Internet Radio – On a Radio

The Reciva Reference Wireless Household Internet RadioI would listen to a lot more internet radio if I didn’t have to be in the vicinity of my computer to do so. Internet radio stations are great, but just not convenient around the house for most people – not being able to carry a small radio from room to room to listen to programmes often means that a lot of people just don’t bother listening to the huge range of programming out there.

Reciva have come up with an ingenious way round this – without even needing a computer. Their Wireless Household Internet Radio modules allow consumers to listen to broadcasts in any room of the house by using a WiFi receiver to access streamed content. You could even use it in the park if it’s in a hotspot.

Reciva don’t make the finished devices themselves, instead manufacturing the modules for their partners. They also provide a reference unit for module evaluation, and an Application Development kit. There are more than ten thousand internet radio stations in existence covering most niches, and as they don’t rely on over the air transmission, are not geographically dependent. This means that anyone can set up a station in the UK to reach the 15 million expatriates living abroad, with bandwidth as their only consideration.

If PC-less internet radio devices like this take off along with ubiquitous WiFi coverage, it could mean that digital radio will lose some of it attractiveness. After all, there are considerably less stations and the selection available is dependent on which ones are carried by your local broadcast masts.

Reciva

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

GNER Trains Get WiFi

GNER Trains in the UK is launching a new WiFi service for commuters on its East Coast Main Line. Ten trains will be equipped with wireless internet access, so if your train actually turns up, you can let people know how late you’re going to be. You can even email pictures of the motionless countryside, if you have a camera. A further ten trains will have WiFi installed in them over the summer.

First class passengers will get “free” access (i.e. it’s included in the astronomical cost of a train ticket), whereas standard fare ticket holders will pay between UK£2.95 and UK£9.95 (€4.40 and €14.83), depending on the length of access. Could be particularly expensive in the Autumn, depending on which kind of leaves fall.

The service can operate on trains travelling up to 125 miles per hour, but given that nothing has moved on our rail network at that speed for at least 100 years, passengers should enjoy uninterrupted access.

GNER Mobile Office

ITV to Invest More in Digital Brands

Good news if you’re over 35 and/or like I’m a Celebrity Get Me Out of Here – the UK independent broadcaster, ITV is to invest UK£36 million in its two digital channels, ITV2 and ITV3, by scrapping its plans for a children’s channel and choosing instead to focus on News and its digital offerings.

This means that ITV2 has its programme making budget doubled to UK£24 million, and ITV3 gets UK£13 million for its launch later this year.

ITV2 is going to use that extra cash to buy in American imports to compete with Channel 4 and Sky – so rather than attract an audience with original programming it’s going to buy in the content that the others channels show in the hope that it will somehow wrestle views away from them.

By making the investment, ITV hope to triple their total revenues to UK£150 million (€225 million) by 2007. Net advertising revenues are up 4.9% over this period last year, but viewer share continues to fall.

ITV

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

WiFi in Court

Bored when waiting to be called as a witness? Need to brush up a bit on public decency laws before you get called into the dock? Then if you’re at one of the seven UK courts that have just rolled out public WiFi access, then you’re in luck.

As a pilot that might lead to a national deployment, seven courts have installed BT Openzone WiFi access. Ostensibly to assist court staff in research and communications, the access points are open to the public too, and standard OpenZone pricing will apply (about UK£6, €9 for an hour).

“The hot spots should enable lawyers to access information held at their offices or receive emails and have information sent to them while they are attending court,” said Lord Justice Thomas, the senior presiding judge of England and Wales.

“When new points of law arise during the course of the hearing, they should be able to carry out the necessary research without leaving the building.”

Obviously the service will not be available in the courts themselves.

The pilot runs until 2006, and echo a similar WiFi trial in UK public library also announced this week.

The Court Service

It Had to Happen: First Mobile Phone Worm in the Wild. A Lucrative New Market is Born.

A worm for Symbian phones that spreads via Bluetooth has been discovered by Kaspersky Labs, raising substantial concerns in the mobile industry. Cabir, as this specimen has been called, has no payload and is technologically very simple, but spreads through initiating a Bluetooth connection with another phone.

This doesn’t mean that you could infect your Series 60-based mobile with a virus or worm just by walking within 30 meters of an infected handset – you would have to accept delivery of the file. Although this seems like a fairly conclusive reason why a Bluetooth virus would find it difficult to spread, the rapid spread of worms throughout the internet does demonstrate that some people are daft enough to open any sort of attachment and instal it on their PCs etc.

A group of virus writers called 29a are suspected of releasing the worm, with their previous “hit” being the Rugrat virus. 29A don’t write malicious worms, preferring to prove the concept.

Anti-virus software manufacturers must love guys like 29a. No doubt in the near future you can look forward to downloading antivirus software to your mobile, from your usual ringtones and wallpaper provider – I’d better get working on that “Mobile Phone Anti-Virus Software Market Now Worth US$1 Billion” headline.

Kaspersky

Nokia’s Five New Phones

Nokia have been accused of some rather dull designs over the past year, whilst Sony Ericsson and Motorola have pushed ahead with fashionable handsets packed with smartphone features.

To combat this, Nokia have just unveiled their new range – five handsets, three of which are clamshell designs. Nokia have steered clear of the clamshell phone format up until now, whilst other manufacturers have embraced it and made it popular. Nokia’s dull phone portfolio may have earned it that drop in market share reported by Gartner: down to 28.9% in Q1 2004, from 34.6% in Q1 2003.

“We have now sharpened our product portfolio in key areas, bringing new phones to the market in the mid-range, and adding more clamshells to our offering,” said Nokia chief executive officer Jorma Ollila.

The three main phones are aimed at business and leisure users, with a further two “affordable”, entry-level models with less features. Having said that, “less features” still manages to include colour displays and some rather nice styling.

The first of the main phones is the 6630, a smartphone based on the Series 60 operating system, and is the first dual-mode tri-band phone for 3G networks. Nokia also claim that it’s the World’s smallest 3G phone. Somehow, they’ve managed to get a megapixel camera and an MP3 player in there too.

For business customers, the 6260 incorporates push to talk technology and a VGA camera into its fold design. Nokia describe it thus: “it is more than just a clamshell, it’s a fold with a twist!” Just stick to designing phones, guys.

The 6170 is another clamshell camera phone, in stainless steel no less, with push to talk and the usual five hundred or so features.

These phones are all interesting because it looks like Nokia are finally starting to listen to the criticism they’ve faced over the last 18 months and are innovating – also what is now classed as an entry-level phone has a level of sophistication unthinkable just two years ago. After network providers accused phone manufacturers of not having suitable handsets available, 3G phones are finally moving into the mass-market.

For my money, Nokia’s new keyboard gadget is a winner. Remember those chat boards that were popular a few years ago for keying in text messages on your mobile? Nokia have a Bluetooth wireless keyboard for all that now, and it even folds up. When GPRS means that email is on the move is much more usable these days, this keyboard will save lots of fingers and eyesight. Just as well, considering how tiny the phones are now.

Nokia’s new phones

Bluetooth keyboard

UK Gets 36Mbps Wireless Broadband

Libera, a UK company aiming to reach 75% of the country’s business with wireless broadband, will shortly be offering a 36Mpbs service in London Docklands. The service goes live in July, and will be rolled out to Greater London by summer 2005. Subscribers can choose connectivity anywhere between 1 and 36Mpbs – making it the fastest in the world for the time being.Libera’s network is carried on the 28GHz band of the radio spectrum, one of the rare instances of that band being used.

Paul Momtahan, marketing director, emphasises the high tech nature of the network: “if they need more bandwidth we can turn it up, if they need less, we can turn it down”.

Libera are not commenting on the pricing of their service yet, but expect it to compare with business SDSL connections.

Libera

Apple’s AirPort Express Streams Music to Your Digital Home With AirTunes

Apple have just released AirPort Express – a wireless adapter that lets Mac and PC users set up an instant 802.11g network at home.

The seven ounce box fits into the palm of your hand and is essentially a 802.11g transceiver with an audio out connection on it – plug your stereo into it, and it’ll play music streamed to it from your iTunes-equipped PC or Macintosh. AirTunes even has a feature to select which AirPort Express adaptor receives music.

The unit also contains a mains adapter so it can be plugged directly into the mains without any further cables.

You can do all the usual things with AirPort Express too – share your internet connection and printers, and the unit has a built in USB port and network socket.

AirPort Express costs US$129 (€105), which might seem a little on the pricey side for a 802.11g transceiver with only one network port on it, but then this one is based around being easy to use, acts as a repeater, contains the AirTunes circuitry and has Apple’s usual lovely stylings. Home wireless kit is currently very ugly and is not as straightforward to set up as some manufacturers would have you believe. With AirPort’s design heritage and simplification of the wireless networking concept, if anyone can get 802.11g to go mainstream, it’s Apple. Promoting the unit to PCs users is a great idea, as Apple no doubt learned from making the iPod PC-compatible. Apple’s Airport Express