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Ultra-broadband Serivces Ultra-broadband and Services of the Future Expectations and challenges Claudio Feijóo Technical University of Madrid, Spain [email protected] Access the presentation at: http://upm-es.academia.edu/ClaudioFeijoo 1 2 nd Econ@Tel Public Workshop COST ACTION IS0605: Econ@Tel A Telecommunications Economics COST Network Budapest, 21-22 Sept 2011 Ultra-broadband Services Matching supply and demand What do we know about ultra-broadband services demand? Scanning new services Some conclusions Overview Dilbert © 2010 | United Features Syndicate, Inc

Ultra-broadband and Services of the Future · MMORPG Online gaming ÎFuture evolution of software games in “Born digital / Grown digital: Assessing the future competitiveness of

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Page 1: Ultra-broadband and Services of the Future · MMORPG Online gaming ÎFuture evolution of software games in “Born digital / Grown digital: Assessing the future competitiveness of

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Ultra-broadband and Services of the FutureExpectations and challenges

Claudio Feijóo

Technical University of Madrid, [email protected]

Access the presentation at: http://upm-es.academia.edu/ClaudioFeijoo

1

2nd Econ@Tel Public Workshop

COST ACTION IS0605: Econ@Tel A Telecommunications Economics COST NetworkBudapest, 21-22 Sept 2011

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Matching supply and demand

What do we know about ultra-broadband services

demand?

Scanning new services

Some conclusions

Overview

Dilb

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VDSL

3

% pop

Speed (Mb/s)

10 20 30 40 50 60 70 80 90 100

10

20

30

50

100

5

A baseline scenario for Spain (Feijoo & Gomez-Barroso, 2010)

• short of “Avanza” Plan (70% pop at 50 Mb/s and 60% at 100 Mb/s)

T=2015

“2+” competition

FTTH

FTTC

FTTC -VDSL

4G

DOCSIS 3.0FTTC -VDSL

“1+” competition

Local initiatives

Rural areas < 500 inh / Km2

The supply side (in 2015)U

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Ambient line

Application line

Web2.0 line

Contexts & Activities

Smart (sensor) surrounding

Ambient IntelligencePervasiveComputing

UbiquitousComputing

The Internet

of Things

Every-ware

Affective Computing

Augmented Environments

4D SurveillanceAdaptive media/

service spaces (e.g. enhanced health services)

Social bookmarking

Geotagging

Mashups Online Multi-Player Games

Personal sphere

Nomadic & Transitional spaces

Public spaces

Digital Territories

Folksonomies

Mobile2.0

3D Internet

Physically persistent virtuality Collaborative

filtering

AmbientAssisted

Living

Person-bound services

Closed-system services (logistics)

DistributedAugmented Reality (blended reality)

The demand side

Source: IPTS, W. Lusoli (2011)

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2011

30 – 50 Mb/s

The evolution of broadband

t

Speed

“Moving target”

Dependent on users’ behaviour

Current values and future expectations (Say’s Law?)

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Japan / Korea

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Demand forecast (1/2)

Source: M

eade & Islam

(2006)Theory of adoption

S-Curve

Hypothesis: saturation of the market

Hypothesis: ultra-broadband adoption will be similar to conventional broadband

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Demand forecast (2/2)

Typically 4 well-known services: Internet access, VoIP, IPTV, VoD (OTT Video)

Many hypothesis to calculate the penetration of each service / each technology (fiber, xDSL, cable)

Result: Demand per user

Hypothesis: Usage and Max. traffic load per user

Several QoS: Real-time, Best-effort, …

Result: Requisites for network

Supply / demand mismatch in Spain: below average adoption and above average availability

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3D CONTENT

SIMULATION Complex data, processes, workflows, …

- controlled environments and critical infrastructures

Detailed 3D modeling: - urban areas and spaces

- objects, buildings and facilities

Virtual, Augmented and Mixed Reality

Real time bidirectional communication

Advanced monitoring and control solutions

TOOLS & APPLICATIONS

Serious Gaming

Collaborative Tools

ADVANCED VISUALIZATION

Real-time rendering and visualization of immersive contents

Beyond conventional videoU

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Immersive TV - Audiovisual immersive contents as the paradigm for future entertainment (AVANZA-Tractor, 2010-2012).

• Production of media contents

• Manipulation, codification and transmission

• Reception and interactive visualization

• Prototype for final users

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Immersive TV

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Gaming equivalent of cloud computing.

The game is synchronized, rendered, and stored on a remote server and delivered online.

A low-end computer, as long as it can play video, may be used to play any kind of game

1.5 Mb/s connection will be needed to display games in SDTV resolution (Wii) while 4-5 Mb/s will be needed for HDTV resolution (Xbox 360, PlayStation 3).

MMORPG

Online gaming

Future evolution of software games in “Born digital / Grown digital: Assessing the future competitiveness of the EU video games software industry” (De Prato, Feijoo, Nepelski, Bogdanowicz, Simon, 2011)

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Cloud computing

Use and access of remote computational resources

Sharing “resources”

Outsourcing

Virtualization of services

Productivity services but also leisure (media and content)

Remote hard-drive (current hard drives with average read / write speeds of hundreds of Mb/s and increasing with solid-state hard drives)

Simplicity of customer equipment

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Peer to peer services

Distributed architecture

Unclear evolution

Potentially useful for more efficient distribution of content

Business model pending

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iPad /iPhone

Internet of Things

Various generations of Computing devices interconnected via wired or wireless technologies, facilitating access to a vast variety of applications

enabling enhanced access, control, info-tainment, public services

Infrastructure

Cloud Computing

Human tags

Transport tags

Animal tags

Playstation

Back to the future

Internet of things and Internet of the future

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Internet of things

Digital Economy

Social Networking

Ultra-Broadband NetworkseHealth

Smart Cars

Smart Grids

eGovernment

eLearning Any business with electronic production and management processes that interacts with its partners and customers

and conducts Internet transactions through Web

technologies

Cross -border / -sector, Interoperability, standards;Trust, security/privacy;Innovation, Business models;

Infrastructure conditions

Smart Buildings

eServices and Digital EconomyU

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Drivers : available and affordable mobile broadbandconnectivity and smart devices

Source: own elaboration from data of ABI Research, EC, eMarketer, EITO, Eurostat, ITU, Juniper Research, Informa Telecoms & Media and Netsize

Mobile services: complementary or supplementary

Twitter: 180% growth Jan 2010 – Jan 2011 (source: Twitter)

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The (hugely important) role of devices and their market dynamics

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Main revenues models Secondary revenue options Additional revenue options

Sources: compiled from (Feijoo & Gómez-Barroso, 2009; C. Feijóo et al., 2009; C. Feijóo et al., 2010, forthcoming; S. Ramos, Feijóo, C., Castejón, L., Pérez J., Segura, I., 2002) 18

Experimenting with business models

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Digital content that is context-aware and/or mobile

Human-Machine interaction, wearable/implants

Virtualisation, Virtual Physiological Human

Social intelligence

Smart devices for enhanced travelling satisfaction and empowerment

MIT’s 6th sense; MS KINECT;

Brain implant

A Digital Me to enable medicine + transplant testing

Shared social intelligence for enhanced decision-making

Digital living (1/2)U

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Digital living (2/2)

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At the end when talking about services we are talking about lifestyles, consumers’ expectations and social and economic changes

The “long shadow of the future” (IPTS, 2011): prevalence of non-transactions, virtualization (infrastructures, platforms, services), complex value networks, fast pace of tech development

Page 11: Ultra-broadband and Services of the Future · MMORPG Online gaming ÎFuture evolution of software games in “Born digital / Grown digital: Assessing the future competitiveness of

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Ultra-broadband and Services of the FutureExpectations and challenges

Claudio Feijóo

Technical University of Madrid, [email protected]

Access the presentation at: http://upm-es.academia.edu/ClaudioFeijoo

21

2nd Econ@Tel Public Workshop

COST ACTION IS0605: Econ@Tel A Telecommunications Economics COST NetworkBudapest, 21-22 Sept 2011