Bob at all, everything you wanted to know that @Home plans in the near future is in this article. Read and enjoy,the future is here.
How @Home Plans to Double Subscribers
By FRED DAWSON
High-speed-data service @Home Network has set the bar for the next year of doubling its penetration rates with a new content strategy that employs major technical innovations to radically alter the online experience of its customers.
Over the next 12 months, the Redwood City, Calif.-based company, which is controlled by cable companies, plans service initiatives in 10 broad categories. @Home wants to exploit advanced networking capabilities, such as the delivery of on-demand video content from big media companies and the ability to store and securely distribute virtually any multimedia file available on CD-ROMs.
"The strategy is to deliver services that appeal to as many categories of user interests as possible," said Charles Moldow, @Home's vice president for media development. "You build enough of them and, at some point, you've created a mass consumer product."
Company officials said new video and audio information and "jukebox" services, personalized information feeds, "software stores," digital photography networks and other components will rely on an architecture designed to support quick compilation and transfer of huge data files from storage points throughout North America.
@Home will also pursue support for community interaction, it said, by allowing people to engage in a wide range of activities, including multiplayer games at "twitch-action" speeds.
While @Home's current service model calls for reaching 3 percent to 6 percent of homes passed within 12 to 18 months of launch, its new plan is aimed ambitiously at generating much higher rates of penetration by reaching into what @Home officials call the "early majority." This is the current base of casual online users, estimated to be in the range of 15 million to 20 million people nationwide, where @Home and other cable data suppliers are already reporting significant inroads.
"I want to get to 15 percent, and that means we have to go beyond early adopters to target the early majority," said Dean Gilbert, senior vice president and general manager of @Home. "We have the network in place to do things that go well beyond simply providing faster access to the Internet, and that's what we'll be building on to enhance our service in the year ahead."
@Home is a joint venture of MSOs Tele-Communications Inc., Comcast Corp., Cox Communications Inc. and Menlo Park, Calif.-based venture-capital firm Kleiner, Perkins, Caufield & Byers. The company claims about 50,000 customers to date.
CNN ON-DEMAND
The first glimmers of what lies ahead can be found in a Cable News Network on-demand video-news service launching this month and in a new user interface that expands the window for running video clips by 25 percent over the previous window.
Menu bars repositioned across the top of the screen to free up video space allow users to quickly move from the home page to the CNN options, which they can click on to receive audio/video clips on a wide range of topics lasting from 30 seconds to two minutes.
@Home is working on specific near-term projects with about 35 of the 150 firms that now comprise the service company's development group, said Moldow.
"We're preparing a number of high-quality video and audio components along the lines of what we're doing with CNN in subjects like health, fashion, weather, science and technology and sports," Moldow said, noting that these will be included as part of the basic service.
The CNN model starts with distribution of content from a central source, where material is updated throughout the day and distributed over @Home's national backbone for local storage at regional data centers. When a user clicks onto a subject, the video clip is downloaded in a single data burst from the closest RDC, or from a more localized caching server, to the personal computer for instant playback. Users wanting to probe deeper into the subject can be linked all the way back to the original source location for access to clips not stored at the RDCs.
@Home, along with using outside sources to deliver content, is also compiling material -- including data and animation, as well as video -- at its headquarters on an around-the-clock basis to maintain a fresh flow of information and advertising into its home page and various subsidiary pages.
Advertising inserted at headquarters -- using video, as well as high-end graphics -- is producing higher responses than anticipated, Moldow said, without getting into specifics.
NEW CD-ROM CAPABILITIES
New developments in the transfer and encryption of very large data files, such as multi-gigabyte games stored on CD-ROM, will allow @Home to extend the store-and-forward model to a much larger base of multimedia material next year, company officials said.
Cable interests, including @Home, have been working with Arepa, a start-up firm in Cambridge, Mass., to develop such capabilities, including a means by which CD-ROM material can be stored and encrypted to prevent piracy in the process of transferring the material to the server.
"I can show you CD-ROM content running across our network using material that has never been retouched or reproduced," Moldow said. "This means that thousands of titles and hundreds of millions of dollars worth of product already in commercial distribution can be made available for high-speed online access."
This opens up a means of distributing software that can be exploited in a number of ways that include pay-per-view, subscription and purchase models. For example, Moldow said, suppliers of multimedia now distributed on CD-ROMs could offer free samples of their material.
Such distribution modes can be used to support "software stores" online, which is one of the services that @Home intends to introduce in the year ahead.
And they can be applied to business uses in more sophisticated ways, where the distributed networking architecture allows some components of a given software tool to be cached at a regional location, thereby reducing the byte volume residing at the desktop and permitting suppliers to distribute upgraded versions of software without having to download the complete file to every user.
"We're going to see continuing changes in the direction of highly malleable software that is intertwined with content to create new capabilities, where downloading entire files becomes too cumbersome and, for many users, too complicated," said @Home's chief technical officer, Milo Medin.
"We're very well-positioned for that with a set of standardized interfaces and a distributed server architecture that supports replication of Web sites and caching of Web pages locally," he said.
GAMING
A category of new services tied to the emerging broadband software-file-delivery system is multiplayer gaming, which @Home is pursuing with various entities, including Mpath Interactive Inc., the company that pioneered this capability over the Internet. Six months ago, Moldow had indicated that broadband-enhanced multiplayer gaming was 18 months away. Now, the introduction of such services appears to be closer at hand.
"We've been testing low-latency applications and points of compatibility between our network and Mpath's service," Moldow said. "The next step is to get game publishers involved in building the hooks into their material that allow us to port games to our platform."
This process is already underway, involving game supplier Electronic Arts and possibly other vendors, industry sources said. @Home has found that its network can support game-action latency (delays) of 75 milliseconds or under, which is the time that it takes for a move by one player to be registered on the screen of someone else in another part of the country.
This latency is low enough to support the fastest action games now on the market, including those developed for proprietary player platforms such as those offered by Sega of America Inc., Nintendo Corp. and Sony Electronics Corp., Moldow said.
"We've solved the latency issue, and other issues are getting resolved, as well, such as the writing of code for online applications to minimize the amount of data crunching that takes place at the PC," he said, noting that this is a problem that Mpath has already dealt with in its commercial service.
Mpath is also working with @Home partner Cox to devise community-interaction applications extending beyond game playing, said Brian Apgar, executive vice president at Mpath.
"We're finding that people are spending a lot of time communicating with each other in our space when they're not playing games, which demonstrates that there's demand for a social experience that can be greatly enhanced through broadband connectivity," Apgar said.
ALSO IN THE WORKS
@Home's list of new services for the coming year also includes more information-oriented capabilities, such as a category of user assistance under the heading, "How Do I?" In this application, users click on a particular question, such as, "How do I make airline reservations?" and they are given the basic information, as well as the icons for connecting to points of reservation and ticket sales.
Moldow said other things in the works include tools enabling users to readily create personalized Web sites and to engage in photograph development, editing and distribution through the network. There will also be a health service allowing users to get information on specific problems and to seek advice via videoconferencing with medical professionals, he said.
Multicasting applications, supporting distribution of live or time-sensitive material, are also on the horizon, with tests of the technology already underway over TCI's facilities in Fremont, Calif.
Hiram |