These slides present the Perspective on Media & Entertainment for the Web document, that provides an analysis of the Media & Entertainment industry in relationship with the Web, and identifies shorter- and longer-term trends that could influence Web technologies.

A perspective for M&E on the Web

François Daoust
fd@w3.org
@tidoust

Objectives

Overview of Media Technologies on the Web


Media rendering


Playback controls


Media distribution


Media processing


Media orchestration


Media capture

Overview of Media Technologies on the Web

A perspective on M&E for the Web

Screenshot from “A perspective on Media & Entertainment for the Web”

Scope

From the M&E Interest Group charter:

Continuous media [...] is here defined as videos, sound recordings, and their associated technologies such as timed text

… but that seems to exclude games and other immersive experiences which, I argue, should be in scope as well.

Example of an immersive experience: We Wait, from BBC, a dramatised story transporting users to the heart of the refugee crisis, in Virtual Reality

Definitions

Timeline.
A mapping from time to positions in that content.
Continuous media
Content whose timeline is purely dependent on time.
Continuous experiences
Experiences that somehow engage the user into some consumption / interaction rhythm. Feature immersive content that captures the user's attention and that has an internal timeline (timeline that is not purely triggered by user interaction).

Refined scope

Media & Entertainment is the part of the industry that makes business entertaining people through continuous experiences.

Ins & Outs:

Question:
Would it better to talk about content with narrative?
(but books should remain out of scope…)

Media pipeline

Media content

Content consumption mechanisms

Money flows

Content is king. Money mostly spent on:

Question: What about device manufacturing?

Money flows

Money gets made through:

Trend: Reduce device fragmentation

Trend: Improve content quality

Trend: Move to IP

Trend: Personalize content

Trend: Explore XR/360° scenarios

Next Big Thing

?

Next Previous Big Thing

The Web has already delivered on its “Next Big Thing” promise to become a major platform for continuous media experiences.

Next Big Thing

Prediction: The Web will be at the heart of the convergence of the three main content consumption mechanisms (on-demand, linear, immersive).

Some scenarios

Flight Deck

WRC+ All Live

Late Shift “Choose your own adventure moview”
Detroit: Become Human - interactive neo-noir thriller on PS4
Lost in Time is a groundbreaking IMR entertainment format that integrates TV, gaming and commerce. Featuring real people in a 3D virtual world and real-time interaction with the broadcast, through an app.

High-level requirements

Goal Technologies
Capture and immerse the user in a virtual world WebXR
Render immersive content WebGPU
Process media content in real-time WebAssembly, Machine Learning
Interact with user more naturally Voice control, gestures
Integrate with the physical world (AR) Floor/Wall detection, object recognition

Questions

Thank you!

Questions?