Innovation in Digital Entertainment at Telefónica R&D
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Innovation in Digital Entertainment at Telefónica R&D

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Presentació de Gerard Mulà al R4G Digital Entertainment de Barcelona Activa

Presentació de Gerard Mulà al R4G Digital Entertainment de Barcelona Activa

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  • Digital entertainment and media will represent more than the 75% of the total revenue of paid-content by 2012. Back-up: composición Periodicos – deberia ir más rápido CURVA DEBERÍA SUBIR MÁS RÁPIDO % of Disposable Income (CIA, FMI) 2007 2,92% 2008 2,80% 2009 3,28% 2010 3,40% 2011 3,49% 2012 3,53%

Innovation in Digital Entertainment at Telefónica R&D Innovation in Digital Entertainment at Telefónica R&D Presentation Transcript

  • Innovation in Digital Entertainment at Telefónica R&D Gerard Mulà 25th of February 2010 © 2008 Telefónica Investigación y Desarrollo, S.A. Unipersonal
    • 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
  • Strategy is changing… Core business Stay connected New business development While connected Voice access Broadband connectivity Digital services and contents
  • Core Business New Business Development Stay Connected While Connected Technology strategy Planning, control and resources Internet & Multimedia IT (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 End-User Services Individual Home Enterprise
    • Barcelona center, created in 2002 and reinforced in 2006, is leading the internet and multimedia space within Telefónica since 2007
    • And a global approach with regional teams
    Since 2006, Telefonica R&D has significantly increased its activity on Internet and Multimedia around its Barcelona center Activity in R&D (K€) Total Headcount Spain Europe Latam Highlights in Internet y Multimedia Line
  • 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 years 30% 1-3 years 50% < 1 year Activity rate Time line Activity rate Time line Activity rate Time line Applied research Exploratory development Product development
  • Main initiatives during 2009 in Digital Entertainment . 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 Videosurfing 3D Agile Virtual STB Live Music DRM
  • A latest example of our activity in Digital Entertainment . 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
    • 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
  • 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
  • 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% 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 Trillion 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 Traditional Entertainment & Media Digital Entertainment & Media
  • But TEF is not the only one in a overcrowded space with well established players along the value chain 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
  • In terms of relative success, hype and innovation there are some examples to highlight 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 &quot;controller-free gaming and entertainment experience&quot; 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 (&quot;Kindle&quot;, &quot;Kindle 2,&quot; and &quot;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.
  • © 2009 Telefónica Investigación y Desarrollo, S.A. Unipersonal