767 research outputs found

    Towards Broadcasting Linear Content over 5G Network

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    Today's society relies heavily on linear television systems with planned programs, which are also a crucial form of communication. Broadcast of liner content is evolving, driven particularly by the evolution of end users’ devices, it is has changed from a small number of linear radio and TV channels to a comprehensive and distinctive offer that is available across a variety of various distribution platforms. Broadcasting linear content over 5G networks involves delivering scheduled, real-time content such as live TV broadcasts, radio programs, or streaming events to a large number of users simultaneously. While 5G networks offer significant advantages in terms of capacity, speed, and latency, there are specific considerations when it comes to broadcasting linear content. hassle cellular networks offering the discontinues services, have been predominantly built on a unicast bidirectional communication paradigm for many years, offering its end customers a variety of services. In this paper, we examine the future 3rd Generation Partnership Project (3GPP) 5G Multicast and Broadcast Services (MBS) standards as well as some of its constraints. We also outline the most recent standardization efforts aimed at bringing non-3GPP broadcast networks into the 5G system, along with the suggestions we have made to standards bodies

    Towards Broadcasting Linear Content over 5G Network

    Get PDF
    Today's society relies heavily on linear television systems with planned programs, which are also a crucial form of communication. Broadcast of liner content is evolving, driven particularly by the evolution of end users’ devices, it is has changed from a small number of linear radio and TV channels to a comprehensive and distinctive offer that is available across a variety of various distribution platforms. Broadcasting linear content over 5G networks involves delivering scheduled, real-time content such as live TV broadcasts, radio programs, or streaming events to a large number of users simultaneously. While 5G networks offer significant advantages in terms of capacity, speed, and latency, there are specific considerations when it comes to broadcasting linear content. hassle cellular networks offering the discontinues services, have been predominantly built on a unicast bidirectional communication paradigm for many years, offering its end customers a variety of services. In this paper, we examine the future 3rd Generation Partnership Project (3GPP) 5G Multicast and Broadcast Services (MBS) standards as well as some of its constraints. We also outline the most recent standardization efforts aimed at bringing non-3GPP broadcast networks into the 5G system, along with the suggestions we have made to standards bodies

    Towards Broadcasting Linear Content Over 5G Network

    Get PDF
    Today's society heavily relies on linear television systems featuring planned programs, which serve as a vital means of communication. The evolution of broadcasting linear content is notably driven by advancements in end users' devices. This transition has expanded it from a limited range of linear radio and TV channels to a comprehensive and distinctive array. This selection is accessible across diverse distribution network types. Among these networks, the prominence of the 5G network stands out as a notable platform for media and transmissions. Transmitting linear content over 5G networks involves efficiently delivering scheduled, real-time content to a large number of users simultaneously. This content encompasses live TV broadcasts, radio programs, and streaming events. While 5G networks offer significant advantages in capacity, speed, and latency, it's essential to consider specific factors when it comes to broadcasting linear content. Traditionally, cellular networks, designed for continuous service, have predominantly followed a unicast bidirectional communication paradigm for numerous years, providing a range of services to customers. This paper employs a research methodology to examine the future 3rd Generation Partnership Project (3GPP) 5G Multicast and Broadcast Services (MBS) standards, along with their constraints. Our approach includes a comprehensive literature review, technical specification analysis, and comparison of different broadcasting technologies within the 5G framework. By employing this research methodology, we gain a holistic understanding of the evolving landscape of broadcasting linear content over 5G networks. This contributes to the body of knowledge in this field and informs future advancements in broadcast technologies within the 5G ecosystem

    Designing a sports platform for RTP, to increase sportsÂŽ content offer - development of a digital sports platform that offers an interactive experience

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    The project focuses on RTP ́s sports offer with the purpose of understanding how can the company increase the content offer, by developing a digitals ports platform. In order to reach this goal, several analyses were performed, addressing the external and internal environment, by identifying the opportunities and threats of media and sports industries and pointing the strengths and weaknesses of RTP. In order to answer the over riding question, five major recommendations were developed regarding product, placement, promotion, and people

    STEER: Exploring the dynamic relationship between social information and networked media through experimentation

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    With the growing popularity of social networks, online video services and smart phones, the traditional content consumers are becoming the editors and broadcasters of their own stories. Within the EU FP7 project STEER, project partners have developed a novel system of new algorithms and toolsets that extract and analyse social informatics generated by social networks. Combined with advanced networking technologies, the platform creates services that offer more personalized and accurate content discovery and retrieval services. The STEER system has been deployed in multiple geographical locations during live social events such as the 2014 Winter Olympics. Our use case experiments demonstrate the feasibility and efficiency of the underlying technologies

    Designing a sports platform for RTP, to increase sportsÂŽ content offer - providing a wide and diversified offer through on demand and live content

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    The project focuses on RTP ́s sports offer with the purpose of under standing how can the company increase the content offer, by developing a digital sports platform. In order to reach this goal, several analyses were performed, addressing the external and internal environment, by identifying the opportunities and threats of media and sports industries and pointing the strengths and weaknesses of RTP. In order to answer the over riding question, five major recommendations were developed regarding product, placement, promotion, and people

    Digital transformation in the german sports broadcasting industry : a qualitative study on the impact of the disruptor OTT

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    The study investigates the impact of the OTT (over-the-top) technology for the German sports broadcasting industry. For this purpose of the study, OTT is defined as streaming technology that bypasses traditional distribution and offers content directly over the Internet anywhere at any time. All potential OTT initiatives from different stakeholders that impact the industry are examined. The incumbent technology, traditional TV, is challenged by innovative business models that provide sports content over-the-top via the Internet. Pure OTT channels such as DAZN and digital giants such as Amazon entered the sports rights market forcing old leaders to rethink their business model and to adapt to the new technology. Besides of changing consumer requirements, different market dynamics such as the digitization of sports rights, the trend towards D2C (direct-to-consumer), niche targeting and features around digital fan experiences push OTT in becoming the leading sports consumption technology. The fast-paced and vibrant market movements in the sports media industry make estimations difficult. The findings from qualitative and quantitative findings identified the consolidation of the market to a concentrated number of content aggregators operating in the premium sports right segment as most the likely scenario for the industry in 5-10 years. This trend goes along with a starting content endgame initiated by top rightsholders who implement D2C business models for secondary markets. The major change in the market will be the end of market fragmentation to a more consolidated sports rights market led by major D2C and OTT platforms.O estudo investiga o impacto da tecnologia OTT (over-the-top) para a indĂșstria alemĂŁ de transmissĂŁo desportiva. Para este efeito do estudo, a OTT Ă© definida como uma tecnologia de streaming que ultrapassa a distribuição tradicional e oferece conteĂșdos diretamente atravĂ©s da Internet, em qualquer lugar e a qualquer momento. A tecnologia jĂĄ existente de televisĂŁo tradicional Ă© desafiada por modelos de negĂłcio inovadores que fornecem conteĂșdos desportivos atravĂ©s da Internet. Os canais OTT puros como o DAZN e gigantes digitais como a Amazon entraram no mercado dos direitos desportivos, obrigando os antigos lĂ­deres a repensar o seu modelo de negĂłcio. AlĂ©m da modificação das exigĂȘncias dos consumidores, diferentes dinĂąmicas de mercado, como a digitalização dos direitos desportivos, a tendĂȘncia para D2C (direct-to-consumer), a segmentação de nichos de mercado e as caracterĂ­sticas em torno das experiĂȘncias digitais dos adeptos, impulsionam a OTT a tornar-se a tecnologia de consumo desportivo lĂ­der. No entanto, as conclusĂ”es dos resultados qualitativos e quantitativos identificaram a consolidação do mercado para um nĂșmero concentrado de agregadores de conteĂșdos que operam no segmento dos direitos desportivos premium como o cenĂĄrio mais provĂĄvel para a indĂșstria dentro de 5-10 anos. Esta tendĂȘncia vai de par com um jogo final de conteĂșdos iniciado pelos titulares de direitos de topo que implementam modelos de negĂłcio D2C para os mercados secundĂĄrios. A grande mudança no mercado serĂĄ o fim da fragmentação do mercado para um mercado de direitos desportivos mais consolidado, liderado pelas principais plataformas D2C e OTT

    Strategy in the era of digitalization and industry convergence: the case of the media and telecommunications industries

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    The media and telecommunications industries have witnessed significant transformations due to digitalization. New players entered their market with over-the-top (OTT)services like WhatsApp disrupting the telecommunications industry and Netflix disrupting the media industry. But how did we get there? Strictly speaking, by means of industry convergence. Boundaries between industries are blurring, increasing the competition. An extensive research of the phenomenon is combined with practical examples from the media and telecommunications industries. Strategies chosen by companies from both industries point out the importance of staying competitive against OTT services

    Service Platform for Converged Interactive Broadband Broadcast and Cellular Wireless

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    A converged broadcast and telecommunication service platform is presented that is able to create, deliver, and manage interactive, multimedia content and services for consumption on three different terminal types. The motivations of service providers for designing converged interactive multimedia services, which are crafted for their individual requirements, are investigated. The overall design of the system is presented with particular emphasis placed on the operational features of each of the sub-systems, the flows of media and metadata through the sub-systems and the formats and protocols required for inter-communication between them. The key features of tools required for creating converged interactive multimedia content for a range of different end-user terminal types are examined. Finally possible enhancements to this system are discussed. This study is of particular interest to those organizations currently conducting trials and commercial launches of DVB-H services because it provides them with an insight of the various additional functions required in the service provisioning platforms to provide fully interactive services to a range of different mobile terminal types
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