13,701 research outputs found

    Business Case and Technology Analysis for 5G Low Latency Applications

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    A large number of new consumer and industrial applications are likely to change the classic operator's business models and provide a wide range of new markets to enter. This article analyses the most relevant 5G use cases that require ultra-low latency, from both technical and business perspectives. Low latency services pose challenging requirements to the network, and to fulfill them operators need to invest in costly changes in their network. In this sense, it is not clear whether such investments are going to be amortized with these new business models. In light of this, specific applications and requirements are described and the potential market benefits for operators are analysed. Conclusions show that operators have clear opportunities to add value and position themselves strongly with the increasing number of services to be provided by 5G.Comment: 18 pages, 5 figure

    Paving the way to e-services: Innovation through online games

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    The transformative power of organizational and service innovations on value or supply chains has been the object of several studies. The question identified in this paper is how disruptive trends in the videogames world can have spill-over effects in the broader realm of e-services. Section 1 opens with a brief review of literature. Section 2 proposes a description of the on-line games industrial ecosystem, the characteristics of the production process and the value chain in the online video games industry. The main techno-economic models for the production and distribution of online games are described in a third section with an emphasis on service creation, and illustrated by some case studies. The last part highlights the trend of innovative paths towards an economy of e-Services which are driven by the evolution of online games in a converged environment. --Online value creation,virtual world,virtual good,value chain,digital content convergence,new business models,services

    Australian Musical Futures: The New Music Industry

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    On September 5th 2008, the Music Council of Australia held a national summit, bringing together 100 leaders in the music field to identify and debate the major issues facing the music sector in Australia. The summit was structured into four expert groups. This paper was commissioned to brief participants in the 'New Music Industry' stream, one of the four expert groups assembled for the event and chaired by the author. Against the background of major international trends, the paper summarises the major issues, roadblocks and opportunities in the Australian music industry in 2008 across the domains of recording, live performance and digital distribution. The paper also includes a survey of existing government support to the industry and the activities of the Contemporary Music Working Group to develop a comprehensive contemporary music strategy in partnership with the Australian government

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    Addressing the cyber safety challenge: from risk to resilience

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    Addressing the cyber safety challenge: from risk to resilience describes the cyber safety issues emerging from a range of technology trends, how different populations are using technologies and the risks they face, and how we can effectively respond to each group’s unique cyber safety needs. Written by the University of Western Sydney for Telstra Corporation Ltd, the report advocates for continuing to move cyber safety from a ‘risk and protection’ framework to one that focuses on building digital resilience, as well as fostering trust and confidence in the online environment. To do this we need to: Address the needs of populations often neglected by current policies and programs – including adults, seniors, parents, and small to medium enterprises Continue to build the digital literacy skills of all populations, because digital literacy strongly influences users’ ability to engage safely online – this is best achieved by a hands-on learning approach Keep risk in perspective – the risks and benefits of digital participation go hand in hand Broaden the focus from awareness-raising to long-term behaviour change. As digital technologies become further integrated into the everyday lives of Australians, users are potentially exposed to greater risks. However, the risks and benefits of digital participation go hand in hand. The challenge, therefore, is to support users to minimise the risks without limiting their digital participation and their capacity to derive the full benefits of connectivity. If Australians are to benefit as either consumers or providers of online services and products in the e-commerce environment, consumer safety and trust need to be improved. Cyber safety needs to be considered against a transforming backdrop of technology trends, products and practices. While the rise of social media has tended to dominate recent debate and developments in cyber safety, particularly in relation to young people, a range of other trends is also shaping how users engage online, the risks they potentially face in the new media landscape, and the strategies used to address them. These trends include the rise of user generated content and content sharing platforms; the uptake of mobile technologies and, in particular, the adoption of smartphones; cloud computing; platform integration and single sign-on mechanisms; and the rise of GPS and location based services

    Mobile Value Added Services: A Business Growth Opportunity for Women Entrepreneurs

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    Examines the potential for mobile value-added services adoption by women entrepreneurs in Egypt, Nigeria, and Indonesia in expanding their micro businesses; challenges, such as access to digital channels; and the need for services tailored to women

    Future trends of television

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    Television related attitudes are changing rapidly. How are the broadcasters, digital content makers and involved market players planning to pick up the rhythm? What are the regulatory and business challenges that they have to face? The piece addresses these issues. --TV,audiovisual,regulation,business

    WLAN Hot Spot services for the automotive and oil industries :a business analysis Or : "Refuel the car with petrol and information, both ways at the gas station"

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    While you refuel for gas ,why not refuel for information or download vehicle data ? This paper analyzes in extensive detail the user segmentation by vehicle usage , service offering , and full business models from WLAN hot spot services delivered to vehicles (private, professional , public) around gas stations . Are also analyzed the parties which play a role in such service authorization, provisioning and delivery , with all the dependencies modelled by attributed digraphs . Sevice planning is included as to WLAN base station capabilities . Five year financial models (CAPEX,OPEX) , and data pertain to two possible service suppliers : multi-service oil companies, and mobile service operators (or MVNO) . Model optimization on the return-on-investment (ROI) is carried out for different deployment scenarios ,geographical coverage assumptions, as well as tariff structures . Comparison is also being made with public GPRS data services ,as precursors for 3G services,and the effect of WLAN roaming is analyzed .Analysis shows that due to manpower costs and marketing costs , suitable ROI will not be achieved unless externalities are accounted for and innovative tariff structures are introduced . Open issues and further research are outlined . Further work is carried out,also with automotive electronics sector , wireless systems providers , wireless terminals platform suppliers , and vehicle manufacturers .WLAN services;WLAN;business models;fuel stations;mobile operator;oil company;professional vehicles
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