With esports growing fast, there are opportunities for broadcasters to get involved, the head of games trade body Ukie Dr Jo Twist tells IBC365.
Experts at the cutting edge of esports explore opportunity within the market, including content evolution and brand partnerships, whilst keeping a close eye on governance and regulation.
VFX Oscar winner and Magic Leap SVP Creative Strategy John Gaeta explains how a dimensional internet could lead CG experiences into real world spaces.
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.
Reed Kaufman is responsible for overseeing the entire post production ecosystem for all FBC Network remote events, specifically with jewel events like Super Bowl LI and the 2018 World Cup. The IBC conference was keen to find out the lessons Kaufman has learned from the experience.
This paper focuses Mixed Reality and describes the work carried under the H2020 European project 5GCity.
In this paper Chouette Films explores the potential of virtual reality (VR) technology to be used in the preservation of cultural rituals and heritage for posterity.
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.
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.
IBC2018: VR and 360 productions need a well thought out story and an even more detailed script.
IBC2018: Sky VR Studio Technical Director Richard Mills points to some of the best VR work being produced to show how the medium is developing.
IBC2018: Al Jazeera Digital and Brave Bison execs outline strategies for targeting Gen Z viewers.
Watch on demand as IBC365 previews the anticipated themes and highlights of IBC2018.
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.
Norway’s new technology and broadcasting hub Media City Bergen is a shining example of collaboration and innovation.
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.
While ‘The New Realities’ - augmented reality (AR), virtual reality (VR), and mixed reality (MR) - are posed to play a significant role in our future, they also open up new concerns about cyber security, says futurist Amelia Kallman.
UHD, HDR, AI, VR and social media expansion make debut for FIFA’s World Cup.
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.
Coverage of the UEFA Champions League Final is set to be another UHD and VR 360 spectacular, while chances seem high that the BBC will commit to UHD HDR live streaming of FIFA World Cup in Russia.
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.
NAB 2018: Showcasing a new era of VR content, Fraunhofer HHI, Ericsson, Harmonic and Nokia demonstrated state of the art virtual reality (VR) and 360-degree video at the NAB Show.
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.
It’s not just the athletes that have broken records at the XXIII Winter Olympics in PyeongChang - the technology has set new standards too.
Technicolor’s Nick Mitchell and Tania Pouli discuss the importance of colour management even beyond virtual and augmented reality.
Nancy Eperjesy explains how to create a fully immersive experience in 360-degree VR at the Future Reality Theatre at IBC2017.
Technicolor CTO Jon Walkenhorst and colleagues discuss how emerging technology is changing the way stories are told.
IBC2017: Panellists offer insights and ideas on fusing the creative and technical sides of VR and 360-degree video production.
The first set of virtual reality (VR) industry guidelines will be presented during CES in January by the Virtual Reality Industry Forum (VRIF).
Virtual reality (VR) for immersive live-action and 360-degree video, optimising audience experiences and deploying VR were among the topics covered in this year’s technical papers.
The themes of mixed reality, artificial intelligence and quantum computing took centre stage at a Microsoft-hosted tech event in London.
Media technology buyers look poised to increase their spending over the next 12 months as part of wider efforts to boost efficiency and agility.
Virtual Reality (VR) and 360-degree video are reshaping the media landscape, creating a fertile business environment.
Case study: The BBC has over forty VR, 360 video and immersive audio experiments, that teams across the corporation have developed, covering a broad range of topics.
Streaming audiovisual virtual reality content by brute force (streaming the entire 360° panorama) requires significant bandwidth and provides mediocre quality.
The online, virtual world holds great promise for the expansion of enterprise and the human experience, says Amelia Kallman.
President of Viveport and SVP Virtual Reality at HTC Vive Rikard Steiber in conversation with Factory 42 CEO John Cassy on the latest developments in immersive experiences.
Your digest of the week’s top media, entertainment and technology news.
Some largescale acquisitions and investments have spurred interest in virtual reality (VR), but the jury is still out on how broadcasters can make money from the immersive technology.
Artificial intelligence, machine learning and the cloud was unavoidable among the many updates, integrations and efficiency improvements on show in Halls 2 and 3.
The President of VR app store Viveport urged broadcasters to make an investment in VR or risk missing out on an ecosystem that had the potential to offer audiences a huge array of experiences.
Ultra HD and VR might make all the headlines but when it comes to pushing the boundaries of sports production, but better use of data and artificial intelligence are likely to be the big winners, suggests David Shield.
IBC2017: Audience power and fan engagement are pushing broadcasters to produce content that challenges tradition and creates new opportunities.
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.
BT Sport and MTG are among the broadcasters that will show the first-ever live 360-degree coverage of the Champions League final.
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.
If you think VR in TV and film is just another passing fad, Sol Rogers, CEO and founder of Rewind, would like to change your opinion.
The DVB has stepped up its efforts to help shape the way that virtual reality (VR) content is delivered to audiences.
Carriers are investing in network infrastructure – both fixed-line and mobile - to support the seemingly unquenchable consumer thirst for video.
Following its launch at CES in January this year, the Virtual Reality Industry Forum (VRIF) held an open meeting at NAB 2017 to share its work on attempts to speed up the adoption of VR.
This document describes the different RAID levels and the characteristics used by each mode to optimize speed, security or storage capacity.
Projections for virtual reality hardware are extraordinarily positive, with findings from UK-based Business Insider Intelligence suggesting in excess of five-fold growth over the the next five years.
Although exciting, we don’t have the vocabulary for talking about VR, yet we must ensure it works across multiple devices and delivers what consumers expect.
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.
One of the UK’s most high profile cinema producers and cultural envoys discussed how British and European cinema must evolve, why cinema and media needs to retain its trusted status, what Brexit means for creative industries
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.
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.
Virtual reality (VR) is a hot topic across the media industry and is already beginning to find traction in areas such as sports broadcasting, says Stan Moote.
In recent years, patterns of media consumption have been changing rapidly.
Virtual Reality (VR), Video, and Video games are converging. Movies and games are getting closer, sharing techniques and contents.
It is only through the use of screen technologies recently developed for smartphones that VR headsets have become a potential mainstream consumer product.
VR represents an entirely new way for consumers to experience video. No longer is the TV viewer or game player a passive participant in the action; VR video simulates the experience of entering the video content itself, with the ability to see a full 360 degrees in any direction.