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Published by: IDATE
Published: Jan. 1, 2010 - 63 Pages
Table of Contents
- 1. Executive Summary
- 1.1. Main findings
- 1.2. Key components of the digital home
- 1.3. Player strategies
- 1.4. Different views of the digital home
- 1.5. The digital home roadmap
- 1.6. The digital home devices market in Europe
- 2. Components of the digital home
- 2.1. Growth of the digital content market
- 2.1.1. The world broadband market
- 2.1.2. World TV market
- 2.1.3. World video game market
- 2.1.4. World music market
- 2.2. The pillars of the digital home
- 2.2.1. Internet and the home network
- More and more Internet-ready CE devices
- Network technologies unifying the home network
- 2.2.2. User interface: uniformity and convergence
- Circulating content indoors
- Web content adapting to the devices
- 2.2.3. Processing power serving home network applications
- 2.3. The technical conditions for the development of the digital home
- 2.3.1. Interface standardisation
- Project Canvas, the limits of a proprietary solution
- HbbTV, convergence through open standards
- 2.3.2. Consensus on interoperability
- DLNA, a benchmark standard for interoperability
- Open IPTV Forum, open source for unifying TV over IP
- SoftAtHome, a proprietary solution
- UPnP, simplifying network creation
- 2.3.3. The issue of bandwidth inside the digital home
- 2.3.4. Increasingly mature wireless technologies
- Wi-Fi 8.11n
- WiGig Alliance
- WHDI
- 2.4. The device-centric digital home
- 2.4.1. Digital home device classification
- Digital Media Server (DMS)
- Digital Media Player (DMP)
- Digital Media Renderer (DMR)
- Digital Media Controller (DMC)
- Digital Media Printer (DMPr)
- 2.4.2. Features of digital home devices
- 2.5. Inner workings of the digital home
- 2.5.1. The smartphone as the control interface for the digital home
- 2.5.2. The TV as digital home management device
- 2.5.3. The smartphone for accessing content stored at home
- 2.5.4. The Internet for storing digital home content
- 2.5.5. The touch-screen tablet as universal remote control
- 2.5.6. The connected STB as digital home control centre
- 2.5.7. The multimedia GPS for controlling digital home content
- 3. Organisation & industry strategies
- 3.1. Digital home market players: an overview
- 3.2. Trends amongst digital home market players
- 3.2.1. Consumer electronics: develop interconnection between products and integrate content services into the devices
- 3.2.2. Pay-TV operators: fleshing out their offer with OTT content and services to maintain control of the TV environment
- 3.2.3. Game console manufacturers: integrate services and transform the console into a media centre
- 3.2.4. Multimedia box manufacturers: integrated box + content offer
- 3.2.5. IT sector: promote the multimedia server
- 3.2.6. ISPs: integrate the digital home functions
- 3.2.7. Home automation: integrate multimedia into home automation networks
- 3.2.8. Technical facilitators: impose a Web-oriented OS on devices
- Functionalities offered by Kadoo
- 3.3. Digital home development scenarios
- 3.3.1. The five views of the digital home
- 3.3.2. Key factors that will shape the way the digital home is organized
- Where to store the content?
- What type of controller for digital home solutions?
- TV or box?
- Proprietary content?
- Direct or indirect business models
- 3.3.3. The digital home roadmap
- 3.3.4. Strengths and weaknesses of the different digital home market players
- 3.3.5. Specific effects on the content industry
- 3.3.6. Specific effects on the telecom industry
- 4. Digital home device market estimates
- 4.1. Methodology
- Market segments for which estimates are provided
- Estimate methodology
- Countries and regions
- 4.2. Market outlook
- 4.2.1. Connected device sales forecasts for the United States
- 4.2.2. Connected device sales forecasts for Europe
- 4.2.3. Connected device sales forecasts for Japan
- Tables
- Table 1: Sales of connected devices to retailers in Europe, 2009-2013
- Table 2: Penetration rate in French households for various types of equipment
- Table 3: Fixed broadband subscribers, by region
- Table 4: Internet market revenue, by region
- Table 5: Television market, by region
- Table 6: Fixed and handheld console market, by region
- Table 7: Music market, by region
- Table 8: The main 802.11 Wi-Fi standards
- Table 9: Device features
- Table 10: CE industry players’ views and goals
- Table 11: Examples of brand universes
- Table 12: Examples of services integrated with devices
- Table 13: Pay-TV operators’ view of the market and goals
- Table 14: Game console manufacturers’ view of the market and goals
- Table 15: Services incorporated into consoles’ online solutions
- Table 16: Features of the different views of the digital home
- Table 17: Sales of connected devices to retailers in the United States, 2009-2013
- Table 18: Sales of connected devices to retailers in the United States, 2009-2013
- Table 19: Sales of connected devices to retailers in Europe, 2009-2013
- Table 20: Sales of connected devices to retailers in Europe, 2009-2013
- Table 21: Sales of connected devices to retailers in Japan, 2009-2013
- Table 22: Sales of connected devices to retailers in Japan, 2009-2013
- Figures
- Figure 1: Breakdown of music sales by medium
- Figure 2: 4HomeMedia user interface
- Figure 3: Toshiba’s JournE Touch tablet
- Figure 4: Neotion Pocket Recorder card
- Figure 5: Dailymotion’s TV home page
- Figure 6: Screenshot of a Transpond application
- Figure 7: The BBC’s iPlayer interface
- Figure 8: How HbbTV works
- Figure 9: The digital home according to the DLNA
- Figure 10: The Awox VoD Box
- Figure 11: Netgem’s Netbox 8160
- Figure 12: The digital home according to SoftAtHome
- Figure 13: The ZvBox 150
- Figure 14: Graphic rendering on a PC from the Spawn HD-720
- Figure 15: Orange Tabbee
- Figure 16: Archos 5 Internet Tablet
- Figure 17: Overview of the industries involved in the digital home market
- Figure 18: Multimedia box manufacturers’ view of the market and goals
- Figure 19: Examples of device-service combos
- Figure 20: IT industry players’ view of the market and goals
- Figure 21: Telecom industry players’ view of the market and goals
- Figure 22: Home automation players’ view of the market and goals
- Figure 23: Technical facilitators’ view of the market and goals
- Figure 24: The different views of the digital home
- Figure 25: Market players’ positioning with respect to the different views of the digital home
- Figure 26: Roadmap of the digital home
- Figure 27: The different players’ prominence in the digital home market
- Cases
- Case 1: Content acquisition when on the move, for later consumption in the home
- Case 2: Acquiring content from the TV for instant viewing on another device
- Case 3: Accessing content stored at home when on the move
- Case 4: Simultaneous access to content stored online
- Case 5: The tablet as content management device
- Case 6: Programming recordings remotely
- Case 7: Acquiring content when nearby for later consumption at home
AbstractThe digital home, which is
incorporating the latest
innovations in devices and
networks at an ever
increasing pace, is now one
of the main focal points for
all industry players. This
report examines the
changing shape of this
sector and the outlook for
the connected devices
market, which will be worth
149 billion EUR in 2013.
Key questions
- What is the medium-term roadmap for the digital home?
- Interoperability: are international consortia achieving their
objectives?
- What innovative applications are taking shape in and around the
digital home?
- Which device offers the greatest guarantees for taking hold as
the central content delivery component: tablet, TV, computer,
home gateway, STB (set-top box)?
- Connected or browser-based user interfaces, the key to winning
over consumers?
- What are the most likely development scenarios for the digital
home, in terms of content and technical configuration?
- What are the central issues for the key market players: pay-TV
providers, Internet giants, video game console makers, telcos,
equipment manufacturers?
- What are the most promising business models?
Please note:The online download price is for 1-5 users.
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