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Sunday, February 2, 2020

Interactive television

From Wikipedia, the free encyclopedia
https://en.wikipedia.org/wiki/Interactive_television

Digital TV set-top box
 
Interactive television (also known as ITV or iTV) is a form of media convergence, adding data services to traditional television technology. Throughout its history, these have included on-demand delivery of content, as well as new uses such as online shopping, banking, and so forth. Interactive TV is a concrete example of how new information technology can be integrated vertically (into established technologies and commercial structures) rather than laterally (creating new production opportunities outside existing commercial structures, e.g. the world wide web).

Definitions

Interactive television represents a continuum from low (TV on/off, volume, changing channels) to moderate interactivity (simple movies on demand without player controls) and high interactivity in which, for example, an audience member affects the program being watched. The most obvious example of this would be any kind of real-time voting on the screen, in which audience votes create decisions that are reflected in how the show continues. A return path to the program provider is not necessary to have an interactive program experience. Once a movie is downloaded, for example, controls may all be local. The link was needed to download the program, but texts and software which can be executed locally at the set-top box or IRD (Integrated Receiver Decoder) may occur automatically, once the viewer enters the channel. 

History

Interactive video-on-demand (VOD) television services first appeared in the 1990s. Up until then, it was not thought possible that a television programme could be squeezed into the limited telecommunication bandwidth of a copper telephone cable to provide a VOD service of acceptable quality, as the required bandwidth of a digital television signal was around 200 Mbps, which was 2,000 times greater than the bandwidth of a speech signal over a copper telephone wire. VOD services were only made possible as a result of two major technological developments: discrete cosine transform (DCT) video compression and asymmetric digital subscriber line (ADSL) data transmission. DCT is a lossy compression technique that was first proposed by Nasir Ahmed in 1972, and was later adapted into a motion-compensated DCT algorithm for video coding standards such as the H.26x formats from 1988 onwards and the MPEG formats from 1991 onwards. Motion-compensated DCT video compression significantly reduced the amount of bandwidth required for a television signal, while at the same time ADSL increased the bandwidth of data that could be sent over a copper telephone wire. ADSL increased the bandwidth of a telephone line from around 100 kbps to 2 Mbps, while DCT compression reduced the required bandwidth of a television signal from around 200 Mbps down to 2 Mpps. The combination of DCT and ADSL technologies made it possible to practically implement VOD services at around 2 Mbps bandwidth in the 1990s.

An interactive VOD television service was proposed as early as 1986 in Japan, where there were plans to develop an "Integrated Network System" service. It was intended to include various interactive services, including videophone, home shopping, tele-banking, working-at-home, and home entertainment services. However, it was not possible to practically implement such an interactive VOD service until the adoption of DCT and ADSL technologies made it possible in the 1990s. In early 1994, British Telecommunications (BT) began testing an interactive VOD television trial service in the United Kingdom. It used the DCT-based MPEG-1 and MPEG-2 video compression standards, along with ADSL technology.

The first patent of interactive connected TV was registered in 1994, carried on 1995 in the United States. It clearly exposed this new interactive technology with content feeding and feedback through global networking. User identification allows interacting and purchasing and some other functionalities. 

Return path

The viewer must be able to alter the viewing experience (e.g. choose which angle to watch a football match), or return information to the broadcaster.

This "return path," return channel or "back channel" can be by telephone, mobile SMS (text messages), radio, digital subscriber lines (ADSL), or cable.

Cable TV viewers receive their programs via a cable, and in the integrated cable return path enabled platforms, they use the same cable as a return path.

Satellite viewers (mostly) return information to the broadcaster via their regular telephone lines. They are charged for this service on their regular telephone bill. An Internet connection via ADSL, or other data communications technology, is also being increasingly used.

Interactive TV can also be delivered via a terrestrial aerial (Digital Terrestrial TV such as 'Freeview' in the UK). In this case, there is often no 'return path' as such - so data cannot be sent back to the broadcaster (so you could not, for instance, vote on a TV show, or order a product sample). However, interactivity is still possible as there is still the opportunity to interact with an application which is broadcast and downloaded to the set-top box (so you could still choose camera angles, play games etc.). 

Increasingly the return path is becoming a broadband IP connection, and some hybrid receivers are now capable of displaying video from either the IP connection or from traditional tuners. Some devices are now dedicated to displaying video only from the IP channel, which has given rise to IPTV - Internet Protocol Television. The rise of the "broadband return path" has given new relevance to Interactive TV, as it opens up the need to interact with Video on Demand servers, advertisers, and website operators. 

Forms of interaction

The term "interactive television" is used to refer to a variety of rather different kinds of interactivity (both as to usage and as to technology), and this can lead to considerable misunderstanding. At least three very different levels are important (see also the instructional video literature which has described levels of interactivity in computer-based instruction which will look very much like tomorrow's interactive television): 

Interactivity with a TV set

The simplest, Interactivity with a TV set is already very common, starting with the use of the remote control to enable channel surfing behaviors, and evolving to include video-on-demand, VCR-like pause, rewind, and fast forward, and DVRs, commercial skipping and the like. It does not change any content or its inherent linearity, only how users control the viewing of that content. DVRs allow users to time shift content in a way that is impractical with VHS. Though this form of interactive TV is not insignificant, critics claim that saying that using a remote control to turn TV sets on and off makes television interactive is like saying turning the pages of a book makes the book interactive.

In the not too distant future, the questioning of what is real interaction with the TV will be difficult. Panasonic already has face recognition technology implemented its prototype Panasonic Life Wall. The Life Wall is literally a wall in your house that doubles as a screen. Panasonic uses their face recognition technology to follow the viewer around the room, adjusting its screen size according to the viewers distance from the wall. Its goal is to give the viewer the best seat in the house, regardless of location. The concept was released at Panasonic Consumer Electronics Show in 2008. Its anticipated release date is unknown, but it can be assumed technology like this will not remain hidden for long.

Interactivity with TV program content

In its deepest sense, Interactivity with normal TV program content is the one that is "interactive TV", but it is also the most challenging to produce. This is the idea that the program, itself, might change based on viewer input. Advanced forms, which still have uncertain prospect for becoming mainstream, include dramas where viewers get to choose or influence plot details and endings.
  • As an example, in Accidental Lovers viewers can send mobile text messages to the broadcast and the plot transforms on the basis of the keywords picked from the messages.
  • Global Television Network offers a multi-monitor interactive game for Big Brother 8 (US) "'In The House'" which allows viewers to predict who will win each competition, who's going home, as well as answering trivia questions and instant recall challenges throughout the live show. Viewers login to the Global website to play, with no downloads required.
  • Another kind of example of interactive content is the Hugo game on Television where viewers called the production studio, and were allowed to control the game character in real time using telephone buttons by studio personnel, similar to The Price Is Right.
  • Another example is the Clickvision Interactive Perception Panel used on news programmes in Britain, a kind of instant clap-o-meter run over the telephone.
Simpler forms, which are enjoying some success, include programs that directly incorporate polls, questions, comments, and other forms of (virtual) audience response back into the show. One example would be Australian media producer Yahoo!7's Fango mobile app, which allows viewers to access program-related polls, discussion groups and (in some cases) input into live programming. During the 2012 Australian Open viewers used the app to suggest questions for commentator Jim Courier to ask players in post-match interviews.

There is much debate as to how effective and popular this kind of truly interactive TV can be. It seems likely that some forms of it will be popular, but that viewing of pre-defined content, with a scripted narrative arc, will remain a major part of the TV experience indefinitely. The United States lags far behind the rest of the developed world in its deployment of interactive television. This is a direct response to the fact that commercial television in the U.S. is not controlled by the government, whereas the vast majority of other countries' television systems are controlled by the government. These "centrally planned" television systems are made interactive by fiat, whereas in the U.S., only some members of the Public Broadcasting System has this capability. 

Commercial broadcasters and other content providers serving the US market are constrained from adopting advanced interactive technologies because they must serve the desires of their customers, earn a level of return on investment for their investors, and are dependent on the penetration of interactive technology into viewers' homes. In association with many factors such as
  • requirements for backward compatibility of TV content formats, form factors and Customer Premises Equipment (CPE)
  • the 'cable monopoly' laws that are in force in many communities served by cable TV operators
  • consumer acceptance of the pricing structure for new TV-delivered services. Over the air (broadcast) TV is Free in the US, free of taxes or usage fees.
  • proprietary coding of set top boxes by cable operators and box manufacturers
  • the ability to implement 'return path' interaction in rural areas that have low, or no technology infrastructure
  • the competition from Internet-based content and service providers for the consumers' attention and budget
  • and many other technical and business roadblocks

Interactivity with TV-related content

The least understood, Interactivity with TV-related content may have most promise to alter how we watch TV over the next decade. Examples include getting more information about what is on the TV, weather, sports, movies, news, or the like.

Similar (and most likely to pay the bills), getting more information about what is being advertised, and the ability to buy it—(after futuristic innovators make it) is called "tcommerce" (short for "television commerce"). Partial steps in this direction are already becoming a mass phenomenon, as Web sites and mobile phone services coordinate with TV programs (note: this type of interactive TV is currently being called "participation TV" and GSN and TBS are proponents of it). This kind of multitasking is already happening on large scale—but there is currently little or no automated support for relating that secondary interaction to what is on the TV compared to other forms of interactive TV. Others argue that this is more a "web-enhanced" television viewing than interactive TV. In the coming months and years, there will be no need to have both a computer and a TV set for interactive television as the interactive content will be built into the system via the next generation of set-top boxes. However, set-top-boxes have yet to get a strong foothold in American households as price (pay per service pricing model) and lack of interactive content have failed to justify their cost.

One individual who is working to radically disrupt this field is Michael McCarty, who is the Founder and CEO of a new wave of interactive TV products that will be hitting the market in early 2013. As he suggested in his presentation to the "Community for Interactive Media", "Static media is on its way out, and if Networks would like to stay in the game, they must adapt to consumers needs."

Many think of interactive TV primarily in terms of "one-screen" forms that involve interaction on the TV screen, using the remote control, but there is another significant form of interactive TV that makes use of Two-Screen Solutions, such as NanoGaming. In this case, the second screen is typically a PC (personal computer) connected to a Web site application. Web applications may be synchronized with the TV broadcast, or be regular websites that provide supplementary content to the live broadcast, either in the form of information, or as interactive game or program. Some two-screen applications allow for interaction from a mobile device (phone or PDA), that run "in synch" with the show.

Such services are sometimes called "Enhanced TV," but this term is in decline, being seen as anachronistic and misused occasionally. (Note: "Enhanced TV" originated in the mid-late 1990s as a term that some hoped would replace the umbrella term of "interactive TV" due to the negative associations "interactive TV" carried because of the way companies and the news media over-hyped its potential in the early 1990s.) 

Notable Two-Screen Solutions have been offered for specific popular programs by many US broadcast TV networks. Today, two-screen interactive TV is called either 2-screen (for short) or "Synchronized TV" and is widely deployed around the US by national broadcasters with the help of technology offerings from certain companies. The first such application was Chat Television™ (ChatTV.com), originally developed in 1996. The system synchronized online services with television broadcasts, grouping users by time-zone and program so that all real-time viewers could participate in a chat or interactive gathering during the show's airing.

One-screen interactive TV generally requires special support in the set-top box, but Two-Screen Solutions, synchronized interactive TV applications generally do not, relying instead on Internet or mobile phone servers to coordinate with the TV and are most often free to the user. Developments from 2006 onwards indicate that the mobile phone can be used for seamless authentication through Bluetooth, explicit authentication through near-field communication. Through such an authentication it will be possible to provide personalized services to the mobile phone.

Interactive TV services

Notable interactive TV services are:
  • ActiveVideo (formerly known as ICTV) - Pioneers in interactive TV and creators of CloudTV™: A cloud-based interactive TV platform built on current web and television standards. The network-centric approach provides for the bulk of application and video processing to be done in the cloud, and delivers a standard MPEG stream to virtually any digital set-top box, web-connected TV or media device.
  • T-commerce - Is a commerce transaction through the set top box return path connection.
  • BBC Red Button
  • ATVEF - 'Advanced Television Enhancement Forum' is a group of companies that are set up to create HTML based TV products and services. ATVEF's work has resulted in an Enhanced Content Specification which makes it possible for developers to create their content once and have it display properly on any compliant receiver.
  • MSN TV - A former service originally introduced as WebTV. It supplied computerless Internet access. It required a set-top box that sold for $100 to $200, with a monthly access fee. The service was discontinued in 2013, although customer service remained available until 2014.
  • Philips Net TV - solution to view Internet content designed for TV; directly integrated inside the TV set. No extra subscription costs or hardware costs involved.
  • An Interactive TV purchasing system was introduced in 1994 in France. The system was using a regular TV set connected together with a regular antenna and the Internet for feedback. A demo has shown the possibility of immediate purchasing, interactively with displayed contents.
  • QUBE - A very early example of this concept, it was introduced experimentally by Warner Cable (later Time Warner Cable, now part of Charter Spectrum) in Columbus, Ohio in 1977. Its most notable feature was five buttons that could allow the viewers to, among other things, participate in interactive game shows, and answer survey questions. While successful, going on to expand to a few other cities, the service eventually proved to be too expensive to run, and was discontinued by 1984, although the special boxes would continue to be serviced well into the 1990s.

Closed-circuit Interactive television

Television sets can also be used as computer displays or for video games.

User interaction

Interactive TV has been described in human-computer interaction research as "lean back" interaction, as users are typically relaxing in the living room environment with a remote control in one hand. This is a very simplistic definition of interactive television that is less and less descriptive of interactive television services that are in various stages of market introduction. This is in contrast to the descriptor of personal computer-oriented "lean forward" experience of a keyboard, mouse and monitor. This description is becoming more distracting than useful as video game users, for example, don't lean forward while they are playing video games on their television sets, a precursor to interactive TV. A more useful mechanism for categorizing the differences between PC- and TV-based user interaction is by measuring the distance the user is from the Device. Typically a TV viewer is "leaning back" in their sofa, using only a Remote Control as a means of interaction. While a PC user is 2 ft or 3 ft (60 or 100 cm) from his high resolution screen using a mouse and keyboard. The demands of distance, and user input devices, requires the application's look and feel to be designed differently. Thus Interactive TV applications are often designed for the "10-foot user interface" while PC applications and web pages are designed for the "3ft user experience". This style of interface design rather than the "lean back or lean forward" model is what truly distinguishes Interactive TV from the web or PC. However even this mechanism is changing because there is at least one web-based service which allows you to watch internet television on a PC with a wireless remote control.

In the case of Two-Screen Solutions Interactive TV, the distinctions of "lean-back" and "lean-forward" interaction become more and more indistinguishable. There has been a growing proclivity to media multitasking, in which multiple media devices are used simultaneously (especially among younger viewers). This has increased interest in two-screen services, and is creating a new level of multitasking in interactive TV. In addition, video is now ubiquitous on the web, so research can now be done to see if there is anything left to the notion of "lean back" "versus" "lean forward" uses of interactive television. 

For one-screen services, interactivity is supplied by the manipulation of the API of the particular software installed on a set-top box, referred to as 'middleware' due to its intermediary position in the operating environment. Software programs are broadcast to the set-top box in a 'carousel'.

On UK DTT (Freeview uses ETSI based MHEG-5), and Sky's DTH platform uses ETSI based WTVML in DVB-MHP systems and for OCAP; this is a DSM-CC Object Carousel.

The set-top box can then load and execute the application. In the UK this is typically done by a viewer pressing a "trigger" button on their remote control (e.g. the red button, as in "press red"). 

Interactive TV Sites have the requirement to deliver interactivity directly from internet servers, and therefore need the set-top box's middleware to support some sort of TV Browser, content translation system or content rendering system. Middleware examples like Liberate are based on a version of HTML/JavaScript and have rendering capabilities built in, while others such as OpenTV and DVB-MHP can load microbrowsers and applications to deliver content from TV Sites. In October 2008, the ITU's J.201 paper on interoperability of TV Sites recommended authoring using ETSI WTVML to achieve interoperability by allowing dynamic TV Site to be automatically translated into various TV dialects of HTML/JavaScript, while maintaining compatibility with middlewares such as MHP and OpenTV via native WTVML microbrowsers.

Typically the distribution system for Standard Definition digital TV is based on the MPEG-2 specification, while High Definition distribution is likely to be based on the MPEG-4 meaning that the delivery of HD often requires a new device or set-top box, which typically are then also able to decode Internet Video via broadband return paths.

Emergent approaches such as the Fango app have utilised mobile apps on smartphones and tablet devices to present viewers with a hybrid experience across multiple devices, rather than requiring dedicated hardware support. 

Interactive television projects

Some interactive television projects are consumer electronics boxes which provide set-top interactivity, while other projects are supplied by the cable television companies (or multiple system operator, or MSO) as a system-wide solution. Even other, newer, approaches integrate the interactive functionality in the TV, thus negating the need for a separate box. Some examples of interactive television include:
Mobile phone interaction with the STB and the TV:

Interactive Video and Data Services

IVDS is a wireless implementation of interactive TV, it utilizes part of the VHF TV frequency spectrum (218–219 MHz).

Smart TV

From Wikipedia, the free encyclopedia
https://en.wikipedia.org/wiki/Smart_TV
 
LG Smart TV model 42LW5700-TA showing web browser, with on-screen keyboard active; unlike traditional TVs, a smart TV enables the viewer to interact with icons or images on the screen.
 
A Sony Bravia Smart TV showing the home screen.

A Smart TV, also known as a connected TV (CTV), is a traditional television set with integrated Internet and interactive Web 2.0 features which allows users to stream music and videos, browse the internet, and view photos. Smart TV is a technological convergence of computers, television sets and set-top boxes. Besides the traditional functions of television sets and set-top boxes provided through traditional broadcasting media, these devices can also provide Internet TV, online interactive media, over-the-top content (OTT), as well as on-demand streaming media, and home networking access.

Smart TV should not be confused with Internet TV, IPTV or Web television. Internet TV refers to receiving television content over the Internet instead of traditional systems such as terrestrial, cable and satellite, regardless how the Internet is delivered. IPTV is one of the Internet television technology standards for use by television broadcasters. Web television is a term used for programs created by a wide variety of companies and individuals for broadcast on Internet TV. 

In smart TVs, the operating system is preloaded or is available through the set-top box. The software applications or "apps" can be preloaded into the device, or updated or installed on demand via an app store or marketplace, in a similar manner to how the apps are integrated in modern smartphones.

The technology that enables smart TVs is also incorporated in external devices such as set-top boxes and some Blu-ray players, game consoles, digital media players, hotel television systems, smartphones, and other network-connected interactive devices that utilize television-type display outputs. These devices allow viewers to find and play videos, movies, TV shows, photos and other content from the Web, cable or satellite TV channel, or from a local storage device. 

Definition

Smart TVs on display
 
A smart TV device is either a television set with integrated Internet capabilities or a set-top box for television that offers more advanced computing ability and connectivity than a contemporary basic television set. Smart TVs may be thought of as an information appliance or the computer system from a mobile device integrated within a television set unit, as such a smart TV often allows the user to install and run more advanced applications or plugins/addons based on a specific platform. Smart TVs run a complete operating system or mobile operating system software providing a platform for application developers.

Smart TV platforms or middleware have a public software development kit (SDK) and/or native development kit (NDK) for apps so that third-party developers can develop applications for it, and an app store so that the end-users can install and uninstall apps themselves. The public SDK enables third-party companies and other interactive application developers to “write” applications once and see them run successfully on any device that supports the smart TV platform or middleware architecture which it was written for, no matter who the hardware manufacturer is.

Smart TVs deliver content (such as photos, movies and music) from other computers or network attached storage devices on a network using either a Digital Living Network Alliance / Universal Plug and Play media server or similar service program like Windows Media Player or Network-attached storage (NAS), or via iTunes. It also provides access to Internet-based services including traditional broadcast TV channels, catch-up services, video-on-demand (VOD), electronic program guide, interactive advertising, personalisation, voting, games, social networking, and other multimedia applications. Smart TV enables access to movies, shows, video games, apps and more. Some of those apps include Netflix, Spotify, YouTube, and Amazon.

History

In the early 1980s, "intelligent" television receivers were introduced in Japan. The addition of an LSI chip with memory and a character generator to a television receiver enabled Japanese viewers to receive a mix of programming and information transmitted over spare lines of the broadcast television signal. A patent was published in 1994 (and extended the following year) for an "intelligent" television system, linked with data processing systems, by means of a digital or analog network. Apart from being linked to data networks, one key point is its ability to automatically download necessary software routines, according to a user's demand, and process their needs. 

The mass acceptance of digital television in late 2000s and early 2010s greatly improved smart TVs. Major TV manufacturers have announced production of smart TVs only, for their middle-end to high-end TVs in 2015. Smart TVs are expected to become the dominant form of television by the late 2010s. At the beginning of 2016, Nielsen reported that 29 percent of those with incomes over $75,000 a year had a smart TV.

Typical features

LG Smart TV using the web browser.
 
Smart TV devices also provide access to user-generated content (either stored on an external hard drive or in cloud storage) and to interactive services and Internet applications, such as YouTube, many using HTTP Live Streaming (also known as HLS) adaptive streaming. Smart TV devices facilitate the curation of traditional content by combining information from the Internet with content from TV providers. Services offer users a means to track and receive reminders about shows or sporting events, as well as the ability to change channels for immediate viewing. Some devices feature additional interactive organic user interface / natural user interface technologies for navigation controls and other human interaction with a Smart TV, with such as second screen companion devices, spatial gestures input like with Xbox Kinect, and even for speech recognition for natural language user interface. Smart TV develops new features to satisfy consumers and companies, such as new payment processes. LG and PaymentWall have collaborated to allow consumers to access purchased apps, movies, games, and more using a remote control, laptop, tablet, or smartphone. This is intended for an easier and more convenient way for checkout.

Platforms

Smart TV technology and software is still evolving, with both proprietary and open source software frameworks already available. These can run applications (sometimes available via an 'app store' digital distribution platform), play over-the-top media services and interactive on-demand media, personalized communications, and have social networking features.

Android TV, Boxee, Firefox OS, Frog, Google TV, Horizon TV, httvLink, Inview, Kodi Entertainment Center, MeeGo, Mediaroom, OpenTV, Opera TV, Plex, Roku, RDK(Reference Development Kit), Smart TV Alliance, ToFu Media Platform, Ubuntu TV, and Yahoo! Smart TV are framework platforms managed by individual companies. HbbTV, provided by the Hybrid Broadcast Broadband TV association, CE-HTML, part of Web4CE, OIPF, part of HbbTV, and Tru2way are framework platforms managed by technology businesses. Current Smart TV platforms used by vendors are Amazon, Apple, Google, Haier, Hisense, Hitachi, Insignia, LG, Microsoft, Netgear, Panasonic, Philips, Samsung, Sharp, Sony, TCL, TiVO, Toshiba, Sling Media, and Western Digital. Sony, Panasonic, Samsung, LG, and Roku TV are some platforms ranked under the best Smart TV platforms.

Sales

According to a report from research group NPD In-Stat, in 2012 only about 12 million U.S. households had their Web-capable TVs connected to the Internet, although an estimated 25 million households owned a set with the built-in network capability. In-Stat predicted that by 2016, 100 million homes in North America and western Europe would be using television sets blending traditional programming with internet content.

The number of households using over-the-top television services has rapidly increased over the years. In 2015, 52% of U.S. households subscribed to Netflix, Amazon Prime, or Hulu Plus; 43% of pay-TV subscribers also used Netflix, and 43% of adults used some streaming video on demand service at least monthly. Additionally, 19% of Netflix subscribers shared their subscription with people outside of their households. Ten percent of adults at the time showed interest in HBO Now.

 

Use


Social networking

Some smart TV platforms come prepackaged, or can be optionally extended, with social networking technology capabilities. The addition of social networking synchronization to smart TV and HTPC platforms may provide an interaction with both on-screen content and other viewers than is currently available to most televisions, while simultaneously providing a much more cinematic experience of the content than is currently available with most computers.

Advertising

Some smart TV platforms also support interactive advertising, addressable advertising with local advertising insertion and targeted advertising, and other advanced advertising features such as ad telescoping using VOD and DVR, enhanced TV for consumer call-to-action and audience measurement solutions for ad campaign effectiveness. The marketing and trading possibilities offered by Smart TVs are sometimes summarized by the term t-commerce. Taken together, this bidirectional data flow means that smart TVs can be and are used for clandestine observation of the owners. Even in sets that are not configured off-the-shelf to do so, default security measures are often weak and will allow hackers to easily break into the TV.

2019 research, "Watching You Watch: The Tracking Ecosystem of Over-the-Top TV Streaming Devices", conducted at Princeton and University of Chicago, demonstrated that a majority of streaming devices will covertly collect and transmit personal user data, including captured screen images, to a wide network of advertising and analytics companies, raising privacy concerns.

Digital marketing research firm eMarketer reported a 38 percent surge—to close to $7 billion, a 10 percent television advertising market share—in advertising on connected TV like Hulu and Roku, to be underway in 2019, with market indicators that the figure would surpass $10 billion in 2021.

Security

There is evidence that a smart TV is vulnerable to attacks. Some serious security bugs have been discovered, and some successful attempts to run malicious code to get unauthorized access were documented on video. There is evidence that it is possible to gain root access to the device, install malicious software, access and modify configuration information for a remote control, remotely access and modify files on TV and attached USB drives, access camera and microphone.

There have also been concerns that hackers may be able to remotely turn on the microphone or web-camera on a smart TV, being able to eavesdrop on private conversations. A common loop antenna may be set for a bidirectional transmission channel, capable of uploading data rather than only receiving. Since 2012, security researchers discovered a similar vulnerability present in more series of Smart Tvs, which allows hackers to get an external root access on the device. 

Anticipating growing demand for an antivirus for a smart TV, some security software companies are already working with partners in digital TV field on the solution. At this writing it seems like there is only one antivirus for smart TVs available: 'Neptune', a cloud-based antimalware system developed by Ocean Blue Software in partnership with Sophos. However, antivirus company Avira has joined forces with digital TV testing company Labwise to work on software to protect against potential attacks. The privacy policy for Samsung's Smart TVs has been called Orwellian (a reference to George Orwell and the dystopian world of constant surveillance he depicted in 1984), and compared to Telescreens because of eavesdropping concerns.

Hackers have misused Smart TV's abilities such as operating source codes for applications and its unsecured connection to the Internet. Passwords, IP address data, and credit card information can be accessed by hackers and even companies for advertisement. A company caught in the act is Vizio. The confidential documents, codenamed Vault 7 and dated from 2013–2016, include details on CIA's software capabilities, such as the ability to compromise smart TVs.

Restriction of access

Internet websites can block smart TV access to content at will, or tailor the content that will be received by each platform. Google TV-enabled devices were blocked by NBC, ABC, CBS, and Hulu from accessing their Web content since the launch of Google TV in October 2010. Google TV devices were also blocked from accessing any programs offered by Viacom’s subsidiaries.

Reliability

High-end Samsung Smart TVs stopped working for at least seven days after a software update. Application providers are rarely upgrading Smart TV apps to the latest version; for example, Netflix does not support older TV versions with new Netflix upgrades.

Streaming television

From Wikipedia, the free encyclopedia
https://en.wikipedia.org/wiki/Streaming_television
 
A screenshot from a webcast.
 
Streaming television (also known as streaming TV, online TV, Internet TV, or TV streaming) is the digital distribution of television content, such as TV shows, as streaming video delivered over the Internet. Streaming TV stands in contrast to dedicated terrestrial television delivered by over-the-air aerial systems, cable television, and/or satellite television systems.

History

Up until the 1990s, it was not thought possible that a television programme could be squeezed into the limited telecommunication bandwidth of a copper telephone cable to provide a streaming service of acceptable quality, as the required bandwidth of a digital television signal was around 200 Mbps, which was 2,000 times greater than the bandwidth of a speech signal over a copper telephone wire. Streaming services were only made possible as a result of two major technological developments: discrete cosine transform (DCT) video compression and asymmetric digital subscriber line (ADSL) data transmission. DCT is a lossy compression technique that was first proposed by Nasir Ahmed in 1972, and was later adapted into a motion-compensated DCT algorithm for video coding standards such as the H.26x formats from 1988 onwards and the MPEG formats from 1991 onwards. Motion-compensated DCT video compression significantly reduced the amount of bandwidth required for a television signal, while at the same time ADSL increased the bandwidth of data that could be sent over a copper telephone wire. ADSL increased the bandwidth of a telephone line from around 100 kbps to 2 Mbps, while DCT compression reduced the required bandwidth of a digital television signal from around 200 Mbps down to about 2 Mpps. The combination of DCT and ADSL technologies made it possible to practically implement streaming services at around 2 Mbps bandwidth.

The mid-2000s were the beginning of television programs becoming available via the Internet. The video-sharing site YouTube was launched in early 2005, allowing users to share illegally posted television programs. YouTube co-founder Jawed Karim said the inspiration for YouTube first came from Janet Jackson's role in the 2004 Super Bowl incident, when her breast was exposed during her performance, and later from the 2004 Indian Ocean tsunami. Karim could not easily find video clips of either event online, which led to the idea of a video sharing site. Apple's iTunes service also began offering select television programs and series in 2005, available for download after direct payment. A few years later, television networks and other independent services began creating sites where shows and programs could be streamed online. Amazon Video began in the United States as Amazon Unbox in 2006, but did not launch worldwide until 2016. Netflix, a website originally created for DVD rentals and sales, began providing streaming content in 2007. In 2008 Hulu, owned by NBC and Fox, was launched, followed by tv.com in 2009, owned by CBS. Digital media players also began to become available to the public during this time. The first generation Apple TV was released in 2007 and in 2008 the first generation Roku streaming device was announced.

Smart TVs took over the television market after 2010 and continue to partner with new providers to bring streaming video to even more users. As of 2015 smart TVs are the only type of middle to high-end television being produced. Amazon's version of a digital media player, Amazon Fire TV, was not offered to the public until 2014. These digital media players have continued to be updated and new generations released. Access to television programming has evolved from computer and television access, to also include mobile devices such as smartphones and tablet computers. Apps for mobile devices started to become available via app stores in 2008. These mobile apps allow users to view content on mobile devices that support the apps. After 2010 traditional cable and satellite television providers began to offer services such as Sling TV, owned by Dish Network, which was unveiled in January 2015. DirecTV, another satellite television provider launched their own streaming service, DirecTV Now, in 2016. In 2017 YouTube launched YouTube TV, a streaming service that allows users to watch live television programs from popular cable or network channels, and record shows to stream anywhere, anytime. As of 2017, 28% of US adults cite streaming services as their main means for watching television, and 61% of those ages 18 to 29 cite it as their main method. As of 2018, Netflix is the world's largest streaming TV network and also the world's largest Internet media and entertainment company with 117 million paid subscribers, and by revenue and market cap.

Technology

The Hybrid Broadcast Broadband TV (HbbTV) consortium of industry companies (such as SES, Humax, Philips, and ANT Software) is currently promoting and establishing an open European standard for hybrid set-top boxes for the reception of broadcast and broadband digital television and multimedia applications with a single-user interface.

As of the 2010s, providers of Internet television use various technologies to provide VoD systems and live streaming. BBC iPlayer makes use of the Adobe Flash Player to provide streaming-video clips and other software provided by Adobe for its download service. CNBC, Bloomberg Television and Showtime use live-streaming services from BitGravity to stream live television to paid subscribers using the HTTP protocol. 

BBC iPlayer originally incorporated peer-to-peer streaming, moved towards centralized distribution for their video streaming services. BBC executive Anthony rose cited network performance as an important factor in the decision, as well as the unhappiness among consumers unhappy with their own network bandwidth being consumed for transmitting content to other viewers.

Samsung TV has also announced their plans to provide streaming options including 3D Video on Demand through their Explore 3D service.

Access control

Some streaming services incorporate digital rights management. The W3C made the controversial decision to adopt Encrypted Media Extensions due in large part to motivations to provide copy protection for streaming content. Sky Go has software that is provided by Microsoft to prevent content being copied.

Additionally, BBC iPlayer makes use of a parental control system giving parents the option to "lock" content, meaning that a password would have to be used to access it. Flagging systems can be used to warn a user that content may be certified or that it is intended for viewing post-watershed. Honour systems are also used where users are asked for their dates of birth or age to verify if they are able to view certain content.

IPTV

IPTV delivers television content using signals based on the Internet protocol (IP), through the open, unmanaged Internet with the "last-mile" telecom company acting only as the Internet service provider (ISP). As described above, "Internet television" is "over-the-top technology" (OTT). Both IPTV and OTT use the Internet protocol over a packet-switched network to transmit data, but IPTV operates in a closed system—a dedicated, managed network controlled by the local cable, satellite, telephone, or fiber-optic company. In its simplest form, IPTV simply replaces traditional circuit switched analog or digital television channels with digital channels which happen to use packet-switched transmission. In both the old and new systems, subscribers have set-top boxes or other customer-premises equipment that communicates directly over company-owned or dedicated leased lines with central-office servers. Packets never travel over the public Internet, so the television provider can guarantee enough local bandwidth for each customer's needs. 

The Internet protocol is a cheap, standardized way to enable two-way communication and simultaneously provide different data (e.g., TV-show files, email, Web browsing) to different customers. This supports DVR-like features for time shifting television: for example, to catch up on a TV show that was broadcast hours or days ago, or to replay the current TV show from its beginning. It also supports video on demand—browsing a catalog of videos (such as movies or television shows) which might be unrelated to the company's scheduled broadcasts.

IPTV has an ongoing standardization process (for example, at the European Telecommunications Standards Institute). 


IPTV Over-the-top technology
Content provider Local telecom Studio, channel, or independent service
Transmission network Local telecom - dedicated,
owned< or leased network
Public Internet + local telecom
Receiver Local telecom (set-top box) Purchased by consumer (box, stick, TV, computer, or mobile)
Display device Screen provided by consumer Screen provided by consumer
Examples AT&T U-verse,
Bell Fibe TV,
Verizon Fios
(IPTV service now discontinued)
Video on demand services like
fuboTV, PlayStation Vue, Sky Go, YouTube,
Netflix, Amazon, DittoTV, YuppTV, Lovefilm,
BBC iPlayer, Hulu, Sony Liv, myTV,
Now TV, Emagine, SlingTV, KlowdTV

Streaming quality

Streaming quality is the quality of image and audio transmission from the servers of the distributor to the user's screen. High-definition video (720p+) and later standards require higher bandwidth and faster connection speeds than previous standards, because they carry higher spatial resolution image content. In addition, transmission packet loss and latency caused by network impairments and insufficient bandwidth degrade replay quality. Decoding errors may manifest themselves with video breakup and macro blocks. The generally accepted download rate for streaming high-definition video encoded in H.264 is 3500 kbit/s, whereas standard-definition television can range from 500 to 1500 kbit/s depending on the resolution on screen. In the UK, the BBC iPlayer deals with the largest amount of traffic yet it offers HD content along with SD content. As more people have gotten broadband connections which can deal with streaming HD video over the Internet, the BBC iPlayer has tried to keep up with demand and pace. However, as streaming HD video takes around 1.5 GB of data per hour of video the BBC has had to invest a lot of money collected from License Fee payers to implement this on a large scale.

For users who do not have the bandwidth to stream HD video or even high-SD video, which requires 1500 kbit/s, the BBC iPlayer offers lower bitrate streams which in turn lead to lower video quality. This makes use of an adaptive bitrate stream so that if the user's bandwidth suddenly drops, iPlayer will lower its streaming rate to compensate. A diagnostic tool offered on the BBC iPlayer site measures a user's streaming capabilities and bandwidth.

Usage

Internet television is common in most US households as of the mid 2010s. About one in four new televisions being sold is now a smart TV.

Considering the popularity of smart TVs and devices such as the Roku and Chromecast, much of the US public can watch television via the Internet. Internet-only channels are now established enough to feature some Emmy-nominated shows, such as Netflix's House of Cards. Many networks also distribute their shows the next day to streaming providers such as Hulu. Some networks may use a proprietary system, such as the BBC utilizes their iPlayer format. This has resulted in bandwidth demands increasing to the point of causing issues for some networks. It was reported in February 2014 that Verizon is having issues coping with the demand placed on their network infrastructure. Until long-term bandwidth issues are worked out and regulation such at net neutrality Internet Televisions push to HDTV may start to hinder growth.

Aereo was launched in March 2012 in New York City (and subsequently stopped from broadcasting in June 2014). It streamed network TV only to New York customers over the Internet. Broadcasters filed lawsuits against Aereo, because Aereo captured broadcast signals and streamed the content to Aereo's customers without paying broadcasters. In mid-July 2012, a federal judge sided with the Aereo start-up. Aereo planned to expand to every major metropolitan area by the end of 2013. The Supreme Court ruled against Aereo June 24, 2014.

Market competitors

Many providers of Internet television services exist—including conventional television stations that have taken advantage of the Internet as a way to continue showing television shows after they have been broadcast, often advertised as "on-demand" and "catch-up" services. Today, almost every major broadcaster around the world is operating an Internet television platform. Examples include the BBC, which introduced the BBC iPlayer on 25 June 2008 as an extension to its "RadioPlayer" and already existing streamed video-clip content, and Channel 4 that launched 4oD ("4 on Demand") (now All 4) in November 2006 allowing users to watch recently shown content. Most Internet television services allow users to view content free of charge; however, some content is for a fee.

Since 2012 around 200 over-the-top (OTT) platforms providing streamed and downloadable content have emerged. Investment by Netflix in new original content for its OTT platform reached $13bn in 2018.

Broadcasting rights

Broadcasting rights vary from country to country and even within provinces of countries. These rights govern the distribution of copyrighted content and media and allow the sole distribution of that content at any one time. An example of content only being aired in certain countries is BBC iPlayer. The BBC checks a user's IP address to make sure that only users located in the UK can stream content from the BBC. The BBC only allows free use of their product for users within the UK as those users have paid for a television license that funds part of the BBC. This IP address check is not foolproof as the user may be accessing the BBC website through a VPN or proxy server.  Broadcasting rights can also be restricted to allowing a broadcaster rights to distribute that content for a limited time. Channel 4's online service All 4 can only stream shows created in the US by companies such as HBO for thirty days after they are aired on one of the Channel 4 group channels. This is to boost DVD sales for the companies who produce that media. 

Some companies pay very large amounts for broadcasting rights with sports and US sitcoms usually fetching the highest price from UK-based broadcasters. A trend among major content producers in North America[when?] is the use of the "TV Everywhere" system. Especially for live content, the TV Everywhere system restricts viewership of a video feed to select Internet service providers, usually cable television companies that pay a retransmission consent or subscription fee to the content producer. This often has the negative effect of making the availability of content dependent upon the provider, with the consumer having little or no choice on whether they receive the product.

Profits and costs

With the advent of broadband Internet connections, multiple streaming providers have come onto the market in the last couple of years. The main providers are Netflix, Hulu and Amazon. Some of these providers such as Hulu advertise and charge a monthly fee. Other such as Netflix and Amazon charge users a monthly fee and have no commercials. Netflix is the largest provider; it has over 43 million members and its membership numbers are growing. The rise of internet TV has resulted in cable companies losing customers to a new kind of customer called "cord cutters". Cord cutters are consumers who are cancelling their cable TV or satellite TV subscriptions and choosing instead to stream TV shows, movies and other content via the Internet. Cord cutters are forming communities. With the increasing availability of video sharing websites (e.g., YouTube) and streaming services, there is an alternative to cable and satellite television subscriptions. Cord cutters tend to be younger people.

Multicast

From Wikipedia, the free encyclopedia
https://en.wikipedia.org/wiki/Semantic_Web
 
Multicast.svg

In computer networking, multicast is group communication where data transmission is addressed to a group of destination computers simultaneously. Multicast can be one-to-many or many-to-many distribution. Multicast should not be confused with physical layer point-to-multipoint communication.

Group communication may either be application layer multicast or network assisted multicast, where the latter makes it possible for the source to efficiently send to the group in a single transmission. Copies are automatically created in other network elements, such as routers, switches and cellular network base stations, but only to network segments that currently contain members of the group. Network assisted multicast may be implemented at the data link layer using one-to-many addressing and switching such as Ethernet multicast addressing, Asynchronous Transfer Mode (ATM), point-to-multipoint virtual circuits (P2MP) or Infiniband multicast. Network assisted multicast may also be implemented at the Internet layer using IP multicast. In IP multicast the implementation of the multicast concept occurs at the IP routing level, where routers create optimal distribution paths for datagrams sent to a multicast destination address.

Multicast is often employed in Internet Protocol (IP) applications of streaming media, such as IPTV and multipoint videoconferencing.

Ethernet multicast

Ethernet frames with a value of 1 in the least-significant bit of the first octet of the destination address are treated as multicast frames and are flooded to all points on the network. This mechanism constitutes multicast at the data link layer. This mechanism is used by IP multicast to achieve one-to-many transmission for IP on Ethernet networks. Modern Ethernet controllers filter received packets to reduce CPU load, by looking up the hash of a multicast destination address in a table, initialized by software, which controls whether a multicast packet is dropped or fully received.

IP multicast

IP multicast is a technique for one-to-many communication over an IP network. The destination nodes send Internet Group Management Protocol join and leave messages, for example in the case of IPTV when the user changes from one TV channel to another. IP multicast scales to a larger receiver population by not requiring prior knowledge of who or how many receivers there are. Multicast uses network infrastructure efficiently by requiring the source to send a packet only once, even if it needs to be delivered to a large number of receivers. The nodes in the network take care of replicating the packet to reach multiple receivers only when necessary.

The most common transport layer protocol to use multicast addressing is User Datagram Protocol (UDP). By its nature, UDP is not reliable—messages may be lost or delivered out of order. By adding loss detection and re-transmission mechanisms, reliable multicast has been implemented on top of UDP or IP by various middleware products, e.g. those that implement the Real-Time Publish-Subscribe (RTPS) Protocol of the Object Management Group (OMG) Data Distribution Service (DDS) standard, as well as by special transport protocols such as Pragmatic General Multicast (PGM). 

Application layer multicast

Application layer multicast overlay services are not based on IP multicast or data link layer multicast. Instead they use multiple unicast transmissions to simulate a multicast. These services are designed for application-level group communication. Internet Relay Chat (IRC) implements a single spanning tree across its overlay network for all conference groups. The lesser known PSYC technology uses custom multicast strategies per conference. Some peer-to-peer technologies employ the multicast concept known as peercasting when distributing content to multiple recipients.

Explicit multi-unicast (Xcast) is an alternate multicast strategy that includes addresses of all intended destinations within each packet. As such, given maximum transmission unit limitations, Xcast cannot be used for multicast groups with many destinations. The Xcast model generally assumes that stations participating in the communication are known ahead of time, so that distribution trees can be generated and resources allocated by network elements in advance of actual data traffic.

Multicast over wireless networks and cable-TV

Wireless communications (with exception to point-to-point radio links using directional antennas) are inherently broadcasting media. However, the communication service provided may be unicast, multicast as well as broadcast, depending on if the data is addressed to one, to a group or to all receivers in the covered network, respectively. 

In digital television, the concept of multicast service sometimes is used to refer to content protection by broadcast encryption, i.e. encrypted content over a simplex broadcast channel only addressed to paying viewers (pay television). In this case, data is broadcast (or distributed) to all receivers, but only addressed to a specific group. 

The concept of interactive multicast, for example using IP multicast, may be used over TV broadcast networks to improve efficiency, offer more TV programs, or reduce the required spectrum. Interactive multicast implies that TV programs are sent only over transmitters where there are viewers, and that only the most popular programs are transmitted. It relies on an additional interaction channel (a back-channel or return channel), where user equipment may send join and leave messages when the user changes TV channel. Interactive multicast has been suggested as an efficient transmission scheme in DVB-H and DVB-T2 terrestrial digital television systems, A similar concept is switched broadcast over cable-TV networks, where only the currently most popular content is delivered in the cable-TV network. Scalable video multicast in an application of interactive multicast, where a subset of the viewers receive additional data for high-resolution video. 

TV gateways converts Satellite (DVB-S, DVB-S2), Cable (DVB-C, DVB-C2) and Terrestrial television (DVB-T, DVB-T2) to IP for distribution using unicast and multicast in home, hospitality and enterprise applications.

Another similar concept is Cell-TV, and implies TV distribution over 3G cellular networks using the network-assisted multicasting offered by the Multimedia Broadcast Multicast Service (MBMS) service, or over 4G/LTE cellular networks with the eMBMS (enhanced MBMS) service.

Inequality (mathematics)

From Wikipedia, the free encyclopedia https://en.wikipedia.org/wiki/Inequality...