Sustainability and Innovation: A response to a JD
Sustainability is a significant term. Nonetheless, the role is specific to environmental sustainability, on a sociological and economic sustainability context.
In the market, the “green” initiative has been an area of debate, conjecture and development for many, many years. As media technologies have developed, green marketing initiatives have been refined and convayed in an increasingly narrow context.
In the 1970’s, melbournians where involved with many of environmental movements, including conference festival otherwise known as confest. This festival has continued for many years, whilst I was younger I also attended with a significant troop of friends.
Many of the lead speakers within the current environment, could be identified as “dark green” activists, as they often refuse to listen to science or claim to understand it, whilst talking about broad topics with little specification, with the best of intentions as they continue their activitism with a goal of healing the world from its evils.
It is a fact that our economic, social and political environment currently rely’s upon the use of non-renewable resources. It is also a fact that these non-renewable resources are assisting Australia’s economic platform, as it continues to operate in a largely materialistic social environment, sustaining our cultures economic mechanisms; allowing us to be clothed, have shelter, be feed and have the opportunity of good health-care and the ability to support a family.
In the last 50 years, technology has made products much more available to consumers. It is unlikely that retail economics will change dramaticially in the next 50 years. Therefore, it is essential that we find better ways to use our resources and prosper in an increasingly international social-economic environment.
The science, intellectual capacity and development of professional methods to develop solutions for our societies, when considering environmental sustainability, could be beneficially labelled “light green”; a term to describe the individual interested in creating solutions and actionable works, while still maintaining a good grip on the commercial mecahnics underpinning out society and methods to evolve it.
A History of Contribution
I find it difficult to remember the entire project’s I’ve been involved in overall, that’s why i’ve got this blog. Nonetheless, here are some of the more recent ones.
Sustainability and E-Learning
In 2008, made an investment into an organisation called “Global Green Plan”. The founders of the Global Green Plan, developed plans to establish a range of initiatives ranging from an educational curriculum established in Williamstown High School, through to the start-up works for local community centre, which was designed to provide a community engagement strategy, in-conjunction with the curriculum’s delivery. Other plans and under-performing products included green bins, energy companies, carbon concepts, etc. etc.
I worked on the project freely for a number of months (about six months), investing cash into the project to pay their phone-bills, and to sponsor the attendance in the world sustainable buildings conference in 2008, where they needed promotional materials and copies of the curriculum printed, as well as assistance for representation at their booth.
The tasks I completed throughout the period ranged from strategic, business consulting works developing new economic models for the business (aiming to turn the business around, into a cash-flow positive position) to cleaning the williamstown customs house building, in an effort to get it ready to open; as well as web-development and video transcoding to initiate the build of an e-learning platform, marketing and promotions capability for the firm and its proposed membership revenue business system.
Soon after my investment FujiXerox invested into the business, culminating the collective works with an event where Dame Elizabeth Murdoch was announced as the patron of the Global Green Plan, as part of a broader school based event with speakers locally and remotely, with speakers such as Penny Wong and Isabel Lucas. This event was also marketed in connection to a letter Dame Elizabeth wrote to Michelle Obama, requesting action on climate change.
As another consequence of this work, I held a consultation with Telstra Corporation, endavouring to produce a method for e-learning curriculum materials to be sponsored by Telstra, and for this platform to be made available to students, using a 24/7/365 wireless network card, integrated with the e-learning platform, as well as schools and the school based filter. The development of this proposed platform is a work in progress.
Energy Technology and Transportation
In 2003, I purchased a Series 1, XJ6 jaguar the last car manufactured by the founder, with the specific intention of replacing the drive-train system with more recent, Hybrid Technologies.
Between roles, and during any other downtime periods, I researched technologies that could offer a suitable platform overall.
I found Wheel Motor Technology, being developed in the University of Queensland as well as other companies overseas. Having had some experience with the CSIRO, I was aware of the battery based technology; however, I was also aware of the difficulties facing battery use in these environments, including; charge, tempreture, availability, recycling and non-renewable components used within the battery technology. So, I started to look at ways to generate enough electricity, and regulate the power input.
This later led me to investigate ultra-capacitors and Micro-Turbine Engines.
Turbines are extremely efficient at the right speed. They can also operate on a range of fuels, with relatively little modification. However, it is not suitable to spin them up and down, with acceleration and de-acceleration. Through the use of ultra capacitors, it would be possible to create a “power store”, where energy generated from the wheel motors, any heat-conversion and direct electricity produced from the proposed micro-turbine, could be used to power the vehicle.
As an effect, the turbine could then be computer controlled to operate at optimal efficiency, as required to power the drive train and maintain optimal charge in the ultra-capacitor array. Through chance, I met a lady from the CSIR (south african equivalent to the CSIRO) who suggested they might have some micro-turbine units available for use on this project. However the project never proceeded beyond these concepts.
Works were pursued with the US based LincVolt Project, who have been working with a South Australian company. I spoke to this firm on several occasions, seeking to further investigate these concepts; however not much really happened. Last time we spoke I was advised they were in the process of raising capital, which is a positive outcome for their works.
To summarise this experience, although I found advanced technologies that were capable, (with investment), to produce a conversion solution for existing vehicles; the commercial desire to create these forms of solutions for the existing vehicle market seems lacking in the local market. New vehicles featuring technologies sourced from overseas will, most likely, be the course of least resistance for the introduction of more sustainably powered vehicles for the local market.
Portable power and storage
I became aware of Hydrogen Fuel Cells from an associated company called manhattern scientific. The Company, based in the US had developed many patents for manufacturing Fuel Cells. Further research in the area later found another company called Horizon Fuel Cell, who started their commercialiastion works selling fuel-cell toys.
I have been investigating the possibility of using fuel-cell technology in rural areas, as a replacement for standardised battery power.
Family have an “off the grid” farm in country Victoria. The power system they use is based upon solar power, with a deep-cycle battery array, connected to an inverter. The difficulty with this system, as it has been installed (by solar experts), is that the batteries are housed underneath the solar panels, in an outdoor environment. Due to this, the battery life span is decreased; batteries are ideally stored in a controlled environment of about 20c.
Their farm, and many like it, has dam water. Using an electrolizer and fuel-cell technology, is a plausable method to consider. The proces, would essentially use the solar panels to generate stored hydrogen, which can then be converted back to water (using fuel-cells) providing electricity at times where no solar power is directly available.
I have been discussing this concept with Horizon Fuel Cells, and we are working on a suitable solution to test this theorem.
In summary, this project aims to consider a suitable renewable solution for the storage of energy in the form of hydrogen. In doing so, it is believed that the solution will both generate clean water and electricity, from a stored potential energy state.
Related to this work is additional research into LED and OLED based lighting systems, as well as other appliances that lower the overall use of energy in the household.
Similarly, heating and cooling systems are being researched with a friends father (who started bramar), at this time I have a particular interest in finding out more information, about the mechanisms and power requirements of heat-pump’s.
Urban Water Use
Melbourne has recently been through a property boom. Our population has increased by between 800,000 and 900,000 people within the last ten years. Having worked within the offices of one of the largest Victorian property developers, who has been a key party in the development of environmental leaders in Australia, I am astutely aware of the infrastructure implications this population growth has on the broader local territory.
Sometime in the start of 2006, an English committee was engaged from the UK, to advise Melbourne water on new water management and efficiency initiatives. The leader for this Team is my partners direct reletive and, one day, while he swam in our pool, I was able to discuss some of my ideas in this area.
Bottled Water, and the export of water seemed like an unsuitable business for an environment struggling with a lack of water resources. Post my discussion, the news article discussing their trip, featured a picture of the CTO for Melbourne water, drinking a bottle of Melbourne water, perhaps unrelated, nonetheless humorous.
I also have a idea, about the treatment and recapture of stormwater. Through discussions with a local water manager, I became aware of the difficult issue of the water company apparently not being able to get an EPA license to treat storm water, in some environments.
With an increase of concrete, roofing and other systems for run-off into the storm-water. The produces an effect where less water soaks into the ground, as the concrete replaces the natural environment; a simultanious effect, caused by subdivision and other drivers caused by urbanisation; relates to humidity, as the mechanisms for precipitation within urban environments changes. One key element includes the process where more water, being stored or moved to underground water-tight drainage systems, where it cannot re-articulate back into the local environmental system. Another is the use of pre-existing swamp land and river areas, for urban housing, which drains into the other issue.
Water tanks provide a significant step towards responding to this issue, however as a renter I’m forced to watch my 50 year old fruit trees die in the yard, without any owner interest in implementing such technology. To continue to find ways to respond to this issue, further work surrounding the opportunity to reclaim storm-water and its use within localised parks, gardens and council areas, seems like an ideal method to continue to improve efficiency of our storm-water grid, in association to environmental management.
However my ideas in this area continue to develop and solid solutions haven’t really been identified as yet, beyond the initial ideas.
Geographic Mapping
Councils seem to obtain information about trees, when ther’re scheduled to be taken down. It is also my experience that older trees can become diseased. It was my experience, when living in Balwyn, that a tree chopper (I know their called aborists) continually left me cards, offering to cut down my trees. As a result of the successful work by the aborist around the local area, I developed a new initiatives I mapped into the e-learning project; (which was not further developed) was to do a tree census.
The concept of a “tree census” would be to provide a database of native flora, which can be used to more effectively manage the local flora population. Trees assist with carbon, as well as precipitation. When replacing trees with concrete, the environmental factors within the environment change.
I was recently paid to go and record on camera, the Natural Climate Change Conference.
This was brought together by the old Dean for mathematics, of Monash University. He was fighting to get some form of public recognition for the findings of his work, related to some very specific elements of climate science. With so much climate science in the media, it seemed that there were many experts who were not being effectively represented, due to their specific knowledge in the area; and, related specifications about the terminology, and the problems that related to each term, specifically.
Through his presentation, I learnt about solar flares and how they produce climate effects on the earth. I also learnt about solar cycles. Their discussion particularly related to the natural climate cycles, and new scientific findings in this area.
They were specific in their suggestions that urbanised areas create different environmental micro-climates, as opposed to broader “un-touched” environments. Nonetheless, they were particularly frustrated, that the news publicised every possible environmental issue as an effect of climate change. Climate change, however, is a very specific topic within a broader group of environment and sustainability issues. Climate itself, is affected by these issues, but is not directly related to the poor use of un-renewable resources, clearing of forests, development of ecologically beneficial technology and all such aspects emboded within the context of environmental sustainability.
GreenTV
There is no sustainability TV Channel. I’ve been working on one slowely, but it is taking time. One of my clients / friends in Dubai wants to hold a Dubai Environmental Sustainability Film Festival which I’ve been assisting him with developing conceptually and operationally.
Dreamtime
Game Concept Overview
Dreamtime is a quest and/or puzzle orientated computer game, distributed on leading platforms such as PC, Xbox360, Nintendo Wii and Playstation 3 or the platforms that are created in the next generation.
The Dreamtime game, is proposed to be embodied as an adventure game. The player creates a profile as a type of individual, representating a family and community member within a common Aboriginal community; and is presented with an immersive, story telling world where the users growth is governed by their ability to adapt and understand the environment around them.
The player starts within a community, and is required to learn key concepts concerning the lifestyle, beliefs and role they play in their tribal society as a contributor to the community. Once initial challenges have been met, the player goes “walkabout”. This offers the player an opportunity to visit, meet and get involved in other communities around Australia.
The Game-Play Challenges
In a manner not dissimilar to the iconic story orientated games of Kings Quest, Myth, Space Quest, Monkey Island, Legend of Zelda and Fable, the game Dreamtime, presents the player with an immersive world where they are required to successfully accomplish interactive stories, or tasks, that collectively contribute towards the game-players statistics and achievements in the game. The game is progressively developed for the user, based on what they’ve already achieved in the game. To begin with, simple aspects are available whilst in latter parts of the games storyline, more complex tasks or puzzles are opened up, requiring knowledge developed from prior accomplishments.
The Storyline
The Storyline will be developed through the participation and contributions of the Aboriginal society. The setting is Australia, prior to European Settlement, where Aboriginal people were part of the land, living in a manner untouched by European values and influences.
Through the participation of Aboriginal communities across Australia, it is envisaged that the game will create a historically accurate, interactive, participatory environment where the dreamtime and culture of Aboriginal communities throughout Australia can be embrased by the world of game-players.
It is envisaged that the game will be delivered in a manner that provides staged presentations at key intervals of the players progress. Within these stages, “dreamtime” stories would be presented to the user, representing the stories passed down by the generations of the real-world communities, in a way that assists the players’ progress in the game to the next level (of knowledge and gameplay).
Commercial concepts
Commercial Market
The game aims to be distributed internationally on a range of platforms.
The game would initially be distributed on PC and consoles, with extensions to the game concept being available on mobile gaming platforms. As the product’s scope is a game that provides character development based on the accomplishment of “dreamtime” story orientated puzzles, it is plausable to provide an online account where users can play on a range of devices, contributing to their overall “gamer profile”, where statistics and achievements would be listed.
Content development and Research
Aboriginal people had different territories throughout Australia, where differentiated cultural aspects ensued. Information pertaining to these individual cultures is somewhat available, however I am currently unsure as to whether the relevent information is available in a suitable format for use over the entire, potential scope of the project.
In order to fairly and effectively develop an archive of knowledge that can be used to generate game-play elements, Aboriginal communities across Australia should be engaged to assist by providing the stories and cultural learnings that will make up the game and the gameplay lifecycle. Using modern technology, it is viable to produce a gaming environment that can be extended with content downloads, after the title has been released to the market. Nonetheless, the broad functionality of the game needs to be published within the initial content package, embodied within the titles software.
Inorder to effectively document and aquire cultural information, it is suggested that the community is engaged and content acquisition is managed, by a team. This team would be responsible for accumulating stories, environmental information and other anthropological data as required by a commercial game development team/s, to turn the dreamtime stories and cultural information into an interactive gaming world.
Corporate Formulation
The Title is designed to assist the Aboriginal people of Australia, and their assistance will be crucial to the success of the game, through the collection of information for the manufacture of the gaming environmnet. In Return for developing a successful game, it is envisaged that a Not for Profit (NFP) entity would be established.
As this not-for-profit entity develops, and as the game becomes commercially lucrative – it is envisaged that this NFP entity would transition from an initial purpose of collecting and holding copywrite for the cultural information gained from throughout the community, towards a new operational business involving investments into Aboriginal Communities for the purpose of exposing its native culture to world markets. This proposed firm, would manage licensing revenues by investing in and contributions towards the on-going economic support for ensuring Aboriginal culture remains a “living” culture. I would like to see funds put towards the benefit of aboriginal communities in a way that brings about a ubiquity in aboriginal culture and what the aboriginal people, felt was most important. Nonetheless, the game must provide a satisfactory commercial return for investors and continued development; and, it will take a lot of good work to make this successful.
Game Engineering Concept
The Game engine needs to be able to represent 3-dimentional representations of geographic territories, at a range of levels. A user should be able to browse Australia as a whole; identifying which specific territory they wish to further investigate while, upon selection, also providing the capacity to interact with a local environment in a first-person perspective.
The Game Engine developed should be made in such a way that it is extendable, with additional content modules. These modules should use a standardised specification, as to provide the opportunity for contributions to the overall environment. Althought the initial focus is Australia and the Aboriginal culture, it is envisaged that upon success the concept could be more broadly applied to other territories around the world where indigenous cultures are less ubiquitous in modern-day lifestyle and communications. Internet access will be a key ingredient in the use of this platform, as it provides the game a method to extend the world and its incorporated “dreamtime” stories, as they become available; and, as funding continues to become available through the sale of game, for further development.
An Immersive Environment
Story telling is also a great art harboured within the creative film industry. I am continuing to consider how filmmakers and game makers could work together on this project, to provide a suitably immersive “dreamtime” environment. It is key to the game, that it looks immaculate, in its visual presentation. There are significant opportunities to also immerse traditional songs and other audio content as part of the experience.
Advanced gameplay and dreamtime puzzles
Almost every concept found within a culture can be described and/or represented to a player as a puzzle. By associating this concept to “dreamtime” stories, the cultural learnings of the Aboriginal people, would be captured from participating groups, and converted into game-play aspects. A good game ensures the player feels forfilled throughout the process of playing it, achieving goal, and moving to a new “level”. In this case, the gameplay is embodied within the story, which has some form of learning outcome found through interaction.
Game Developers are expertly trained at manufacturing gaming environments, and increasingly visual art. However game developers will require content, and a process for acceptance is also envisaged to be necessary to ensure the output is not misrepresentatal to the origin of the story, in a way that misguided.
Economic Effect
It is envisaged that this title, embodying the subject matter effectively in a way that can be successfully marketed to the world, would significantly benefit the Aboriginal culture and our modern understanding of that culture, and its representation in international markets. This historical platform of traditional Australia, could change opinions of Australia in a global market. Sorry, is an important word, however ensuring Aboriginal Culture remains a Living counterpart to the Australian Presence, is much more important.
Film and Social Contributions
The research project will present an opportunity to produce TV or film orientated content, surrounding the production of the game. It is also envisaged that locals could be offered a range of opportunities to participate in the production, providing a range of additional training opportunities in the process.
Related Marketing Concepts
It is envisaged that the game will include a number of cinemagraphic scenes, describing context and associted immersive scenes.
Industry Participation
There is a title called “earth”, which was produced with the assistance of advertising agencies and brands around the world, which was then freely distributed. Although the objective is not to freely distribute the principle output of this project; there is likely an opportunity to present branding and sponsorship support in assocation to the games software environment, but not within the game itself. Any brands and/or corporations known to be contributing to the Game would be rewarded with brand assocaition, to a game that attempts to bring to life indigenous culture. Therefore, as a method for brands, and industry to engage a commercial opportunity to support the community; it is envisaged that this project will provide a palletable opportunity. This is especially the case if and as a successful community development strategy takes form, in relation to the previously mentioned NFP Structure.
A Collaborative Work
The commercialisation strategy ideally provides a framework for wide-spread participation; in-turn, creating a brand that can be cross-marketed, and promoted across a diverse range of Australian and international groups.
As referenced earlier, one of the technical objectives is to build and/or use a game-engine, designed to provide the opportunity for modular development. Through the application of a modular development environment, with a relevant certification process; the commercial method may lend itself to distributed development, with a variety of development agencies.
Technology and Potential Applications (other than the “dreamtime” game)
There is potential for the body of work to be used in education environments and other spaces where immersive environments can be displayed. An example would be a digital planetarium or lecture theatre with digital projector; where the application could be modified to suit an instructor-led tutorial or exhibit.
Another potential application is the development of a framework for delivering a historical, interactive video application that compiles and represents content in a mapping orientated manner. Through the development of a computer game, a computer rendered environment would be produced that may be used for a variety of applications, at a range of complexity levels.
Another idea, is that it may be produced in a manner that provides the means to string-together stories using basic text-orientated strings (ie: XML) that uses a language or XML Schema, designed to allow the production of a story, based on referencing a group of objects, rules and linear gameplay processes. However, I am not sure if this is similar to existing game development processes. In such a design, it would be envisaged that the elements produced would be archived in a database structure for application and re-application into a range of environments. This mechanism is envisaged to be similar to the method used for second-life, however considerably different in the quality of rendering; and commercially different by instituting a process of validation prior to application within any applicable game environment.
In summary: I think this is a great idea that deserves support. If you are able to support the project, please do not hesitate to contact me
Specifications Outlines
Below is a range of open standands specifications that can collectively enable Hybrid Television Services.
XrML The Language for Digital Rights ™
BluRay GEM Definition Document
TV-Anytime An adaptation toDVB Transport Streams and Implementation in European Projects
Transport of MPEG 2 Transport Stream (TS) Based DVB Services over IP Based Networks
iTV Company Key Projects
Streaming Platform – www.streamingplatform.com
Streaming Platform is a sophisticated website designed to provide online digital media services through a web-interface.
Streaming Platform will provide a customer with the ability to;
- Convert live or pre-recorded media files into a multitude of formats in real-time
- Distribute media files via a URL interface to any broadband connected end-point
- Store and search media
- Accelerate and enhance the distribution of high quality media over existing (and emerging) networks
- Track and govern distribution rights for media
- Implement digital rights on media
- Sign-up and manage an account online
- Automate the media management processes with an XML formatted file
- Interact with the external internet programs such as the Media Guide Networks channel platform and advertising sales systems
Media Guide Networks www.mediaguidenetworks.com www.mediaguidenetworks.net
Media Guide Networks (MGN) is a sophisticated internet application framework designed for end-to-end management of interactive TV over broadband networks.
The Company foresees the future of broadcast networks and TV connected devices providing an interactive end-user experience. This experience will be powered by hardware that supports media storage, broadcast reception and broadband delivered content. Such devices will provide interactive menu systems within each channel, supporting an unlimited number of potential content asserts for use by consumers on a participation and broadcast basis. The MGN platform is designed to supply the features and benefits required to make this happen.
In existing digital broadcast networks, end-user devices have an interactive guide which helps a user change from one channel to another: This is called an Electronic Program Guide or EPG. Through the introduction of interactive channelling each channel will require an additional interactive menu system. This will enable users to navigate and interact with the library of content each channel provider will provide on an advertising-sponsored basis over the broadband network, sometimes interacting with the broadcast.
Through investigations earlier in the year, the name of this type of interface was suggested to be a “media guide” in Europe, the leader of technology development in this area. The Company purchased the domain, Media Guide Networks, to brand a service whereby a delivery system for media guides and related media assets, would be sold and marketed to international vendors and media companies.
The technology development project will incorporate a range of globally ratified existing standards such as TV-Anytime (Content Referencing), Globally Executable Multimedia Home Platform (GEM-MHP) (interactive content), DVB-SI / DVB-IPTV (possible signalling and content delivery specifications), VC-1 and H.264 or Mpeg 4 / AVC (media formats), XML (mark-up language), and a range of other associated standards.
There are a number of levels throughout the fulfilment process (from production to end-user) that this project (and The Company) will need to take into account.
- 1. Media format
Existing interactive TV, Blu-Ray and HD-DVD platforms provide a consistent approach to interactive television design, application and software development. The MGN network will continue to develop upon the existing foundations archived by these formats and hopes to provide an automated encoding procedure from Blu-Ray or HD-DVD to MGN / SP enabled systems.
- 2. Interactivity between disk or broadcast and broadband delivered video
Existing digital broadcasting standards support data insertion into broadcast feeds. This function can be used to send links that signal consumer devices to get broadband data, from broadcast driven events.
- 3. Channel Management
The channel management platform is the perceived brains of the operation, providing producers the systems and tools necessary to publish and meter channel content usage. The channel system also enables distributors to manage usage, distribution territories, advertising information, design differentiation and interactivity with the end-user devices.
- 4. End-User Devices
The software platform is designed for implementation on Hybrid Personal Digital Recording Devices. These devices have started to emerge in the market. In the near-term, interfaces for existing devices and gaming consoles (ie: media centre + Xbox 360) can be produced cheaply and easily, and are likely to accelerate adoption and growth of Set-Top Usage MGN usage.
Existing High Definition DVD players (both HD-DVD and BluRay) incorporate network content access. These interfaces will be used as a sales interface that the business will seek to capitalise on. Disk driven usage offers the business a low-tech way for a user to interact with broadband delivered media. For disk providers, it is possible to provide new business models to disk distribution by providing updated and expanded media for HD-DVD / Blu-Ray content titles; potentially also securing premium content on the disks, by providing the usage rules over broadband.
The method and system for this integration, is believed to be innovative, unique, and therefore protectable, via IP laws and processes.
In summary, MGN is designed to be a standards package for providing interactive TV content to customers. The platform provides interactive media to a range of devices and interfaces including mobile phones, interactive digital radio devices and web-browsers. MGN is an integrated platform solution designed to deliver an interactive content solution to channel operators.
WHAT IS THE ITV PLATFORM
WHAT IS THE ITV PLATFORM
- The iTV Platform is a Technology solution incorporating open source technologies to enable the delivery of Interactive Television programming.
- The iTV Platform will incorporate many existing, international standards to deliver a solution that can be embraced by the broader interactive television Industry.
- To build the iTV platform a range of standards will be integrated deliver a prototype.
These standards may include (but are not exclusive to);
3.3 DVB-MHP
3.3.1 Multimedia Home Platform (MHP) is the open middleware system designed by the DVB Project. DVB-MHP has been ratified as a standard for existing Digital Broadcasters, in Australia and throughout much of the world.
3.4 TV-Anytime
3.4.1 “TV-Anytime” (TVA) is a full and synchronised set of specifications established by the TV-Anytime Forum. TVA features enable the search, selection, acquisition and rightful use of content on local and/or remote personal storage systems from both broadcast and online services.
3.5 ISMA
3.5.1 Founded in 2000, the Internet Streaming Media Alliance (ISMA) is a global alliance of industry leaders dedicated to the adoption and deployment of open standards for streaming rich media such as video, audio and associated data over Internet protocols. The goal of its membership is to promote standards-based solutions that offer greater choice, flexibility, extensive cost efficiencies, and higher quality of service. The organization achieves this by providing the industry with technical specifications based on new and existing non-proprietary standards and testing solutions that enable multiple vendor, multiplatform interoperability with its product conformance program. ISMA collaborates with other trade associations and standards bodies to promote interoperable solutions across the entire content delivery spectrum.
3.6 Blu-Ray Disk Association
3.6.1 Blu-ray Disc is a next-generation, optical disc format that enables the ultimate high-def entertainment experience.
3.6.2 BD-ROM is designed not only for pre-packaged High Definition (HD) movie content but also as a key component of a consumer HD platform. As shown in Figure 1-1 below, the Blu-ray Disc (BD) platform is designed to provide access to HD content throughout the home via HD digital broadcast recording and HD playback functions.
3.6.3 BD-ROM also provides a fully programmable application environment with network connectivity thereby enabling the Content Provider to create highly interactive, updateable BD-ROM titles. This mode is based on a platform that is fully compliant with the J2ME Personal Basis Profile Java platform (PBP 1.0) and the Globally Executable MHP specification (GEM 1.0.2). It is known as “BD-J”. Content Providers are able to include interactive Java applications on a BD-ROM disc in various ways (one application for the entire disc, one application per Title, etc.).
3.7 Moving Picture Experts Group (MPEG)
3.7.1 The Moving Picture Experts Group (MPEG) a working group of ISO/IEC in charge of the development of standards for coded representation of digital audio and video. Established in 1988, the group has produced MPEG-1, the standard on which such products as Video CD and MP3 are based, MPEG-2, the standard on which such products as Digital Television set top boxes and DVD are based, MPEG-4, the standard for multimedia for the fixed and mobile web, MPEG-7, the standard for description and search of audio and visual content and MPEG-21, the Multimedia Framework.
3.8 Darwin Streaming Server
3.8.1 Darwin Streaming Server, the open source version of Apple’s QuickTime Streaming Server technology that allows to send streaming media to clients using the industry standard RTP and RTSP protocols. Based on the same code base as QuickTime Streaming Server, Darwin Streaming Server provides a high level of customizability and runs on a variety of platforms allowing you to manipulate the code to fit your needs.
3.9 Linux
3.9.1 A significant amount of the technology platform will be designed to operate on the Linux platform. The Preferred Operating System is Red-Hat Linux, subject to licensing agreements.
- The iTV Platform is a largely Open Source Platform designed to connect interactive content publishers via a channel platform, on compatible TV connected devices.
- The iTV Platform generates Revenues from the use of the iTV platform by 3rd parties. Key Revenue drivers will include, but is not exclusive to;
5.1 A Per Minute Video Usage Charge from Server to End-User device
5.2 A Per MB Data Distribution Charge from Server to End-User device
5.2.1 Product and Service charges in connection to the deployment of technology and content services to customers.
Intellectual Property Protection Strategy of The iTV Platform.
- Licensing.
The Service will use a specific license, for distributing the Open Source software package free of charge. Certain elements of the software platform will require licensing from relevant license holders, however it is likely that this will be minimal.
The Licenses will allow the use of the software components, by third parties who would like to adopt the standard for their device. Although the Standard is available free of charge, the company will not be able to use the trademarks of The iTV Company (or other entity) in association to the promotion of compatibility with the platform; unless, they would be license holder pays for relevant standards validation by the company.
- Data Distribution, Tracking and Control Mechanisms.
The Service will utilise a monetisation system, that both provides the location of an iTV Asset to the network and a method to pay / charge for the use of the system. This will be facilitated through a domain name, that will use a sophisticated Distributed Billing Engine that will identify what transactions are being processed, by who and what specifically.
The systems, in-order to interoperate need to register with this domain in-order to become functional / active.
The data-generated will be an encrypted string that will be send from one device to another across the network upon initiation of each and every transaction.
Invention Disclosure Form – iTV Monitisation
WHAT IS AN INVENTION?
As a general rule, an invention is a solution to a technical problem which has utility in a field of economic endeavour.
In general, if the solution to the problem is novel and involves an inventive step when compared with anything previously disclosed anywhere in the world, it is patentable.
The purpose of this document is to provide information from which a patent specification (a document describing the invention) can be prepared.
INFORMATION REQUIRED
1. Field of the Invention
The Field of Invention is a Method and System for the Monetisation of Interactive Television.
2. Background to invention
2.1 The problem
Interactive Television is an emerging industry. IPTV and iTV Technology Vendors, Systems integrators and Network Operators use DRM Key to manage the Transactions of Content Titles on a Per Transaction Basis. This is attached to proprietary software systems that are secured by End-Point Serial numbers and other Software Protection Mechanisms.
2.2 Known solutions to problem
Other Methods and Systems for Monetising Interactive Television have also included Software Codes distributed to end-user Devices.
3. The Invention
3.1 Description
The System is dependent upon a group of processes that establishes a “monetisation” network between parties.
3.1.1 The Central Address – the Central Address contains database services communicating between the networked software application instances.
3.1.2 The Client – is a software program that enables the communications between the distributed networks instances
3.1.2.1 The client requires Registered information to be acquired via a Professional Services organisation in-order to initially obtain Account Information.
3.1.2.2 Once the Client has established an account, they are able to connect to the network using the information provided.
3.1.2.3 The client originates the information between their user environment and their Account Details.
3.1.2.3.1 The Client describes the platform in both hardware, software and network location terms in real time to the central address to formulate identity. (“Identity”)
3.1.2.3.2 The Client then connects via Bluetooth to the Account Holders Mobile Phone, and transfers an information code to the authorised registration organisation.
3.1.2.3.3 The registration organisation receives the information, personally communicates with the end-user and sends a digital code to the client.
The Client is then activated.
3.1.2.4 The Identity information provided by the client is then used to provide an encryption information transaction process for tracking and storing the transaction details.
3.1.3 Transaction.
As identities utilise the larger software environment to transact information to other identities on the network, a transaction process occurs. . information transaction will be provided with a unique digital Identity sting, based on the current information of the parties in association to the transaction. The Information may be transacted in either a native or protected formats. to other identities on the network.
3.1.4 Resources
3.1.4.1 As identities provide transactions through the clients, resources are created in the databases located at the central address. (“resources”)
3.1.4.2 The Central Address, then encrypts the resource address and enables it to be distributed to the client identities that do not store the information.
3.1.4.3 The Encrypted resource ID is then used as part of the transaction request to acquire the information from the alternative identity.
Describe how your solution differs from previous attempts noted in 2.2
With reference to figures or flow charts, give a very detailed description of your solution, and how it would be implemented in a practical situation.
3.2 Advantages
Describe the advantages of your solution. Mention critical commercial aspects.
3.3 Concept
Describe the principle or concept that has underlined you finding a solution to the problem.
What are the features of your description in 3.1 that embody the essence of your solution/advantages.
3.4 Alternatives
Describe in detail variations to your solution that, whilst may be not working as well as your solution described in 3.1, will nonetheless embody the concept of 3.3
4 Inventors
Timothy Charles Holborn, 63 Yerrin St, Balwyn. 3103 Victoria, Australia. who is an independant party. the basic concept and/or design the features that embody the essence of the invention, as noted in 3.3.
5. Provide Drawings
Project: iTV FTA – Codename: “Immersive”
Project: iTV FTA
Codename: “Immersive”
Project Owner: The iTV Company Pty. Ltd.
Project Partners: confidentia;
Start Date: April 2007
Free to Air, Interactive Television Platform for Australia.
1.0 Project Overview
The immersive project aims to distribute content via a standards-orientated interactive platform to TV’s, to provide a mechanism for Free to Air broadcasters and other channel providers to compete with pay-tv, PC Internet and other similar platforms.
iTV content is defined as audio / video and computer software (HTML, JAVA, etc.) that is compiled into a presentation that can be manipulated by an end-user via a “remote control”.
The immersive project will produce a system and methodology to generate iTV channels and content, distribute iTV content securely within a distribution environment (ie: Australian Broadband Network) and view / interact with content create, on a standard advanced set-top box.
Commercially, the immersive project will demonstrate a “free to air” styled IPTV/Digital TV service, via a Set-Top Box that will enable viewing of a free to end-user, interactive content.
The principle distribution of iTV will be paid by the broadcasters via advertising revenue, as an extension to the existing FTA Business Model. The system will however, be capable of delivering additional “iTV” services that incorporate end-user fee (“premium services”) orientated business models.
Background: The convergence of video media business systems.
Free to air broadcasters have been steadily losing their audience to other applications and services that utilise the television, over the past decade. This has produced a range of issues for free to air broadcasters, the most worrying of such is an effective attack upon their core revenue drivers – advertising.
If FTA’s do not receive advertising dollars, then they are unable to provide quality content.
iTV provides the means to deliver “content portals”. Content portals are interactive domains, such as DVD menus, program sites and other interactive programming. A content portal separates the content titles assets from the rest of the iTV environment.
Each iTV Channel can cater for as many content portals as the iTV Channel provide wishes to create. Furthermore, links and overlays can be provided between the iTV content portal and a digital broadcast. Providing the means to leverage a standard broadcast, with interactive content.
End-Users are able to save content to the Set-Top Box. If a user saves a broadcast show, then it will appear within the content portals generated by the channel provider.
The technology systems will incorporate an advanced set-top box profile, an internet storage and distribution methodology, a content production and syndication process, metering profiles, as well as a means to facilitate other requirements as made necessary for the implementation of a “Broadcast” level technology solution.
The basis to the technology already exists, and has been ratified by international standards authorities such as the Internet Engineering Task Force (IETF), The European Telecommunications Standards Institute (ETSI), International Organisation for Standards (ISO) and the International Electrotechnical Commission (IEC).
The First Project commercialise these standards via the sales and development of an operational iTV platform.
2.0 Project Plan May / June 2007: Deliverables.
Within the next 2 months, The iTV Company Requires the following;
- Pre-sales contracts with customers for purchasing channels.
- A PR Campaign
- Technology Supply Agreements
- Technology Implementation Agreements
- A project plan, including technical specifications.
- Establishment of core staff, and operational management and growth strategy
- A prospectus, to raise further funds.
The estimated expenditure breakdown is as follows;
Within two months. The iTV Company aims to be in a position where the company can choose between establishing its own infrastructure or commercialising existing infrastructure.
Description of Deliverables:
The Prototypes will include the demonstration of a Interactive Television Experience, and the opportunities for Advertisers to create interactive spaces and immersive content to sell products and services in connection to TV entertainment.
The Pre-Sales will Include commercial agreements with all three Commercial Free to Air Stations, as well as a range of significant Internet portal players and other “premium content” providers for the purchase of an Interactive Channel. The agreements will feature a “call to action” that will ensure timely sales within the 2 month window.
Channel Providers will provide an amount up-front that will be put in escrow until the channel has been delivered.
A limited number of STB’s will be Sold. This may include a preferred partner (such as Nintendo or Teac) who provides the funds required to develop the First iTV Software Image. The project aims to give away STB’s, on a contracted basis. A ‘symbolic’ fee for obtaining it, and a mechanism to ensure they use it and a method to ensure they don’t break it and ask for another one.
Technology (Commercialisation Phase 1) will be design and project documentation, and acquisition of Technology licenses.
Advertorial Web-Portal
Here are some slides of a design for a web-advertising portal. Kinda like, Interactive TV Yellow-pages.
Advertorial Content Presentation 2006
I was asked to develop some ideas for one of the two major australian publishers.
Here’s the presentation. i’ve removed the name.
TV Programme and Channel Ideas
Television Channels Ideas
Preface;
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The Awards Channel
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The Conference Channel
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There are many conferences happening every week, throughout the world. This channel is devoted to providing access to such conferences and associated material. Conferences help organisations and individuals keep track of current events, leaders, technologies, strategies, etc.























