The IBC Digital Lifestyles Interviews – Simon Perry – Part I

This is the first in a series of eight articles with some of the people involved with the Digital Lifestyles conference day at IBC2004.

We interviewed Simon Perry, the executive producer of the Digital Lifestyles theme day, in a two-part feature that covers on the makeup of the day and question him convergence and other aspects of the media. He publishes Digital Lifestyles magazine.



Fraser Lovatt: Tell me about the four discussion sessions at IBC this year.  What are they about and who’s speaking at them?

Simon Perry: When the Digital Lifestyles day was introduced at IBC last year, my aim was to set the scene – to signal the change in the content industry. This year builds on that, by highlighting four specific areas that merit closer attention by the creative, business and technology people.

The day will inform the delegates on the new types of content possible, how to get paid for it, where you can deliver it and the business models around it.

The first session is titled ‘New platforms, new content’.

It is set in the context that, with new content delivery methods comes new forms of content. It’s chaired by Ashley Highfield, director of New Media & Technology at the BBC, and will create a discussion between some of the most experienced and forward-thinking Games, Film and TV people. In each of their fields they are bringing together different strands of content, creating something that couldn’t have existed previously, such as content that migrates between platforms, creating united content.

The second session is about getting paid for content. Up to now, the industry has been focused on protecting the content that they have, which is understandable and technology companies have been more than happy to assist them.

I feel this is a distraction. The really key part is how the consuming public are going to pay for content that they think is worth paying for, whether they receive it to their mobile phone, their TV, via broadband to their PC’s or through an adaptor on to their TV. The methods of payment are as diverse as the delivery methods.

The panel brings together the knowledge and experience of people who are successfully receiving payments from the public for text and video content; others offering payment systems that take small amounts, less that a pound/dollar, online and others that use mobile phones to make payments.

Tim Jones, the CEO of  Simpay will be on the panel. Simpay was brought to life by the four major mobile phone networks in the UK. The first stage of their service offers the phone-carrying public to pay for phone delivered content – catching up with the currently favoured premium-rate SMS charging. The next stage is – and this is where it becomes a more interesting example – allowing you pay for any types of content, as well as physical goods from shops, using your phone. It is something that has been theorised for a long time and Simpay appear to be pulling it together now. Tim’s background is particularly interesting. He co-invented Mondex, which as we all know, was the first form of public e-cash in the UK.

The third session is chaired by Ken Rutkowski of Ken Radio, and is about informing the content creators about the increasing range of platforms that are available to them for distributing their content. Within the industry there are different stages of knowledge, expectation and experience of what digital lifestyles will mean to the creators of the content, as well as the public. In this third session they will explore what roles different media play on different platforms and the effect it is going to have on the type of content people produce. Ken’s enthusiasm will lift the best out of the panellist.

The forth session is future business models chaired by media journalist, Kate Bulkley. It will explore the models that will run aside 30-second spot ads; mobile delivery; gaining benefit from efficient delivery to different platforms; generating new revenue from TV. There’s a lot of innovation in this area.

What does convergence mean to you? What’s your internal definition of it?

It’s an interesting word. It’s been around for a long time – and increasingly, over the last six/nine months it has become to mean anything that any marketeer wants it to mean. The original definition saw all devices being morphed in to one device. It’s clear that there won’t be convergence to that extent. It’s becoming less defined. The more it enters everyones vocabulary, the wider the definition becomes. Perversely it’s definition is diverging.
 
The convergence that Digital Lifestyles magazine focuses on, is how the influx of technology into the creation, transfer and reception of media content is changing the industry. Where media and technology touch, is what’s of interest to us, and the impact it will have.

There is an argument that media has always been a technological activity. From first workings and marking things on cave walls to the development of perspective, to the first film studios to television. It has always been technology-led.

That is probably true. Well it’s not probably true – it is true. The definition of what is technology is a sliding window, isn’t it? Pens, paper and the printing press were all once thought of as advanced technology, and then they slowly shifted to become the norm. I would argue that the window moves more quickly these days.

But media always seems to be at the forefront of technology – many technological breakthroughs are media related and have been throughout the history of mankind.

Technology has certainly had an influence – I don’t know whether media has always been pushing technology, or whether it has always been using the latest technology. It certainly has previously utilised it, and the people who have utilised the technology are the ones that have had the upper hand. Look back to Murdoch in the use of technology in the production of newspapers, originally pioneered by the Eddie Shah with Today.

I think people get business advantage by using technology and media. I don’t think necessarily the mainstream media are quick in adopting technologies and making the most of them, and that’s frustrating. However, this gives a space for the people who are outside the mainstream media, micro-production companies if you will, to use the technologies to create and deliver their content to an audience on an economic basis.

Do you think the public thave an active participation in convergence? Do they see the convergence as something they are getting involved in or do they see it as something that has happened around them? Five years ago they were going out and buying DVD players and now they are buying PVRs – Do you think they are seeing it as progress or just something new to buy?

Let’s use digital music, because that’s quite a good example. One of the articles on Digital Lifestyles today covered the Virgin Music Player, a little thing you just hang on your waist.  People will obviously notice that they don’t have to carry around a bulky CD player or a mini disc player or a cassette player, but as to whether they realise that the changes are wider reaching than that – I doubt it. It will feel like another small step.

These days people are now conscious of change. They have come to expect things to change. They are becoming numbed to the “Oh my god” reaction, when they come into contact with a new use of technology.

The people in the industry see it as significant, because they see the long-term impact.
 
One of the ironies I perceive with convergence is that the media itself, those pieces of entertainment like music, film and to some extent e-books, are becoming fragmented through platform and DRM issues. Do you think that we will be happy buying three versions of the same thing in the near future because the DRM or file formats are incompatible, or do you think that this will be resolved gracefully?

Incompatibility is a fear of mine and yes, in the short term, it is likely. It’ll happen because of the number of incompatible content protection systems that are around. I think the industry, whether it be the providers of content protection or the media companies, which are using the content protection systems that don’t allow interchange between devices are going to do themselves a disservice and, if it continues, will frankly end up irritating the customer.

I have asked the question to quite a number of people in the media business and technology business – I have never really had a good answer from them either. How do you sell the public something that’s less good, through it’s restrictions, than the thing that is being replaced? Something that ends up flexible, even though the form it is held in allows greater flexibility? So, short term I think it probably will be a problem. I hope that it won’t be a problem beyond the short term.

It can be argued that a lot of the fragmentation that we are seeing in media in file formats and devices is down to proprietary systems that are involved in the creation of media, and in its protection and distribution so we have DRM, we have CDs which can’t be played on PCs.   These are all proprietary.  Do you think there is a place for open standards in a convergent media culture?

I think the reason this hasn’t happened so far is that the prize is so enormous. The prize for being the provider of content protection is to be one of the largest businesses in the world. Much commercial material will only reside in the rights holders-approved DRM formats; ones that they feel protect their interest. That’s not to say that there won’t be a huge market for other content in another format, and that could be an open format.

Do you think that one company will be allowed to hold the keys for content protection?

Who is going to stop them? Are you talking about Government restrictions?

Some view it as a monopoly.

Certainly from the discussions I have had with content creators of the large studios, there is an unease with a number of companies holding all of the keys. There have been many suggestions as to the way that could be got around. One I found interesting was Fraunhoffer’s Light Weight DRM (LWDRM), but it still relies on a central repository that decides whether you are entitled to this music or that you have paid to have access to it.

The Fraunhoffer response to that question is to say, well we place that with a third party – so you split up the business of running the content protection system away from the business of holding the keys to the access to that content. Their suggestion was that it be done by institutions like the German post office. Different nations have got different relationships with their governments. So that’s something that might work in a country such as Germany, but not others.

There are two arguments – on the open source side there are many people, the Electronic Frontier Foundation (EFF) for example, who argue that there should be no content protection and people will pay for their content, relying on the good nature of man.
 
Rightly or wrongly, that is not how the mainstream media industry sees it. But if you look at companies like Warp Records, they sell their music in MP3 format. They have taken a more open file format, which can be exchanged quickly between different formats and difference devices. The consumer in me sees this as completely reasonable. I buy something and then I am able to put it on whichever device I want.

I did some research for the European Commission on a unified media platform called N2MC and it became clear from speaking to a wide range of people, along the whole creation-to-distribution change, that the idea of an open source content protection system didn’t currently work for them.

Because it could be easily reversed engineered?

It was seen as a weakness in the chain. One part of a content protection system must remain proprietary.

This interview is continued and concluded here.


Simon is chairing ‘The missing piece – Getting paid for content’ session between 11:30 and 13:00 at the IBC conference on Sunday, 12th September in Amsterdam. Register for IBC here

T-Mobile’s Ear Phones Service

T-Mobile have launched the Ear Phones music service, hoping to have 250,000 full length music tracks available for mobile phone download and play by Christmas.

The service hopes to capture the imagination of those for whom even iTunes is too slow, who want to download music and listen to it immediately when they are out and about.

T-Mobile have outlined their vision of the future in a press release that was written by someone who objects to sentences longer than five words – although there are no full tracks on the service yet, phone owners can download and play 90 to 120 second samples of 500 tracks, with full tracks being added soon.

The service will really need 3G coverage to be usable – a short sample track takes 2 minutes to download, which is a slightly longer time span than most youths own a particular model of phone. 3G networks will take this down to about 30 seconds – roughly the amount of time it takes to disrespect someone’s trainers at the bus stop.

The service is backed by Sony and Warner music, and Amy Winehouse is even scheduled to release her next single on Ear Phones.

T-Mobile have five new compatible handsets for the service launch, and are planning on 12 by Christmas. They “conservatively estimate” that they will have sold over 1 million Ear Phones by June next year, 4 million by the end of 2006.

No estimate on the number of full music tracks paid for and downloaded, I note. I suppose we’ll just have to do a little follow up on that in a little while.

The key stumbling block here is that people will be lumbered with a piece of content that is stuck on their phone and is not transferable to another device – home, car, personal stereo – the Open Mobile Alliance 1.0 DRM will keep it locked up and immovable.

The service is in danger of dying out after the novelty has worn off and customers realise they still have to carry two music players – and worse still, keep buying content over and over.

T-Mobile

Square Enix Games on Vodafone Live!

Role-playing game connoisseurs were seen weeping tears of joy today after Vodafone announced that they had teamed up with Square Enix to produce content for Vodafone live!

live!, (the bane of copywriters, editors and just about everyone believes that, in order to be useful, a language should have a consistent grammar that isn’t broken just so that marketing departments can sell things), is a content delivery service for Vodafone customers.

The first up of two titles will be Aleste, a port of the 1990 Master System game from Toppan. Whilst not exactly Ikaruga, it should provide some twitch-gaming fun with some imaginative (well, for the time) bosses and power-ups.

The next is Actraiser, a 1991 SNES RPG with world-building elements and a side-scrolling play dynamic.

Tantalisingly on the horizon is a mobile version of Drakengard, which can be described as Panzer Dragoon meets Dynasty Warriors. You don’t know what I’m talking about, do you?

The excitement in this deal lies in the future – Square Enix have a back catalogue made up of the very best RPGs in console history, and if they choose the right properties, many thousands of fans will happily hand over cash (or bags of gil) for Final Fantasy yet again, just to play it on another format.

Vodafone live!

Square Enix

Tuning In To Visual Radio

Nokia has high hopes for a new service that sends images and information to mobile phones, synchronised to a FM radio station.


Nokia's 7700 showing Visual RadioA new revenue stream

Mobile phone manufacturers and network operators are developing more and more virtual products for their subscribers – ringtones, wallpapers, games, music, you name it. The favoured charging model preferred by networks is a little but often, hence subscriptions to text alerts, music downloads and other services that extract small amounts of cash from users repeatedly, over a relatively long period.

Given the age of many phone owners, music is an important part of their lifestyle, and so consumes a fair chunk of disposable income – this is what prompted manufacturers to converge the mobile phone with the radio. Whilst it’s certainly handy, there was always an air of missing potential about having a mobile with a radio – two communications streams that didn’t meet up: until now, that is.

Radio met GPRS – and Visual Radio was born.

Visual Radio (VR) is a traditional radio broadcast, backed up and accompanied with information, photographs and graphics displayed on a compatible mobile phone. Handset owners can see immediately what track their favourite radio station is playing and explore more information about the artists, or see what’s coming up next. You can all see the potential for album promotions, competitions and quizzes – and advertising. The service can also be used to sell ringtones and logos – other micropayment-sized virtual goods popular with network operators.

Nokia describes the basic service thus: “You will never again have to wonder WHO is playing WHAT on radio – now you can get detailed information on any piece that is being played. During the news you can SEE what they are talking about, weather reports can now show you the maps and tables of sports results can easily be viewed. Entering the middle of a talk show, you can see what has been discussed so far and what is coming up next. Valuable business news or urgent news alerts can be received at any time onto your screen without having to interrupt the broadcast over the air.”

It also enables radio stations to interact in new ways with their audience – by allowing listeners to vote on popular topics, and getting input from people who perhaps would never phone into a show, but would like to interact nonetheless.

VR is currently available on the rather odd looking Nokia 7700, but the company intends to release more compatible handsets in the future.

How does it work?

The system itself is extremely simple: Visual Radio runs in parallel with a traditional radio broadcast, and is transmitted to the user’s handset via GPRS.

A reasonably informative and immersive service can be transmitted in about 200 kilobits per hour, but can vary enormously depending on the amount of graphics used on the service.

The attractive part here is that there’s no additional subscription for the end-user to have to buy into or extra payment system – she just pays for the GPRS data on her mobile phone bill as she would normally.

The service is currently only available for FM broadcasts, but there’s no reason why it can’t be deployed for AM stations, and indeed Nokia are exploring this.

Nokia has selected HP as its technology partner to bring VR to the market. HP sells the solution to mobile operators and FM radio stations worldwide, as well as provides installation, consulting and integration support. In addition, HP hosts and manages the VR service using standards-based HP platforms.

The VR application is part of the phone software, embedded in the handset’s hardware, and is not a downloadable application. This strikes me as odd: why not make it a Series 60 application and therefore deployable to all Series 60 phones with FM receivers?

What does it take to produce a Visual Radio feed?

VR is basically an XML feed sent to the phone’s browser through a standard GPRS connection. It’s simpler than HTML – there are fixed regions on the phone’s display, and certain content types can only go in those regions. By positioning objects relatively on the screen, similarly to web stylesheets, pages can scale to suit phones with different sized displays.

Graphics are highly optimised, and the preferred format is PNG, keeping button sizes, for example, down to typically less than 1k.

One page of VR, or slide, can be less than 3k in data.

Pages are extremely easy to create, and the process doesn’t get in the way for producing imaginative content – keeping punters interested beyond the novelty stage will be the tricky part. No special tools are required – once the basic templates are worked out, the station (or a third party) can use use an off the shelf package like Dreamweaver to layout pages.

The pages are also timecoded – so that the content is synchronised with the broadcast, images are cached to the phone so that slides are complete and ready when a song starts.

Once the VR pages are produced, they are sent via the internet to a hosting centre operated by HP, and then sent to network operators who transmit them to handsets, on a region by region basis.
A side view of the 7700What’s the business model?

VR is essentially a low bandwidth sales tool. VR users pay for the GPRS data they download – and hopefully buy ringtones and other products advertised on it. The network operator also splits the money made from the GPRS streams with the radio station responsible for the broadcast. The radio station also has a new channel to sell. advertising on.

Sophisticated monitoring facilities are built into the service: the network operator can see how many “listeners” are tuned into the visual radio stream at any one time – providing valuable metrics for the radio station and its advertisers. This also enables the broadcaster to vary the amount of bandwidth and other resources deployed in response to demand.

Where is it?

Visual Radio is currently being transmitted by Helsinki’s KissFM station, and is available to TeleSonera subscribers.

Nokia has a chicken and egg situation here – it needs to sell the idea of Visual Radio to broadcasters as a popular service, but it also needs a range of content to entice users to take part. So far, uptake from both broadcasters and the public is disappointing – but it’s early days.

Visual Radio

3D Mobile Menus

Is this really easier to read?HI Corporation have launched a new 3D menuing system for mobile terminals. The company believes that by presenting menus in 3D, depth of field enhances the users’ visual recognition of icons.

The menu application will be used as an extension to its Mascot Capsule Engine, a 3D engine already adopted by the three major carriers in Japan and licensed around the world to Motorola and Sony Ericsson.

The company’s plans don’t stop there though – it sees potential for the new UI in many other mobile devices with LCDs, such as digital cameras and camcorders.

With applications like Swerve and Mascot reaching phones around the world, I have to ask if advances in menu systems like this actually make using small devices easier, or if it’s just a way of selling new devices to customers. After all, people do have a tendency to judge a device not just on its looks and perceived capabilities, but tend to make a decision on its sophistication based purely on its display UI.

HI Corp

Microsoft Smart Phone, Sierra Voq, on Sale in Europe

Nifty fold-out keyboardSierra Wireless’ Voq phone, a handset built around Microsoft’s Smartphone Platform, has just gone on sale in Holland, through Dutch carrier KPN.

The 5 ounce phone contains a 200MHz XScale processor and has 48mb of Flash memory alongside 32mb of SDRAM – expansion is through the usual SD card slot. The display is 2.2 inch, 64,000 colour LCD. A flipout QWERTY keyboard differentiates the phone from most other handsets, emphasising that it’s a business phone for emails. Or for youths that like to send a lot of text messages.

The phone is not yet available in the US – though is expected to be on sale within the next two weeks, priced at about US$500 (€404).

KPN

Mixing on Mobiles with Orange Fireplayer

Orange are launching a new service – Fireplayer, which allows users to download tracks and remix them by adding effects. Attendees at Glastonbury were the first to get their hands on the new service, and it launches to the rest of us on July 1st. Fireplay currently offers 20 tracks for remixing, but the company is hoping to expand the range to offer more choice.

Fireplayer is available as a free download from the Orange World portal. Your finished masterpiece than then be saved to your mobile as a TrueTone ringtone to impress/offend your friends/travelling companions.

Also launching on 1st July will be Orange’s new music service, the imaginatively titled Music Player, where subscribers will be able to download and listen to music directly to their mobile phones. Given that the service will launch with only 200 tracks will no doubt be somewhat of a hindrance to uptake. However, Orange see mobile music as critical to their future and have a history of successful innovation and so to expand the range of available music, they are conducting talks with all major labels. Tracks for Music Player are a proprietary format, but perhaps this is the beginning of music labels seeing mobile phones as a secure platform for content distribution?

Tracks for Fireplayer cost UK£3.50 (€5.25), music downloads for Music Player cost UK£1.50 (€2.25)

Orange

Exclusive: Mobile Gaming Goes 3D

Mobile gaming, that is playing games on your mobile phone, is growing rapidly. Advances in phones, displays and networks mean that the handset in your jacket pocket is a considerably more powerful games console than that NES you sat in front of just a few years ago playing Mario Kart. In fact, phones have grown in sophistication so quickly that it’s quite shocking to think that just five years ago our most immersive mobile gaming experience was a quick bout of Snake.

The success of mobile gaming can attributed to Java – Sun’s environment means that games can be written in Java and will run on any phone that has a J2ME (Java 2, Micro Edition) virtual machine embedded in its operating system.

Additionally, Gamers are now used to seeing graphics made out of millions of polygons on their GameCubes and PlayStation 2s and expect the same thing from their mobile gaming. Memory and processor advances now mean that games developers can now meet this demand, and so the JSR184 standard (now known as M3G) came into being, to provide a platform for developers to produce immersive 3D games.

As phones incorporate more memory, faster processors, dedicated graphics chips, stereo sound and 3D graphics, it means that games too require more resources to produce. As the games get more complex they require a multi-disciplined approach, with artists, coders, level designers and musicians all contributing to the final product.

This rapid increase in sophistication means that it’s now impossible to produce a decent game for modern phones without a suite of development tools, and as 3D graphics creep out onto our phones, tools are appearing that deal specifically with the unique problems of throwing around shaded, textured polygons on tiny screens with limited resources.

A new breed of tools, specifically designed to enable developers to squeeze the best performance out of M3G is appearing, and you’ll be playing games created with these tools on your phone in the very near future.

I had a chat with Stephan Groud from Superscape – one of the companies behind the M3G standard – and product manager for the first 3D toolkit for mobile phones, Swerve. We talked about the benefits of 3D and what’s up next for mobile phone gaming.


Tell me a little how Superscape got into 3D on phones, and how Swerve came into being.

Superscape is 3D company – we’ve done 3D for 18 years now. We’ve always worked in the 3D field, either around 3D games or tools. In short, the company has always been focussed on 3D for low processing power or low bandwidth.

We looked at the mobile market and decided that we had the expertise to take our experience and provide 3D for constrained devices and constrained networks, which is exactly what the mobile market is about.

We set out to develop this technology, Swerve, which is basically suited for 3D on mobile devices. To make it a success, we went to companies like ARM and Vodaphone – and came to the conclusion that unless there was a standard to do 3D on mobile phones, then it wouldn’t be a viable proposition.

We then went to Nokia and Sun and helped set up the JSR 184 standard, which basically states how you do 3D, in Java, on a mobile phone. The exact remit of the standard was to deliver 3D experiences on mobile platforms, over the air. The standard had to be generic enough to do not only games, but menus, user interfaces and potentially location-based services. It also needed to be a standard that could output content small enough to downloaded over the air.

The standard was ratified in November 2003, and since Swerve had been in the making for about three years, it was the first commercial implementation of that standard, both in terms of engine and tools.

What exactly is the Swerve platform?

The Swerve solution is an engine, compliant with JSR 184, that sits on your phone, within the Java architecture. We worked with companies such as Siemens and Motorola to embed our technology in handsets to make them JSR 184 compliant, or M3G compliant which is the new name for the standard. A M3G phone can run any JSR184 piece of content.

On top of releasing the engine on the day the standard was ratified, we announced the second generation of our tools, SwerveStudio. This allows you to export 3D scenes from 3dsMax – we took the most popular 3D package and built in every function that would be required to author or develop content for the M3G platform, without having to recreate everything from scratch. If you know 3dsMax and you have an understanding of the M3G API, you can use SwerveStudio because it’s basically the same thing, but with tools for optimising the scene for mobile phones, to preview the scene as it would look on a handset, to script behaviours, and to export the scene as a M3G file.

If you have SwerveStudio and you have 3dsMax you have an environment that allows you to create a good chunk of what a game is. The rest is done by a coder through a regular Java IDE [integrated development environment].

By integrating your toolkit in 3dsMax and using the Java VM on phones, that gives you a huge installed base of artists and coders that can use Swerve straight away – and a huge installed base of consumers that can run the content.

We’re working with mobile phone manufacturers to get the M3G API embedded onto handsets shipped from this summer onwards.

We’re not the only people to come up with a product based on the M3G standard, and there are other people announcing phones and tools based upon it, so that’s basically growing the market for games that are based on our tools.

What are the main titles coming out that use Swerve?

We realised quickly that it was all well and good to have a tool set, but the manufacturers and operators want games. What we’ve done over the past six to eight months is to create a catalogue of games – and most of those games are based on famous intellectual properties from Sony, Disney and 20th Century Fox, Universal, and Activision. We either developed those games in house or worked with external developers. The games are Independence Day, based on the 20th Cenutry Fox movie; Van Helsing, Universal’s blockbuster this summer; SWAT from Sony Pictures; and Evel Knievel – we have the rights for mobile platforms to develop games based on his brand; we’re working with Disney on TRON2.0, which will be focussed on Light Cycles, so we’re not cramming too much into a game that has to be downloaded over the air.

Big brands, big studios, big companies are all working with us because they’ve had a look at our technology and said “Hey, this is the best way to take our brand into the mobile space.”

M3G as a technology gives a truer representation of your brand. If you look at other technologies, even 2D, it’s sometimes difficult to recognise the brand you’re using.

We’re working with the guys behind the brands and studios to improve our tools, improve the engine and tackling IP holders, game developers, network operators, handset manufacturers and technology guys to make sure the whole system works together.

When will the first Swerve-developed titles be available for download?

That’ll be with the release of the first M3G handsets, in Q3 2004.

What do you think of handsets like the N-Gage QD that use dedicated games on memory cards, and attempt to be more of a games console rather than a phone? Do you think they’re a kind of stopgap, or that this will be a common way for distributing titles?

There are two ways to do mobile 3D games. One way is the N-Gage route, which is basically native games, megabytes of data, you buy a cartridge in a shop and you plug it into your handset. That’s something that has been proven in the past with the GameBoy and GameBoy Advance, there’s clearly a market for it. Whether there is room for a mobile phone player to create a market for it is another question.

The other way is what M3G is exactly about: It’s not native, it’s Java with none of the benefits of native because the engine is partly Java, partly native to keep performance up. It’s sub-250 kilobyte games, to be downloadable over the air, and you don’t have to go into a shop and buy it. You can be on a train or a taxi, you didn’t know you wanted to play a game, but you’ve got fifteen minutes in front of you and no newspaper at hand. You can download a game on impulse.

These are two very different propositions. If you’re talking about platforms like the N-Gage right now, the volumes are fairly limited, because of the price point, because of the market it targets, as opposed to Java handsets – there are going to be millions of those over the coming years. Java handsets are a cheaper proposition and are more accessible. A handset can have the M3G API embedded in it and still look like a professional handset.

We’ve chosen the M3G way because we believe that mobile handsets are inherently connected devices and, in the same way that add-on camera accessories for handsets never took off, potentially the same thing could happen to platforms like the N-Gage. If you have to think about what you’re going to be doing with the phone over the day, you lose the immediate satisfaction of downloading a game on impulse and being able to play it.

What N-Gage has done though, is to put mobile gaming on the map for a lot of people. Nokia is a big company and the fact that they’ve pushed this platform so much and invested so much money in it has raised a few heads around the industry and also around the console industry.

Our proposition is downloadable content and we’re sticking to that right now, because our technology can do it.

What’s next for Swerve?

We’ll be looking at how well customers react to 3D on mobile phones, and looking at the uplift that 3D on phones causes, in the same way that 3D on consoles caused such a big market.

We’ll also be growing the catalogue of games that we have in house, or that we develop with partners. We have about 25 right now – we’re going to need a lot more than that when there are several different handsets in the market.

Also, Swerve as a 3D technology can also run in BREW and native environments, as well as J2ME. Swerve BREW applications can be run on BREW handsets such as the recently announced Kyocera Koi, thanks to a downloadable BREW extension provided by Superscape to BREW network operators. Swerve Native applications can run on the same engine as Swerve J2ME applications as it is a dual language 3D engine. This makes the business case for embedding the engine on an upcoming handset even more attractive, especially as Swerve is a generic 3D engine.

The next challenge will be hardware graphics acceleration, and the M3G standard was built with hardware acceleration in mind. The hardware acceleration does the grunt work in terms of rendering polygons, shading and anti-aliasing and M3G gives the developers a nice API to work with to develop games quickly.

M3G is a high level API, with a scene tree with nodes for each object in the scene – what that means for an animator or a programmer that you move a car or an actor rather than move every single polygon that makes up the car. It’s object based.

M3G has a long life in front of itself, even when hardware acceleration comes along because it gives an entry point for developers and designers that is very easy to use without losing the benefits of hardware acceleration.

What do you think are the most important types of game for mobile phones? Will the connectivity change the types of games people play?

We’re developing a variety of games, single player games. Given the interface on mobile phones, we have racing games, first person shooters, sports games. These are quite well-suited because most handsets today have some form of joystick so it’s quite easy to navigate a car around.

In terms of multiplayer, you have to be concious that networks have latency and so turn-based games are the ideal target for the moment. Golf is a great example of a game that is quite interactive and visual, benefits from being in 3D and at the same time is simple to implement in multiplayer because you can actually play in turns.

I suppose bandwidth is less of an issue with golf because you’re only transmitting a vector?

The interesting thing with golf in 3D is that if you both have the same game and you’re playing with each other you don’t have to send that much data across the network because you’re not replicating that much data: the power of the shot, the swing. The game engine can understand this and replay it like a movie on your opponent’s handset.

There are a lot of tricks with 3D implementations of games, like being able to download new levels, new guns that we’re looking at also.

Do you think there is much of a market for selling add-ons to games like levels, skins and equipment?

If you look at ringtones and wallpapers, well who would have thought that people would be willing to pay millions of dollars to just have a different ringing sound on their phone?

We hope there is a market for game add-ons, and it depends on the way that a campaign is organised. In Formula One, for example a developer could release a game on the first day of the season, with the first track — and subsequently produce new tracks for every race available for download.

This makes a lot of sense because they can charge a little for each new track, but in terms of network usage it’s nothing. The data they need to send to recreate a new 3D track if the game is well built is minimal. The less data they send over the network, the better it is for them economically. The value for the user is extreme, because they have a new track and they can actually play the race that’s being run that weekend.

It’s a whole industry in the making!

3D brings a lot more. If you need to send a 2D track, then you’re in for a big download. You’re looking at sprites as opposed to rearranging pieces of track. You can have green trees in England and yellow trees in Spain, but in 3D it’s the same tree, it’s already on the phone – you’re just saying “this.tree = yellow”, rather than downloading an image of a new tree.

We’re learning every day – it’s exciting times. When you think about convergence, this really gives some meaning to the word: you have people from the PC world, such as developers, hardware and 3D guys, mobile phone operators, cinema studios – everybody is coming together.

It does seem that you need many different skills to produce a game these days – you need proper artists, programmers, musicians, you need to get the intellectual property from somewhere…

It’s not easy, but the results are quite impressive!

The JSR 184 Standard

Swerve

Superscape

Mobile Operators Define the Open Mobile Terminal Platform

Baffled by the sheer range of application user interfaces on mobile phones? I certainly am – but then the rich diversity of cash point interfaces leaves me standing there confused and moneyless on the best of days.

To combat the confusion and fragmentation that comes with the diversity of mobile applications and their use, mm02, NTT DoCoMo, Orange, SMART Communications, Telefónica Móviles, Telecom Italia Mobile, T-Mobile and Vodafone have grouped together to form OMTP – the Open Mobile Terminal Platform.

Their aim is to define the requirements necessary for mobile devices to deliver openly available standardised application interfaces – so you’ll at least have half a chance next time you try to fight your way round your new phone address book, because it’ll work much like the last one you saw.

They’ll do this by establishing an open frame work for device manufacturers like Nokia and Siemens, plus their software and hardware suppliers, inviting them to develop OMTP compliant products.

Of course, there is a slim chance that phone manufacturers could tell the OMTP group to go and take a jump.

The OMTP

Nokia Invests in Mozilla Mobile Browser Project

Nokia has funded a new mobile phone browser project at Mozilla, giving a boost to the browser company and launching a new front in the battle for the mobile internet.

Minimo is already at pre-alpha stage, and looks like it will be available by Autumn.

Mozilla have had a stormy time in their six years or so of existence, including three mergers and a dwindling market share. However, their new product Firefox has been generating a lot of interest, though nine out of ten surfers still use Microsoft’s Internet Explorer.

This new browser is a big opportunity for Mozilla: the battle for the most popular mobile phone web browser is still to be won, particularly in the USA where cellphone internet browsing is nascent. Phone browsers have unique technical difficulties to surmount to make them useful – small displays, low bandwidth, less memory, less processing power. Yet despite these hurdles Microsoft, Opera, Fusion, NetClue and many others are fighting to make their own particular browser the market winner.

Up until Firefox, Mozilla browsers were not known for their compact size and speed – their first effort drew howls of derision and claims of bloated code, and so everyone just went back to using IE or Safari.

Hurt by all the shouts of “tubby” and “porker”, the 9mb Mozilla suite hid itself for a few months before appearing back on the scene after a makeover – and as the Firefox browser, it wowed critics with its svelt responsiveness and dedication to web standards, all in less than 5mb.

To be in with a chance at winning the phone web browser beauty contest, Mozilla will have to get the chainsaw out and start slashing away at its codebase.

Mozilla

Nokia