uplinq - wireless audio a killer app for the internet of everything
TRANSCRIPT
Wireless Audio A killer app for the Internet of Everything
Gary Brotman Director, Product Management, Qualcomm Connected Experiences, Inc.
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Mobile evolution drives toward an Internet of Everything Here today and accelerating rapidly
Sources: Machina Research, May ‘14, IDC Mar ’13; Gartner June ’14
25B permanently connected things by 2020*
Home Appliances
Security Cameras
PEV Speakers Lights
Smarter More connected
2x ~75%
~8B
Connected devices in North American households by 2020
1000x Anticipated data traffic growth driven by more connection and richer content
US 18-24 year olds reach for smartphone immediately after waking up
Cumulative smartphone shipments estimated 2014-2018
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Wireless audio leads the first wave of consumer IOE adoption
Wireless streaming offers a new spin on a familiar experience
Advanced use cases are readily understood even by naïve users
Users adopting handheld devices as general media control interfaces
Current trends align to make music the killer app for the connected home
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With major implications for audio services and business
Shift to on-demand whole-home listening − Streaming as main source
− Mobile as universal remote control
− Wireless as core audio paradigm
Transition from price premium to quality premium − Lower price seeds mass consumption
− High quality and differentiation win as category matures − From cheap earbuds to premium headphones
− From Bluetooth to Wi-Fi
$16B Category forecast for 2017 Connected consumer electronics for digital music
Sources: Parks Associates: All rights reserved, ABI Research November ‘13
37.2% CAGR 2013-2018 Wi-Fi/AirPlay portable speaker shipments worldwide
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Streaming is on track to dominate audio consumption
Source: Generator Research, Nov. ’13
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$2,000
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2013 2014 2015 2016 2017
Recorded Music Market: Worldwide USD, millions
Digital Subscriptions
Digital Downloads
Physical Formats
Digital projected to generate more revenue than physical formats by EOY 2015
3.5x growth 2013-2017
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Paid streaming is the fastest-growing category
Source: Generator Research, Nov. ’13
Unpaid/ad-supported leads on volume, but pace of paid subs is accelerating rapidly
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2013 2014 2015 2016 2017
Paid digital music subscriptions Worldwide. millions
2013-2017 3.5x growth in paid subs
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2013 2014 2015 2016 2017
Unpaid digital music subscriptions Worldwide. millions
2013-2017 2x growth in unpaid subs
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Convenience drives transition to streaming
Ease of acquisition Durability Portability Potential audio quality
LP • • • • Cassette • • • • CD • • • • Download • • • • Streaming • ∞ ∞ • (for now)
Streaming offers: − Easiest access to greatest breadth of music
− Greatest portability
− Greatest durability
− Fully legal listening
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Mobile accelerates paradigm shift from possession to access
Broadcast radio Lean-back
Personalized radio Mixed
Subscription libarary Lean-forward
iHeartRadio Pandora Spotify
TuneIn Wahwah Rhapsody
Access model: a massive buffet not subject to device storage limitations
From personal libraries to personalized listening experiences − Younger listeners establish identity through curation and sharing vs size of library
− On-demand access to effectively infinite, personalized jukebox/radio
− Full range of mass-market services catering to different levels of listener engagement
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Wireless audio controlled by handsets and tablets will drive new consumer use cases
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Streaming Music
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Like streaming from multiple sources to multiple audio devices at the same time
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Streaming Music
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Including streaming a cloud source to multiple smart audio devices in synch
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Streaming Music Streaming URL
• Act/art fictitious
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However…
Partial Solutions OEMs lack true end to end turnkey home audio platform
Technical Hurdles ex: Wi-Fi, sound quality, and ease of use/network configuration
Underserved Would-be consumers lack for options at retail
Fragmented Competing standards and technologies
BRAND B
BRAND A
BRAND C
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Qualcomm® AllPlay™ Smart Media Platform The Solution…
Unified solution supports local media and cloud based streaming across OS platforms
An integrated hardware and software music streaming platform built on the AllJoyn™ framework
Turnkey smart audio module
Jukebox apps and SDKs
Native content app music
integration
Superior Wi-Fi connectivity & support, easy network configuration, and advanced audio streaming
Party Mode and Multi-zone High res audio
Qualcomm AllPlay is a product of Qualcomm Connected Experiences, Inc. AllJoyn is a collaborative open source project of the AllSeen Alliance.
Easy-to-implement cross-platform SDK for native streaming content apps
Consistent button, UI and controls across all apps
Expands selection of content available to SAM-enabled devices
Promoted as free SDK for any streaming content app developer
Allows handset and tablet to leave the network without interrupting streams
Built on AllJoyn framework for IOE capability
AllPlay Click SDK
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Tremendous opportunity for developers
Source: Parks Associates: All rights reserved
Playing field is shifting − Increase perceived value of solutions
− Get access to the whole home
− Reach the users most willing to pay for streaming audio
Clear path to scale − No need to do individual deals with OEMs
− No need to license out your API
− Participate in expanded universe without sacrificing UX − Maintain revenue streams
− Maintain control of UI
2x Owners of connected music systems are almost twice as likely to pay for music streaming services
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IOE use case: Share metadata between devices
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NOW PLAYING: Artist: Wisteria Song: Go Lio
Simple, standardized interface for sending human-readable messages
Works across devices and OS
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“Laundry is ready!”
“Laundry is ready!”
Audio Service Framework for delivery and rendering of simple audio files
Seamlessly discover and connect with nearby compatible speakers and AllJoyn devices
“Front door!”
“Front door!”
IOE use case: Share notifications throughout the home
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1. Homeowner has a party
2. Plays music from whole home audio system powered by AllPlay
3. Color Lights in Kitchen and family room react and sync to music.
IOE use case: Music/Lighting sync
Download the AllPlay Click SDK from Qualcomm Developer Network
https://developer.qualcomm.com/allplay
What comes next
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For more information on Qualcomm, visit us at: www.qualcomm.com & www.qualcomm.com/blog
©2013-2014 Qualcomm Technologies, Inc. and/or its affiliated companies. All Rights Reserved.
Qualcomm is a trademark of Qualcomm Incorporated, registered in the United States and other countries, used with permission. Uplinq is a trademark of Qualcomm Incorporated, used with permission. AllPlay is a trademark of Qualcomm
Connected Experiences, Inc., registered in the United States and other countries, used with permission. Other products and brand names may be trademarks or registered trademarks of their respective owners.
References in this presentation to “Qualcomm” may mean Qualcomm Incorporated, Qualcomm Technologies, Inc., and/or
other subsidiaries or business units within the Qualcomm corporate structure, as applicable.
Qualcomm Incorporated includes Qualcomm’s licensing business, QTL, and the vast majority of its patent portfolio. Qualcomm Technologies, Inc., a wholly-owned subsidiary of Qualcomm Incorporated, operates, along with its subsidiaries, substantially all of Qualcomm’s engineering, research and development functions, and substantially all of its product and
services businesses, including its semiconductor business, QCT.
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