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!

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.