Streaming Media: Opportunities and Challenges
Abstract
On April 1, 1999, Yahoo announced to acquire Internet audio and video broadcasting
upstart Broadcast.com for $5.7 billion. News of the acquisition created big
bang in the Wall Street, sending Broadcast.com shares soaring. This event also
caused investors to quickly push upwards the valuations of related companies,
from the branded, leading software solution and service provider RealNetworks,
Inc., to small-cap, niche players such as Audiohighway.com and TCI Music, Inc.
By delivering live or on-demand audio and video content over the Internet, streaming
media technology has received strong acceptance from both Internet users and
industry players ranging from ISPs to software vendors to content aggregators
to network infrastructure providers. Traditional broadcasters are also monitoring
its development since such technology may threaten traditional means of video
distribution, especially given that broadband access is growing more ubiquitous
and more affordable to both business and consumer users.
After the aggressive buying of Net stocks in late March and early April, shares of broadcast.com, RealNetworks, and other streaming media players, together with the whole Internet sector, had provided investors with a reality check by the time this paper was written (up again since October 1999!). However, the wealth creation opportunities of the dot-com gold rush and the potential of streaming media to the World Wide Web still remain very attractive, if not more so. Streaming media will not be a novelty but rather, an integral part of Internet services. It is the technological pathway to true media convergence. This paper reviews the history of streaming media, examines its market segmentation and value proposition, and analyzes streaming media's roles and opportunities in the Internet, its promises for new media, and the challenges facing it going forward.
Introduction
The last year of 20th century marked the
beginning of broadband and streaming media frenzy. Splashes were made as Yahoo
acquired streaming media content aggregator Broadcast.com for $5.7 billion in
April, followed by a series of exciting events in the arena of audio/video distribution
over the Internet.
Streaming media allows multimedia content to be played on computers as it is
being received, rather waiting until the entire file is downloaded. Media that
can be streamed include synchronized graphics, text, sound, video, 3D images,
music and virtual reality environment. Although streaming media is still in
its infancy and generated only about $100 million in revenue in 1998 (excluding
adult content), it is a popular element found on many leading consumer-oriented
web sites. Streaming media as a cost-effective way to distribute media-rich
contents or broadcast live events is also gaining awareness among corporations,
government agencies, and educational institutions. Media companies, old and
new alike, are searching strategic alliances and creating game plans to rush
into this fresh field of Internet and new media.
History of Streaming Media
Following the development of MPEG-1 and MPEG-2 and the invention of multicasting
by Steve Deering in early 90s, streaming media entered the Internet in 1995
with its first delivery system by Xing Technology. Major historical events that
highlight RealNetworks are outlined as follows:
- RealProducer 7.0 delivers the quality of MPEG-1 video at half the data rate and delivers true VHS video experience at 800 Kbps
Applications and Market Segmentation
Streaming media applications span from sporting events, concert tours, movie
clips, interactive chats, multimedia presentation, advertising, video conferencing,
training sessions, corporate information dissemination, education, newscast,
and live event broadcasting, etc. Applications can be live or on demand.
Major market segments include corporate communication, commercial broadcasting,
digital entertainment, and distance learning.
Corporate Communications
In the corporate market segment, streaming media is used for immediate and
simultaneous distribution of important information such as human resource
programs, CEO updates, company brochure distribution, new sales initiatives,
video catalog, product demo, multimedia presentation, online help, press
release, etc. In planning a major press event or an important internal speech,
a corporation can invite reporters, investors and employees around the world
to attend from their desktops.
Commercial Broadcasting
With significantly lower costs and world-wide coverage, live events broadcasting
over the Internet has gained popularity. Trade shows, conferences, fashion
premiers, and even live-baby delivery have been "aired" over Internet.
Digital Entertainment
Most excitement created by streaming media is new ways of distributing and
enjoying music, movie, and other entertainment packages. With streaming
media, the Internet is creating new digital entertainment frontiers. Music,
movie clips, interactive games, sports events, etc., are entering the computer
screens at a speed the current bandwidth can barely catch up with.
Distance Learning
A natural application and market segment of streaming media is web-based
distance learning. Currently there are hundreds of web sites offering distance
learning curriculums, from music lessons to computer programming to business
administration credentials to professional license courses. The popularity
of web-based distance learning is expected to keep rising with the spread
of broadband access, which will make dazzling online graphics, including
high-quality video. This will create great market potential for streaming
media. Steward Skorman, president of HungyMinds.com, predicted that "five
years from now, with broadband access, online education could rival the
entertainment business. "
The fastest growing segment of Webcasting is radio and radio stations streaming
on the Internet. Traditional radio stations and new Internet radio companies
are jumping on the Internet radio bandwagon in large numbers. There are over
1,600 live and on-demand radio stations on the Net. According to radio industry
researchers, 4,168 radio stations in the U.S. maintained an online presence
in 1998. This number is expected to double by the end of 1999. BRS Media,
a full service Internet e-commerce firm that assists radio in building and
branding on the power of the Net, estimated that the total number of radio
Webcasters exceeded 2,700 during the month of September 1999. In a span of
over 36 months the number of radio Webcasters leapt from 56 to over 2,700.
One out of four radio stations with a site on the net are Webcasting live
online. Forrester Research predicts that e-commerce revenues from Internet
radio should grow from $64 million in 1998 to $750 million in 2002.
Internet users are responding. About 20% of all Internet users, or 6% of the
entire U.S. population, have listened to radio stations on the Internet, according
to Arbitron research. Nearly 70 percent who have visited the site once have
returned to it again. About half said they listened one or more times per
week. The average time spent online with an interactive radio station is eight
hours per week."
Music Download
The Internet has created a long list of new-generation online music companies,
and the digital distribution of music is just beginning to take off. Forrester
Research estimates that the digital music download business will exceed $1
billion by 2003, while London-based Market Tracking International (MTI) projects
that the Internet music market will reach $4 billion by 2004. According to
Media Metrix, the number of people who listened to digital music on the Internet
in August 1999 jumped to over 4 million, up from a few hundred thousand a
year ago.
All the major portals - Yahoo, AOL, Microsoft - offer music download. Emerging
companies in the digital music distribution list are: Musicmaker.com, EMusic.com,
ARTISTdirect Network, MCY, The Orchard, CDuctive, MJuice.com, BuyMP3.com,
Liquid Audio, Global Music Network, MP3.com, Tunes.com, RollingStone.com,
etc. Musicmaker.com, headquartered in Reston, Virginia, is the largest custom
compilation CD and secure digital download music site on the Internet. It
offers music fans the opportunity to build their own CD's by selecting and
organizing songs from a library approaching 200,000 tracks from over 100 labels,
including EMI Recorded Music, Virgin Records, Capital Records, Zomba, Jive,
Platinum, Fantasy, Rounder, Alligator, Roadrunner, and TVT. Musicmaker's library
spans a wide range of music genres, including rock, alternative, pop, hip-hop,
jazz, punk, classical, blues and country. Powerful search engines help find
selections by genre, artist, title and label, and RealAudio allows tracks
to be sampled before selection. CD's include up to 20 tracks or 70 minutes
of music and can be personalized with unique labels as well as imprints on
juke boxes. CD's range from $9.95-$24.95, depending on the number of tracks,
and orders are taken through secure credit card links and are shipped within
two business days. Musicmaker.com offers nearly 100,000 licensed songs in
three secure digital downloading formats: Liquid Audio, Microsoft MS Audio
4.0 and a musicmaker.com proprietary secure MP3 format. Each digitally downloaded
track is available at $1.00 per song. Musicmaker.com also has exclusive marketing
agreements with Columbia House, the world's largest music club."
Movie Preview
There are over twenty Web sites that offer movie previews or full-length
videos using streaming media. To name a few, Broadcast.com, MovieFlow.com,
Sputnik7.com, Video Pipeline, WireBreak Entertainment, are companies offering
or plan to offer streaming movies. Field in race to build cinemas in cyberspace
has grown more crowded as additional companies announced plans to stream movies
and other video on Internet. Santa Monica-based Trimark, independent studio
with large movie library, signed a deal with Broadcast.com early 1999 for
screening films on Internet. In August, Trimark announced CinemaNow, new subsidiary
to form its own streaming video Web site. Trimark envisions CinemaNow to be
"premiere online destination" for "independent, art house and niche-oriented
feature-length motion pictures." Site also will sell DVD and VHS versions
of films. CinemaNow will use Microsoft and RealNetworks technology to stream
films.
Sports Events
To bring the real intensity of sports experiences to worldwide audiences,
digital sports companies are creating comprehensive networks of sports programming
available at a Mouse' click. Quokka Sports, a digital sports entertainment
company and developer of Quokka Sports Immersionª, is poised to bring Web
surfers a high-intensity digital experience that takes sports entertainment
to a new level. After establishing a reputation with breakthrough coverage
of the Whitbread Race, the company is now creating a comprehensive network
of sports programming. Quokka has secured digital broadcasting rights for
a wide variety of global sporting events -- events characterized by excitement,
adventure and wide appeal to sports fans, with exceptionally attractive demographics
for advertisers and sponsors.
Internet Communications
Email is the first communications tool offered by the Internet, followed
by IP voice and instant messaging. The Internet is becoming even a more powerful
communications platform with the capability of audio and video streaming.
Event411.com creates comprehensive, easy-to-use event- planning Web sites
that provide indispensable, interactive tools for hosts and guests involved
in any important individual or organizational event. Event411.com provides
access to listings of almost 1 million local businesses, and an online store
offering thousands of gift items and event-related merchandise.
Travel
Streaming media brings virtual reality of travel attractions to cyber visitors.
One company entering this field is PSAZZ.com. With "CyberTravel For The 21st
Century", PSAZZ.com will be the first completely integrated web site for buyers
and sellers of travel products. Cyber visitors will be hosted by the concierge
of the company's virtual "Internet Travel Club," a unique service, where they
will be able to access electronic magazines with on-demand videos, guided
by travel experts, of virtually any destination. Content will also feature
interviews with celebrities. Viewers will be alerted to and be able to purchase
travel packages to unique, upcoming world events.
Distance Learning
With a 50% annual increase in demand for learning programs delivered online,
streaming media is an ideal tool to implement distance learning. . Federal
Emergency Management Association (FEMA) have used streaming media to deliver
disaster training over the Internet at a significantly lower cost than sending
experts to the field. GirlGeeks?, a career, training and empowerment community
on Web, provides unique blend of interactive multi-media content with female
IT leaders, on-line affinity groups, personalized training, and career-building
resources to aspire and train young women in computing, the Internet and Information
Technology.
Asymetrix Learning Systems, Inc., an online learning solutions provider, and
click2learn.publisher, a new "browser-based" free authoring and publishing
system that allows anyone to create and publish online courseware, and receive
royalties on courses sold through the click2learn.com network, are working
together to develop over 200 courses. Authors, instructors and subject matter
experts can create courses using only a web browser and see their creation
in a WYSIWYG environment before posting it to click2learn.com. Finished courseware
is automatically published on click2learn.com, making courses instantly available
to individual users of the site.
Real Estate
VideoHomeTours.com introduced its signature product VideoHomeTours which
films and produces full motion walk-through tours of properties and places
them on the Internet. VideoHomeTours.com offers customers a variety of tour
packages - starting at less than $100 - that help minimize the time and effort
it takes to buy and sell property and maximize return. Owners can choose to
customize their home tours with voice-over narration from a professional tour
guide, background music and digital editing. Packages include a listing on
the
VideoHomeTours.com web site as well as links from other real estate related
sites.
Value Chain and Major Players
The key areas of streaming media in its value chain are technology/software,
network, and content.
Figure 1. Value Chain of Streaming Media
Software
Streaming media software is the user interface tool that allows audio/video
streams to be played while being downloaded. It can also be software and technology
solutions for decoding, production, and network infrastructure. Major players
that provide streaming media software and solutions are RealNetworks, Microsoft,
Apple, Liquid Audio, Inktomi, a2b, Macromedia, and Starburst Communications.
User interface software, or media player, is now mostly free to consumers,
as software providers aim to accelerate market penetration and grab market
share. Three leading brands are RealNetwork's RealSystem, Microsoft's Windows
Media Player, and Apple's Quick Time TV. Microfost claims that it has over
40 million users of Windows Media Player, which is increasing at a rate of
"more than one new user every second." By contrast, RealNetworks says it has
72 million "unique users" of the RealPlayer. In October, 1999, Nielsen//NetRatings
said that RealPlayer outpaced Media Player by 10 to 1 and bested Apple's Quicktime
by about 4 to 1. RealNetworks has topped 7 million downloads of the latest
test version of RealPlayer. Over 10 million consumers have downloaded the
QuickTime 4 player, driven by the high quality viewing experience of the "Star
Wars: Episode 1, The Phantom Menace" trailer. Apple has the exclusive
license for the Sorenson video compression technology used in QuickTime 4
that provides a high-quality viewing experience with minimal artifacts.
Network
Streaming media network consists of hosting and distribution of media content.
As streaming media consumes lot of bandwidth, multicasting plays an important
role in the network deployment. In the traditional streaming method called
unicasting, a new stream is opened for each client, using up a huge amount
of bandwidth. In multicasting, a single stream is delivered to a multicasting
node, most likely on an ISP; the stream is then multiplied via a router to
all the clients who are turning in. Traditional client-server networks are
being replaced by more flexible networks using decentralized caching and mirroring
to better support streaming media applications.
Major network providers that specifically target streaming media applications
are RealNetworks, Broadcast.com, INTERVU, and VStream. Other companies that
offer hosting and distribution of streaming media content include Akamai Technologies,
Concentric Networks, Globix, InfoLibria, Digital Island, Activate.net, Skycache,
iBeam, ACT Technologies, Astound Inc., Wavo Corp, Astounding.com, etc.
Content
To viewers, what counts is content. Software and network are tools to allow
contents to reach viewers and allow for a best viewing experience. Content
generation in streaming media involves with editing, encoding and compression
of analog content into digital format. Other than few original streaming media
content creators, most players in the content arena are the content aggregators.
The list of content creator and aggregator is broadcast.com, Global Music
Network, MP3.com, NetRadio, Image Radio, About.com, Audible Inc., Spike Networks,
Rivals.com, Live On Line Inc., Spinner.com, Entertainment Boulevard, Quokka.com,
WireBreak Entertainment, GlobalStream.com, Musicmaker.com, Emusic.com, iNEXTV,
Audio Book Club, Isee3D, Streamland.com, Liquid Audio, Virgin Entertainment
Group, On24 Inc., ForeignTV.com, etc.
Technologies and Protocols
Encoding, media player, servers, networking and delivery mechanisms are key
areas that technologies play important roles in streaming media. Live on-site
encoding is becoming the industry-standard, where racks of audio and video,
computer encoding, and routing equipment placed in heavy armored, wheeled
cases for live on-site encoding. Streaming media co-location is used to increase
efficiency and facilitates the use of interactive streaming media. Multicasting
and scalability features such as splitting are deployed in streaming media
network, and satellites are used due to many benefits satellites offer including
coverage and broadcast advantages.
There are three major network protocols:
Business Models
The business models of streaming media players mainly fall into four categories:
Strategic alliances are being formed to combine leadership positions in technology,
portals, and contents. Leading Internet brands such as AOL have signed marketing
agreements with music or other streaming media portals such as Musicmaker.com
to cross-promote music sales through reciprocal links, advertising and other
marketing initiatives. Co-branded sites are being developed. The following profiles
of several major players in different categories give a glimpse of what streaming
media companies are doing.
Challenges and Issues
The biggest challenge of streaming media at the current stage is lack of sufficient
bandwidth, especially the last mile connection. There are only about 2 million
Internet users who have broadband Internet access, while Internet users who
downloaded RealPlayer or Microsoft Windows Media have exceeded 20 million. Streaming
media, especially full-screen video, is a bandwidth intensive application. It
not only requires high speed Internet access, but also demands a highly reliable
network. Some protocols, such as TCP, are not efficient for media intensive
applications like streaming media, as continual data receipt conformations make
it "chatty" and data recover takes a long time. Loss of packets and latency
issues put heavy strain on streaming media applications. There are also specialized
server requirements to work with limited bandwidth. Most of the media content
currently hosted on intranets and Internet sites is in a downloadable format.
Users must provide the massive memory necessary to store the content before
and after playback and wait for the files to be copied from the server to their
PC.
Due to the pressure streaming media puts on the network, many ISPs impose a
fifteen-minute time limit on streaming media. This greatly slows down the penetration
of streaming media and the pace of media convergence.
Divergence in the types of formats used and lack of industry standards creates
market confusion. Although many portals have started to include encoded contents
that match different formats, that requires viewers to either install all the
media players or have the platform that covers all the standards.
It is also yet to see whether and how long before video over the Internet will
eventually catch up with the quality and popularity of TV viewing. Streaming
video technology views motion at 15-22 frames per second while in broadcast
television the standard is 30 frames per second. Although technological improvement
may not be difficult, there are issues related with consumer habits, interface
problems, and ease of use.
Last but not the least challenge for streaming media going forward is the lack
of content availability and the differences between contents for traditional
media vs. new media contents. Currently streaming media production costs are
quite high, and top-notch production caliber of webcasts is rare to find. Most
streaming video content is produced in QuickTime and then converted to other
formats. As bandwidth becomes more ubiquitous and bit becomes cheaper, content
will remain the king.
Content availability is one of the streaming media industry's major keys to
success. Control of content and distribution gives enormous value to vertically
integrated companies. To be competitive, Web companies will have to generate
more original content by evolving into media/web companies, or market share
will be invaded by media companies with strong web distribution channels. A
natural move will be merger of media companies and companies with VOD technologies
and capacities.
Streaming media is revolutionizing the way organizations
create, archive, deliver and display information. It is changing how media is
distributed and the way people do entertainment. Demand for streaming media
will grow as broadband access gains momentum. As broadband penetration increases
and more and more Web-specific contents become available, interactive media
and video-on-demand will become major streaming media enablers. Full user interactivity
will create large market opportunities in distant learning, gaming, and video
conference. With streaming media, TV, radio, and the Internet are on the way
to converge into a single broadcast medium. Internet will deliver TV-like scheduled
programming as well as video on demand. Streaming media will also increase Web
advertising and e-Commerce revenues. As traditional media and entertainment
companies look into ways to incorporate streaming media into their strategies,
a new media is starting to take shape, with the Internet as a powerful delivery
platform.
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K. Lagana, RealSystem G2: management and Control of Streaming Media Over Corporate networks
The Forrester Report, Webcasting's New Model
The Forrester Report, Interactive TV Cash Flows
Jupiter Communications, Web Media: Confronting the Limits of Online Video
www.streamingmedia.net
www.itknowledge.com