Monday, December 31, 2007

Videoconferencing

A videoconference (also known as a videoteleconference) is a set of interactive telecommunication technologies which allow two or more locations to interact via two-way video and audio transmissions simultaneously. It has also been called visual collaboration and is a type of groupware. It differs from videophone in that it is designed to serve a conference rather than individuals.

History

Videoconferencing uses telecommunications of audio and video to bring people at different sites together for a meeting. This can be as simple as a conversation between two people in private offices (point-to-point) or involve several sites (multi-point) with more than one person in large rooms at different sites. Besides the audio and visual transmission of people, videoconferencing can be used to share documents, computer-displayed information, and whiteboards.

Simple analog videoconferences could be established as early as the invention of the television. Such videoconferencing systems consisted of two closed-circuit television systems connected via cable. During the first manned space flights, NASA used two radiofrequency (UHF or VHF) links, one in each direction. TV channels routinely use this kind of videoconferencing when reporting from distant locations, for instance. Then mobile links to satellites using special trucks became rather common.

Videoconferencing first demonstrated in 1968
Videoconferencing first demonstrated in 1968

This technique was very expensive, though, and could not be used for more mundane applications, such as telemedicine, distance education, business meetings, and so on, particularly in long-distance applications. Attempts at using normal telephony networks to transmit slow-scan video, such as the first systems developed by AT&T, failed mostly due to the poor picture quality and the lack of efficient video compression techniques. The greater 1 MHz bandwidth and 6 Mbit/s bit rate of Picturephone in the 1970s also did not cause the service to prosper.

It was only in the 1980s that digital telephony transmission networks became possible, such as ISDN, assuring a minimum bit rate (usually 128 kilobits/s) for compressed video and audio transmission. The first dedicated systems, such as those manufactured by pioneering VTC firms, like PictureTel, started to appear in the market as ISDN networks were expanding throughout the world. Video teleconference systems throughout the 1990s rapidly evolved from highly expensive proprietary equipment, software and network requirements to standards based technology that is readily available to the general public at a reasonable cost. Finally, in the 1990s, IP (Internet Protocol) based videoconferencing became possible, and more efficient video compression technologies were developed, permitting desktop, or personal computer (PC)-based videoconferencing. In 1992 CU-SeeMe was developed at Cornell by Tim Dorcey et al., IVS was designed at INRIA, VTC arrived to the masses and free services, web plugins and software, such as NetMeeting, MSN Messenger, Yahoo Messenger, SightSpeed, Skype and others brought cheap, albeit low-quality, VTC

Technology

Dual plasma display videoconferencing system. The screen on the left is primarily used to show people during the conference or the user interface when setting up the call. The one on the right shows data in this case but can display a 2nd 'far site' in a multipoint call.
Dual plasma display videoconferencing system. The screen on the left is primarily used to show people during the conference or the user interface when setting up the call. The one on the right shows data in this case but can display a 2nd 'far site' in a multipoint call.

The core technology used in a videoteleconference (VTC) system is digital compression of audio and video streams in real time. The hardware or software that performs compression is called a codec (coder/decoder). Compression rates of up to 1:500 can be achieved. The resulting digital stream of 1's and 0's is subdivided into labelled packets, which are then transmitted through a digital network of some kind (usually ISDN or IP). The use of audio modems in the transmission line allow for the use of POTS, or the Plain Old Telephone System, in some low-speed applications, such as videotelephony, because they convert the digital pulses to/from analog waves in the audio spectrum range.

The other components required for a VTC system include:

  • Video input : video camera or webcam
  • Video output: computer monitor , television or projector
  • Audio input: microphones
  • Audio output: usually loudspeakers associated with the display device or telephone
  • Data transfer: analog or digital telephone network, LAN or Internet

There are basically two kinds of VTC systems:

  1. Dedicated systems have all required components packaged into a single piece of equipment, usually a console with a high quality remote controlled video camera. These cameras can be controlled at a distance to pan left and right, tilt up and down, and zoom. They became known as PTZ cameras. The console contains all electrical interfaces, the control computer, and the software or hardware-based codec. Omnidirectional microphones are connected to the console, as well as a TV monitor with loudspeakers and/or a video projector. There are several types of dedicated VTC devices:
    1. Large group VTC are non-portable, large, more expensive devices used for large rooms and auditoriums.
    2. Small group VTC are non-portable or portable, smaller, less expensive devices used for small meeting rooms.
    3. Individual VTC are usually portable devices, meant for single users, have fixed cameras, microphones and loudspeakers integrated into the console.
  2. Desktop systems are add-ons (hardware boards, usually) to normal PC's, transforming them into VTC devices. A range of different cameras and microphones can be used with the board, which contains the necessary codec and transmission interfaces. Most of the desktops systems work with the H.323 standard. Videoconferences carried out via dispersed PCs are also known as e-meetings.

Echo cancellation

A fundamental feature of professional VTC systems is acoustic echo cancellation (AEC). AEC is an algorithm which is able to detect when sounds or utterences reenter the audio input of the VTC codec, which came from the audio output of the same system, after some time delay. If unchecked, this can lead to several problems including 1) the remote party hearing their own voice coming back at them (usually significantly delayed) 2) strong reverberation, rendering the voice channel useless as it becomes hard to understand and 3) howling created by feedback. Echo cancellation is a processor-intensive task that usually works over a narrow range of sound delays.

Multipoint videoconferencing

Simultaneous videoconferencing among three or more remote points is possible by means of a Multipoint Control Unit (MCU). This is a bridge that interconnects calls from several sources (in a similar way to the audio conference call). All parties call the MCU unit, or the MCU unit can also call the parties which are going to participate, in sequence. There are MCU bridges for IP and ISDN-based videoconferencing. There are MCUs which are pure software, and others which are a combination of hardware and software. An MCU is characterised according to the number of simultaneous calls it can handle, its ability to conduct transposing of data rates and protocols, and features such as Continuous Presence, in which multiple parties can be seen onscreen at once.

MCUs can be stand-alone hardware devices, or they can be embedded into dedicated VTC units.

Some systems are capable of multipoint conferencing with no MCU, stand-alone, embedded or otherwise. These use a standards-based H.323 technique known as "decentralized multipoint", where each station in a multipoint call exchanges video and audio directly with the other stations with no central "manager" or other bottleneck. The advantages of this technique are that the video and audio will generally be of higher quality because they don't have to be relayed through a central point. Also, users can make ad-hoc multipoint calls without any concern for the availability or control of an MCU. This added convenience and quality comes at the expense of some increased network bandwidth, because every station must transmit to every other station directly.

Issues

Some observers argue that two outstanding issues are preventing videoconferencing from becoming a standard form of communication, despite the ubiquity of videoconferencing-capable systems. These issues are:

  1. Eye Contact: It is known that eye contact plays a large role in conversational turn-taking, perceived attention and intent, and other aspects of group communication. While traditional telephone conversations give no eye contact cues, videoconferencing systems are arguably worse in that they provide an incorrect impression that the remote interlocutor is avoiding eye contact. This issue is being addressed through research that generates a synthetic image with eye contact using stereo reconstruction.
  2. Appearance Consciousness: A second problem with videoconferencing is that one is literally on camera, with the video stream possibly even being recorded. The burden of presenting an acceptable on-screen appearance is not present in audio-only communication. Early studies by Alphonse Chapanis found that the addition of video actually impaired communication, possibly because of the consciousness of being on camera.

The issue of eye-contact may be solved with advancing technology, and presumably the issue of appearance consciousness will fade as people become accustomed to videoconferencing.

Standards

The International Telecommunications Union (ITU) (formerly: Consultative Committee on International Telegraphy and Telephony (CCITT)) has three umbrellas of standards for VTC.
  1. ITU H.320 is known as the standard for public switched telephone networks (PSTN) or VTC over integrated services digital networks (ISDN) basic rate interface (BRI) or primary rate interface (PRI). H.320 is also used on dedicated networks such as T1 and satellite-based networks;
  2. ITU H.323 is known as a standard for transporting multimedia applications over LANs. This same standard also applies to older implementations of voice over IP VoIP. In recent years, the IETF's Session Initiation Protocol (SIP) has gained considerable momentum in practice for these two services.);
  3. ITU H.324 is the standard for transmission over POTS, or audio telephony networks.

In recent years, IP based videoconferencing has emerged as a common communications interface and standard provided by VTC manufacturers in their traditional ISDN-based systems. Business, government and military organizations still predominantly use H.320 and ISDN VTC. Though, due to the price point and proliferation of the Internet, and broadband in particular, there has been a strong spurt of growth and use of H.323, IP VTC. H.323 has the advantage that it is accessible to anyone with a high speed Internet connection, such as DSL.

In addition, an attractive factor for IP VTC is that it is easier to set-up for use with a live VTC call along with web conferencing for use in data collaboration. These combined technologies enable users to have a much richer multimedia environment for live meetings, collaboration and presentations.

Impact on the general public

High speed Internet connectivity has become more widely available at a reasonable cost and the cost of video capture and display technology has decreased. Consequently personal video teleconference systems based on a webcam, personal computer system, software compression and broadband Internet connectivity have become affordable for the general public. Also, the hardware used for this technology has continued to improve in quality, and prices have dropped dramatically. The availability of freeware (often as part of chat programs) has made software based videoconferencing accessible to many.

For many years, futurists have envisioned a future where telephone conversations will take place as actual face-to-face encounters with video as well as audio. Sometimes it's just not possible or practical to have a face-to-face meeting with two or more people. Sometimes a telephone conversation or conference call is adequate. Other times, an email exchange is adequate.

Videoconferencing adds another possible alternative. Consider videoconferencing when: • a live conversation is needed; • visual information is an important component of the conversation; • the parties of the conversation can't physically come to the same location; or • the expense or time of travel is a consideration.

Deaf and hard of hearing individuals have a particular interest in the development of affordable high-quality videoconferencing as a means of communicating with each other in sign language. Unlike Video Relay Service, which is intended to support communication between a caller using sign language and another party using spoken language, videoconferencing can be used between two signers.

Impact on education

Videoconferencing provides students with the opportunity to learn by participating in a 2-way communication platform. Furthermore, teachers and lecturers from all over the world can be brought to classes in remote or otherwise isolated places. Students from diverse communities and backgrounds can come together to learn about one another. Students are able to explore, communicate, analyze and share information and ideas with one another. Through videoconferencing students can visit another part of the world to speak with others, visit a zoo, a museum and so on, to learn. These "virtual field trips" (see history of virtual learning environments) can bring opportunities to children, especially those in geographically isolated or the economically disadvantaged. Small schools can use this technology to pool resources and teach courses (such as foreign languages) which otherwise couldn't be offered.

Here are a few examples of how videoconferencing can benefit people around campus:

  • faculty member keeps in touch with class while gone for a week at a conference
  • guest lecturer brought into a class from another institution
  • researcher collaborates with colleagues at other institutions on a regular basis without loss of time due to travel
  • faculty member participates in a thesis defense at another institution
  • administrators on tight schedules collaborate on a budget preparation from different parts of campus
  • faculty committee auditions a scholarship candidate
  • researcher answers questions about a grant proposal from an agency or review committee
  • student interviews with an employer in another city
  • Teleseminar

Impact on medicine and health

Videoconferencing is a very useful technology for telemedicine and telenursing applications, such as diagnosis, consulting, transmission of medical images, etc., in real time. Using VTC, patients may contact nurses and physicians in emergency or routine situations, physicians and other paramedical professionals can discuss cases across large distances. Rural areas can use this technology for diagnostic purposes, thus saving lives and making more efficient use of health care money.

Special peripherals such as microscopes fitted with digital cameras, videoendoscopes, medical ultrasound imaging devices, otoscopes, etc., can be used in conjunction with VTC equipment to transmit data about a patient.

Impact on business

Videoconferencing can enable individuals in faraway places to have meetings on short notice. Time and money that used to be spent in traveling can be used to have short meetings. Technology such as VOIP can be used in conjunction with desktop videoconferencing to enable low-cost face-to-face business meetings without leaving the desk, especially for businesses with wide-spread offices. The technology is also used for telecommuting, in which employees work from home.

Telepresence videoconferencing, where participants are able to see each other in reasonable life-like sizes and little delay in video transmissions, has started to make an impact on business meetings. Some good business cases have been built on substitution of international travel with telepresence conferencing.

Videoconferencing is now being introduced to online networking websites, in order to help businesses form profitable relationships quickly and efficiently without leaving their place of work.

Chat room

A chat room or chatroom is a term used primarily by mass media to describe any form of synchronous conferencing, occasionally even asynchronous conferencing. The term can thus mean any technology ranging from real-time online chat over instant messaging and online forums to fully immersive graphical social environments

Text-based chat

Online chat is a way of communicating by sending text messages to people in the same chat-room in real-time. The oldest form of true chat rooms are the text-based variety. The most popular of this kind is Internet Relay Chat (IRC). However, there are also talkers and havens. The popularity of these kinds of chat rooms has waned over the years, and IRC's popularity has rapidly given way to instant messaging. Also a notable number of people were introduced to chat rooms from AOL and web chat sites.

There are also graphical user interface (GUI) text-based chat rooms which allow users to select an identifying icon and modify the look of their chat environment.

Graphical multi-user environments

Visual chat rooms (Runescape,Active Worlds, Habbo Hotel, Chatablanca, There, etc) add graphics to the chat experience, in either 2D or 3D (employing virtual reality technology). These are characterized by using a graphic representation of the user (avatar) that can be moved about a graphic background or in a graphic environment. These virtual worlds are capable of incorporating elements such as games (in particular massively multiplayer online games) and educational material most often developed by individual site owners, who in general are simply more advanced users of the systems. The most popular environments also allow users to create or build their own spaces.

Some visual chat rooms also incorporate audio and video communications, so that users may actually see and hear each other. However, some find these types of environments cumbersome to use and actually an impediment to chatting.

Chat room activities

The primary use of a chat room is to share information via text with a group of other users. New technology has enabled the use of file sharing and webcams to be included in some programs and almost all Internet chat or messaging services allow users to display or send to each other photos of themselves.

Some people who visit chat rooms use them as a place to experience online sex, also known as cybersex or computer love. While not physically able to see their partner, cyber-ers apparently get stimulation by reading x-rated quotes. While many in the media focus on this aspect of chat rooms as it certainly boosts their ratings, it is by no means the only thing chat rooms are used for. It is important that the partakers in such activities do not reveal personal information such as addresses as sexual predators may use cybersex as a tool to stalk chatroom users.

Games are also often played in chat rooms. Historic examples are initgame, Hunt the Wumpus on IRC or an AOL chatroom game in AOL chat rooms.

But the true use of a chat room is still to meet old and new people.

Rules of behaviour

Chat rooms usually have stringent rules that they require users to follow in order to maintain integrity and safety for their users. Particularly in rooms for children, rules usually do not allow users to use offensive language, or to promote hate mail, violence and other negative issues. Also chat rooms often do not allow advertising in their rooms or flooding, which is continually filling the screen with repetitive text. TYPING WITH CAPS LOCK ON IS USUALLY CONSIDERED SHOUTING AND IS DISCOURAGED. Chat rooms usually have a list of rules for users to obey when they chat online though they are not usually kept.

Sometimes chat room venues are moderated either by limiting who is allowed to speak (not common), or by having moderation volunteers patrol the venue watching for disruptive or otherwise undesirable behaviour.

Yet, most commonly chat rooms are not moderated and users may type what they personally choose to send.

Dangers

As chat rooms are often frequented by children, they can be an avenue for pedophiles to initiate contact with potential victims. Predators will often pose as a child themselves, and attempt to lure children into a face-to-face meeting. Predators will often target the more quiet children in a chat room, hoping the attention will inspire interest in the new conversation. Researchers in the area advise parents to always be aware of what their children are doing while online, and be wary of secretive behaviour, such as avoiding letting parents see what is on the computer screen.

Webcam

Webcams are small cameras, (usually, though not always, video cameras) whose images can be accessed using the World Wide Web, instant messaging, or a PC video conferencing application. The term webcam is also used to describe the low-resolution digital video cameras designed for such purposes, but which can also be used to record in a non-real-time fashion.

Web-accessible cameras involve a digital camera which uploads images to a web server, either continuously or at regular intervals. This may be achieved by a camera attached to a PC, or by dedicated hardware. Videoconferencing cameras typically take the form of a small camera connected directly to a PC. Analog cameras are also sometimes used (often of the sort used for closed-circuit television), connected to a video capture card and then directly or indirectly to the internet.


History

Started in 1991, the first webcam was pointed at the Trojan room coffee pot in the computer science department of Cambridge University. This webcam is now defunct, as it was finally switched off on August 22, 2001. The final image captured by the camera can still be viewed at the webcam's homepage

The oldest webcam still operating is FogCam at San Francisco State University, which has been running continuously since 1994.

As with many new technologies, webcams and webcam chat found early commercial adoption and aggressive technology advancement through use by the pornography industry. The adult industry required 'live' images and requested a Dutch developer to write a piece of software that could do this without requiring web browser plugins. This led to the birth of the 'live streaming webcam', which is still available in various forms today.

One of the most widely reported-on webcam sites was JenniCam, started in 1996, which allowed Internet users to constantly observe the life of its namesake, somewhat like reality TV series Big Brother, launched three years later. More recently, the website Justin.tv has shown a continuous video and audio stream from a mobile camera mounted on the head of the site's star.

Web-accessible cameras

This Axis camera can be connected directly to a network or the internet, via an RJ45 connector on its rear. Users can access the picture by connecting to an onboard HTTP server.
This Axis camera can be connected directly to a network or the internet, via an RJ45 connector on its rear. Users can access the picture by connecting to an onboard HTTP server.

In addition to use for personal videoconferencing, it was quickly realised that World Wide Web users enjoyed viewing images from cameras set up by others elsewhere in the world. While the term "webcam" refers to the technology generally, the first part of the term ("web-") is often replaced with a word describing what can be viewed with the camera, such as a nestcam or streetcam.

Today there are millions of webcams that provide views into homes, offices and other buildings as well as providing panoramic views of cities (Metrocams) and the countryside. Webcams are used to monitor traffic with TraffiCams, the weather with WeatherCams and even volcanoes with VolcanoCams. Webcam aggregators allow viewers to search for specific webcams based on geography or other criteria.

Software

Webcams connected to PCs can act as web-accessible cameras with certain software; the software uploads pictures to an FTP server, from which they can be made accessible to anyone, over the web.

Usually, this kind of software is programmed to work with almost every webcam. This software can be configured in many ways, and will often include options for image size and quality, overlaying logos, and time stamping images. Many different programs to do this are available, some of them free and open source.

Videoconferencing

Tech. Sgt. Troy Goodman watches the newest member of his family via webcam, from Iraq. Sergeant Goodman was able to watch the live birth over the Internet.
Tech. Sgt. Troy Goodman watches the newest member of his family via webcam, from Iraq. Sergeant Goodman was able to watch the live birth over the Internet.

As webcam capabilities have been added to instant messaging text chat services such as AOL Instant Messenger, one-to-one live video communication over the internet has now reached millions of mainstream PC users worldwide. Increased video quality has helped webcams encroach on traditional video conferencing systems. New features such as lighting, real-time enhancements (retouching, wrinkle smoothing and vertical stretch) can make users more comfortable, further increasing popularity. Features and performance vary between programs.

Videoconferencing support is included in programs including Yahoo Messenger, AOL Instant Messenger (AIM), Windows Live Messenger, Skype, Ekiga and Camfrog.

Some online video broadcasting sites have taken advantage of this technology to create internet television programs centered around two (or more) people "diavlogging" with each other from two different places. Among others, BloggingHeads.tv uses this technology to set up conversations between prominent journalists, scientists, bloggers, and philosophers.

Video security

Webcams are being used for security purposes. Software is available allowing PC-connected cameras to watch for movement and sound, recording both when they are detected; these recordings can be saved to the computer, e-mailed or uploaded to the internet. In one well-publicised case a computer e-mailed out images as the burglar stole it, allowing the owner to give police a clear picture of the burglar's face even after the computer had been stolen.

As a control input device

Special software can use the video stream from a webcam to assist or enhance a users control of applications and games. Video features, including faces, shapes, models and colors can be observed and tracked to produce a corresponding form of control. For example, the position of a single light source can be tracked and used to emulate a mouse pointer, a head mounted light would allow hands-free computing and would greatly improve computer accessibility. This can also be applied to games, providing additional control, improved interactivity and immersiveness.

FreeTrack is a free webcam motion tracking application for Microsoft Windows that can track a special head mounted model in up to six degrees of freedom and output data to mouse, keyboard, joystick and FreeTrack supported games.

The EyeToy for the PlayStation 2 and similarly the Xbox Live Vision Camera for the Xbox 360 and Xbox Live are color digital cameras that have been used as control input devices by some games.

Small webcam-based PC games are available as either standalone executables or inside web browser windows using Adobe Flash.

Non-real-time webcams

A webcam that records to a video file is essentially no different from any other video camera which records directly to hard disk, including hi-def cameras such as the Thomson Viper, which would never be described as webcams. However, webcam is frequently used to describe any footage shot on the digital video cameras designed for real-time webcam use, recognizable by the distinct quality of image such cameras offer. An example of such webcam use would be in the film Dark Night by Justin Hall.

Adult webcams

One of the more common applications of webcams has been for the dissemination of Internet pornography and video chat. For many surfers the word "webcam" is synonymous with "adult webcam". Adult applications usually involve streaming video to a centralized server, where it is relayed to viewers who have subscribed to the service. The most common set-up is a model who interacts with viewers in a chatroom. There are also many sites where nudity is not involved such as interactive webcam dating.

Aggregators

Due to the increasing volume of webcams throughout the world, aggregator websites have arisen, allowing users to find live video streams based on location or other criteria. Aggregators such as Livelook and Earthcam provide collections of thousands of live video streams.

Technology

Webcams typically include a lens, an image sensor, and supporting circuitry.
Webcams typically include a lens, an image sensor, and supporting circuitry.

Webcams typically include a lens, an image sensor, and some support electronics. Various lenses are available, the most common being a plastic lens that can be screwed in and out to set the camera's focus. Fixed focus lenses are also available, which require no adjustment. Image sensors can be CMOS or CCD, the former being dominant for low-cost cameras, but CCD cameras do not necessarily outperform CMOS-based cameras in the low cost price range. Consumer webcams usually offer a resolution in the VGA region, at a rate of around 25 frames per second. The higher resolution of 1.3 Megapixel is also available from the brands Microsoft, Logitech, and HP.

Support electronics are present to read the image from the sensor and transmit it to the host computer. The camera pictured to the right, for example, uses a Sonix SN9C101 to transmit its image over USB. Some cameras - such as mobile phone cameras - use a CMOS sensor with supporting electronics "on die", i.e. the sensor and the support electronics are built on a single silicon chip to save space and manufacturing costs.

Some webcams feature built in microphones to make video conferencing more convenient. Creative Technology has introduced a webcam called featuring built in noise cancellation to focus the audio to the speaker who is directly in front of the camera, excluding ambient noise.

Privacy

Some 'Trojan horse' programs can allow malicious hackers to activate a computer's camera without the user's knowledge, providing the hacker with a live video feed from the unfortunate user's camera. Cameras such as Apple's older external iSight cameras include lens covers to thwart this. Most other webcams have a built-in LED that lights up whenever the camera is active.

In mid-January 2005 some search engine queries were published in an on-line forum which allow anyone to find thousands of Panasonic- and Axis-made high-end web cameras accessible through the web. Many such cameras are running on default configuration, which does not require any password login or IP address verification, making them visible to anyone.

WebEx

WebEx Communications Inc. is a Cisco Systems, Inc. company that provides on-demand collaboration, online meeting, web conferencing and video conferencing applications. Its products include "Meeting Center", "Training Center", "Event Center", "Support Center", "Sales Center" "MeetMeNow", "PCNow", "WebEx AIM Pro Business Edition" "WebEx WebOffice" and others. According to analyst firm IDC, WebEx is an on-demand market leader.

History

WebEx was founded in 1995 by Subrah Iyar and Min Zhu. Zhu co-founded Future Labs (one of the first companies to produce multi-point document collaboration software) in 1991. Zhu met Iyar, then a vice president and general manager of Quarterdeck Inc., when Quarterdeck acquired Future Labs in 1996. Iyar was named president of Future Labs, which had been made a Quarterdeck subsidiary, and the same year Iyar and Min went on to co-found WebEx. On March 15, 2007, Cisco Systems announced it would acquire WebEx for $3.2 billion.

Securities

Before the purchase by Cisco, WebEx previously was included in the NASDAQ Global Select Market.

Services

All WebEx applications are built on the MediaTone platform and supported by the WebEx MediaTone Network, a global network intended for use with on-demand programs.

WebEx Application Suite WebEx provides a suite of applications specifically designed for business processes such as sales, support, training and marketing processes.

  • WebEx Meeting Center - Recreates face-to-face meetings with real-time data, application, voice and video sharing capabilities.
  • WebEx Sales Center - Features automatic attention notification to alert sales professionals when they are losing a prospect’s attention, branded prospect portals to provide a secure location in which to share information and real-time sales analytics and reporting.
  • WebEx Training Center - Designed for trainers, includes breakout session support and learner testing, tracking and reporting. Recently added on-demand LMS module. A component of the overall E-learning Suite
  • WebEx Support Center - Allows support agents to identify, resolve and track customer issues within a secure, online support session.
  • WebEx Event Center - Specifically designed for web seminars and events; WebEx Event Center includes automated lead scoring, email invitation management and an event producer dashboard.
  • WebEx LiveStream - Specifically designed for large events (100 - 200,000 attendees) which require onsite production, TV quality video, voice and powerpoint.
  • WebEx Consulting Services - Expert Teams which can provide education, content, and/or delivery as it pertains to building Online Sales Teams, Universities, Marketing Programs, etc.


WebEx WebOffice - Designed for small businesses, WebEx WebOffice provides an on-demand collaboration suite including a document manager, group calendar, database manager, task manager and several other collaborative business tools.

MeetMeNow and PCNow

  • MeetMeNow - A lightweight web meeting application for individuals. Allows users to conduct unlimited instant meetings with up to 10 attendees. Does not include custom-branded site.
  • PCNow - Allows users to securely access remote computers by using a mobile phone or web browser.

WebEx acquired Intranets.com in 2005, which provided strategic entrance into the small- and mid-size business market through the company's customer base of businesses with fewer than 100 employees. WebEx acquired the ability to offer online collaboration tools such as discussion forums, document sharing and calendaring while Intranets.com provided access to the WebEx communications environment for its customers.

On February 21, 2006, AOL and WebEx announced plans to launch a business version of AOL's instant-messaging software. AIM Pro will offer more features to help workers collaborate using conferencing tools offered by WebEx.

On September 26, 2006 WebEx announced plans to offer a web collaboration "mashup" platform called WebEx Connect.

Corporate structure

The headquarters of the parent organization, WebEx Communications, Inc., is in Santa Clara, California, USA.

Corporate governance

Board of Directors:

  • Alfred R Berkeley III,
  • Michael T Flynn
  • Subrah S Iyar
  • Anthony R Muller
  • Casimir Skrzypczak

Top management team:

  • Subrah S. lyar, Chairman and Chief Executive Officer
  • Michael T. Everett, Chief Financial Officer
  • David Berman, President of Worldwide Sales & Services
  • Gary Griffiths, President of Products & Operations


KPMG LLP are the independent accountants.

Legal proceedings and inquiries

Goldman Sachs securities fraud investigation

As a result of the securities fraud investigation initiated by the SEC and various state Attorney General offices, Goldman Sachs faced charges of issuing unfair research, including coverage of WebEx, and IPO violations. WebEx management allegedly dictated to Goldman Sachs analysts what the research should and should not include. WebEx maintains the management's information was accurate. Another charge accuses Goldman Sachs of violating securities law in its allocation of shares in WebEx's initial public offering.


On May 13, 2005, WebEx announced that Min Zhu was stepping down as CTO and retiring to China, where he would serve as a "WebEx Fellow." This closely followed the WebEx Second Annual Users Conference, which was disrupted and then canceled because of a demonstration by a former business partner of Zhu's, Michael Zeleny. The protest demonstration occurred amid a spate of lawsuits between the Zhu family, WebEx and Zeleny for various claims, including breach of contract and defamation. In the course of the legal dispute, Zeleny made public online that a complaint for childhood sexual abuse had been made by Zhu's daughter, Zeleny's former domestic and business partner, and alleged that Zhu diverted WebEx assets to settle that complaint. Zhu denied these claims in court records and WebEx sued Zeleny for defamation. Zeleny's claims have since been settled out of court and the WebEx counter-claim dropped.

Raindance lawsuit for patent infringement

On September 27, 2005, WebEx sued Raindance Communications, Inc., a competitor, for patent infringement. On October 14, 2005, Raindance filed a countersuit against WebEx for patent infringement. Both parties sought both damages and an injunction enjoining further acts they claim to be infringing on patents. On March 31, 2006, the parties agreed to the dismissal of both actions, releases of claims for past infringement, payments associated with those releases, and cross-licenses to each other’s patents. The agreement resulted in Webex receiving $1.0 million from Raindance.

Cisco takeover

On Thursday 15 March 2007, Cisco Systems announced that it had agreed a deal to pay $57 per share to acquire WebEx. The deal values WebEx at about $3.2 billion, or $2.9 billion when WebEx's cash reserves are factored into the price. WebEx's largest stockholder is Jan Baan with 9% of outstanding shares. In a press release Cisco said WebEx would "become a part of Cisco's Development Organization while maintaining its unique business model". Cisco has also said that its long-term plan is to absorb WebEx at both a technology and a sales level.

Sunday, December 30, 2007

Data conferencing

Data conferencing refers to a communication session among two or more participants sharing computer data in real time. Interaction and presentation devices such as a screen, keyboard, mouse, camera, etc. can be shared or be able to control each other computer. It is used to distinguish from video conferencing and audio conferencing.

The data can include screen, documents, graphics, drawings and applications that can be seen, annotated or manipulated by participants.

Business community

Business community is an organizational concept which can be used to model patterns of communications for business relations amongst trading partners. It can be considered a Business 2 Business Integration Pattern.

In a broader way, "business community" generally denotes a group of industries, in the real world often related to a Geographic Area where commercial exchanges take place.

Online Business Communities have become especially effective since 2005, with many businesses using dedicated websites to network online. In a similar vein to MySpace, faceparty and orkut, business networking websites have risen in popularity and allow businesses to cost-effectively meet new businesses. Using resources such as Video Conferencing, Search Engine Optimisised promotional pages, virtual business cards or bcards, Instant Messengering and Expert Advice Online areas.

Synchronous conferencing

Synchronous conferencing is the formal term used in science, in particular in computer-mediated communication, collaboration and learning, to describe text chat technologies. It has arisen at a time when the term chat had a negative connotation. Today it is occasionally also extended to mean audio/video conferencing or instant messaging systems, given they provide a text-based multi-user chat function. The word synchronous in this case is not to be considered a technical term, but rather describing how it is perceived by humans - chat happens in realtime before your eyes.

Typical synchronous conferencing technologies include

  • Internet Relay Chat (IRC)
  • MUDs
  • PSYC (Protocol for SYnchronous Conferencing)
  • SILC (Secure Internet Live Conferencing protocol)
  • Webchats
  • XMPP (Extensible Messaging and Presence Protocol)

Web conferencing

Web conferencing is used to conduct live meetings or presentations over the Internet. In the early years of the Internet, the terms "web conferencing" and "computer conferencing" were often used to refer to group discussions conducted within a message board (via posted text messages) therefore not live, but the term has evolved to refer specifically to "live" or "synchronous" meetings, while the posted message variety of discussion is called a "forum", "message board", or "bulletin board".

In a web conference, each participant sits at his or her own computer, and is connected to other participants via the internet. This can be either a downloaded application on each of the attendees computers or a web-based application where the attendees will simply enter a "URL" or website meeting address to enter the live meeting or conference. These web-based applications are used either with Flash or Java technology.

A webinar is a type of web conference, that tends to be mostly one-way, from the speaker to the audience with limited audience interaction, such as in a Webcast, which is transmission of information in one direction only, like watching a concert on the internet. A webinar however, can be very collaborative, and include polling and question & answer sessions to allow full participation between the audience and the presenter. A webinar is 'live' in the sense that information is conveyed according to an agenda, with a starting and ending time. In most cases, the presenter may speak over a standard telephone line, pointing out information being presented on screen, and the audience can respond over their own telephones, preferably a speakerphone. There are a few web conferencing technologies on the market that have incorporated the use of VoIP audio technology, to allow for a truly web-driven presentation, removing the need for any external devices, such as a telephone.


Features

Other typical features of a web conference include:

  • Slide presentations (often created through PowerPoint)
  • Live video (via webcam or digital video camera)
  • VoIP (Real time audio communication through the computer via use of headphones and speakers)
  • Recording (for viewing at a later time by anyone using a unique web address)
  • Whiteboard with annotation (allowing the presenter and/or attendees to highlight or mark items on the slide presentation. Or, simply make notes on a blank whiteboard.)
  • Text chat (for live question and answer sessions)
  • Polls and surveys (allows the presenter to conduct questions with multiple choice answers directed to the audience)
  • Screen sharing/desktop sharing/application sharing (where participants can view anything the presenter currently has shown on their screen. Some screen sharing applications allow for remote desktop control, allowing participants to manipulate the presenters screen, although this is not widely used.)

Web conferencing is often sold as a service, hosted on a web server controlled by the vendor, either on a usage basis (cost per user per minute) or for a fixed fee (cost per "seat"). Some vendors make their conferencing software available as a licensed product, allowing organizations that make heavy use of conferencing to install the software on their own servers. Some webconferencing software is distributed free for hosting on the MC's server. There is also software available that is installed on the MC's computer and does not require server configuration software.

An important capability of Web conferencing software is Application sharing, the ability for one party in the conference to share an application (such as a web browser, spread sheet, etc.) from their desk top with every one else in the meeting and pass the control of the application to someone else in the meeting.

History

Real-time text chat facilities such as IRC appeared early in the internet's history. Web-based chat and instant messaging software appeared in the mid-1990s. In the late 1990s, the first true web conferencing capability became available and dozens of other web conferencing venues followed thereafter.

As of 2006, the market continued to expand as web conferencing became a more widely accepted alternative to face-to-face meetings requiring travel, and as a richer form of communication than voice-only conferences.

Standards

Web conferencing technologies were not standardized for many years, a significant factor in the lack of interoperability, platform dependence, security issues, cost and market segmentation. In 2003, the IETF established a working group to establish a standard for Web conferencing, called XCON: Centralized Conferencing Working Group. Mechanisms for privacy and security are important requirements for the resulting protocols.

The deliverables of XCON, listed as part of their charter include creating:

  • A basic floor control protocol. This was published in [2006] as RFC 4582: Binary Floor Control Protocol (BFCP)
  • A mechanism for membership and authorization control
  • A mechanism to manipulate and describe media "mixing" or "topology" for multiple media types (audio, video, text)
  • A mechanism for notification of conference related events/changes (for example a floor change)

CONFiance is an implementation of the XCON framework and BFCP licensed under the GPL and Academic Free License.

Softcam

A softcam is essentially a software-based camera. It is a piece of computer software that isn't actually a replacement to a regular webcam but software that allows you to stream or broadcast media files such as BMP, GIF, AVI, WAV and other video formats over video conferencing applications like MSN Messenger, Netmeeting, etc.

Some softcam software allows the user to apply graphics and effects to the video as well. In effect, softcam software allows the user to project media files as though it were live over a webcam.

softcam can also refer to a software CAM emulator