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Home  > Computers and Information Technology  >  Computer Technology & Equipment  >  Personal Computing

Content Convergence 2006-2011: Shifting The Value Chain Dynamics


Published Date: November 2006
Published By: Visiongain
Page Count: 105
Order Code: R155-201
 
DescriptionTable of ContentsSimilar
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Chapter 1 Executive Summary
1.1 Consumers are demanding flexible content
1.2 The battle for content ownership
1.3 Device convergence and different formats
1.4 “Anytime, anywhere” promise is driving convergence
1.5 Enterprises and content convergence
1.6 Towards a content centric model
1.7 Market forecasts


Chapter 2 Market overview
2.1 Convergence trends
2.1.1 IP platforms
2.1.2 Triple and quad play services
2.1.3 The bandwidth bottleneck has been breached
2.1.4 Ubiquity
2.1.5 Interconnection
2.1.6 Time and place shifting
2.1.7 Privacy and security
2.1.8 Increased mobility
2.2 Three levels of convergence
Table 2.1: Convergence SWOT analysis
2.3 The DRM dilemma
2.4 Device overload
2.5 Email edges voice
2.6 FON
2.7 VoIP Ups The Ante
Chart 2.1: VoIP subscribers - pure play providers vs cable companies, 2006-2007
2.8 IP In a packet
Chart 2.2: IP service revenues as % of total telecoms revenues
2.9 When push turns to shove


Chapter 3 Space and place shifting
3.1 Content in motion
3.1.1 Neuf’s TWIN
3.2 Lessons from the iPod
Chart 3.1: Digital home market, 2008-2010
3.3 Inter-network streaming
Table 3.1: Current state of the digital home
Image 3.1: TiVo
3.3.1 Different forms of streaming
Table 3.2: Streaming media technologies
Table 3.3: Stream and transport protocols
3.4 Mobile moves time, place and profits
3.4.1 TiVo
3.4.1.1 Services
3.4.1.2 Strategy
3.4.1.3 What impact does place- and time-shifting have on content providers?

Chapter 4 Technical focus
4.1 Different technology options
4.1 IMS and UMTS/HSPA
4.1.1 3G UMTS/HSDPA Spectrum Play
4.1.2 Advanced IMS Architecture
4.1.2.1 A-IMS Standard
4.1.2.2 Comprehensive Security
4.1.2.3 Uniform Treatment of SIP and non-SIP Applications
4.1.2.4 Dual Anchoring
4.1.2.5 Three-Layer Peering
4.1.2.6 Multi-Tiered Service Interaction Management
4.1.3 A-IMS Plan Highlights
4.1.3.1 Bearer Manager (BM)
4.1.3.2 Policy Manager (PM)
4.1.3.3 Application Manager (AM)
4.1.3.4 Security Manager (SM)
4.1.3.5 Services Data Manager (SDM)
4.1.4 Multi-Channel Video Transcoders for IMS
4.2 UMA
Table 4.1: Initial Group Responsible for UMA Development
4.2.1 First Public UMA Pilot
4.3 Notable Developments
4.3.1 Adcore-Tech
4.3.2 The OSGi Royalty-Free Patent Pledge

Chapter 5 Drivers and barriers
5.1 Drivers
5.1.2 Consumers
5.1.3 Enterprises
5.1.3.1 Mobile VoIP
Table 5.1: EQO-supported handsets
5.1.3.1.1 HiPath
5.1.3.2 4G Integrated Satellite and Terrestrial Systems
5.1.4 Governments
5.2 Barriers
5.2.1 DRM
5.2.1.1 The Scrap Over Content Scrambling
5.2.1.2 DRM Showdown
5.2.1.3 Hollywood Goes DRM Free
5.2.1.4 DRM- Free Music Trend
Chart 5.1: DRM-free music, 2007-2011 (%)
5.2.2 Resistance Games
5.2.3 DRM and GPLv3

Chapter 6 Market Impact
6.1 Convergence market growth
Table 6.1: Converged content revenue forecasts
Chart 6.1: VoIP revenues, 2008-2011
Chart 6.2: IPTV revenues, 2007-2011
Chart 6.3: Online music content revenues, 2007-2011
Chart 6.4: Mobile phone content services, 2007-2011
Chart 6.5: Networked games revenues, 2007-2011
6.1 On Mobile Phone/Handset Manufacturers
6.2 On Content Artists
6.3 On Content Firms
6.4 On Service Providers
6.5 On Traditional Media
6.6 On Mobile Operators


Chapter 7 Standards landscape
7.1 DLNA
7.2 IHA
7.3 3G Americas
7.4 CEA
7.5 Wi-Fi Alliance


Chapter 8 Evolving Players
8.1 Sling Media
8.2 Orb Networks
Table 8.1: Orb system requirements
8.3 Motorola
8.4 Microsoft
8.5 Sony
8.5 Intel Viiv


Chapter 9 Recommendations
9.1 For operators
9.2 For handset makers
9.3 For digital home vendors
9.4 For traditional media
9.5 For content firms


Appendix A DLNA member companies


Appendix B Lead author’s profile


Appendix C About visiongain


Appendix D Report evaluation form

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