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from the IT people who have to make this work and keep it working. The needs of these key stakeholders must also be met by the streaming media industry.
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Streaming will appeal to those who want to learn from online experts. Imagine being able to watch Nobel Prize winners like Richard Feynman lecturing on their particular subjects. In the future, streaming media will make it possible to see both live lectures and archives of streaming learning material made by the best scientists in the world, for example. Over time, this will become an extremely valuable resource, since a subject explained by an expert with particularly lucid insight is always more educational than being taught by someone with less of a grasp of
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the subject. It s one thing to read a book on relativity, but quite another to listen to someone of Einstein s caliber telling about it. I was fortunate enough to experience this phenomenon twice, while still an undergraduate. We were granted a guest lecture by a world authority and leading innovator in the field of full-color holography and later when addressed by a world expert on digital automatic control. The experience was life changing. Suddenly, complex and abstruse subjects become clear, simple, and accessible. If streaming media makes it possible for this experience to be replicated often and widely, it will, in my opinion, have justified the investment in the technology.
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Streaming media will be consumed in surprising ways, using surprising devices. The old assumptions the consumer electronics industry relies upon when designing its products won t hold. Streaming media receivers are not point products that work in isolation. Rather, they are intimately connected to each other and to the wider world. They will work in concert with other machines. Product designers have yet to stretch their imaginations to accommodate the myriad possibilities for streaming media reception. Streaming media will be something that we watch everywhere. The trend toward pervasive computing will be significant to streaming media, since digital media will provide the interface from device to user. The PC will not be the only device we use to access streaming media, but most receivers will have significant embedded computing power. Today there are few technical constraints to the creation of these streaming media appliances. The reason there isn t a receiver on your fridge is more related to the lack of a broadband streaming media infrastructure than to unrealized technological breakthroughs or cost. According to research done by Streaming Media Inc., in association with The Carmel Group, non-PC streaming media devices will number 48.7 million units by 2007. They estimate there will be 7 million users of nonPC streaming devices by that time. Streaming to devices other than PCs will remain a novelty at least until 2005. Figure 3.2 illustrates the projected trends in non-PC streaming devices, while Figure 3.3 shows the corresponding number of consumers. This section is about the devices and situations that will define how we watch streaming media.
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Figure 3.2 Forecast non-PC streaming units.
Video Games Consoles Set Top Boxes Cellular Smartphones Handheld PCs Internet Appliances
0 2000 2001 2002 2003 2004 2005 2006
Millions of Subscribers
Figure 3.3 Forecast non-PC streaming subscribers.
0 2000 2001 2002 2003
Handheld PCs Cellular Smartphones Set Top Boxes Video Games Consoles Internet Appliances
The Audience
The PC Platform
Today, the desktop PC is the only really practical, cost-effective, and widely available device with which to receive streaming media. Machines have enough processing power, memory, graphics performance, storage, and throughput to do the job. The operating system de facto standards, Microsoft s Windows and Apple s Macintosh operating system, make possible wide deployment of streaming media player software. Operating systems encountered less frequently in the home, such as Linux, also have player software support. Network connectivity exists and is getting faster and cheaper, as people desire to access the World Wide Web with less waiting. People are able to get almost satisfactory streaming performance as a side effect of improving their general Websurfing ability. The PC will be the most significant receiver for streaming media for the foreseeable future, but consumers will demand more reliable playback, better player performance, and higher resolution. The PC will be suitable for self-study applications or acts of individual viewing, but poor for entertainment applications, where a large screen at the other end of the living room is a better choice. Anybody who has ever tried to watch a feature-length movie on a PC DVD player will attest to that fact. The other factor that limits the utility of the PC for streaming entertainment is that, unlike a television set, it doesn t come on instantly. PCs take minutes to boot. There is no technical reason why this should be so, because many other computing devices have that capability today, but PCs are tied to legacy design and won t change overnight. A glimmer of hope is Microsoft s XP fast-booting feature.
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