BIS Strategic Information Services
Cannes
September 1994


Programming in an Interactive Era

Denise Caruso
Editorial Director and Publisher
Technology & Media Group, Inc. 

I.  How the Interactive Consumer is Different

A. The "couch potato" begins to sprout

Over the past 10 years of writing about computers and technology, the one 
common thread I've seen is that every new gadget, platform or software 
genre starts out as a solution in search of a problem.

And always, despite a remarkable lack of interest on the part of potential 
customers, vast amounts of hype draw a great deal of public attention to these 
new technologies until eventually there is a backlash that says "this will 
never happen!"  

Then the dust settles, everybody gets back to work and eventually, with luck 
and vision, useful products come to market. Witness graphical user 
interfaces, artificial intelligence and multimedia CD-ROM. 

Interactive TV  or more accurately, wide-area broadband digital networking 
 is no exception.  What is unprecedented, however, is the wide swath that 
the concept of interactive TV has cut.  

From cable, to film,TV and music, print publishing and pure technology, 
every industry clearly believes that its future success hinges in some degree 
on whether it can convince the world's consumers that interactive TV is an 
idea whose time has come. 

Though the technologies which enable interactive TV are critical to its 
success, it's been clear for some time that interactive programming  in 
other words, the media  will make or break the medium.  

Today, that programming comes mostly in the form of narrowband 
applications such as CD-ROM, video games and online services.  Some are 
more successful than others, and all of them are primitive.  

But if we boil them down to their components, we can look to them as 
precursors for the success stories of the interactive TV future. 

B.  Sophistication of next generation 

At 38, I do not consider myself "old" in any way, but it's clear that people 
even of my generation cannot conceive of the technical sophistication already 
possessed by today's school children.  

They have grown up with personal computers and video games and 
Walkmans and multimedia, and they are not afraid of technology.  

Things that adults consider marvelous or overwhelming or 
incomprehensible, they consider ordinary.  

I recently attended one of the Lollapalooza music festivals in the States, 
where a company called Interval Research had set up something it called the 
"Electric Carnival" tent.  It was crammed full of interactive media, and 
hundreds of kids and young adults waited in line in the hot sun, away from 
the music, for the opportunity to play with a wide variety of sophisticated 
media products.  

There were very few people over 30 years old in that line.  Though I find it 
somewhat unnerving that age is a factor in the acceptance of interactive 
media products, I find it very helpful to keep this picture in mind.   

C.  Connection, community, control

Though interactive media clearly has roots in the mass media that have come 
before, it is fundamentally different in what it delivers.   At the risk of 
sounding clichιd, I'll repeat Marshall McLuhan's most famous statement:  
The medium is the message.  

In the same way that books provide us with the best medium for encouraging 
linear, progressive thought, and television provides a powerful medium for 
influencing the minds and hearts of viewers, broadband network technology 
has very specific strengths.

Above all, it provides people with the ability to connect with each other, 
virtually instantaneously, anywhere on the planet, and send representations 
of their thoughts  in text, image or sound  to those they connect with.  

This in turn allows them to create global communities of interest which are 
every bit as strong, if not stronger, than the physical communities in which 
they live.  

And just as important in a world where we are swamped with media and 
information at every turn, interactive network technologies allow people to 
control the tidal wave of data that surrounds them.  

As we become more accustomed to surfing this wave of data, we will find that 
the influence of today's mass media will wane. 

Though there will be certain kinds of information we hope will continue to 
be of universal interest   news, weather, and sports, for example  the 
population at large will be able to select narrow areas of interest and follow 
them closely without the "noise" factor created by today's mass media.  

It is in this context that today's presumed interactive TV applications must be 
rethought.

II. Today's ITV Applications Must Be Rethought

A. Video-on-demand, home shopping too lateral

Based on the specific benefits delivered by interactive TV technology, it is an 
error to believe that home shopping, movies on demand, and other forms of 
"repurposed" content will produce sufficient consumer demand to finance 
the multi-trillion dollar global network infrastructure required to make 
interactive TV viable. 

To date, there is no compelling data to show that consumers are on the edge 
of their sofas, waiting for the opportunity to make a lateral move from video 
rentals to movies on demand.  

In fact, if you put together some disparate pieces of the puzzle, it's clear that 
consumers want better access to pay-per-view technologies so they can be 
more selective  that is, to better control  the media that comes into their 
homes.

B.  Growing popularity of home PC a critical factor

That's why the growing popularity of home PCs for entertainment and 
education is a critical trend that interactive TV programmers should watch 
closely.  

One report shows that some households are cancelling their premium movie 
channels because they are spending less time watching TV movies and more 
time interacting with online services and CD-ROMs via their home 
computers. 

These households are mainly interested in movies on demand because it will 
allow them to pay only for what they want to see.  

Some interactive TV trials in the United States point up this trend in a 
different way.  

In the Viewers Choice interactive TV trial conducted by TCI, AT&T and US 
West in Colorado, consumers purchased movies on demand  at a cost 
competitive with video rentals  at a rate almost 50 percent lower than the 
national average. 

In addition, the trial's sponsors dropped their initial plans to charge a 
subscription fee because they were unable to sign up the requisite 300 
households  even after they had inundated the community with direct 
mail, a telemarketing campaign and door-to-door sales. 

Similarly, home shopping as we know it today is equally unappealing to 
potential interactive TV consumers.  

One study had respondents ranking home shopping as the interactive TV 
service they desired least. Another showed only 12 percent of respondents 
interested in such a service. 

Why, then, is home shopping always ranked so highly as an interactive TV 
killer application?  Maybe it's because Barry Diller made it seem so 
glamorous. 

But surveys of TV shoppers reveal that those who frequent today's services 
suffer from loneliness and low self-esteem and  this is really scary  they 
often consider the show hosts to be their friends. 

There are other gating factors to home shopping via interactive TV.  

The first is that to date, there are very few truly useful items available.  One 
can only buy so much jewelry and sunglasses. 

Another, related factor is how the information is delivered.  

If vendors are thinking correctly, they should not be targeting today's TV 
shopper, but instead should be targeting the vast catalog shopping market.  

But the images delivered over television today are terrible in comparison to 
the high-resolution, perfectly calibrated color images in catalogs.  

Thus the products are unappealing   if the show host's face is slightly green, 
how can a potential customer know for sure what color a sweater or duffel 
bag will be when it arrives? 

In addition, today's brand of home shopping doesn't allow customers to shop 
when it's convenient for them.  They have to know when a certain product 
category will be presented, or go through some series of machinations to tape 
it for later viewing and ordering.  

Certainly this can and will change, but it will be years before the kind of 
sophisticated search-and-retrieval, and transaction processing, technologies 
are in place to make TV shopping over two-way networks a broad consumer 
application.  

Later in the presentation, I'll show you a couple of viable alternatives to this 
scenario.  Not surprisingly, both are based on personal computers  not 
settop boxes  connected to networks. 

C. Technology still in the labs

Technology itself is another of the most significant gating factors to the kind 
of widespread acceptance of interactive TV today.

First, there is the question of standards.  

There's an old joke in the computer industry:   What's great about standards 
is that there's so many of them. 

Unfortunately, that also holds true for interactive TV.

You cannot discuss the reality of global interactive TV networks when today 
there are about a dozen video server technologies, none of which are 
compatible.  

Programmers can't be expected to reconfigure their content for each of the 
standards that will be deployed; whether the network provider or the 
programmer pays for it, the cost to do so is prohibitive. 

In addition, there are multiple media and standards for transmission   fiber 
coax, copper wire, ADSL, ATM, et cetera. 

Anyone who has been assigned the unpleasant task of snapping together 
something as basic as a local-area computer network, or who spends a lot of 
time working online, knows how many things can  and do  go wrong on 
a regular basis.  

Imagine this on a large scale and the problems   of latency, reliability, 
contention and interconnectivity  increase exponentially. 

Not even video compression technology  which sits at the core of 
interactive TV programming  is ready for prime time. Though many of us 
may still be impressed with technologies such as Apple's QuickTime or even 
with MPEG, viewers say they find the image quality unacceptable. 

And the difficulties inherent in such key software technologies such as online 
transaction processing and "virtual VCR" will keep success at bay for the near 
term.  

	D. What do consumers really want? 

The bottom line, of course, is that we must balance what consumers want 
with the limitations of the technology that can deliver it.   

AT&T's Chicago trial revealed that the most popular interactive TV 
applications included some form of entertainment, transaction, 
communication and information.  

In addition, participants said they wanted to be able to vote in elections, access 
local school information, participate in opinion polls and attend electronic 
town-hall meetings via their TVs.   

That's what they believe they want today, based on the limited choices and 
real information that's available to them.  The truth is that no one really 
knows what new applications will spark them.  

However, as I said earlier, some of today's most popular applications in 
interactive entertainment and information services hold at least partial 
answers to the question of what consumers really want.  


III. Interactive Entertainment 

A. Evolution of the videogame, migrating to ITV

Though videogames are relatively uninteresting to me  I've never been a 
big fan of gratuitous violence, no matter what the medium  what is 
important about them in this context is that they are the only real examples of 
interactive entertainment we can observe today. 

Though today these games are delivered either via CD-ROM or cartridge to 
proprietary videogame devices or personal computers, the end game is clearly 
to obviate these proprietary platforms by advancing the state of settop and 
network technology.  

I'm going to show three examples of game companies using advanced 
technology as examples of where interactive entertainment programming 
may be going.  

Please look beyond the promotional bent of the videotapes I'm showing to 
the potential of what you see. 

1. Digital Pictures:  Using video in novel ways

Digital Pictures is a company in Menlo Park, CA, which was first to market 
with true interactive video.  It uses a proprietary video compression 
algorithm that makes for very fast interaction, unlike most games using 
video which noticeably pause when a player makes a move. 

(Show video)

The video looks pretty rough, but keep in mind that its target platform today 
is a 16-bit Sega CD machine.  Thus the quality can only improve with time.

It was also the first company I know of that actually shot movie footage 
specifically for a game  the infamous Night Trap was first, but equally 
impressive is Ground Zero Texas, and they also sell a really interesting and 
fun game called Switch. 

I am particularly fond of the unusual perspective that many of Digital 
Pictures' games provide their players, as well as the fact that it is branching 
out beyond "twitch" games to more broadly interesting themes, such as story 
telling.  

As more evidence of this move, Digital Pictures recently announced an 
investment by Times Mirror to create multimedia information products. 

2.  Catapult Entertainment:  Creating true transaction

Next:  A new Silicon Valley company called Catapult Entertainment. Catapult 
has invented an early version of what's likely to be a popular category for kids 
using interactive TV services  multiplayer video games.  

Though both the technology and parental control issues over time spent on 
the network are potential gating factors to its success, I see Catapult's XBAND 
system as the first step toward finding low-cost ways to connect the large, 
existing community of videogame players.  

The XBAND modem costs only $70 and the XBAND network service starts at 
$8 per month.  No matter where the players reside, a neat little technology 
trick allows each to pay only for a local phone call. 

(show video)

I expect the company will hit some rough patches  one of its key technology 
advances, synchronizing the games, is likely to be difficult on a broad scale 
since even machines that run the same cartridges aren't always identical.

But Catapult's model of combining existing, proven platforms with an 
information service is a step in the right direction toward shaping a new, 
online community and an ongoing revenue stream.  

In theory, this is exactly the right idea for interactive TV entertainment.  

3. Rocket Science Games:  New tools and filmic sensibilities

Now almost everyone has heard of Rocket Science Games.  It is the 
quintessential "Hollywood nerd" company, with veterans from the computer 
graphics community joining forces with some of Hollywood's best known 
designers and effects specialists.  

Its producers come from Industrial Light and Magic, Lucas, MTV, Marvel 
Comics, Amblin Entertainment, General Magic and 3DO. 

Rocket Science has three notable goals:  

One: It intends to bring the filmic sensibilities of authorship and chararacter 
development  and Hollywood-style image quality  to video games, by 
using state-of-the-art film production techniques.

Two:  The company is creating tools that allow producers to  make a title 
once, then easily move it to whatever platforms are en vogue. 

And three:  It clearly has interactive TV in its sights. 

(show video)

I would be far less interested in this company if it weren't moving in a 
direction I find really fascinating.  

First, it embraces rather than fights the reality of today's chaotic platform 
market, where new machines with impressive capabilities are announced 
every few months. 

Instead of trying to make sure that each new title is compatible with older 
video game machines  in other words, trying to preserve the value of a 
consumer's investment in a particular device  Rocket Science sacrifices 
compatibility for maximum performance.  

It has designed an entire production system, called the Game Composer, 
around this concept, which allows producers to create games at the very 
highest quality and only in the final stages transfers them into separate 
formats for each platform. 

This is good news for interactive TV vendors who want to be sure there's 
exciting and innovative programming available for their systems. 

These kinds of production tools also provide them with impetus to get the 
most capable hardware into consumers' hands as quickly as possible without 
looking back at "old" content or worrying too much about support from the 
developer community.

And like Digital Pictures, Rocket Science plans to broaden its charter beyond 
twitch games into the creation of more "Myst-like" environments for users 
other than adolescent boys.  

Though most of Rocket Science's planned games are admittedly "adventure 
and injury" oriented, with some form of "winning" as the end result, the 
company says future products will be much more experiential and 
situational.

The emphasis on high-quality imagery moves it quite naturally into the 
creation of virtual reality, in fact  simulation-type scenarios which should 
prove very popular to the wider audiences sought by interactive TV 
programmers.


IV. Information Services

A. Evolution of online services, from text to World Wide Web

But if interactive TV is going to reach its full potential at the center of each 
household's activities, information services will clearly be an important piece 
of the applications puzzle.

Most of the interactive TV services that consumers know they want today are 
centered upon the delivery of useful, timely information, as well the ability to 
communicate with others and transact business over the network. 

The flood of new subscribers to online services and the Internet is one clear 
indication that this is an area ripe for exploitation.  

In addition, it's also clear that the vast archives of information  as opposed 
to entertainment  that are already available in digital form can be put to 
good commercial use. 

1. Reuters New Media/Liberty Media: Multimedia news

Most of the interactive news I've seen in demonstrations has been not 
commercially viable. No one discusses how difficult and expensive it is, on a 
practical level, to fully "produce" lengthy news segments on the off chance 
that someone may want to view a more indepth story on African elephants 
rather than the goings-on in global politics.

But I recently saw a demonstration of a multimedia news project called 
"What On Earth" that I found most impressive. It's the first product of a joint 
venture called InGenius formed by Reuters New Media with Liberty Media.  

Unfortunately, I was unable to weasel a demo tape out of them, but I'll 
describe it.

The product is aimed at schools, and allows Reuters to use its vast, global 
media resources  in text, video and audio  to create a daily, multimedia 
"newsletter" for use in classrooms or by individual students.

Reuters says it's found a way to make production quick and easy  a critical 
factor for a daily newsletter  by creating templates that can be easily 
refashioned for different age groups.

I wish I could show it to you  it's really attractive and fun to use.  

Though the subject matter is somewhat limited at this early stage, it's not 
hard to imagine "What On Earth" as a filter for all kinds of news and 
reference information as Reuters continues to digitize and archive its 
resources. 

2. Q Online:  Shopping for real people 

Earlier I discussed what's wrong with the concept of shopping via interactive 
TV.  Luckily, I was able to get hold of a prototype for an online service being 
developed by QVC that I believe is more appropriate to what people want 
from online shopping and how they behave in the real world.

It's called Q-Online, and it's centered around the idea of "agents" or filters 
that can solve many of the problems I mentioned earlier, such as image 
quality, product categories and the "time to watch" issue.

I'll show you a few screens.

First, look at the quality of the image and the colors.  This doesn't even do it 
justice  I've only taken a screen dump and pulled it into a word processor. 
It's really quite beautiful. 

The point is that personal computers, because they're being used so heavily 
for print production, have been working hard  and solving  problems 
with color calibration and resolution. They're a much more useful device for 
displaying products for sale.

Next, what sets Q Online apart is that it utilizes intelligent filters, sometimes 
called agents, to help tailor the service to each shoppers' individual interests. 

The details of the interface are quirky and keep changing to hold your 
interest.  For example, the opening screen changes regularly, either based on 
your interests, such as surfing, or with what's in the news, such as the World 
Cup. 

But it's really the agents that make this prototype interesting.  The idea is 
when you first join the service, you can choose to fill out an extensive 
questionnaire about your "values, attitudes and lifestyle" preferences. 

This creates an agent that can ferret out products or services that should be of 
interest to you. New surveys always appear to keep the agent fresh. 

QVC's Steve Tomlin calls it "VAL typing on steroids."

In addition, you can drag-and-drop icons of people onto a calendar so the 
service can remind you of birthdays and other opportunities to buy presents. 

If you join the "Club" that's available   you don't have to  you can buy 
goods at cost. 

The customer service icon connects with a live "chat" link to have a real 
person answer your questions. 

And a key component to the service is signing up publications to deliver 
independent judgments about products and services, thus helping customers 
make buying decisions. You find them under the "research" icon.

As someone who is particularly concerned with privacy and security in digital 
networks, I was happy that this prototype encrypts all transmissions and that 
the user can opt not to use the agent at all. In addition, though it is not 
specified in legal terms, the company does not today rent its customer list to 
anyone. 

Please keep in mind that this is only a prototype, and may never see the light 
of screen. But this is the first shopping service I've seen that actually has the 
customer in mind, and uses what's fun about technology to excellent 
advantage. 


3. Time-Life's Virtual Garden: Taking advantage of brand

The last prototype I'll show you tonight comes from Time Life Books. It's 
called the Virtual Garden, and it's been designed for the Internet's World 
Wide Web protocol.    

Please keep in  mind that this is only a test, not a product and not a product 
announcement. I would greatly appreciate it if you would not take photos of 
what I'm about to show you or reproduce it in any way, based on the wishes 
of the people who generously allowed me to show it to you tonight.

This is not a live Internet demo, and I'm not a Web jockey, so I'll have to 
build some of the graphics on the fly.  Bear with  me.  

The idea behind Virtual Garden was to find a way to exploit all of the 
intellectual property within Time (and some outside as well) on a certain 
subject  in this case, gardening. It's a good place to start, since 2/3ds of all 
Americans have a garden. 

John Papanek, who is in charge of developing the prototype, calls it "a natural 
extension of what we create," and I agree. Because they are using existing 
products  including the very standardized platform of the Internet  they 
can do market research and product development at the same time. Such a 
deal. 

Starting at the top, users can browse through all kinds of garden-related 
information, as general as photographs of famous gardens to problems with 
specific plants. 

They can browse gardening articles from Sunset Magazine, Southern Living 
and Martha Stewart Living. They can look at information from outside of 
Time, such as the New York Botanical Garden. 

They can look up specific questions in the Complete Gardener Encyclopedia. 

They can read book excerts from Bulfinch, a Time imprint.  

A transaction  mechanism is under development so that they can order the 
books and subscribe to the magazines. 

In many ways, this is the best information service prototype I've seen. It takes 
advantage of a totally standard platform  the Internet  and doesn't expect 
you to graze through a lot of useless information you aren't interested in.  

In an area where there might be more real news, such a service could easily 
offer a subscription to a "newsgroup," and deliver it to the desktop, without 
the user having to ask or look for it, in addition to providing all the reference 
and background information available on a given topic. 

Many of today's online services looking to the future could take a lesson from 
the Virtual Garden, even in its nascent form.
 
VI.  Content as Gating Factor

To close, I'd like to say that as a long-time follower of technology, what's clear 
to me is that technology will continue to march ahead, providing faster and 
cheaper and more powerful products as it always has.  This law of nature is 
what brought personal computers and CD-ROM into the home, and makes it 
possible for us to even consider interactive TV as a possibility. 

The question is how long it will take programmers to understand what's 
different about interactive media, and how to make it appealing.  

A. Quality 

Clearly, quality is one of the major considerations.  Quality is not just image 
quality or performance, but quality of the content itself. Does it provide a real 
service that people need? Does it exploit the strengths of the technology? Is it 
fun? 

B.  Cost

Many developers are also tackling the vital issue of cost.  There will be no 
interactive media for consumers until the cost of development comes down 
to the same level as the price-performance curve of technology. 

C.  Innovation

And finally, and most critically, content developers must learn to be as 
innovative as some of the examples shown here tonight. Today's consumers 
are far more sophisticated than we give them credit for. 

Even the most uneducated couch potato knows a bad TV picture when he 
sees one.  

The next generation of interactive media will probably bear very little 
resemblance to what's in the works today.  But it's clearly possible, based on 
what you've seen here tonight, to take existing properties and product 
concepts and make them into useful, innovative and viable interactive 
products.  If the end goal is to make interactive TV a commercial reality, more 
of this kind of thinking will be required. 

Thank you. 
