YBVR joins the industrial world with the support of EU H2020 5G-INDUCE project

5G Induce

As previously announced, YBVR is working with the support of EU H2020 5G-INDUCE project to develop applications for industrial environments to grow the industry 4.0. Within this project YBVR has developed a use case that aims to offer industrial improvements using 5G infrastructures to help factories to have safer and more efficient working environments. This use case, developed by YBVR, joins the monitoring of the industrial environment with the new possibilities of the immersive reality. This goal will be achieved through the installation of 360° cameras in an AGV (Auto Guided Vehicle) and connecting these cameras with 5G technology. This will provide near real-time 360° images of the environment to the person operator responsible for monitoring the AGVs, getting access to a direct view around of the AGV anywhere and whenever he needs them. Additionally, real-time data collected from the AGV and the 5G network are displayed overlayed on the immersive view, to help the operator for quicker troubleshooting. In the development of the use case, YBVR has collaborated with large companies, like Ericsson, which is providing the 5G infrastructure, Ford, offering the Motors factory of Valencia where the use case is deployed, and ASTI Mobile Robotics, the manufacturer of the AGVs, other startups are contributed to the use case, as FiveComm, that has developed the 5G modem which will provide the 5G connectivity of the 360°camera. Below, you can find a picture with the description of this use case. After of being working on the development of the NetApp that offers this use case for more than one year, recently the first proof of concept was deployed and tested successfully in the 5TONIC facilities of IMDEA Networks in Madrid. The next step will be to test this NetApp at the Ford Motors factory in Valencia where a part of the 5G infrastructure of the 5G-INDUCE project is being deployed.

NOS gives “5G seat” at Luz Stadium to children from the Benfica Foundation with YBVR technology

Benfica

5G immersive camera installed in seat 5 of row G of the central stand of the Sport Lisboa e Benfica stadium transmitted the game directly to the children’s VR glasses. Children who had never been to the Sport Lisboa e Benfica stadium saw the Benfica-Marítimo match as if they were really there. Using 5G technology and virtual reality glasses, it was possible to reduce the more than 340 kilometers that separate Paredes from Lisbon, allowing the mini fans to live the 90 minutes fully immersed in the game and interact with reality in the stands. For that, a Panasonic BGH-1 camera was placed in Seat 5, row G of the Stadium, which broadcast the game live to the Oculus Quest 2 used by the children and other fans that were in the Benfica House of Paredes. The ultra-fast speeds of NOS’ 5G, as well as its low latency and the YBVR streaming technology, ensured an immersive experience very close to reality. For Daniel Beato, Director of NOS for the consumer area, “the role of NOS is to bring the benefits of the fifth generation mobile network to all the Portuguese. With this initiative we show the positive impact that 5G can have on the life of all of us, as an enabler of unique experiences, which will remain forever in the memory of those who live them. That’s what we work for every day”. According to Carlos Moia, Executive President of the Benfica Foundation, “for us it is very important to be close to all the fans, especially those who, for various reasons, have not had the opportunity to attend a game of their team in its stadium. The Benfica Foundation develops several Social Responsibility projects in different areas of intervention, namely the “For you if you don’t miss it!”, which aims to empower and combat absenteeism and school dropout, using sports as a tool for inclusion.

YBVR provides immersive tech to Bowling for the IBF Super World Championships at Dubai

Bowling

A live scenario piloting the ‘fan in control’ experience that immerses fans through StrikeCloud took place at the IBF Super World Championships 2021 from Dubai in November, powered by YBVR. SAN JOSE, Calif., Dec. 22, 2021 /PRNewswire/ — YBVR, the leading immersive XR streaming solution that unlocks live event emotions for millions of viewers across devices, today presented the technology pilot conducted in Dubai this November at the IBF Super World Championships from Dubai Expo 2020. Thanks to YBVR immersive tech, bowling fans from around the world have enjoyed a live immersive experience from home and in mobility, from multiple devices – Mobile (Phones/Tablets), Web (PC/MAC) and Oculus VR headsets. Fans from 83 countries took the opportunity to feel as if they were present at the finals of the World Championships. Thousands of beta users have tested the StrikeCloud Immersive concept, with high interest from users in Sweden and USA as both countries medaled. With YBVR patented tech, fans can select the preferred angle with a multi-cam choice and an immediate synchronized camera change. On top of this, they can also select 360-degree views to check out the actions from the lanes, close up! “At the very start of our digital transformation plans, we connected with YBVR to help us discover a new distinctive way to unlock the sport’ said Chris Neilson, Innovation & Business Development Director at IBF”. He continued: “It’s been extremely exciting to see this vision come to life during our IBF Super World Championships at Dubai Expo2020, showcasing the flexible interactively to consume the sport by providing full control to the fan across multiple devices. By immersing fans from anywhere into our outdoor setup ensured we could celebrate with the loyal bowling enthusiasts and welcome the new fans with a well-balanced hybrid experience that will take bowling into the next millennium”. “YBVR is proud in being part of the journey with IBF and the International Bowling community’ said Hector Prieto, YBVR CEO. ‘We will support and be there with key stakeholders of bowling to ensure everyone across the world can enjoy in real-time, the live emotions of sport bowling!” After this validation, the industry has ambitious plans for the full deployment of the YBVR technology across National Federations, broadcasters, academies, and tournament organizers. Very soon, the emerging Virtual Ticket to the Metaverse of Sports will allow passionate bowling fans to feel the sport closer than ever before, regardless of the limitations of space for those that cannot be physically present at a tournament itself. Try out on your device: The immersive bowling experience StrikeCloud 360. About YBVR YBVR is re-defining the way fans experience live sports and entertainment engaging from home, and in-venue. Even without being in-venue, fans can now experience the magic of ‘being there’. YBVR tech enables a new immersive and interactive dialogue with sport fans, especially the new generations. YBVR cloud-based tech empowers sport and music event organizers and right-holders with new assets for engagement and monetization. Fans can decide when, how, what and with whom to enjoy live streaming with premium viewing experiences, in real-time, and across devices. YBVR headquarters are in California with a development team in Madrid and commercial presence in Japan, Singapore, and Australia. About International Bowling Federation (IBF) The International Bowling Federation represents member federations and bowlers from across the world. At the heart of what we do, uniting us all, is our mission to connect the world with the greatness of bowling. Connecting further, faster, for all. Ninepin, Tenpin, academy, para, male, female, young, old; whoever you are, wherever you come from, our sport crosses cultures. Truly inclusive, united by a passion for bowling, we bring the world closer together by innovating our sport with technology and data. Championing the best of bowling. Guardians of our sport, we show bowling at its best. By removing the complexity and barriers to play, without compromising the integrity of our sport. IBF is the International governing body for the sport of Tenpin, Ninepin and Para Bowling representing five continental zones and 114 member federations. IBF was recognized by the International Olympic Committee (IOC) in 1979 as the world governing body for the sport of Bowling and by the International Paralympic Committee (IPC) in 2019 for Para Bowling.

Euroleague Final Four

Euroleague Final Four

Fans can get closer than ever to the Turkish Airlines EuroLeague Final Four with the ground-breaking launch of a unique virtual reality experience for this month’s season finale in Cologne. The Final Four VR Pass will offer unprecedented up-close access to the on-court action, bringing home the emotions of the live event like never before. A digital control room will let fans curate their own viewing experience by choosing among 12 live feeds, including four 180-degree cameras on the backboards and in the area of the courtside seats. Users have the freedom to switch between cameras in real-time to decide which ones they watch and how they watch them. The pass may be bought as a virtual ticket at a base price of 15€ by clicking here. A code can then be redeemed in the EuroLeagueTV VR App, available on Android, iOS and Oculus, giving full VR access to all four games of the Final Four. Due to the inability of fans to attend the Final Four this season due to health and safety protocols surrounding the global pandemic, the Final Four VR Pass is a chance to witness the event in a whole new way. Passes will be limited to the number of regular tickets, 14,210, that would have been sold for the Lanxess Arena under normal circumstances. The VR Pass will be offered to those fans who had bought tickets for the canceled 2020 Final Four and to current EuroLeague TV subscribers with a 50% discount. The Final Four VR Pass is a collaboration between Euroleague Basketball and Yerba Buena VR Inc. (YBVR), a leading developer of end-to-end VR video streaming solutions and services. YBVR has a special focus on premium quality video and easy-to-deploy experiences, using patented immersive technology to offer 8K streaming at 60 frames per second with zero-buffering, instant camera change capability. Alex Ferrer Kristjansson, Euroleague Basketball Marketing and Communication Senior Director, said: “Since the cancellation of last season’s Final Four we have been working hard to bring our fans the best possible experience during their absence from the arenas due to the pandemic. The VR Pass will allow our fans to live the Final Four almost like a player”. Hector Prieto, Co-Founder and CEO of YBVR, said: “It is exciting to work hand-in-hand with Euroleague Basketball in pioneering a Virtual Reality experience. The most rewarding thing is allowing devoted basketball fans to really feel the emotions of the live Final Four, experiencing the action at home as if they were courtside in Cologne.”

YBVR, Verizon, and AWS

technology update

Businesses and developers can build and deploy applications with AWS Wavelength Companies as YBVR are already testing their edge solutions in AWS Wavelength zones at the edge of Verizon’s 5G network in multiple locations. Businesses and developers can build and deploy applications with AWS Wavelength at Verizon’s 5G Edge in three new locations: Atlanta, New York and Washington, DC. Verizon and AWS launched the mobile edge computing (MEC) platform last month in Boston and the Bay Area and plan to add five more cities by year end. Mobile edge computing moves the data and processing done by the applications and services we use closer to the end user at the edge of the network. This shortens the roundtrip data needs to travel, reducing lag time, or latency. By moving AWS compute and storage services to the edge of Verizon’s 5G Ultra Wideband network, innovators can develop applications with ultra-low latencies that will support next-generation use cases ranging from self-driving cars to autonomous industrial equipment. Customers are already testing their edge solutions in AWS Wavelength zones at the edge of Verizon’s 5G network in multiple locations. YBVR is building a next-generation VR video platform and is testing how they can utilize 5G and Wavelength to stream live 8K Ultra HD (UHD) video to sports fans and concertgoers, allowing simultaneous users to choose various camera views with ultra-low latency. “Leveraging the powerful combination of Verizon 5G and AWS Wavelength will enable us to put the ‘fan in control’,” said Sebastian Amengual, YBVR co-founder and Chief Technology Officer. “With 5G and MEC, fans should be able to enjoy 8K live streams on mobile and XR devices in real-time and have their own, personalized watching experience which was not feasible before.” Verizon’s 5G Ultra Wideband network will enable throughput at least 10 times faster than 4G; deliver ultra-low latency and offer very high bandwidth. Verizon 5G Ultra Wideband is expected to eventually enable 100 times larger data volumes than 4G; and the ability to connect more than a million devices per kilometer. “Watching businesses build transformational applications on the world’s first 5G mobile edge computing platform with AWS Wavelength shows how our 5G Ultra Wideband network matters to customers TODAY and is already impacting how businesses operate and consumers live, work and play,” said Tami Erwin, CEO of Verizon Business. “When it comes to innovating on 5G and MEC, we’re only scratching the surface.” Learn more information about Verizon 5G Edge and Verizon’s 5G technology. For more information for developers, visit here.

World Bowling

World Bowling Case Study

World Bowling and YBVR, the Silicon Valley immersive technology company, have announced a three-year partnership that will allow millions of fans to experience bowling like never before. YBVR, who has showcased its VR live streaming technology in top sports events like The Australian Open, will work with bowling’s international governing body to deliver the next generation of immersive technology in a multidevice strategy. “We are very excited with this opportunity to take the world of bowling to the next level, and attract new audiences around the world,” said Hector Prieto, YBVR CEO. The partnership will create vibrant and immersive experiences for bowling fans, bringing a new degree of engagement through virtual reality and interactive features. Together, World Bowling and YBVR will work to deliver new content and engage fans with a variety of Apps, software, and innovative solutions that allow for a personalized experience for every user. YBVR technology deploys 8K VR quality streaming and instant camera change in its broadcastings, allowing viewers to catch every second of the action from multiple points of view. Athletes, Coaches and fans will experience a 360 degree vision of the action, along integrated social and interactive capabilities that will connect them in ways until now impossible. “YBVR is an essential piece of the jigsaw in our “Bowling Evolved” strategy, providing multiple ways for our athletes and fans to experience, consume and engage with our elite, para bowling and academy content,” said Chris Neilson, Innovation & Business Development Director, World Bowling. Under the agreement, World Bowling and YBVR will develop a new future for VR coaching and education with further enhancements and integration into the global application for gamification and tournament data tracking. Neilson continues: “Users will be able to consume content via a multi-cam mobile experience in 2D, 180 and 360 with supportive features, real-time statistics and scoreboards for the complete XR experience”. About YBVR – Based in Silicon Valley and Madrid, YBVR is a technology start-up building the next generation VR video distribution platform. The company specializes in providing the best immersion for VR streaming for all devices, all with a single platform. Its technology has already delivered immersive experience to audiences of greatest tennis events, including Australian Open, Laver Cup and Davis Cup. About World Bowling – World Bowling is the International governing body for the sport of Tenpin, Ninepin and the newly formed ParaBowling representing five continental zones and 114 member federations. World Bowling was recognized by the International Olympic Committee (IOC) in 1979 as the world governing body for the sport of Bowling and by the International Paralympic Committee (IPC) in 2019 for ParaBowling. For more information and interviews, please contact: Media Contacts: YBVR ybvr@ybvr.com World Bowling Media Department media@worldbowling.org

Transforming Video VR in an interactive experience

Instant Camera Change

Video VR has been blamed frequently for a lack of interactivity, then user retention was condemned to be lower than other VR experiences. In fact, the meantime of watching video VR experiences has been between 2 and 4 minutes (1:30 in this article, others go to 10 minutes as average). Anyway, three factors are key to move this figure up: interest, quality and interactivity. Interest is key because VR is an experience that can be interrupted at any time. The user is the king. Then, a boring piece in the content is an open door to quit the experience. Also, the connection between content and user is basic, the interest is not in the content, it’s in the user, then to find the right content for every user (and the right user for every content) is a success strategy. Quality (video and audio) is also key, because it gives the degree of immersion into the experience. YBVR is pushing VR video quality to the edge of technically available producing 8K@60fps video and applying its own technology of YBVR-FOV-adaptation to show the best quality using standard internet access connections for live and VoD content. Interactivity is the last challenge to improve user retention in video VR. A wide portfolio of videos, a user-friendly menu, categories, recommendations… are techniques to ease the interaction of the user with the app, but it doesn’t get into the watching experience, once the video is playing. YBVR has developed the instant camera change (ICC), it allows the user to change of point of view at any time while the video is playing. Using different video cameras in different positions, the user can jump from one to another camera without any interruption of the action. ICC introduces the interactivity in video VR, users are no longer passive watchers, they’re transformed in the producer of the video experience. The effect on user retention is impressive. In live productions, watching time per user has moved from 7 minutes average to 22 minutes in Live events. You can test by yourself the ICC effect in the Laver Cup VR App, available for OculusGo (here) and HTC Vive Focus (here), and comment in this post what has been your experience. Don’t miss it!

The adventure of a tennis VR immersive experience

Nadal Tennis

YBVR has an outstanding expertise of video VR experiences around tennis tournaments. Davis cup in 2018, Australian Open in 2019 and Mutua Madrid Open in 2018 and 2019 are the most important milestones in YBVR’s journey. They are convinced that tennis is a privileged test environment for develop a video VR experience. The size of the court gives a good opportunity to get the best of video VR capabilities, also, the exclusivity of first-row boxes adds an important value to the opportunity to share this immersive experience with a wide group of excluded fans and high skilled public. YBVR installs some 360 and 180 degrees cameras into the court, covering the general overview of the venue and also some first-row positions: close to the net, behind the players, aside the court judges… getting a high quality video source (8K at 60fps). A live production set compounds the content, adding digital and graphic information as the score board, players bio, match analytics, graphic advertisement and other data. Additionally, they insert the TV signal as a giant screen over the horizon, showing close-up images and replays. Tennis fans following the matches from outside of the main court could wear the VR headsets and watch the game into VR. YBVR technology allows experiencing 8K-60fps quality into a conventional VR headset by live streaming, giving an immersive feeling of what is happening in the court. The user can also decide what camera to watch from, in a non-interruptive transition. A map with different camera position is offered to the user to be chosen whenever. Last May, in Mutua Madrid Open 2019 tournament, more than 4,500 people visited the experience. Users could watch some live matches and the highlights of the previous days. Average time of watching was 4,9 minutes per visitor, increased to 7,1 minutes during live streaming. Other outstanding data is that more than 63% of users of this experience were kids and teens, that shows the power of VR to connect with young audiences. But notice that the main power of this technology is to be based on streaming, with bandwidth below 20Mbps per headset. This opens the experience to be enjoyed from home, maybe in a virtual-ticket model or a fan-immersive-channel subscription. We hope to see soon these kind of offerings in the VR world, joining VR high quality (8K/60fps), live events, interactive experience (camera change), data enrichment (TV screen, match analytics, score board, players bio…) and easy to use and access.