional
images are then combined in the brain
to give the perception of 3D depth.
The current D-Cinema standards define
images of 2048x1080 at 48 frame/s (24
frame/s per eye).
Audio
Current D-Cinema audio supports
24 bits per sample, either 48kHz or
96 kHz sampled, and up to 16 channels.
New developments include object coding
enhancements to allow a smoother
transition to be rendered in the specific
cinema space, for example, Dolby Atmos.
Bitrate
250 Mb/s maximum image bit rate using
JPEG 2000 compression. HFR increased to
500 Mb/s.
Audio
Dolby Surround was introduced in 1982
to bring stereo to home video recording
formats. Pro-logic was introduced in 1987
which mixed four channels of sound into
an ordinary stereo soundtrack. Nicam
stereo was first broadcast by the BBC in
1986. From the launch of digital TV, stereo
was standard.
Dolby Digital was introduced into the
home with LaserDisc in 1995. This discrete
channel encoding was then adopted for
surround sound broadcasts.
NHK are experimenting with the Super
High Vision system which uses 22.2
channels of discrete audio.
An alternative to coding each channel
separately is to code the audio objects
separately. This allows for the sound field
to be appropriately re-created based
on the number of speakers available in
the room. Object coded audio has the
additional benefit of being able to easily
customise the environment. For example,
the commentary could be enhanced while
the background music is suppressed.
Alternatively, the football supporter could
choose which part of the stadium they
wanted to sit in, allowing the home team
to be the predominate voice with the
choice of biased or unbiased commentary.
Background Information
37
Gaming
Most modern games use 3D modelling
and render graphics from a number
of triangular polygons. The amount of
these polygons is minimised to keep the
rendering time down and texture is then
added.
Refresh rates are critical for gaming and
it is not uncommon for HD resolutions at
60 frames per second to be required as a
minimum.
Ray tracing is a technique to create
photo-realistic graphics by tracing the
path of light through pixels in an image
plane and simulating what happens when
it encounters virtual objects. However,
due to the computational complexity,
it is currently more likely to be used for
content rendered ahead of time. However,
real-time rendering would make more
compelling games.
Platforms
There are many different platforms used
for gaming. These include dedicated
gaming consoles and high-end PCs, web
based games which require simply a web
browser and mobile device games.
Install size
Install size for a game varies significantly,
depending on the platform it is aimed at.
Webpages can be up to a few hundred
MB (but this needs a fast connection), it
is approximately 500 MB for iPhone, and
typically 10-15 GB for a PC game.
Connectivity
Latency is critical in gaming due to the
input response time. For web based
games, bandwidth is required for the
initial download but not for the game
play. Often a live connection is required
to prevent piracy.
Payments
The massive success of app stores such
as Apples App Store has been attributed
to numerous factors. Without getting
into a discussion of these factors, most
commentators would agree that the
ability for developers to engage in onetouch billing is key. Apples insistence
that, at the point of registration of their
products, consumers also register their
credit card has resulted in the creation of
a secure and trusted billing relationship
between Apple and the consumer (and by
extension between the developer and the
consumer), which breaks down barriers
to traditional online buying and indeed
encourages impulse buying. This is a
beneficial two-way relationship; customer
desire would seem to be evidenced by
the very success of the stores and the
fact that revenues and the numbers of
stores continue to grow exponentially.
The market capitalisation of Apple and
successful developers indicates their
profitability.
As part of this implementation, the role
and requirement for micro-payments
must also be considered. Micro-payments
comprise the basis of what is coming to
be the dominant business model in both
the app ecosystem (and by extension
the gaming sub-set), namely Free to Play
(F2P). In essence, F2P is giving a game or
app away for free and then monetising via
micro-transactions, for example, buying a
new gun in a game for 59p. Traditional
billing systems typically struggle with
transactions this small as the transaction
costs dwarf the actual purchase value.
Any viable one-touch billing solution
must take into account these
requirements as well.
To date, there is no trusted one-touch
billing system for TV apps. This is partly
due to the immaturity of the TV app
market but there are other factors such
as Skys dominance in the commercial
arena, the BBCs public-funded (noncommercial) nature and TV manufacturers
walled garden approaches to app market
development, as well as the simple fact
that to-date most Smart TVs are not
connected to the internet by their owners
(although it can be argued that this is a
chicken and egg situation and will resolve
itself once there is a reason for owners
to connect).
Discoverability
With the rise of F2P, an already existing
app store problem has been exacerbated,
namely the conundrum for developers of
how to get their app found by consumers.
Even Apple App Store aficionados will
concede that finding a particular or
high quality app amongst a plethora of
similarly named and poorly rated apps is
practically impossible, and indeed all app
stores are blighted by this problem. To
date, there are only two proven methods
for an unknown developer to break into
the market; being featured as an App of
the Day or gaining some other highpublicity break e.g. a BBC/FT/TechCrunch
article, or engaging in some targeted and,
by extension costly, marketing spend. This
means that the market is heavily weighted
in favour of the incumbents (who can
afford the marketing spend) and a look
at any associated charts, for example,
Facebook (http://www.appdata.com/),
will show this.
38
39
ISAN
ISAN is a numbering system for the
identification of AV content developed
with ISO. It was published in 2002 as ISO
15706. It is a 24-bit hexadecimal number
or a 96-bit binary number.
The ISAN, a 96-bit number is comprised of
three segments: a root, an episode or part,
and a version. A root is assigned to a core
work. Subsequent film parts or television
episodes that relate to the root work can
have the same root, but different episode
or part components. If a core work does
not have associated parts or episodes,
then the episode segment is filled with
zeros. Works (and their episodes or parts)
that have been modified in some way
(for example, different audio or subtitle
tracks) can have different versions. ISANIA has also developed a recommended
practice for encoding the ISAN in a twodimensional barcode.
Connectivity
Data Management
JANET
Janet is a high speed computer network
providing collaborative services for UK
research and education. It is also linked to
Geant: the pan-European data network
for research and education.
TV Content
EIDR
EIDR is a global B2B registry for unique
identification of movie and TV content.
It provides international collaboration
among content owners, distributors
and operators, retailers and other key
stakeholders. It tracks all commercial
content down to the product and SKU
level including edits, clips, composites and
encodings. It is built on the International
Digital Object Identifier (DOI) standard and
is interoperable with existing IDs. It is an
industry-driven ID solution for the digital
supply chain.
A
programme CRID to identify a
specific piece of content (for example,
a programme).
40
2 http://www.scalar.ca/studio-cloud/ Scalar StudioCloud is a community cloud designed for the digital media industry. Launched in Vancouver in February 2012, StudioCloud has now expanded to
the Toronto market.
41
Data Management
42
1 http://www.clsg.info/uploads/Streamlining_Copyright_for_the_Digital_Age_September_2013.pdf
HTML...
Wiki- Mozilla-
Mass targeting
Previous Recommendation
Advertising/ targeting
Potentially targeting:
Content, UGC and Adverts
Max room for SME innovation
Platform led
Adsense
No universal infrastructure
Targeted
Data is becoming more and more important. Consumers are becoming more and more
connected. This is producing colossal amounts of data and certain aspects of this data have
substantial potential value to the people analysing and exploiting it, and to the economy
in general.
43
Open Access
Open Access
Regulation prevents
internal/external data sharing
without explicit consent
Regulation prevents
internal/external data sharing
without explicit consent
Data Mining
Tightly regulated
Privacy Paramount
Privacy Paramount
Data Mining
Loosely regulated
Loosely regulated
Tightly regulated
44
45
Skills
As we have discussed, data is becoming
ubiquitous, and is relevant to a swathe
of industries in the UK. FITT is primarily
looking towards the audio visual industry
but within the entertainment sector the
games industry also generates a rich
seam of exploitable data. Extending the
understanding of data has implications for
improving health services, social care and
many other areas.
Through approaching a number of
organisations, the workstream has sought
to establish whether the resources are
available in the workforce to understand
all of this data. Strong anecdotal evidence
points to a lack of data scientists being
available, especially to the creative
industries. Data analysts have been around
in insurance, marketing and politics
for many years, but within the creative
industries this is a new and fast-emerging
role.
The role of a data scientist requires a
number of skills. The traditional data
analysis skills that have been employed
in the past have to be mixed with more
advanced mathematical skills to create
46
Recommendations
The National Centre for University
and Business (NCUB) to create a
steering group bringing together
the creative industries, with
maths, computer science and
statistics departments of member
universities in order to ensure
higher education is producing the
data scientists of the future to
develop this leading sector in the
UK.
Industry and government develop
models that provide open and
clear information regarding data
gathering that will garner public
trust and support. Developing and
ensuring this trust will encourage
consumers to provide such data,
with the understanding that
security and privacy is assured,
while their experience will be
enhanced and society can benefit.
In order to maximise these benefits
of data, regulation needs to allow
such collection, while ensuring
privacy and personal information
is protected along with ensuring
consumer understanding of their
rights.
47
Future Networks
and Infrastructure
Broadcasting via DTT, cable and satellite to large screens in the home is still the primary method
for live television viewing in the UK; and we expect this to continue to be so for the next
decade. Historically, the UK has often led the large-scale adoption of new TV technologies. With
the right strategy employed through to 2025, the UK can again be at the forefront of the next
wave which utilises existing broadcast networks more intensively combined with mobile and
broadband technologies used in innovative new ways.
With the fibre broadband network already
capable of delivering multicast TV to over
half of UK homes today, and its planned
expansion to over 95% of the population
by 2020, a fourth TV broadcast network
should emerge over time - possibly by
2025. This will depend on consumers
willingness to acquire connected TVs and
pay the associated broadband costs to use
the broadband-delivered services on offer.
However, with the enormous growth
in wireless (e.g. mobile devices using
Wi-Fi and cellular networks) the methods
of consumption and behaviours are
changing. We dont expect these devices
to replace large screen viewing, but they
will complement TV viewing on the main
set, as companion screens at home and
delivering services when away from home.
48
49
Broadband
50
Broadband Technology
Broadband is provided to most UK homes
using advanced electronics to carry data
downstream and upstream over the
same copper pair originally designed for
basic phone calls. Ever higher broadband
speeds have been met in part through
improvements in broadband technology.
However, the laws of physics place an
upper bound on what can be achieved
over copper pairs from the local exchange,
primarily because high-frequency electrical
signals are greatly attenuated over long
lengths of copper cable. Within the UK,
broadband uses ADSL (up to 8Mbit/s
downstream and 448kbps upstream) and
ADSL2+ (up to 24Mbit/s downstream
and up to 1 Mbit/s upstream) based in
local exchanges. Broadband provided
over traditional cable TV networks using
cable modems also encounters significant
capacity constraints, particularly during
periods of peak usage, for example,
Sunday evenings.
To deliver superfast broadband with
speeds of 40-80Mbit/s downstream and
up to 15-20Mbit/s upstream, copper
pairs from the local exchange to the
nearest street-side cabinet have to be
replaced with fibre optic technology.
The existing copper pair is used for the
connection from the street-side cabinet
to the home but because this is a much
shorter distance the bit rate can be that
much higher. With typical distances from
the cabinet to the home being around
400m this allows the 40-80Mbit/s to be
achieved. However, in rural, and some
urban areas, the distance from the cabinet
to the home can be significantly longer,
and this in turn limits the speeds available
in those areas. There is a further technical
solution currently being trialled, known as
G.fast, which takes fibre optic technology
out to the final distribution point, often
a pole serving a dozen or so homes.
Fibre optics to street-side distribution
points also enable cable TV networks
to offer much faster broadband speeds
and greater capacity to meet peaks in
demand.
To increase broadband speeds much
further, fibre would need to be connected
directly to the home (FTTH). This requires
substantial civil engineering work such as
digging up streets and driveways and is
much more costly. It would offer speeds
of 300Mbit/s or more, but it is unclear
whether there would be consumer
demand for the additional speed given
its considerably higher cost for residential
densities that are typical in the UK. Fibre
can currently be provided as part of new
home builds but the timescales to deliver
Encoding Technology
The technical feasibility of delivering TV
services over broadband depends not only
on the available line speed (broadband
bit-rate) but also, as with all broadcast
networks, on the capabilities of the
encoders/decoders that compress TV
pictures and sound into a digital signal
ready to broadcast. Todays technology
enables a standard definition TV service
to be delivered on demand using less
than 2 Mbit/s of broadband capacity. To
carry a live TV broadcast around 3 Mbit/s
is required for standard definition (SD)
and around 9 Mbit/s for high definition
(HD) TV. Most broadband customers can
therefore receive SD TV live and ondemand over their broadband service, but
many would need superfast broadband
to receive live HD or multiple SD services,
alongside capacity for internet access.
Technical developments are improving the
efficiency of TV encoding for distribution
over broadband and other broadcast
networks. The latest broadcast standard,
known as High Efficiency Video Coding
(HEVC), is expected to be widely available
in consumer products by 2016. It enables
an improvement of 50% or more in the
51
Wi-Fi
Wi-Fi is important to allow an acceptable
TV viewing experience on mobile devices
both within and, increasingly, outside
the home. The recent Wik-Aegis report
for the European Commission used The
Cloud Wi-Fi network in the UK as a
case study and noted that: The Cloud
places a strong emphasis on providing
high capacity for video streamingsince
the mobile networks are not considered
capable of delivering video with sufficient
quality.1 Wi-Fi also plays a key role in
distributing high definition audio-visual
content around the home. That same
Wik-Aegis report describes a company
that is marketing a product which it
claims it capable of distributing up to
eight simultaneous high definition video
streams around the home.
It is also important to consider the very
rapid growth and widespread adoption
of Wi-Fi enabled devices, which is
outpacing the growth of cellular devices.
The Wi-Fi industry is shipping over one
billion chipsets annually, increasing to a
projected 2 billion within a few years.
Wi-Fi is embedded in almost all laptops,
tablets and smartphones manufactured in
the world today. As part of the increased
take-up of tablets it is important to note
their ability to provide a new screen
for viewing audio-visual content both
inside, as a complement to the main TV
set, and outside the home. The majority
of tablets that are sold are Wi-Fi only
and in their 2013 Communications
Market Report Ofcom note that only
20% of tablet owners have a mobile
subscription enabling 3G connectivity.2
The consequence of this is that Wi-Fi is a
fundamental technology that is used to
provide TV content to mobile devices.
With the continuing rise in mobile data
usage and demand, most operators are
focused on modernising and updating
their network infrastructure. In order
to meet the rising demand, there
are essentially three ways in which
the capacity can be increased: new
Mobile Cellular
Mobile Market Trends
Smartphones and tablets now have the
capabilities to enable users to consume a
full range of TV and media content, and
in future we may expect theyll want to
do so without limitations relating to cost,
service quality and choice of content.
There are substantial barriers to fully meet
that vision but the UK has an opportunity
now to put in place a forward-looking
strategy to meet those expectations.
The four mobile network operators in the
UK each have third generation networks
providing wide coverage. These operators
are now rolling-out fourth generation
networks using LTE technology to provide
faster data services. Their 4G networks
provide data speeds typically five times
faster than users experience on 3G.
Alongside these network investments,
mobile devices, especially smartphones
and tablets, are developing rapidly with
larger and higher resolution screens,
more powerful processors, many new
apps and richer content.
Broadcasters themselves are offering
increasingly sophisticated apps, for use
on smartphones and tablets, providing
access to live, on-demand or catchup services. Other content providers
such as Netflix are offering on-demand
services and YouTubes popular content
52
1 European Commission. Study on impact of traffic off-loading and related technological trends on the demand for wireless broadband spectrum. 2013
2 Ofcom. The Communications Market Report 2013. 01 August 2013 (http://stakeholders.ofcom.org.uk/binaries/research/cmr/cmr13/2013_UK_CMR.pdf)
3 European Commission. Study on impact of traffic off-loading and related technological trends on the demand for wireless broadband spectrum. 2013
53
Mobile Technology
There are two distinct phases in the
development of mobile technology
considered here:
O
ver the next 2-3 years we will see the
build-out of 4G networks. The full scale
and impact of the current high rates of
growth in data traffic, primarily driven
by TV and video content, will become
more visible as the take up of this
technology grows.
B
y the end of the decade, the next
generation of mobile standards (5G)
are likely to be decided. Some of the
decisions made in selecting the best
technology for previous generations of
the mobile standards will need to be
carefully reconsidered, as the scale and
nature of the way end-users consume
services has changed.
The LTE technology used in 4G networks is
primarily aimed at two-way transactions
messaging and browsing internet content.
The rich media content users are now
consuming in ever larger quantities is
predominantly one-way traffic after the
content has been selected. Many users
are looking at the same content, although
54
Broadcast
Broadcast Regulation
TV market structure
55
Broadcast Spectrum
Spectrum is the essential ingredient to
allow terrestrial and satellite broadcasting
and it is a highly regulated resource.
Over the next ten years the domestic and
international decisions that are taken on
spectrum will determine whether the
vibrant, competitive TV sector in the UK
will be allowed to continue. With this in
mind, continued, deeper involvement
(and possibly more widespread
industry engagement) in international
spectrum coordination and supporting
developments should be encouraged.
Related to this is the renewal of the
BBC charter. The current charter runs
until 31 December 2016 and the terms
of the next BBC charter will shape the
entire UK television sector. In addition,
there are decisions that will be made
at the World Radio Communications
Conference 2015 (WRC-15) that will have
a far reaching effect on the future of DTT.
Specifically, this is around the allocation
of the 700MHz band (694 790 MHz)
as co-primary for mobile which, if the
various technical conditions are ratified at
WRC-15, would mean there would be a
strong possibility of there being a re-plan
of the UHF spectrum. Such a change could
present challenges for the DTT industry,
specifically around managing to continue
to provide the current level of channels
and content within the remaining
spectrum, and also with a number of
current DTT aerial installations in use in
the UK not supporting these frequencies.
However, were there to also be changes to
the allocation of the 470 694 MHZ band
(for co-primary status for mobile services
alongside broadcasting) the message
that this would send could point to the
future displacement of DTT from this band
in favour of mobile services. If this was
to occur, DTT in its current form would
become unsustainable without significant
56
Broadcast Technology
57
58
59
Conclusions
60
61
Summary of
Recommendations
1
2
3
4
F ocus our energies on the innovation sweet spot of the New Convergence
- where Big Data meets devices on the internet of things (IOT) and matches
consumer appetite. This should include a cross-industry government review
of licencing and export potential. We strongly welcome the governments
establishment of the Alan Turing Institute which will focus on the collection
and analysis of Big Data. We call on the TV industry to engage actively with
the new institute.
The DTG to convene a cross-industry working party group with industry
measurement bodies, such as the Broadcasters Audience Research Board,
and Open Data think tanks, such as the Open Data Institute, to respond to
the challenges of Big Data in television. This should include a review of selfregulation.
Industry and academia to form a Technology Advocacy Programme where
innovators can share newly developed technologies and find applications
(and therefore potential sources of revenue) through connecting with other
inventors and entrepreneurs. Very often innovation comes when a technology
from one sphere crosses over into another. Such a programme could bring
together people from all parts of the industry value chain to ensure crosspollination of ideas.
T he EPSRC should fund research to advance the science of integrated circuits,
pushing silicon beyond the current 10 nanometre processing boundary.
And although an old technology, magnetic storage should not be ignored.
For many applications the read/write resilience of magnetic media is very
important and universities should continue to focus research in this area.
T he Taskforce welcomes the investments in Quantum Hubs (funded by the
TSB and EPSRC) which address the challenges of developing quantum science
through technology to application. And it calls upon the TV industry to work
with the hubs to find innovative solutions to the New Convergence.
5
6
62
7
8
9
10
11
12
13
63
Glossary
64
Term/Abbreviation
Definition/Explanation
4G
4G is the fourth generation mobile telecommunications technology, preceded by 3G. Two 4G candidate systems are
commercially deployed - the Mobile WiMAX solution (first used in S. Korea in 2006) and Long Term Evolution (LTE) first
used in Scandinavia in 2009. The UK uses LTE.
4k
Term for video content defined by Digital Cinema as 4096x2160 but occasionally marketed as 3840 x 2160 TV content
8k
Application/App
An application is software designed to help the user to perform a particular task. Typical examples are EPG/user
interface, content sharing, storage, media players and database applications.
Application Programming
Interface (API)
Bitrate
The number of bits per second that can be transmitted along a digital network.
C++
CE
Consumer Electronics
Connected TV/CTV
A system where services are delivered via both Traditional Broadcast and over IP. Both delivery channels may be used
simultaneously to deliver a complete service for example, a Traditional Broadcast service may link to further related
content and applications that are delivered via IP.
DFS
Dynamic Frequency Selection, a method of frequency allocation in Wi-Fi networks to avoid interference.
Digital switchover is the name given to the process by which analogue terrestrial television in the United Kingdom was
replaced with digital terrestrial television. In some countries this is referred to as the analogue switch off.
DSat
Digital Satellite
DSA
Dynamic Spectrum Access, a method of allowing available spectrum to be allocated for use in different geographical
areas and timeframes.
DTT
DTV
Digital television
DVB
The Digital Video Broadcasting Project (DVB) is an industry-led consortium designing open interoperable technical
standards for the global delivery of digital media and broadcast services.
Electronic Programme
Guide (EPG)
Provides users with continuously updated scheduling information for current and up-coming programming
Frame rate
Frame rate is the rate at which an imaging device produces unique consecutive images.
HbbTV
Hybrid Broadcast Broadband TV. Consortium aimed at harmonising the broadcast and broadband delivery of
entertainment through connected devices.
HTML
IP
Internet Protocol has the task of delivering protocol datagrams (packets) from the source host to the destination host
solely based on their addresses.
LTE
Long Term Evolution, is a standard for wireless communication of high speed for mobile phones and data terminals.
Also known as 4G
Metadata
MHEG
MHEG-5, or ISO/IEC 13522-5, is part of a set of international standards relating to the presentation of multimedia
information, standardised by the Multimedia and Hypermedia Experts Group (MHEG). It is most commonly used as a
language to describe interactive television services.
MPEG
Moving Pictures Experts Group. This group has produced a series of universal standards for compression of digital
video for digital TV, DVDs and PVRs.
Multicast
Multicast addressing is a network technology for the IP delivery of information to a group of destinations
simultaneously.
Unicast delivery over a network which is not managed (i.e. across the internet)
Passpoint
A service in which a customer pays to receive one or more specific content items.
PSB
QoS
Quality of Service
Unicast
Delivery of content over IP to a single destination. A new unicast connection is established for each viewing session
VoD
Objective
The Taskforce will determine
how the UKs track record
of innovation in television
technology can be leveraged
to deliver sustainable
economic growth.