News & Events >
Feature Article

Audio / Video downloads
1 October 2004
While the popularity of mobile ringtones is self-evident, it might
seem premature to call the full song and video clip downloads a hot
application. But the technology will be in users' hands and on
carriers' networks sooner than most might think. There are now two
full-fledged 3G networks in operation (albeit in limited markets) in
the U.S., and Sprint is expected to launch its 1X EV-DO network next
year. Those networks give the capacity to support full song downloads
and higher-resolution video clips more than a few seconds in length.
According to the Zelos Group, 45 million full-feature media-capable
handsets will be in the global market by the end of the year. While
most of those will be sold in Asia and, to a lesser extent, Europe,
U.S. carriers have already begun experimenting with advanced
multimedia, especially in messaging. With the launch of AT&T Wireless'
UMTS consumer offer, the U.S. has the first commercial service
necessary to support the full range of video content being offered by
RealNetworks and other content providers.
A content aggregator, an application developer and an
infrastructure vendor, RealNetworks seems to have all aspects of the
wireless multimedia market nailed. RealNetworks has built versions of
its RealPlayer client for mobile devices; optimized its Helix server,
gateway and back-office technology for wireless networks; and provided
four hours of sports, news and entertainment video content every day
through media partnerships. It's only a matter of time before its
music download service, Rhapsody, goes mobile.
One doesn't tend to think “security” when one thinks of hot
applications, but Perseus' new VideoServer technology actually allows
users to view closed-circuit television and IP video from security
cams directly on their mobile handsets. It's not that far of a stretch
to consider the possibility of video baby monitors and unwired nanny
cams.
While direct music downloads over the wireless WAN might be a while
off, MusicGremlin is doing the next best thing: downloads over the
wireless LAN. The company's technology and proposed music portal are
intended to bring the equivalent of iTunes to the handset.
OnAir is taking television to the Wi-Fi hot spot. It has created a
media server that turns a laptop connected to a wireless LAN into a
television and personal video recorder.
A stalwart in the wireless industry, Comverse's new Mobile Video
Portal is delivered via a telephony session, allowing not only for
live and recorded downloads but also for video mail and even future
video telephony applications.
In the last year, the technology behind mobile gaming has made
radical leaps. Developers are using the better processors of new
handsets to create games that are more detailed graphically and more
robust in gameplay. New interface technologies make gameplay much more
natural, while compression technology facilitates easier downloads.
Perhaps most exciting is the introduction of more real-time
multiplayer gaming, thanks to improvements in capacity and latency of
over-the-air connections. The industry is likely to be rewarded for
its innovations. While mobile gaming was merely a $100 million
industry in 2003, InStat/MDR expects it to grow into an industry
generating $1.8 billion in 2009.
A game developer and publisher developed solely for wireless,
Sorrent is dispelling the notions that handset games are boring, slow
low-resolution counterparts to their PC equivalents. Its Fox Sports
Football game, designed for BREW and Java handsets, features
everything from detailed play animation to changing weather conditions.
The buttons and interfaces on mobile phones often make dialing
phone numbers difficult, much less playing games. Atrua is developing
a touch-based “haptic” user interface, which converts intuitive finger
movements into commands that could not only guide a small car across a
tiny handset screen but could also dial a number or initiate a secure
password.