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Source: Katajala, 2005

Source: Katajala, 2005. Source: UMTS Forum 2001. Service providers business strategies: Fragmented model. Public Internet. Internet service provision. Portal provision. Content provision. UMTS access. Mobile user/USIM. Source: Eylert, 2005. Service providers business strategies:

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Source: Katajala, 2005

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  1. Source: Katajala, 2005

  2. Source: UMTS Forum 2001

  3. Service providers business strategies: Fragmented model Public Internet Internet service provision Portal provision Content provision UMTS access Mobile user/USIM Source: Eylert, 2005

  4. Service providers business strategies: Ownership model Public Internet Internet service provision UMTS access and transport network Portal provision Content provision Mobile user/USIM Source: Eylert, 2005

  5. Mobile Applications examples • Location-Based Entertainment • Mobile Shopping • Experts on Call • Remote Monitoring • Telematics/Telemetry/Monitoring • Mobile Work Source: Eylert, 2005

  6. Mobile videophone • Videphone has been failure in the fixed network (H.261, 128 kbit/s-2 Mbit/s), videoconferencing used widely in business communications • New video comression methods (H.263, MPEG4, < 64 kbit/s) for low bandwidth applications which can be applied to mobile environment • Parallel full-fuplex audio and video comression requires a lot of processing power • Delays and syncronization of video and audio is also a big technical challenge • Currently commercially launched in NTT DoCoMo´s WCDMA networks FOMA service concept • TeliaSonera has piloted sign language applications in their 3G network • As technical problems has been solved commercially potential service when integrated to video sharing and mailbox service • Require however critical mass creation in order to benefit from network externalities – expert on call and remote monitoring applications could start market

  7. Push to talk over Cellular - PoC • Push to talk over Cellular (PoC) introduces a new real-time direct one-to-one and one-to-many half-duplex voice communication service in the cellular network, the call connection is almost instantaneous and the receiver doesn't have to answer the call • Push to talk service users are typically engaged in some other activity than a telephone call and they listen to the group traffic during their activity • Such a communication serves diverse needs from controlled team management to spontaneous sharing of experiences

  8. Push to talk over Cellular - PoC • Part of the service offering in IP Multimedia Subsystem (IMS) • Based on half-duplex VoIP technology over the GPRS network • Uses mobile radio resources more efficiently than circuit-switched services thus reserving the resources only on the duration of talking • Enables also low operating and capital expenditure as well as it is able to support various advanced services, which benefit from all-digital content formats used in the Internet

  9. Push to talk over Cellular - PoC • It is possible that PoC to evolves from a dedicated to a standard service on any cellular network and in the best case it provides a way forward to make IP based multimedia services to interwork globally regardless of the radio interface standard • When PoC enters the mass-market phase, the second wave of the technology is needed • Service enhancements such as providing and sharing any MIME content during a PoC conference is a natural evolution path • Provision of better QoS classes for the transmission and enabling full duplex mobile VoIP conversation will require additional development throughout the mobile network • PoC is a concept to introduce VoIP into mobile environment without a fear a connibalization

  10. Proprietary Systems • Fastchat by Fastmobile • Proprietary version of similar service (Client/Server model) • Downloadable to Symbian products • Integrates Push to Talk with messaging and presence, also multimedia support • Service commercially available • Not compatible with OMA PoC • Skype • Peer to Peer (Fixed) Internet Voice service • Not optimised for mobile • Currently runs only on Windows • Nothing prohibits making mobile friendly version • Growing fast

  11. Mobile Games • The boom of the Internet based multiplayer gaming implies that the same phenomena could be applied also to the mobile environment • Currently 80 to 90 percent of the mobile game market has been in Japan and South Korea, this implies that the same market penetration could be possible in both Europe and USA • Classification of mobile games: SMS and browser based, Java games based OTA delivery, native OS games • In late 2003 Nokia entered as a first mover into an entirely new market of cartridge based mobile gaming devices by NGage platform without success • Mobile phone vs. separate device (GBA, PSP), which has better leverage – usage of network connection key issue in the future (is WLAN enough?)

  12. Digital rights management • The openness of multimedia capable mobile terminals for content (e.g. ringtones, music and video tracks, programs, games) has brought the piracy problem also to mobile industry • Digital Rights Management (DRM) is provisioning and storing content in such a manner that use and copying is authorized and controlled • Identifying copy righted content from ‘free’ content is one of the fundamental problems of DRM • OMA’s strategy is a separate delivery of rights and content - enabling diverse content delivery methods • Alternatively rights could be embedded to content (e.g. Watermarks)

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