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Leveraging Audio and Video to Drive Your Organization's Communications and Learning

Leveraging Audio and Video to Drive Your Organization's Communications and Learning. Janinne Brunyee Senior Director, Industry Marketing. Nov ‘05. Enterprise Mobility. Jun ‘05. Helix OnlineTV. Jan ‘04. Real 10. Jan ‘03. Helix Community. Jul ‘02. Helix Universal Server. Mar ‘02.

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Leveraging Audio and Video to Drive Your Organization's Communications and Learning

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  1. Leveraging Audio and Video to Drive Your Organization's Communicationsand Learning Janinne Brunyee Senior Director, Industry Marketing

  2. Nov ‘05 Enterprise Mobility Jun ‘05 Helix OnlineTV Jan ‘04 Real 10 Jan ‘03 Helix Community Jul ‘02 Helix Universal Server Mar ‘02 Sep ‘01 RealOne Player Dec ‘00 Aug ‘00 SuperPass May ‘99 May ‘98 Feb ‘97 RealSystem G2 Apr ‘95 RealAudio 10 + Years of Innovation RealOne Mobile RealSystem IQ RealJukebox RealVideo

  3. Commitment to Open-source • Participate in Open-source Projects • Gforge project • Provide Linux community with testing and validation of fixes to kernel problems that our servers have uncovered • Open-source software development at Real • Customers are able to log bugs in a timely way • Customers provide feedback on features in a more direct way • We get more engaged customers and partners because of the level of participation in the development process • Provide source code access to a major end-to-end media delivery platform via the Helix Community • Collaborative effort among both leading technology companies and open-source developers to extend the Helix DNA™ digital media platform

  4. Touch on 3 Areas • Key industry trends • Opportunities for education, corporations and government • Digital media value chain

  5. Digital Media is Ready for Prime Time —It’s Time to Get Serious About Digital Media “Now is the time to aggressively engage — or re-engage — in using streaming and digital media in business and personal applications, for cost savings, revenue opportunities, and customer interaction” Source: Aberdeen Group and Streaming Media, January 2004

  6. 14000 12000 10000 Millions 8000 6000 4000 2000 0 1999 2000 2001 2002 2003 2004 2005 2006 Why Now? • Consumption of digital media is growing Video Streams Served, Year Ending (millions) Millions 12 billion video streams served/viewed in 2005 Source: Accustream iMedia Research

  7. June 2005 - >94m people viewed a streaming video online.  April - June 2005, the average consumer viewed 73 minutes of streaming video content per month.  “Streaming video is now part of the Web experience for a broad base of consumers.” Why Now? Consumption of digital media is growing comScore Media Metrix, Oct 2005

  8. Digital Media 2 4 Consumer Applications Business Applications Enablers for Growth 3 Revenue Why is Consumption Growing? 1 Infrastructure

  9. 1 Infrastructure Ubiquitous High Bandwidth IP Networks 47m broadband subscribers Converging wired and wireless networks for IP delivery of media 194.5m mobile subscribers Source: CTIA.org, Computer Industry Almanac, Nov 2005

  10. 2 Consumer Applications New Consumer Applications • Surge in the deployment of streaming technology in VoD applications that provide access to libraries of digital shows, movies, and other media • Streaming to mobile devices is driving usage • Consumer demand for multi-media experiences is prompting huge increase in demand for streaming platforms to portable wireless devices Source: Frost and Sullivan 2004

  11. Online Advertising BILLIONS 4 Online Advertising 3 Streaming Portion Revenue 3 1 2 6 7 5 2003 2008 Digital Media Generates Revenue • Streaming audio and video advertising valued at $343 million in 2005, up 78% over $193 million dollars billed in 2004 • Streaming subscription revenue is forecast to rise by 35% in 2006 to $821 million dollars (excluding download revenue) Source: Accustream iMedia Research

  12. 4 Business Applications 70% 50% Business are Extending Usage • Enterprises are implementing streaming media along with their other core technologies, treating it as a real business communication tool in every vertical imaginable. Source: Aberdeen Group/Streaming Media Inc % of 2005 Spend or Rich Media Based E-business Transformation New IT Infra Investment New Applications Investment Source: Gartner

  13. Streaming media = Tele-communications

  14. Opportunities for Corporations Cost of Communication & Training

  15. Real World Examples

  16. Opportunities for Educators Attracting Best Students

  17. Real World Examples

  18. Opportunities for Government Extending Citizen Access

  19. CREATE DELIVER PLAYBACK Digital Media Value Chain

  20. Streaming to Desktops Firewall Enterprise network Supported formats Supported platforms

  21. Streaming to Desktops Firewall Enterprise network Supported formats Supported platforms

  22. Streaming to Desktops Firewall Enterprise network Supported formats Supported platforms

  23. Streaming to Mobile Devices Firewall Enterprise network Open wireless network Supported formats Supported platforms

  24. Creating Content Encoding software/hardware Rich Media Presentations

  25. Delivering Content • Helix Server Unlimited: • Only multi-format, cross-platform streaming server for delivering the highest quality experience to wired and wireless devices. • Delivers: • RealAudio/ RealVideo • Windows Media • QuickTime • MPEG-4 • H.263, H.264, etc • Linux, Solaris and Windows

  26. Broadest Range of Players Available • For PC • For devices • Helix Community • Open Source Players

  27. RealPlayer 10 for Linux • Free • Ogg Vorbis and Theora playback • MP3 playback • RealAudio 10 and RealVideo 10 playback • Mozilla plug-in for seamless website integration • 14 Languages, including Polish and Hindi • Qualified and included in 9 leading Linux distributions

  28. Broad Industry Distribution Lava OS

  29. Helix Player • 100% open source media player • Plays open source codec/formats eg Ogg Vorbis/Theora • User: Technical person that wants to contribute to build a better foundation for industry – “Firefox of media players” Free beer Free speech

  30. Join the Linux Player Project

  31. Wrapping It Up is the digital media platform for

  32. Get More Information http://www.realnetworks.com

  33. Get More Information https://helixcommunity.org

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