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#IBC2022 Yavuz Bahadiroglu, What are the biggest


challenges facing the media and entertainment industry? It’s two-fold: locking in interest and increasing it by luring in new viewers. The industry is engaged in fi erce competition to hit these targets and it only appears to be getting fi ercer by the day. The good news is creativity and quality are still winning out when it comes to storytelling. f you create something thats gripping iewers will not only reward you for it, they’ll tell their friends.


How is your company helping its customers to address the challenges faced by the media and entertainment industry? he real playground for isual excellence nowadays is around immersie content for irtual studios and AR/XR broadcasts. Our software/hardware enables this for studios and then makes the process feel intuitie so no one gets lost in that initial learning


87 Global Partner Channel Manager, Zero Density


cure. hats important when your goal is to stun audiences with whats on screen andor make them uestion where the irtual ends and reality begins. ere also trying to build up


the realtime community through user training; our free, fully featured community ersion of fl agship product eality ngine and RealityHub; and Zero ensity Academy our new online learning platform that teaches you how to approach realtime irtual production and broadcast graphics through  indepth video lessons.


What are the main areas of focus for your company during IBC2022? e are showing people an ecosystem of software and hardware products that help delier the most photorealistic irtual studio A productions alongside futureproof intuitie control and automation tools.


Visitors can see an end-to-end   workfl ow fi rsthand in all our demonstrations. n a nutshell we focus on taking production to the next level.


What are your priorities for the next 12 months?


lobal expansion takes the lead in our plans. e are planning to establish local teams in eery region. n the meantime we will continue to widen our innovative product range into broadcast graphics  production with s control and automation tools. We will also debut a new partnership with educational institutions to get more realtime graphics professionals into the industry.


What sets your company apart as a technology leader? By not being weighed down by legacy practices we introduce innovative tech that bridges multiple industries and fi lls the


gaps. e delier new products deried from market needs and driven by research and deelopment and we do this fast. Afterwards, we continue to improe on the features and zealously support our user base. 7.A59


ORCHESTRAL MANOEUVRES IN THE PARLIAMENTARY CHAMBER


Shotoku Broadcast Systems BY DAVID FOX


Shotoku has introduced an enhanced range of control systems for its semi and fully autonomous systems. The latest Version 3 of its


rchestra  camera management system is an automation system specifi cally designed for parliaments and legislatures proiding a high leel of multicamera control for semi or fully automated operation. Orchestra can control large numbers of pan and tilt heads within a fullsize debating chamber and is fully integrated with audio conferencing systems for rapid shot acquisition following active


A studio equipped with Shotoku’s SmartPed and SmartRail ceiling track systems


microphones. A highresolution  touchscreen is proided for manual control and immediate indication of actie shots and seat positions. The new version of its TR-XT control system now offers a wide range of features, whether


controlling simple  heads or multicamera fully robotic marteds and martails. moothed keyframe seuences are standard and it now has Autorame facetracking options. Shotoku is also showing its


marted robotic pedestal and its martail track system which is being demonstrated at  in a fl oor confi guration to showcase its new eleator column the high performance eight. 12.F38


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