Tag Archives: Consumer Gamification

4K Video’s significant impact on; info consumers, platform vendors and content providers

As we start to see the uptake in 4K video content, suppliers of CPUs, NIC (Network Interface Cards), networks (LAN, WLAN, Wi-Fi) and storage technologies will all be struggling to “step up to the plate” in meeting the challenges of this disruptive Video format.  Also IAAS platform providers will face huge challenges to configure cloud components that can be rapidly provisioned  for 4K content or Video Streaming.  Even the security industry will be affected regarding the video surveillance infrastructure (see this Video Security Magazine article).

SD VS HD VS 4K
SD VS HD VS 4K

This is a Technologies Strategic Directions “Sleeping Inflection Point” for multiple industries, manufacturers, eworkers  and information consumers.

Ultra-high definition (UHD) resolution is 3840×2160 Pixels now used in displays and broadcast., This does not equal 4K (4096×2160 Pixels) used in digital cinema. People tend to used them interchangeably but there is a significant difference in impact on the networking bandwidth required to service consumption of 4K.

We all are aware from a display technology perspective that TVs are now offering this content.  However, how about other network and computer infrastructure components?  When will they be able to handle  the disruptive impact of 4K?

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IoE/IoT KEY Enablers will be Ubiquitous Connectivity & Predictive Maintainence

I’ve been digesting and expanding on an interesting white paper authored by the Microsoft Azure Incubation team titled: Building the Internet of Things Early learnings from architecting solutions focused on predictive maintenance. I agree with the premise tha ubiquity in connection technology will be the key enabler and that predictive maintenance will probably be required to instantiate a true global ubiquitous connection state.  Recently MS is changing their terminology from Internet of Things to Internet of Everything (IoE).  Here I use them interchangeably A key technical enabler of the Internet of Things (IoT) is ubiquitous connectivity. A week or so ago I blogged about a new technology called Active Steering(TM) which should be the winner in patented connectivity hardware/Software/Firmware for antenna products.

Focussed Adaptive Radiation
Focussed Adaptive Radiation by Ethertronics

Just imagine that the antenna on your device was constantly sampling the wireless signals around your location and finding the strongest source and directing the focus of the antenna to that source.  That is what an Active Steering antenna does on your phone, tablet or PC.   By using this technique the system is also performing predictive maintenance on the connectivity configuration for your specific device and location. Let’s first look at the Open Systems Interconnection (OSI) model. Even though the Internet model uses a simplified abstraction, the models in the previous figure and the associated well-known logical protocols are comparable. Connectivity Model Application-layer protocols are not concerned with the lower-level layers in the stack other than being aware of the key attributes of those layers, such as IP addresses and ports. The right side of the figure shows the logical protocol breakdown transposed over the OSI model and the TCP/IP model.

Interaction patterns

Special-purpose devices differ not only in the depth of their relationship with back-end services, but in the interaction patterns of these services when compared to information-centric devices because of their role as peripherals. They are not the origin of command-and-control gestures; instead, they typically contribute information to decisions, and receive commands as a result of decisions. The decision-maker does not interface with them locally, and the device acts as an immediate proxy; the decision-maker is remotely connected and might be a machine. We usually classify interaction patterns for special-purpose devices into the four categories indicated in the following figure.

Device Coomunications Patterns
Device communications Patterns

CoPathwaysnnectivity Types

All of these models need uninterrupted connectivity to enable the ultimate user experience that Windows 10 could offer with the addition of Active Steering Technologies at the Platform level.

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Wi-Fi Signal Active Steering Impresive new Technology

Here in San Diego we have a number of new and innovative technology companies.  One of which I’m proud to be connected to by Rick Johnson (their CFO) who was the CFO of Tarari and a fellow Intel Alumni. The company is Ethertronics and makes chip-sets that implement various types of antenna functionality for the mobile market.  Their latest introduction at this year’s CES is ACTIVE STEERING

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The industry is preparing for a 1000x increase in data traffic while carriers are running out of capacity on their networks. The solution to this daunting challenge isn’t as simple as just buying more spectrum or adding more infrastructure in the form of cellular towers, small cells and Distributed Antenna Systems (DAS) equipment. The wireless devices themselves are key to increasing capacity through spectral efficiency. Active Steering technology is crucial to improve device efficiency and performance.

Ethertronics’ Active Steering technology provides

  • Significantly faster throughput –  higher data rates
  • Minimizes unwanted interference
  • Seamless handoffs between towers
  • Better connected experience for users
  • Increased spectral efficiency – more capacity to carriers’ networks
Wi-Fi Active Steering
Wi-Fi Active Steering

 

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Technology Trends to watch in 2013(Social Media Impacts)

  • Social Media Marketing: Big corps will finally get serious because they’ll find a way to monetize the involvement with Social Media. So look for PR/Marketing plans to have integrated social media buys/plans
  • $3B annually is spent on Mobile ads but that is only 5%. Look for the trend setter to be advertising on tablets.
  • Enterprise Gamification across marketing platforms, enterprise employee training platforms and second-screen applications. In 2013 we will see enterprise gamification Surpass Consumer Gamification.
  • “So-Mofying”. Lots of VC money going into technology that makes enterprises more social & mobile. An inflection point will be created in the need to download these apps.
  • Mobile Retail: Technology drives in-store and out-of-store shopping experiences, in-store navigation experiences, and social and mobile sharing of products.
  • Set-Top Boxes In 2013: This technology goes through drastic changes. Content creator/owners and providers are try to increase engagement across channels and provide new UI application linkages to allow switching of context between VOD and programmed content.
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