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Feature
The Long Road to iTV


By Dudette
(May 7, 2000)

"iTV, Interactive TV, Enhanced TV" -- this week at the National Cable Television Association's Cable2000 annual conference in New Orleans, the "next new thing" will be the buzz as cable operators plan their rollouts and set-top box and platform manufacturers like Microsoft, Liberate, Scientific-Atlanta and General Instruments jockey to make sure that they're a part of them.

But you may not be aware that this "next new thing" actually had its birth in the mid-1970s -- before many of our readers (and some of our staff) were born. This three-part series will trace where iTV has come from, where it is now and will be soon, and the possibilities that it offers just a little further in the future. So now, in Part One, let's take a step back to the beginning of the long road to iTV.

The Birth of Cable TV

Cable television itself began as "Community Antenna Television" - CATV. It developed in small towns on the fringe of the television stations' coverage areas where people had trouble picking up a good signals with antennas alone. They banded together to put up a very tall antenna, and then ran coaxial cable to the community's homes.

The owner of an independent UHF television station in Charlotte, NC was one of the first to discover the potential of CATV and point it on the road to the service that it has become. UHF was the "death valley" of the television spectrum, and stations that did not have network affiliations to provide them programming were stuck with old movies playing to miniscule audiences. The station owner realized that, with cable, he could get a channel number that wasn't lost in the clutter, a good signal, and by combining each of those tiny little audiences over a very wide coverage area through CATV, he could aggregate a large enough total audience to be interesting to regional advertisers.

It worked, and CATV had a new potential. The station owner, Ted Turner, took over a failing UHF in Atlanta and repeated his plan, this time moving to satellite distribution to reach a nationwide audience. His "SuperStation," WTBS, became the core of the Turner Broadcasting empire and spawned CNN.

Qube: the First Attempt at iTV

By the mid-1970s, the movie channels had been born, and cable was starting to make serious inroads into major cities. The major companies that are cable operators today -- Continental (MediaOne), Warner Cable (TimeWarner), and others -- were becoming the major powers, beginning to buy up the "mom and pop" operators in the creation of their nationwide networks. But where could cable grow, beyond just offering channels without snow and Showtime and HBO?

Some cable execs had a vision of making cable more than a one-way street. They imagined two-way -- especially, the ability to provide shopping over the television so that they could actually participate in the sales transactions of their advertisers, not just sell them viewers' eyeballs.

The first manifestation of this vision was the Qube network, built by Warner Cable in Columbus, Ohio. The Qube system offered a then-awesome 36 channels, individual subscriber addressability, pay-per-view programming, and interactive polling of system subscribers. Operators were able to monitor what programming subscribers were watching (which later became a privacy issue that was ruled a no-no by the Telecommunications Act of 1996). Despite some early buzz, Qube was a non-starter as an interactive system, but was fundamental in the development of wide-spread pay-per-view programming.

Enter the Videogames and Personal Computers

Two more important foundations of interactive television were laid in the 1970s. Videogames -- Atari's Pong and Magnavox's Odyssey systems -- were the first add-on devices for the television that gave consumers a reason to interact. Today, these old games look so archaic that it's hard to imagine that they would capture anyone's attention, much less their wallet, for very long. But they were immensely popular, especially Pong (which you can play today on the WebTV new Classic or Plus or a PC in Net4TV's Game Center). The idea of actually doing something with TV other than just watching it came into the consumer consciousness, and it spawned the industry that today is over $14 billion.

In the late 1970s, personal computers led by the Apple II began to appear. In those days, most of the computers used televisions as a display -- monitors began to become widespread with the launch of the IBM-PC in 1981. By 1983, with the launch of the Commodore 64, personal computers had become so affordable that they largely replaced the first generation of videogame machines. By 1984, videogames were dead in the market, and the PC was on its way to becoming the multi-purpose center for productivity, gaming, and communications via bulletin boards and online services like CompuServe.

Videodisc Makes Random-Access Video

The consumer VCR was launched with Sony's BetaMax in 1974, but for awhile, it was slow going. Movie studios insisted that movies had to be purchased and fought rentals with a passion, but comsumers didn't want to shell out $75 or so for a movie that they wanted to see once. Sony pushed the idea of "time shifting" to try to come up with an application for VCRs that wouldn't cost so much, but the biggest application at the time was... well, porno. It was one of the nice things about videotape -- any amateur or semi-pro could make them cheaply in small quantities on consumer equipment.

Thinking that the market would be for purchase instead of rental movies, the major consumer electronics manufacturers tried to improve on the linear nature of videotape with the videodisc. RCA introduced a truly awful system based on a system called CED that was played with a stylus on a platter, something like an LP record. Several other manufacturers brought out laser-read optical disc systems, but the "dueling standards" ultimately reduced to LaserVision (laserdisc) in most of the world and an additional format in Japan.

Meanwhile, though, by the early eighties, it had finally dawned on the movie studios that perhaps they should stop fighting rentals and instead make money on the market. In 1981, VCR sales took off, fueled by rentals, porno, and commercial-free movies on cable channels like HBO that consumers could record and keep. Even though Sony's BetaMax had a better picture, the competing VHS format from JVC was supported by more studios and hardware manufacturers and ultimately won. Laserdisc, which launched in 1982 and had a much better picture than any videotape, was the loser in the mainstream market. It couldn't record, there was virtually no porno available, it was expensive to manufacture (especially in small quantities), and it damaged too easily to make it a good rental item.

But laserdisc had one thing going for it beyond its superior picture: it was random access, which meant that you could jump around on the disc without having to rewind and fast-forward. By 1983, laserdisc had found a new market. By connecting it up to a PC, the first interactive video applications were developed -- mostly for corporate training. There were a few consumer interactive laserdiscs made as well, including a version of the Grolier Encyclopedia that included video, still pictures, and text. But the fact that there were no standards for how the various laserdisc players interfaced with the PC (in fact, there were even different interfaces for various models by the same companies) kept it in the corporate training world where the player, PC, and application all came together.

The CD Opens a new Attempt at iTV

In the late 1970s, over thirty electronics manufacturers were laboring to create a replacement for the LP record, each trying to do it their own way and hoping to become the "standard" (which largely meant "everyone use my method and pay me for the privilege"). Philips and Sony, both losers in the video wars, decided to combine forces and technologies and, in 1982, released the joint "Red Book" standard for their Digital Audio Compact Disc that is today's CD.

By 1985, the CD was taking off and economies of scale had brought the cost of manufacturing into the very reasonable range. CD Audio was audio that had been turned into digital data, and the CD could actually carry any kind of digital data -- including computer data. Sony and Philips had already worked out a provisional standard for CD-ROM, and an ad hoc industry group developed a file standard so that every kind of PC could read data that was written on CD-ROM.

The CD-ROM could carry over 700 MBytes of data at a cost of about a penny per Megabyte -- absolutely awesome in that time when a 50 MByte hard disk cost $500 or more and most programs were delivered on 720K floppy disks. One of the most exciting possibilities of this cheap, high-capacity, random-access delivery system was programs that included high-quality graphics and audio -- both 'way too big to be delivered by magnetic media. It was the birth of multimedia programming.

And, if there were a common system that combined a multimedia computer and CD-ROM in a consumer format that would use a TV and be a part of the home entertainment center instead of a desktop PC, there was a potential for a new interactive TV market!

Philips and Sony decided to extend their CD-ROM standard into this new market. They called it Compact Disc Interactive -- CD-I -- and announced it in March 1986 for consumer launch in Fall 1987. It offered photographic-quality display capabilities in a time when most PCs could only display 16 colors, and stereo audio in several different quality levels. Developers flocked to the new system, imagining the games and "infotainment" and "edutainment" that they could make on the new iTV system. One industry analyst proclaimed it "the birth of a billion-dollar market."

The announcement was, to say the least, about a decade-and-a-half premature. Both Apple and Microsoft, who had been left out of the standard, were fiercely antagonistic to it and relationships between Sony and Philips also soured. Philips, left alone with CD-I, delayed it year after year while PC computing power and graphics continued to develop until they had passed the system that had looked so hot in 1986. By the time Philips finally got CD-I to market in 1991, other competitive systems from Commodore and Tandy had already launched and failed, and Microsoft had pushed through its "MPC" standard for PCs that offered many of the same capabilities in a desktop PC.

One of the biggest problems with those systems, in retrospect, was that it was expensive to make that fancy "infotainment" and "edutainment" software, which meant that there was not much of the "grass roots" software development that had made the personal computer so successful. With CD-I, Commodore's CDTV, Tandy's VIS, and other CD-ROM-based iTV players, the only thing that consumers could do with the system was play a few expensive (and rather boring) titles that someone else had made. You couldn't do word processing or dial up to CompuServe, they weren't very good game systems because they weren't designed for action games, and meanwhile, Nintendo had brought back the videogame and had created a booming new market for people who wanted to play on their TVs rather than just watch them. Even the MPC never created the multimedia CD-ROM market beyond games that everyone had hoped for. CD-ROM was, more than anything else, a way to deliver big software programs without having to swap twenty-seven floppy disks in the process.

During this time, there was another development that was slowly laying the groundwork for the future -- the emergence of online as a consumer medium. Computer bulletin boards had been around for ten years and, in universities and computer companies, email and Usenet newsgroups were active on something that would someday be called the Internet. In France, the world's most wired country, the Minitel was in daily use by millions of people, and a teletext system was connecting people via their TVs in the UK (similar systems were tried in the US by Knight-Ridder and TimesMirror in 1985, but both failed). An IBM joint venture called Prodigy made a very easy-to-use online consumer system that was installed on virtually every new PC. It wasn't wildly popular, but it was a start.

Cable Tries Again for iTV

The cable industry and some telephone companies watched all of this with interest, and began to work again towards delivering interactive television over cable. There was a problem -- most of the US' cable wiring could send a signal to turn on a channel in a set-top box for pay-per-view, but it really wasn't capable of two-way communications or sending a lot of data to a single box.

But that didn't deter the cable companies and telcos, and many of the majors fired up interactive TV trials. Some of them used awkward hybrid systems -- combining a still frame store coming from a "sliced" video channel with a telephone back-channel to carry user input, or using an extra box to put a crude digital overlay on the screen.

Others, like TimeWarner with their Orlando Full Service Network trial, laid brand new cable for high-speed digital service. TimeWarner's system used a Silicon Graphics Indy as the set-top box, a $5,000 3-D computer system whose primary application was as an entry-level workstation for professional computer animators. The system featured games, shopping, banking, and true Video-On-Demand from a library stored on a server in the cable head. Altogether, more than $1.5 billion was poured into iTV trials, with as much of a third of it being just TimeWarner.

The Tide Goes Out Again on iTV

But at the end of the day, as the trials wrapped up and the results were reviewed, no one had shown their test users anything that they'd want to buy. TimeWarner was the exception, but the cost to deliver this kind of service was in the several thousands of dollars per year per household, even at full deployment. It just wasn't economically possible. By the end of 1995, virtually all of the iTV trials around the world had either shut down or were about to.

Part of the problem with the cable and telco approach to iTV, like the CD-ROM approach, was that they were closed systems. Consumers could do anything with it except watch and click on the "clicking opportunities" that had been provided them. There wasn't anything compelling to consumers that they could do. In early 1994, Barry Diller of USA Networks had described iTV enthusiastically as "games, home shopping, home banking, and a host of things we haven't thought of yet!"

But the games couldn't hold a candle to the games on videogame consoles, home banking had been around for a decade on PCs, and the home shopping didn't deliver the goods when all that was available was a few stores and a few products.

And the bigger problem was that "host of things that we haven't thought of yet." Making iTV content was expensive, and because the cable systems each were doing it a different way, each one had to bear all of the costs themselves. If the interaction didn't bring an individual result that a consumer wanted, ... well, why should they do any work for it? Why not just sit back and watch TV and not have to work? But the problem with providing that individual result was that it meant making more and more content for smaller and smaller audiences, as each person would have a different individual selection. The economics just didn't make sense but, without a huge volume of interesting content, there wasn't enough to attract an audience.

But as the cable companies retreated from iTV, something new was happening that would change everything. The Internet, originally the domain of scientists and academics, had spawned something new called the World Wide Web and had become a multimedia delivery system in its own right. Next issue, The Long Road to iTV - Part 2: The Internet will pick up with the Internet, WebTV, and the latest from the Cable Show to see where we have come to today and what we can expect in the next two to three years.


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