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CONFERENCE INFORMATION
Track 1: Media & Entertainment
With the rapid expansion of broadband and hundreds of millions of registered
RealPlayer users worldwide, the Internet is a proven distribution method
for media and entertainment. Fueled by a medium that combines the individuality
of one-to-one and the magnitude of one-to-many, audience demand is shaping
the base of an enormously profitable vehicle of mass communications. Simply
put, a potential multi-billion dollar media and entertainment industry
has been created. This track will outline the issues facing media and
entertainment companies in todays landscape, including business
models, content delivery, security and non-PC devices.
Who should attend?
Media and Entertainment Executives; Content Owners; Creators and Developers;
Broadcasters; Wireless Carriers; Consumer Electronics Manufacturers; and
anyone with a vested interest in the business of Media and Entertainment.
Sessions
1. New Ways to Sell Online with Advertising,
Sponsorship and E-Commerce
2. Subscription and Pay-Per-View: The Holy Grail?
3. Brand Insurance: Strategies for the New Media Space
4. Content Strategies for Non-PC Devices
5. The Pitch: Is Your Business a Survivor or
the Weakest Link?
6. Media & Entertainment Offerings: A Roadmap
Track 2: Delivery & Infrastructure
The amount of compelling online content is exploding, and tens of millions
of consumers are habitually using streaming media on a regular basis.
Accommodating those needs requires a tremendous breadth and depth of media
infrastructure build-outs and services. If you are involved in the business
of delivering or hosting digital media, or planning to get into this business,
then this track will help you to clearly understand how to make the most
of this rapidly growing opportunity. RealNetworks brings together innovators
from the leading enterprise, entertainment and telecommunications companies,
as well as leaders from the key mobile and network providers, for an examination
of the market trends, the future of Internet media delivery and a rare
glimpse into the "hearts and minds" of the creators of todays
most compelling content.
Who should attend?
IS Management Professionals; Content Delivery Networks; Telecommunications
Providers; Wireless Carriers; Internet Service Providers; DSL Providers;
Cable MSOs; Satellite Companies; Infrastructure & Platform Providers;
Application Solution Integrators; and anyone with a vested interest in
the business of delivering or hosting digital media.
Sessions
1. The
Infrastructure Behind the Pretty Face
2. Economics
of Delivering Digital Media Over IP Networks
3. Fact
and FictionUnderstanding Enterprise Needs
4. What
An Entertainment Executive Cares About
5. Understanding
Fundamental Shifts in the Infrastructure Landscape
6. Competing
for ConsumersAccess Providers Speak!
Track 3: Enterprise, Gov't & Education
Organizations are using digital media to facilitate and improve internal
and external communications and increase productivity while achieving
significant cost savings. More and more corporations, government agencies
and educational institutions are developing and implementing digital media
strategies. What is your organization doing to benefit from digital media?
This track will focus on the advantages and opportunities available to
you through the use of digital media, including proven models, strategies
and applications.
Who should attend?
ENTERPRISE:
CEOs, CFOs, CIOs, CTOs, as well as Executives responsible for Internal
Communications, Corporate Training, Sales, Marketing, Channel Management,
Investor Relations and Information Systems.
GOVERNMENT:
Executives responsible for IT, Internal and External Communications and
Training.
EDUCATION:
Executives responsible for the business and technical aspects of Distance
Learning, Internal and External Communications and Special Event Strategies.
Sessions
1. Creating a Business Case for Streaming Media
2. Leading Edge Applications to Address Business Needs
3. Deploying the Right System for Your Organization
4. The Evolving Roadmap for Enterprise Media Delivery
5. Developing an E-Learning Solutions Strategy
6. When Information is Your Product
Note
Conference content subject to change.
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