VR Control Room: enhancing traditional broadcast with the immersion and interactivity of VR

VR Headset Preview

Some Broadcasters are reluctant to test VR as a new format for their productions due to the effort it would suppose taking them to produce VR video content for every event they are covering. It is indeed a fair concern: current TV productions are already fairly complex: fixed cameras, moving cameras, drones, spider cams, analytics, dynamic graphics, multiple audios, subtitles, closed captions… in this a big and complex environment, adding the sophisticated VR production equipment for what (let’s face it) is still a “marginal” audience does not seem all that worth it to many. The benefit, at least in the short term, does not always compensate the enormous effort and cost in complexity, the entry barrier is simply too steep. In addition to this, regular broadcast has gone through many decades of refinement, and although 360 and 180 video do provide (when delivered properly) a unique novelty of immersion and sense of presence, immersive production practices and techniques are still in the early days, and are not in the same level of refinement and sophistication. This is why, to many broadcasters, doing immersive-only productions doesn’t seem appealing. And yet, the days in which a single produced TV feed was enough seem to be over: we have reached such level of refinement and sophistication in TV that we can barely enjoy it for more than a few seconds. Think of a racing event: with so many things happening at once, so many stats, rich visualizations, in-car cameras, interviews, reverse angles, overtake attempts, accidents, etc. , the produced TV feed can barely scratch the surface of the overall event. The way we experience these events needs to evolve beyond its current form while still enjoying the benefits it has already achieved. With these concerns in mind, YBVR has developed the VR Control Room: a solution to gather all these existing regular video feeds to build an amazing VR experience. This solution puts the user into the TV director’s chair, showing the feeds available to choose. Users can select what feed they prefer at any time, without any interruption in the watching and keeping all the feeds at the sight, all synchronized. Additionally, there is a lot of space around the viewer to include additional elements: match analytics, players bio, competition results, sponsors advertising… using the huge visual real state VR brings to keep users engaged with relevant and interactive content. YBVR’s VR Control Room lowers the barrier of entry to produce compelling immersive experiences: TV producers can offer a compelling VR experience taking advantage of all existing TV content without having to add the complexity of 180 or 360 productions from the beginning. Evolving this experience to increase its immersive appeal is a natural step with built-in support in YBVR platform, since immersive video feeds (up to 8K60FPS 360 video) can easily be added to the experience at any point. This means that broadcasters can include VR video content gradually, as users demand and production resources evolve. VR Control Room is available for Live and also for VoD productions, where users can watch a production again and again, choosing different views every time. YBVR has already applied this technology in the real world. You can find all these concepts applied in the Laver Cup VR App, available for OculusGo (here) and HTC Vive Focus (here), selecting Director’s chair in the Highlights and “Match points” videos. Feel free to share, in the comments of this post, what has been your experience. Don’t miss it!

SEGITTUR and YBVR explore VR and 5G applications for tourism

Segittur

SEGITTUR has selected Yerba Buena VR (YBVR) to deploy a VR tourism experience over 5G, included in the 5G-EVE project. SEGITTUR (Sociedad Estatal para la Gestión de la Innovación y las Tecnologías Turísticas, S.A.) attached to the Spanish Ministry of Industry, Energy and Tourism and reporting to the National Department of Tourism, is responsible for promoting innovation (R+D+i) in the Spanish tourism industry, in both the public (new models and channels for the promotion, management and creation of smart destinations and so on) and private sector (support for entrepreneurs, new, sustainable and more competitive business models, export of Spanish technology). 5G EVE is the European 5G validation platform for extensive trials. It is one of three 5G PPP infrastructure projects started on 1st July 2018. The goal is to implement and test advanced 5G infrastructures in Europe. YBVR is developing with SEGITTUR two use cases related with tourism, video VR and 5G. “Immersive tourism” is the first use case, defined to give an immersive experience of a real event through video VR. YBVR technology is used to capture and replay the event and, using streaming over 5G, broadcast the experience to different locations, on live or on demand models. Small spaces, non-accessible places, far-away events… can be captured by VR video to create an immersive experience. Handicap people, potential tourists or new experiences seekers can be the preferred audience for the immersive tourism. “Virtual tickets” is the second use case to be defined. Limited capacity of venues cannot be more a limitation to sell tickets and get more audience. VR video streaming can give a first-row ticket without any numbering limitation. A congress subscription, a basketball seat, a festival entrance, a traditional celebration… could be suitable to become part of this experience, selling virtual tickets for funs from other places or time-restricted followers. SEGITTUR and YBVR collaboration includes a batch of 5G testing trial, metering how 5G technology can improve the feasibility and performance of this use cases. Finally, all these concepts and technologies will be placed in the field on January 2020 into FITUR, the first appointment of the year for the world’s tourism professionals and the leading trade fair for inbound and outbound markets in Latin America.