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International telecommunication union


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INTERNATIONAL TELECOMMUNICATION UNION

Focus Group On IPTV

TELECOMMUNICATION
STANDARDIZATION SECTOR

STUDY PERIOD 2005-2008



FG IPTV-DOC-0135

English only

WG(s): 1

5th FG IPTV meeting:
Geneva, 23-31 July 2007

OUTPUT DOCUMENT

Source:

Editor

Title

Living List: IPTV service scenarios
IPTV Service scenarios

Summary

The purpose of this working document is :



  • to identify and define the IPTV services relevant for the IPTV FG activities

  • to identify the different players and roles in the value chain

  • to classify these IPTV services

  • to specify use cases for these IPTV services

  • to specify requirements for the different players involved in these IPTV services

  • to specify scenarios identifying the flows between functions of players

Contributions are requested for the next meeting on:

  • the identification of IPTV services, confirmation of relevance of proposed services

  • the definition of these services

  • the classification/grouping of all these services by criteria such as proximity, commonality, importance, relevance, priority, etc. Considering that work on use cases and scenarios will start with the most important/relevant services. We might identify a core set of services and additional services and reject some services depending on the received support.

  • Use cases

  • High level requirements for the different players

  • Service scenarios

Keywords



Introduction



1 Scope

2 References


The reference to a document within this Recommendation does not give it, as a stand-alone document, the status of a Recommendation>



3 Definitions



It is proposed to add the following to the list of terms in clause 3.



3.1 Advertising: A service rendered by the service provider which facilitates insertion of advertisement material to be seen by the viewers or listeners of linear broadcast TV.

3.2 Electronic publishing: A service providing users the ability of receiving and downloading books, magazines or other types of publications on a computer or a device located in the customer premises.

3.3 Game delivery: A service in which a video game playable on a computer (PC games) or a television (Console game) is delivered to the user either for instant (interactive) play or to be recorded by the user on a device located in the customer premises for future use.

3.4 Interactive TV (iTV): A service in which the user can send requests, within a browser environment, to the service provider in order to obtain additional information. This capability requires channels to have what is known as a 'return path'.

3.5 Linear broadcast TV: A service in which the user is provided with continuous video and voice streams flowing to the user terminal located at the customer premises or a user mobile device. The user has no control on the content or its delivery time and duration.

3.6 Music on demand (MoD): A service in which the subscriber can listen to music whenever desired, assuming the content is stored on the provider’s server. Subscribers can start listening at any time and typically have the ability to pause, rewind, fast forward the content, or even stop listening and return to it at a later time.

3.7 Pay per view (PPV): A service in which the user pays a fee to view content such as a movie, sporting event or concert at a predetermined start time, or times, set by the provider.

3.8 Personal video recording (PVR): A service which allows the user to store content (i.e. video, audio, graphics or text) on a digital storage medium or on a network storage device. If the recording device is at the customer premises, it is called a personal video recorder or digital video recorder. The device at the customer premises may be comprised of a stand-alone set-top box and associated software. Subscribers typically have the ability to pause, rewind, fast forward the content, or even stop viewing it and return to it at a later time.

3.9 Short message service (SMS): An interactive service that allows sending and receiving of short messages (text) between two users of personal computer, mobile devices or television consoles.

3.10 Tele-learning: An instructional service for delivering education to students who are physically located in a different geographic area than the instructor. Teachers and students can communicate in real time (i.e. both present at the same time) and/or non-real time (i.e. at time of their own choosing using a messaging capability).

3.11 Third party content delivery: A service provided to the user by a content provider not affiliated with the user’s service provider (i.e. a third party content provider).

3.12 Video on demand (VoD): A service in which the subscriber can view video content whenever desired. The operating assumption is that the content is stored on the provider’s VoD server. Subscriber accesses the movie from a library directory which may include search engine that accesses movie description and rating. Subscribers typically have the ability to pause, play, rewind, fast forward the content, or even stop viewing it and return to it at a later time when using this service.

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