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‘NBN Explained’

‘NBN Explained’. Darren Rudd September 2011. Presentation Overview. The Digital Economy Network Design & Construction Overview Applications O verview General Discussion / Q&A. 1. 2. 3. 4. The Digital Economy. Reference Sites for NBN-Enabled Future Homes & Devices.

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‘NBN Explained’

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  1. ‘NBN Explained’ Darren Rudd September 2011

  2. Presentation Overview The Digital Economy Network Design & Construction Overview Applications Overview General Discussion / Q&A 1 2 3 4

  3. The Digital Economy

  4. Reference Sites for NBN-Enabled Future Homes & Devices Google or YouTude the following for real examples of your future home & end user devices: Microsoft Home of the Future South Korea Home of the Future Belgium Home of the Future AT&T House of the Future (Plano, Texas) Samsung’s Advanced Digital Home LG & Whirlpool Smart/Internet Fridges Real 3D TV Smart Metering Security Systems

  5. Residential bandwidth demand quickly reaches 100Mbits/sec TOTAL 37-56 Mbps 140-230 Mbps Telephony 0,2 Mbps 0,2 Mbps Mobile phone 14,4 Mbps 5,7 Mbps Video telephony 2 Mbps 2 Mbps Online gaming 2+ Mbps 0,5 Mbps Broadband Internet 20 Mbps 10 Mbps Video conference 6 Mbps 6 Mbps SDTV 2 x 2 Mbps 0,3 Mbps HDTV 2 x 10 Mbps 0,5 Mbps Hosted Applications 2-100 Mbps 1-20 Mbps Peer to Peer 10 Mbps 20 Mbps 3D-HDTV 30 Mbps 0,7 Mbps

  6. Immersive video drives the demand for higher bandwidth What’s the next “Big Thing”? Super HD? Ultra HD? 3D HD? Relative Screen Size SDTV HDTV 720p HDTV 1080p (1920 x 1080) Digital Cinema-2K (2064 x 1080) Super HD Digital Cinema-4K (4096 x 2160) Ultra High Definition Video (7680 x 4320) on digital paper We are here

  7. The Advent of Digital Paper / Wall Paper

  8. Bus Stops now more than shelters - now interactive hubs

  9. Fibre penetration in key economies Australia isn’t currently on the list! Source:FTTH Council, 2010 http://ftthcouncil.com/en/newsroom/2010/02/26/g-20-need-to-speed-up-on-fiber-to-the-home

  10. WasedaUniveristy Institute of e-Government 2010 Rankings • e-Government Rankings 2010 criteria: • Network Preparedness • Required Interface-Functioning Applications • Management Optimization • National Portals • Chief Information Officer (CIO) in Government • e-Govt Promotion • e-Participation • New Trends for e-Government Development: • Environment and Climate (Green ICT) • Government 2.0 • Disaster Recovery & Business Continuity Planning (BCP) • e-Inclusion • Digital Divide • One Stop Service • Central & Local Government Linkages • Cloud Computing • e-Participation

  11. United Nations e-Government Survey Rankings 2010 • 2010 United Nations E-Governement Rankings criteria: • the role of e-govt in building public trust • boosting transparency through the sharing of govt data • expediting public service delivery • regulatory reform • New Trends for e-Government Development: • a ‘citizen-centric’ practice and approach • ‘development’ – how much progress has actually been made instead of how ready they are • ‘one-stop shop’ portals • greater harmonizing of e-government at the regional level

  12. Telecom Italia “Smart Cities Laboratory” ANCI (National Association of Italian Municipalities = 7000) and Telecom Italia agree to establish a Smart Cities Lab to develop digital services that enhance key municipality-level issues including: energy efficiency public lighting network optimization via sensor management car park monitoring environmental monitoring connectivity solutions in public areas communications with citizens promotion of Tourism Security-orientated solutions such as monitoring at city events establish guideline for all cities towards more sustainable & intelligent urban environments increase local government competitiveness by becoming more efficient in the provision of traditional services to citizens

  13. Other eGOVT Reference Sites • South Korean Government websites: http://www.tradingeconomics.com/south-korea/indicators/ http://www.futuregov.asia • The Japanese Government websites: • http://www.erepublic.org/egovincountrieshj/japan • http://www.e-gov.go.jp/doc/e-government

  14. We Will Take Learning to Where People Live

  15. ACADEMIC PROGRAMMING Group PC Stations Meeting Rooms Auditorium • Individual and group PC stations are strategically positioned throughout. • Auditorium with seating for 30 people • Private meeting rooms • Semi-private Media/Research room Media Room Research The clean and open environment creates the ideal forum for the exchange of ideas and discovery of information. Private and semi-private areas have been integrated for activities that demand some level of insulation for more focused study.

  16. ACADEMIC ZONE PLAN Meeting Rooms Auditorium Media/Research

  17. AUDITORIUM Large screen monitor Chalkboard Lectern The Auditorium area allows for the assembly of 30 audience members in a semi-private forum. This view is standing at the lectern looking out into the audience. The glass partitions in the background divide the academic from the social space. The meeting rooms are to the left.

  18. MEETING ROOMS This view is from inside one of the meeting rooms. The media/research area is to the right, the auditorium/lectern is top center.

  19. SOCIAL PROGRAMMING PERMITER VIEW 2 Bulletin board, with photos, event posters, etc. Art gallery wall Surface table lounge This view is looking over one of the Surface Lounges, into the “Conversation Room”. The Windows Phone Zone is to the left.

  20. SOCIAL ZONE ENTRY Bulletin board, with photos, event posters, etc. Art gallery wall Surface table lounge This view is looking into the main entry area of the “Social” area. In the foreground there is a Surface table area, above, left is a group PC table. The upper right shows a Kinect gaming area. The Windows Phone Zone is above the group PC table.

  21. SOCIAL INTERIOR VIEW 1 Bulletin board, with photos, event posters, etc. Art gallery wall Surface table lounge This view is from one of the Surface table lounges, looking into the side of the “Dorm Room” on the right. There is a PC table (with blue stools) mid ground, the Plush Lounge is beyond that and the Kinect area is in the background.

  22. POD 1: THE DORM ROOM Bulletin board, with photos, event posters, etc. Art gallery wall Surface table lounge The interior of the “Dorm Room” is a high design interpretation of the traditional “home away from home” for a college student. Using the concept of bunk beds as couches, students can chill out while playing Xbox, using a PC to surf the internet, watch movies or listen to music.

  23. POD 2: PLUSH LOUNGE Bulletin board, with photos, event posters, etc. Art gallery wall Surface table lounge This view is looking into the “Plush Lounge”. Rich colors, fabrics and lighting create an intimate social environment for relaxing and entertaining. This space is ideal for Xbox 360, Surface and Windows Phone 7 experiences.

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