I have been researching Starlink, SpaceX's new network, over the weekend in detail and I believe that Starlink is actually a possible threat to the cable industry and its broadband offering.
Due to broadband, I believed that the cable industry was safe due to the revenue derived as the industry moves its entertainment to OTT but I am not so sure now.
Google is a Starlink investor. They have also stopped building out their fiber network. This may explain why they change their position on their build out.
Starlink just did a test from its satellites to ground over Los Angeles asking people to login (Elon announced via Twitter) if they see the Wi-Fi network (a way to test capacity using the public). They will eventually be using a combination of LEO and geostationary orbits. In space photons move at 50 times the speed of fiber. With a mesh network of satellites with phase array antennas. This leapfrogs over existing fiber and local 5G to the home making cable obsolete except for local networking. Elon just tweeted that the latency was less than 2.5 milliseconds meaning that one could play networked video games on the ground and not see any latency (see link at bottom of page).
They have built in upgrades to the LEO satellites every few years and since they own the reusable rockets they have to markup on cost. As reusability of the rockets increases over time, the cost becomes less expensive than the cable alternative.
If I am right, we have until 2023 before the second phase rolls out to consumers directly. The first phase is something the cable industry may be interested in since this is designed for industrial use. SpaceX expects to sign up more than 40 million subscribers to its broadband service by 2025 with 30 Billion in revenue.
My main focus right now is trying to get information on the Low earth orbit to ground communication technology laser that they are using and how that may differ from what traditional companies are using.
Please read this: http://www.cobizmag.com/Trends/The-New-Internet-from-Space/
Elon plans to use this as his future Mars communication network with a chain of communication relays between Earth and Mars.
Starlink's competitor OneWeb cannot compete unless they provide subsidized launches. Boeing and Apple have the same issue. I assume they will sell their infrastructure at some point to Starlink because of the inability to compete in building infrastructure. The 30 Billion of projected income Starlink projects I can safely assume a few will come from existing cable companies.
Quantum Communication via Satellite
This article talks about how China is experimenting with quantum teleportation not for encryption but for instantaneous communication between satellites and ground.
I admit this is hard to follow when reading it (at least for me) but it shows that at some point this is where the tech is headed. Phase array communication is the most common right now and no one is using quantum except the military.
I would scroll down and just look at the graphic called: Quantum Leaps.
Starlink satellites are replaced completely every seven years and at any time can be upgraded with new technology.
Replying to @nitantbhartia @ninoles and 2 others
“Pretty good. TinTin A & B are both closing the link to ground w phased array at high bandwidth, low latency (25 ms). Good enough to play fast response video games.”
Elon Musk – May 26, 2018
I looked into Amazon Sumarian and it will likely fail. They're using the same idea I had for expanding Aframe.io webvr editor but instead of trying to make money on the program or app they are trying to force people to use their servers for storage and charging a crap load of money for it too if you want to actually use it for anything more than a basic experience.
So, designers won't use it because they lack full control and can't host on their own servers. Any one who knows how inexpensive aframe is won't use it due to the extra cost.
If they had sold it as a stand alone app with the option to allow them to host the data easily and kept their cost competitive they might have had something but they force the developer to use their servers.
It's sad how poor implementation can ruin a great idea.
Basically, the idea is that coding once allows for 2D version, Handheld WebXR/AR, 6DoF Headset and 3DoF headsets. Similar to adaptive design in webdesign.
Imagine you wanted to have your store’s web page work in 2D, and also take advantage of the full range of AR and VR devices. WebXR will provide the foundation you need to create pages that work everywhere, and let you focus on compelling User Experiences on each of the devices.
One aspect of progressive WebXR, showcasing a version of A-Painter that was adapted to handheld AR and immersive VR was amazing. In this post, lets dive a bit deeper into the idea of progressive WebXR apps that are accessible across a much wider range of XR-supported devices.
The WebXR Device API expands on the WebVR API to include a broader range of mixed reality devices (i.e., AR/VR, immersive/handheld). By supporting all mixed reality devices in one API, the Immersive Web community hopes to make it easier for web apps to respond to the capabilities of a user’s chosen device, and present an appropriate UI for AR, VR, or traditional 2D displays.
At Mozilla, this move aligns with experiments started last fall, when Mozilla created a draft WebXR API proposal, a WebXR polyfill based on it, and published a WebXR Viewer experimental web browser application to the iOS App Store. Publishing the app for iOS allowed them (and others) to experiment with WebXR on iOS, and is one of the target platforms for the XR Store demo that is the focus of this article. This demo shows how future sites can support the WebXR API across many different devices.
Before introducing the example store we've create, I’ll give an overview of the spectrum of devices that might need to be supported by a UX strategy to design this kind of WebXR-compatible site.
See full article with link at top.