From 5G testing to biometrics and social VR, immersive experiences are evolving and advancing. Muki Kulhan rounds up the latest developments and highlights some interesting industry adoptions.
Facebook has posted record profit for the last three months of 2018, as the company reiterated its plans to take the social media giant’s Watch video offering into the mainstream.
From the restoration of Peter Jackson’s WWI epic They Shall Not Grow Old to behind the scenes of Love Island and the impact of AI, holograms and Brexit on the media industry, we look at the most popular Production articles of 2018.
MPEG is promoting a video-based point cloud compression technology – and Apple is driving it.
A raft of new technology is enabling people to watch their favourite artists in many different ways – and all from the comfort of their own homes.
This IBC365 webinar outlines and explains the collaborative Media-Telecom Catalyst innovation programme and how you can get involved in designing solutions to current media & entertainment challenges.
This paper focuses Mixed Reality and describes the work carried under the H2020 European project 5GCity.
In this Tech Talk and accompanying technical papers we hear from researchers and vision scientists - from the BBC, RheinMain University and Technicolor - on how they are ensuring the precision of HDR and colour in image capture.
In this paper, explore the challenges that have to be overcome to create colour-accurate immersive experiences at a cinematic quality level.
Explore the next generations of immersive media with technical papers from leaders in the field including Fraunhofer Heinrich Hertz Institute and Ubisoft Paris.
This paper provides a technical/historical overview of the acquisition, coding and rendering technologies considered in the MPEG-I standardisation activities for immersive applications.
Virtual reality (VR) sickness seems one of the main limitations to the large-scale adoption of VR technologies. Thereby, it seems relevant to measure users’ physiological data in order to prevent and reduce VR sickness.
Volumetric video is regarded worldwide as the next important development step in media production. Especially in the context of rapidly evolving Virtual and Augmented Reality markets, volumetric video is becoming a key technology.
Mobile video will increase 9-fold between 2016 and 2021, accounting for 78% of total mobile data traffic by the end of the forecast period.
IBC2018: One of the world’s biggest production companies is increasingly using artificial intelligence to power creativity and cut costs.
IBC2018: The immersive market “will really start to grow next year”, says VR Industry Forum president Rob Koenen, pointing to creative and tech developments in the sector.
Impossible Founders Lily Cole and Kwame Ferreira discuss the impact of technology on the media space, planet-centric design and driving impactful change across businesses.
BT, BBC R&D and NHK are among the exhibitors showcasing exciting concept technologies and cutting edge-solutions in the IBC Future Zone.
Watch on demand as IBC365 previews the anticipated themes and highlights of IBC2018.
Football star Eden Hazard’s augmented reality interview on Belgian TV went viral soon after it aired during the World Cup. Here’s how it was produced.
From interactive game shows to holographic headsets that allow sporting action to play out in front of you, mixed reality promises groundbreaking new experiences – but there are hurdles before the tech becomes mainstream.
This year’s Cannes Lions showcased how creatives the world over are putting new technology – like AI, blockchain, VR, voice and facial recognition - to highly imaginative uses.
Reviews for VR coverage of the World Cup have so far been mixed. Yet many in the VR industry say it is too soon to judge the technology, and that the best is yet to come.
In the first in a two-part series we showcase five startup companies from around the world that offer innovative solutions to disrupt the traditional technology ecosystem.
Augmented reality (AR), Dolby Atmos on Apple TV in 4K and new software features were unveiled at the World Wide Developer’s Conference (WWDC) in San Jose on Monday.
Muki Kulhan hosts IBC365’s first roundtable discussion with industry experts discussing the creative, technical and business aspects of producing to delivering immersive content experiences.
IBC365 speaks to three VR and 360-degree video directors and cinematographers about how they capture immersive content and what the future holds.
New technology allows us to tell stories in innovative ways, but we need to create great content if immersive is to be successful, says Sol Rogers.
Is VR just a stepping stone on the path to holographic video content creation and display?
Broadcasters around the world have been exploring virtual and augmented reality. John Maxwell Hobbs looks at some of the best examples.
In the future, the line between reality and virtual reality will become increasingly blurred, and new media and entertainment options will emerge that we have not yet imagined, writes Amelia Kallman.
Capturing and crafting immersive content requires specialist tools. Dick Hobbs looks at some of the latest technology for creating VR, AR and 360-degree video.
In the first of a series of articles that look at job roles and their relationship with technology, Alana Foster speaks with three digital imaging technicians whose credits include Black Mirror, Skyfall and McMafia.
Virtual reality, augmented reality and 5G could all help platforms monetise content, according to senior executives speaking at Mobile World Congress.
The past few years have produced more virtual reality hardware at a wider range of price points than ever before, bringing VR into the tech mainstream.
Khayyam Wakil explores the ways in which virtual reality can generate revenue at the Future Reality Theatre at IBC2017.
This Future Reality Theatre Fireside Chat covers networks, studios and creators’ efforts to distribute and monetise immersive content.
Kathleen Schröter explores where to find the money in virtual and augmented reality at the Future Reality Theatre at IBC2017.
Technicolor CTO Jon Walkenhorst and colleagues discuss how emerging technology is changing the way stories are told.
The first set of virtual reality (VR) industry guidelines will be presented during CES in January by the Virtual Reality Industry Forum (VRIF).
Industry leaders on the ’Hot or Not’ panel, discuss VR, AR, voice, personalisation and predictions for the future.
The media and entertainment industry often finds itself momentarily gripped by over-hyped technologies. Mixed reality isn’t one of them, says Edward Tang.
The use of mixed reality technology has enabled the creation of formats with levels of interactivity that have not been seen before, says FremantleMedia’s Petter Testmann Koch.
Social media is predicted to aid the rapid growth of the future realities market, rising to $14.1 billion by the end of 2021, according to industry experts.
Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) will be scrutinised and explored in real-world deployments from content creation to user experience.
Apple introduced a new augmented reality (AR) development platform at the company’s World Wide Developers Conference (WWDC) in San Jose, California, yesterday.
Virtual reality (VR) will transform into a unique medium of its own, according to Telegraph Group Creative Director Matt Simmonds.
SMPTE Director of Standards and Engineering Howard Lukk, Education Vice President Richard Welsh and Executive Director Barbara Lange will speak at key industry events throughout 2017.
For virtual reality (VR) to flourish creatives should keep experimenting with the technology which also needs to be embraced by the wider broadcast industry, according to Sky Creative Director Richard Nockles.
Carriers are investing in network infrastructure – both fixed-line and mobile - to support the seemingly unquenchable consumer thirst for video.
This document describes the different RAID levels and the characteristics used by each mode to optimize speed, security or storage capacity.
The prime movers for virtual reality are gaming and real estate, with other applications in areas such as healthcare and education.
Douglas Sheer, CEO, D.I.S. Consulting Corporation said while the virtual and augmented reality trend has been generating increasing interest among consumers it remains in the early stages as far as producers and broadcasters are concerned.
Media execs should look to the gaming industry and the success of games such as Pokemon Go to realise there’s a market for AR and VR content.
The U.S.’ National Aeronautics and Space Administration (NASA) makes its spectacular space imagery available through initiatives including a UHD public TV channel.
As well being SVP, Chief Architect and CTO of Engineering at Cisco Systems, Dave Ward also has ownership connections with both a vineyard and a tomato farm.