monetization 5g is your bss ready? - dtw.tmforum.org · segment perspective for new potential...
TRANSCRIPT
Monetization 5GIs your BSS Ready? TM Forum Digital Transformation World Wednesday 16th May 2018 17:00 – 17:30David Fan – VP Product Management
2Huawei Technologies Co., Ltd.
5G is Nowbut with important complexities to work through: Overlapping/complementary G’s, sweat sunk investment, managing migration…
5G brings multiple types of new services with different characteristics (traffic pattern, network QoSrequirements) which presents opportunities for the operators to monetize, especially in the B2B areas
R15, NR Architecture and Sites Resources Ready R16, E2E Competence for Digitalization
eMBB +FWA+ uRLLC + mMTC
NR Improvement
• New Multiple Access
• eMBB Enhancement
• Self-Backhaul
Vertical Digitalization
• uRLLC
• mMTC
• D2D/ V2X
• Unlicensed
Spectrum
• Up to 100GHz
Mid 20182017 2019Now 2020
R15 NSA 100%
R15 SA
R16
75%
45%
CommercialDeployment
eMBB + FWA
NSA Fast Deployment
eMBB Experience Enhancement
SA/NSA Co-Industry
3Huawei Technologies Co., Ltd.
One ViewSegment perspective for New Potential Services from 5G and BSS Impact
Major Impact
to BSS
• QoS Guarantees • QoS Guarantees • Packaging &
Bundling
• Process
Automation
• Configurable
Policy Rules
• Massive Scale
• Very Large
Sharing Pools
• Flexible Pricing
Metrics
• Dynamic Pricing
• Powerful Open
APIs
• API usage based
charging
• Slice Charging
• Charging
Correlation
Across Multiple
Slices
New Services
2C
New Types of Digital Services (e.g. VR / AR)
Next Gen Telco Services (e.g. IMS Services)
Fixed Wireless Access
2B
Devices (SIM cards,
consumer, IoTdevices)
Cloud Services API As OfferingShared Or Dedicated
Slices
4Huawei Technologies Co., Ltd.
Another - better - view‘Outside in’, customer experience focused perspective on BSS implications
Aware
Interact
Choose
Consume
Manage
Pay
Share
BSS Key Areas of Impact• OOTB Beyond Traditional Telco
Offers• Flexible Lifecycle• Need for Automation• Flexible Policy Engine• Comprehensive API• Order of Magnitude Increase In
Performance requirements• System Architectural Changes
• New and innovative commercial offerings based on usage, connections, QoS/SLA, sharing/pooling
• Customer onboarding and management with massive number of devices
• Extended processes to manage the SIM card lifecycle for enterprise IoTcustomers
Impact on Customer Acquisition
• Autonomous self-service to improve customer usage experience and cost control
• Empowerment of service providers and enterprise customers to manage devices and automation rules
Impact on Customer Service
• Conformance to architectural changes to BSS required per the 3GPP charging standards
• New charging models brought on by QoS & Network Slice
• Performance, scalability and automation to support the different use cases such as group sharing size, number of connections per system, number of devices per account,
Impact on Charging
5Huawei Technologies Co., Ltd.
Lets Talk About Money The Top 5G Use Cases
1. Cloud Virtual & Augmented Reality – Real-time Computer Rendering
Gaming/Modeling
2. Connected Automotive – ToD, Platooning, Autonomous Driving
3. Smart Manufacturing – Cloud Based Wireless Robot Control
4. Connected Energy – Feeder Automation
5. Wireless eHealth – Remote Diagnosis With Force-Feedback
6. Wireless Home Entertainment – UHD 8K Video & Cloud Gaming
7. Connected Drones – Professional Inspection & Security
8. Social Networks – UHD/Panoramic Live Broadcasting
9. Personal AI Assistant – AI Assisted Smart Helmet
10. Smart City – AI-enabled Video Surveillance
11. Hologram
12. Wireless eHealth – Remote Surgery
13. Wireless eHealth – Ambulance Communication
14. Smart manufacturing – Industrial Sensors
15. Wearable – UHD Body Camera
16. Drone – Media
17. Smart manufacturing – Cloud Based AGV
18. Home – Service Robotics (Cloud AI Assisted)
19. Drone – Logistics
20. Drone – Fly Taxi
21. Wireless eHealth – Hospital Nursing Robot
22. Home – Home Surveillance
23. Smart Manufacturing – Logistics & Inventory
24. Smart City – Trash Bin, Parking, Lighting,
Traffic Light, Meters
24
20
12
11
23
19
21
22 18
1713
16
1415
5G Technology Relevance
Mar
ket
po
ten
tial
MediumLow High
Smal
lM
ediu
mB
ig
10 Use Cases5G Relevance Prioritized
8
7
6
1
5
4
2
310
9 <20ms
>20MbpsmMTC
>200Mbps
<10ms
<10ms
<10ms
>100Mbps<10ms>200Mbps
100Mbps~9.4Gbps<5ms
<10ms>100Mbps
6Huawei Technologies Co., Ltd.
Lets Talk About Money Looking at Evolution of AR / VR
Cloud VR/AR Evolution and Connectivity Requirements
ConnectivityRequirement
Primarily Wi-FiConnectivity
4G and Wi-FiStreaming to 20 Mbps
50 ms latency
4.5GStreaming to 40 Mbps
20 ms latency
5GStreaming to 100 Mbps
- 9.4 Gbps2-10 ms latency
VRApplications& Technical
Features
Stage 0/1
(motion processing andrendering in a local computer)
Gaming,simulation
PC VR Mobile VR
360° video,education
(panoramic video download andmotion processing in smartphone)
Stage 2
Cloud Assisted VR
Immersive content, interactive simulation, visualization/design
(cloud-based motionprocessing, FOV(+) video streaming)
Stage 3/4
Cloud VR
Gaming / modelingpremium experience
(cloud-based motion processing andreal-time CG rendering, FOV(+) video streaming)
ARApplications& Technical
Features
2D AR
Assembly instructions, gaming, location-based, remote work, visualization for retail/marketing
(Local images and text overlay)
3D AR/Mixed Reality
Holographic visualization with increasing universe size.Highly connected public safety AR applications
(Image upload, cloud-based multimedia response)
Cloud MR
Cloud-based mixed and merged reality applicationsIncreased user density and connectivity
(Image upload, cloud-based image re-rendering)
7Huawei Technologies Co., Ltd.
Lets Talk About Money General Charging Models for VR use cases
Only Applicable after scaling up Only Applicable if enough VR contents Only Applicable if owning the app
Subscription based Payment
Example:
Next VR, Netflix VR ($8.99)
• User pays VR platform, VR platform shares the payment with the content producer
Subscriber
VR Platform/App
VR Content Producer
Pay by subscription
Payment
Usage based payment
Example:Google Play; Oculus Store (30%)
• User pays VR store: PPV/Pay per• download; Platform shares• payment with content producer
Subscriber
VR App Store/platform
VR Content Producer
Pay by usage:Pay per view/download
Payment
Advertisement
Primarily Wi-Fi
Connectivity
• User pays to enjoy VR content• Adv. Company pays VR platform by CPM
Adv. Company
VR Platform
Subscriber
CPM based Payment
Payment
VR ContentProducer
Watch VR
9Huawei Technologies Co., Ltd.
Lets Talk About Money VR Live Events - Use Case Scenarios
Scenario
1 Full Match (live) streaming (2-3 hours)
Korean Baseball Match
2 Moment of Highlights (10 mins)
1) Umpire’s view
• From Cameras on Umpire’s body and around Umpire
• Detailed view seen by the Umpire
2) Batter’s view
• From Cameras on batter’s body and cameras on the goal
• Batter’s view can be chosen to view the highlight
Where?
• Full Match (live) StreamingPub/Café, Home
• Moment of HighlightsAll, Transport and Stadium might be the key
Stadium (events)
Transport (train or bus)
Home
Pub/Café (Dense Urban)
1
2
3
4
First Launch
10Huawei Technologies Co., Ltd.
Lets Talk About Money VR Live at Stadium – Value chain and business model
The value chain of 5G stadium hotspot value chain consists of different player like the government, network, terminal, platform and service providers, whereas the revenue stream comes from stadium operators. The operators can get the subscription fee, managed service and revenue sharing with the stadium operators
GovernmentNetworkProviders
TerminalEquipment
Makers
PlatformProviders(Software)
ServiceIntegrators
OperatorsBroadcasting
CompanyAudience
Ministry of Culture, Sports and Tourism
Huawei, Samsung, Nokia, Ericsson
Samsung, Huawei, Intel, Microsoft
LG CNS, Samsung SDS, ITCEN, KRT, Seol-AK ENC
KBS, JTBC, SBS, MBC, MBN, Channel A, TV Choson, etc.
Hotspot stadium revenue stream analysis
Revenue breakdown Revenue
Revenue from MBB/FBB
Stadium spectators MBB users FBB users Sport data analyticsAdvertisment and
e-commerce
Addition revenue from other channel
1 2 3 4 5
11Huawei Technologies Co., Ltd.
Lets Talk About Money VR Live at Stadium – Sample Business Case
Potential New Incremental Revenue = $126M / year
Incremental B2C Revenue
• Total Customer Base: 50M subs
• Frequency: 4 matches per month
• Uptake Rate Per Match: 0.5%
• Revenue: $10/match
• Total Incremental Revenue: $10M /
month
Incremental B2B Revenue
• Ad Revenue per match person: $0.5
• Total Incremental Revenue: $0.5M /
month
• Price: $10 / match
• Ad sponsors pay $0.5 per “served” ad per user Pricing
Structure
• Per match fee to watch a VR football match of
their favorite club
• Corporate sponsors pay display ads within the
virtual environmentScenario
12Huawei Technologies Co., Ltd.
Putting the Picture Together
Experience
Copyright©2018 Huawei Technologies Co., Ltd. All Rights Reserved.The information in this document may contain predictive statements including, without limitation, statements regarding the future financial and operating results, future product portfolio, new technology, etc. There are a number of factors that could cause actual results and developments to differ materially from those expressed or implied in the predictive statements. Therefore, such information is provided for reference purpose only and constitutes neither an offer nor an acceptance. Huawei may change the information at any time without notice.
Thank You.