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IBC2023 ACCELERATORS: REAL TIME INTERACTIVE STREAMING
AND REAL-TIME XR SPORT EDGE
Two Accelerator projects will be presented on the Innovation Stage today – Real Time Interactive Streaming and Real-Time XR Sport Edge. As linear broadcasts convert to streaming,
revenues are being lost. The Real Time Interactive project aims to demonstrate that additional revenue/ROI can be achieved through personalising viewer engagement from live interactive experience streaming, for big or small sporting and other events. The project is championed by Alumni Basketball League (ABL) and Verizon Business. The participants are Red5Pro, Snipitz, AMD, Osprey and
Singular.live. Andrew Lombardi, Chief Product Offi cer of Snipitz, describes the problem the project is addressing: “Content owners are struggling with not only gaining new viewers, but they are trying to do it while changing traditional broadcast into a streaming experience. On top of that, how do they monetise and gain insights that they normally can’t track? Snipitz is giving these content owners a way to not only create the next-gen broadcast, but also monetise the grey space that normally goes untouched in a traditional broadcast.”
Chris Allen, Co-founder and CEO, Red5
Pro, describes the aims of the Challenge: “We started the project with the goal of fi nding out how much of an impact interactivity in live sports video would impact fan engagement, and if this could lead to better monetisation,” he explains.
“We have proven to people in the industry that giving viewers options without leaving the single screen is an important piece of the future of live and on-demand broadcast” Andrew Lombardi, Snipitz
“We have proven to people in the industry that giving viewers options without leaving the single screen is an important piece of the future of live and on-demand broadcast experiences as we move away from second screen technology at-home and in-venue,” adds Lombardi. Allen describes what IBC attendees can expect to see at today’s showcase. “We really focused on a multi-view experience where the controls are in the hands of the fans. We will be doing a live demo at the show with the same in-stadium setup we used with the undisclosed major US-based sports league we’ve been working with. We will also be showing off the work Snipitz is doing with the ABL and the
Outernet’s Mike Whittaker is championing Real-Time XR Sport Edge
Legends of the LPGA among others,” he reveals. Allen adds: “There are so many different things you can do with live real-time video that it can be daunting to pick one direction and stick with it. For our project we purposely picked an industry – sports – and an issue – fan engagement – that had a huge pain point associated with it. The IBC Accelerator has allowed us to work directly with key partners to bring it all together. We would have eventually gotten to this point, but certainly not as quickly and not with the same level of focus.” The second Accelerator session today is Real-
Time XR Sport Edge, which builds on the latest fi ndings surrounding interactive digital athletes, motion capture, AI and high-speed edge content delivery for live XR sports workfl ows for 3D metaverse worlds, and the potentials into OTT platforms. With Participants: D&B Solutions, Salsa Sound, Sparkup, HAND, AMD and HearMeCheer; and Champions: King’s College London, Trinity College Dublin, Immersive Combat, BT, Outernet Global, Vodafone Group, University of Southampton and RVPA, this revived Accelerator
will build on R&D from the previous award- winning 2021 Accelerator project that started to explore 5G location-based XR. The project’s aim is to broadcast digital twin XR sports using combat Mixed Martial Arts (MMA) into live, immersive high-end graphics, spatial and social audio, and real-time, edge- compute deliverability to fans in a 3D virtual world via VR headsets, computers, mobile devices and also simultaneously to an outdoor location-based experience venue at The Outernet in London.
The showcase today will highlight how it has worked to meet its key objectives, including real-time capture of high-speed XR sports, low-to-no latency delivery via edge technologies, high-quality, photorealistic graphics in immersive environments, and giving audiences in virtual 3D worlds the ability to view on multiple devices (VR headset, mobile, computer).
Real Time Interactive Streaming takes place today from 10:45-11:45 on the Innovation Stage in Hall 3. It is followed by Real Time XR Sport Edge at 12:15-13:15.
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