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

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Presentation on theme: "Leveraging Audio and Video to Drive Your Organization's Communications and Learning Janinne Brunyee Senior Director, Industry Marketing."— Presentation transcript:

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

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

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 “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” —It’s Time to Get Serious About Digital Media Source: Aberdeen Group and Streaming Media, January 2004

6 Why Now? Video Streams Served, Year Ending (millions) 12 billion video streams served/viewed in 2005 Source: Accustream iMedia Research 0 2000 4000 6000 8000 10000 12000 14000 19992000200120022003200420052006 Millions Consumption of digital media is growing Millions

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

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

10 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 Consumer Applications 2

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14 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 1 2003 2008 BILLIONS Online Advertising 2 3 4 5 6 7 Streaming Portion Revenue 3

15 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 Source: Gartner 50% 70% New Applications Investment % of 2005 Spend or Rich Media Based E-business Transformation New IT Infra Investment Business Applications 4

16 Streaming media = Tele-communications

17 Opportunities for Corporations Cost of Communication & Training

18 Real World Examples

19 Opportunities for Educators Attracting Best Students

20 Real World Examples

21 Opportunities for Government Extending Citizen Access

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24 Digital Media Value Chain CREATEDELIVER PLAYBACK

25 Streaming to Desktops Enterprise network Firewall Supported formatsSupported platforms

26 Streaming to Desktops Enterprise network Firewall Supported formatsSupported platforms

27 Streaming to Desktops Enterprise network Firewall Supported formatsSupported platforms

28 Streaming to Mobile Devices Enterprise network Firewall Open wireless network Supported formatsSupported platforms

29 Creating Content Rich Media Presentations Encoding software/hardware

30 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

31 Broadest Range of Players Available For PC For devices Helix Community Open Source Players

32 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

33 Broad Industry Distribution Lava OS

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35 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

36 Join the Linux Player Project

37 Wrapping It Up is the digital media platform for

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

39 Get More Information https://helixcommunity.org


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