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Part I: Bare Bones Technology
Part II: Creative Possibilities
Part III: Is Anybody Out There?
Part V: Branding Beyond Intuition

Jazzing up the Banner: Streaming Media 101, Part IV

by Pamela Parker
Managing Editor of ChannelSeven.com and Internet Advertising Report
8/08/01

With its ability to bring television-like experiences to the Web, streaming video is generating a lot of excitement in some circles. But, for the advertiser, there's one main problem. So far, there aren't a whole lot of places you can deploy ads around video content. Audio, because of its smaller bandwidth requirements, is a bit more advanced, but video content just hasn't become pervasive yet.

That's why some players in the streaming media space are looking to video to spice up "traditional" advertising units like the banner ad, as well as skyscrapers and the other new Interactive Advertising Bureau (IAB) interactive marketing units (IMUs).

Usually, the video is just one part of a larger ad unit, and often the user is given control over the audio and video portions. There's been quite a bit of controversy in the industry over whether audio and video should start automatically when a page is loaded, given that audio can be very intrusive -- especially when viewers at work are suddenly met with a blast of sound as they load a page. Some argue, though, that it takes something as dramatic as that to capture users' attention, given that people often seem to ignore banner ads.

The IAB, with its just-released voluntary guidelines for the use of rich media, has come out in favor of user control, discouraging the automatic start. "Video banners, skyscrapers, banners, shouldn't be starting the video play until the user interacts," said Nate Elliot, rich media manager at DoubleClick and co-chair of the IAB's rich media task force.

Specifically, the guidelines say: "A banner may play audio and/or video content after a user clicks on it and should display a visible 'stop' or 'pause' button once the audio/video begins."

Given that most every vendor will allow advertisers to choose the level and type of interactivity provided to the user, there's still the question of what technology provider to choose.

"If someone came to us and said 'who should we use?'" said Elliot, "we would point them to look for certain characteristics."

First, you'll want to take a close look at examples of the video, over several different types of connections if possible -- slower and faster modems, as well as broadband. Most of the companies providing this type of technology have their own proprietary compression algorithms, and some are better than others. You may not be able to tell a difference here, in which case you can look at other factors.

Secondly, you'll want to know how the video is played. Does the user have to download a plug-in to see it? If it uses a Java player, how big is the initial download? How big is the player? Make sure you know how many people will actually be able to see the video. The capabilities of browsers differ, and consumers using America Online, especially, are often limited in what they can view. Additionally, some corporations have firewalls that limits employees' use of Java.

Thirdly, you'll want to consider whether the technology has "sniffing" capability -- can it detect a connection speed, and feed the video accordingly? How does it handle low-bandwidth situations? Does it send an alternative video with a lower frame rate, cache the video file, or provide a .gif as an alternative.

Next, there's the question of acceptance. After all, there's no point in creating an ad if no one will run it. In this time of economic difficulty, Internet publishers have grown more willing to run more adventurous creative, but there are still technological restrictions.

And speaking of economic difficulty, there's the big consideration -- price. All things being equal, look at how much it's going to cost you to run the ad. How much will it cost to come up with creative? How much will the company charge for serving the ad?

Profiles of technologies as we continue on page two
Part I: Bare Bones Technology

Part II: Creative Possibilities
Part III: Is Anybody Out There? Part V: Branding Beyond Intuition




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