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.

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!

Laver Cup 2019

Laver Cup

Laver Cup global VR streaming with the highest video quality using YBVR tech An outstanding immersive experience for tennis fans to enjoy Laver Cup in Virtual Reality. The best VR video live experience will be broadcasted from the Laver Cup tournament: 8K at 60 frames per second video, with instant camera change from the user, who can choose any of the 12 camera positions at the tennis court. The best tennis captured with two 360 degrees cameras close to the benches of the players and two 180 ones at the edges of the court, to follow your team like you were there in the front row or better. Fans will be able also to enjoy tennis from the Director’s Chair, where they can select which view out of 8 cameras they want to enjoy at each moment, with the same choice capability that the Broadcast Director. Laver Cup VR application will be available for Oculus Go (Oculus store) and HTC Vive Focus (Viveport store) from the beginning of the tournament. Highlights of the day, match points and featured immersive content will be available globally. Live matches will be watched from Europe. The five live Laver Cup VR session times are as follows: Friday, September 20: 13:00, Match 1 (singles) f/b Match 2 (singles) Friday, September 20: 19:00, Match 3 (singles) f/b Match 4 (doubles) Saturday, September 21: 13:00, Match 5 (singles) f/b Match 6 (singles) Saturday, September 21: 19:00, Match 7 (singles) f/b Match 8 (doubles) Sunday, September 22: 12:00, Match 9 (doubles) f/b Match 10 (singles), Match 11 (singles), Match 12 (singles) and a Decider, Match 13 (doubles) if points are even. VR Highlights and more content will be available by 24h after the match and can be watched into the Laver Cup VR APP after the event. With 4 different camera feeds, fans will be able to change their viewing positions from each team bench to a spot behind each base line, a seat no money can buy. This VR experience will provide fans with a unique look into what goes on away from the court. From players teaching each other new tricks to team chats, warms ups and games, a VR clip with 2x 4min features will be created (1-week after) that showcases the special nature of the Laver Cup environment from each team’s perspective. The focus here is a look away from the action, into the fresh shift in mindsets of the players from individual to team. Where else can you see two of the greatest tennis players ever sit on the one team and discuss tactics? YBVR technology optimizes production, streaming and delivery of VR video, building amazing VR experiences with the highest quality and adjusted bandwidth requirements. Be immersive!

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.