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.”

5G set to transform Ford’s factory in Valencia with automotive industrial innovation

Ford Automotive 5G

– Ford’s Valencia Engine Plant, ASTI Mobile Robotics, Ericsson, Fivecomm, YBVR and INTEL partner for jointly innovating in automotive industrial applications enabled by 5G. – The latest 5G technology and innovations in mobile robotics, Virtual Reality and Artificial Intelligence will be deployed and validated at Ford Motors factory in Valencia with the support of EU H2020 5G-INDUCE project 5G-INDUCE is a new project of the third phase of the H2020 5G Infrastructure Public-Private Partnership (5G-PPP) initiative of the European Commission and European ICT industry to deliver innovative 5G solutions. The project focuses on the Industry 4.0 vertical sector, as one of the fastest growing and most impactful sectors in European economy with high potential for novel virtualized application software developments leveraging 5G architecture. With major European industrial players involved in the project, 5G INDUCE selected Ford factory in Valencia as its base for experimentation in Spain. In addition to Ford and Ericsson, the consortium in charge of 5G-INDUCE pilot in Valencia is formed by high-tech SMEs ASTI Mobile Robotics, Fivecomm, and Yerba Buena Virtual Reality, and it also counts with the support of Intel, Gestoos, University of Burgos, and Universitat Politecnica de Valencia. The 5G-INDUCE project addresses specific needs that have been identified for connectivity and modernization of the Automated Guided Vehicles (AGVs) fleet that would allow optimizing some of the processes of the logistics distribution chain for items, among and within Ford factory’s warehouses. With that objective, three use cases are going to be implemented and tested at Ford’s factory in Valencia within the scope of the 5G-INDUCE project: autonomous AGV fleet management; smart AGV operation based on human gesture recognition; and Virtual Reality (VR) immersion of AGVs’ control. “New technologies can result in an improvement in production line efficiency, thus increasing innovation capacity. This is essential given today’s competitive environment. 5G is an instrumental tool to help us achieve this objective.” states Alejandro del Portillo, from the Manufacturing Engineering and New Technologies Department at FORD’s Valencia Engine Plant. Ericsson’s Radio Access Network (RAN) and Core solutions for 5G standalone New Radio (NR) will be deployed at Ford’s Valencia Engine Plant factory for supporting the innovation and experimentation activities of all partners involved. The solution leverages and extends the 5G assets of Ericsson at 5TONIC co-creation laboratory, the open research and innovation lab for 5G technologies founded by Telefónica and IMDEA Networks. Intel, also 5TONIC member, will contribute to the project with its edge computing technologies, expertise and innovation ecosystem. “The potential of 5G technology is being unlocked as digitalization of Industries is advancing and as more and more complementary players partner for shaping new innovation ecosystems for delivering complete solutions” says Manuel Lorenzo, Head of Technology and Innovation at Ericsson Spain. “5G-INDUCE ecosystem is a great example of this momentum, gathering world-class innovation in Industry 4.0, robotics, 5G, edge computing, VR and AI, and counting on the support of the EU 5G-PPP program. Ericsson is glad to contribute with our technology and expertise in 5G solutions to the success of this initiative.” Ford of Europe is responsible for producing, selling and servicing Ford brand vehicles in 50 individual markets and employs approximately 45,000 employees at its wholly-owned facilities and consolidated joint ventures and approximately 59,000 people when unconsolidated businesses are included. In addition to Ford Motor Credit Company, Ford Europe operations include Ford Customer Service Division and 19 manufacturing facilities (12 wholly-owned facilities and seven unconsolidated joint venture facilities). The first Ford cars were shipped to Europe in 1903 – the same year Ford Motor Company was founded. European production started in 1911. www.ford.es Ericsson enables communications service providers to capture the full value of connectivity. The company’s portfolio spans Networks, Digital Services, Managed Services, and Emerging Business and is designed to help our customers go digital, increase efficiency and find new revenue streams. Ericsson’s investments in innovation have delivered the benefits of telephony and mobile broadband to billions of people around the world. The Ericsson stock is listed on Nasdaq Stockholm and Nasdaq New York. www.ericsson.com ASTI Mobile Robotics is involved in the engineering and development of made-to-measure solutions for logistics. ASTI activity goes from the project analysis in material handling and internal logistics to the development, manufacture and starting up of the designed solutions, as well as all the maintenance along the installation life. ASTI is the European leader in manufacturing auto‐guided vehicles (AGV). ASTI has developed its own range of AGVs, to transport all kind of loads at various heights, with various guiding systems according to the application to automate and in different environments. www.astimobilerobotics.com FIVECOMM is a Spanish SME based in Valencia, founded in 2019 by 5G experts. The company is oriented to the development and implementation of 5G solutions for Industry 4.0 and other verticals. Their focus is the innovation, design, integration and commercialization of products and services that make use of 5G. FIVECOMM is currently working in the following lines: autonomous and remote driving for robots and vehicles; artificial intelligence; radio planning; edge computing platforms; and 5G modems. www.fivecomm.eu YBVR, based in Silicon Valley and Madrid, is a technology start-up building the next generation VR video distribution platform. The company specializes in providing the best immersion experience for video VR streaming for all devices and is searching for all new possibilities opened by 5G to improve the VR experience. www.ybvr.com Gestoos is a leading provider of activity recognition and spatial interaction software with offices in San Francisco and Barcelona. The company’s core product is a computer vision-based artificial intelligence solution that enables camera (sensor) equipped devices detect, understand and respond to human gestures, movements and activities. Gestoos’ patented technology not only improves intentional interaction but also increases safety through monitoring and anomaly detection. www.gestoos.com Universidad de Burgos (UBU) is a medium-sized Spanish university located in Burgos, Castilla y León (Spain) with over 7,500 students and 83 research groups. According to BBVA´s Foundation U-Ranking 2020, UBU ranks sixth among the 84 Spanish universities for its research and innovation performance indicators. 5G-INDUCE activities … Read more

YBVR secures $1.5M in financing from Verizon Ventures, TCA and Wayra (Telefonica)

YBVR Euroleague Shot

XR video platform to accelerate deployment of 360-degree immersive video streaming with 5G and edge compute capabilities SAN JOSE, Calif. – February 17, 2021 – YBVR, a next-generation XR video distribution platform, today announced a $1.5 million Pre-Series A funding round with participation from Verizon Ventures, Telefonica’s Wayra and Tech Coast Angels. The funding will be used to advance the company’s technology, build its team and further key partnerships. With 360-degree streaming, YBVR’s video platform significantly enhances the virtual viewing experience. The investment marks a significant inflection point for the company, as it will be able to live stream 8K ultra-high-definition video with next-generation technologies for a premium experience across devices with a sub-second latency. “We are grateful to our investors for boosting YBVR’s growth and scale,” said Hector Prieto, Co-founder and CEO of YBVR. “We are committed to our customers and partners, with a focus on monetizing experiential immersive sports and music events to create transformative value and sustainability in society.” Currently used to broadcast events such as Australian Open 2021 in Melbourne, Fan Controlled Football Season 2021 in Atlanta, and Euroleague Basketball F4 in Cologne, Germany, YBVR provides a fully immersive viewing experience for sports fans and concert goers across the world using any connected device. Ultra-low latency allows for viewers to simultaneously select from various camera angles for a personalized spectator experience. YBVR is able to provide instantaneous streaming through deployment on a previously announced AWS Wavelength with Verizon’s 5G Ultra Wideband network. Mobile edge compute provides the bandwidth needed for wireless data transfer from 360-degree cameras to consumer devices, in real time. “YBVR’s immersive streaming platform offers an unparalleled experience to viewers who cannot be present in-person, allowing anyone to access a game or concert in a very real way,” said Kristina Serafim, Managing Director at Verizon Ventures. “Verizon Ventures is excited to help support YBVR’s growth. With 5G and mobile edge compute, immersive streaming has the potential to transform the sports and entertainment industries.” “New video formats such 8K, VR and 360-degree video are becoming a reality. Telefonica wants to be at the forefront of such technology, which means not only developing new services and video content but also being prepared to invest in startups such as YBVR, with whom we have already produced the first 360-degree immersive musical experience with edge computing technology,” said Paloma Castellano, Managing Director of Wayra in Madrid. During 2021, YBVR will stream more than 300 hours of live international bowling content in partnership with the International Bowling Federation (IBF), allowing millions of fans to actively participate in multiple major bowling events throughout the year, regardless of COVID-related distance and mobility restrictions. About YBVR YBVR is re-defining the way fans experience live sports and engage at home, in mobility and in stadium. Even without being in-venue, fans now can experience the magic of ‘being there’. YBVR tech enables a new immersive & 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 monetization. Fans can decide when, how, what and with whom to enjoy live streams with premium viewing experience on mobile and other XR devices in real-time. Multi-camera viewing, zero-buffering camera changes, immersive replay and co-viewing are just a few features fans will never want to miss again. YBVR headquarters are in California with development team in Madrid and commercial presence in Japan and Australia. About Verizon Verizon Communications Inc. (NYSE, Nasdaq: VZ) was formed on June 30, 2000 and is one of the world’s leading providers of technology, communications, information and entertainment products and services. Headquartered in New York City and with a presence around the world, Verizon generated revenues of $128.3 billion in 2020. The company offers data, video and voice services and solutions on its award-winning networks and platforms, delivering on customers’ demand for mobility, reliable network connectivity, security and control. About Wayra (Telefonica) Wayra is the most global, technological and connected open innovation hub in the world. Wayra is present in 7 innovation hubs in Europe and Latin America with a clear objective: to help startups grow on a global scale. Wayra has a portfolio of more than 400 startups and more than 100 are already working to provide disruptive solutions to Telefónica and its global network of 350 million customers. About TCA Tech Coast Angels (TCA) is one of the largest angel investor groups in the U.S, with over 450 active members, with the Los Angeles network (TCA:LA) boasting over 100 members. Tech Coast Angels actively seeks great startups to fund and for members to join our prolific network.

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

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!

VR headsets, where are you going?

VR Headset

We’ve had two important news related to VR headsets during the last weeks, making a relevant milestone in this industry. The VR path is changing, and we need to understand how we are facing the future to be ready to cope with the new scenario. First, the confirmation about the end of smartphone-VR in the high end. Samsung dropped VR support from its Galaxy Note 10 handset during the summer, confirming the deprecation of Samsung Gear VR. A few weeks ago, John Carmack (Oculus CTO) declared «It is probably time for me to give a bit of a eulogy for Gear VR». He explained the main reason Samsung gave to quit VR was the low retention of the user, in comparison to Rift, Rift S, Quest, and Go. And low retention was produced for the user friction, because users were reluctant to spend battery (so quicky), compromising their mobile availability, and the fact the users had to «get their phones out of their pockets, pull off cases, mount and dock it». A few days later, Google announced they will stop selling Daydream headsets. The company declared to Variety: «We saw a lot of potential in smartphone VR—being able to use the smartphone you carry with you everywhere to power an immersive on-the-go experience. But over time we noticed some clear limitations constraining smartphone VR from being a viable long-term solution. Most notably, asking people to put their phone in a headset and lose access to the apps they use throughout the day causes immense friction». Again, this terrible word for a marketer: “friction”. Usability is the main reason for this friction, but another point has also to be considered: the hard requirements for processor and screen (and eventually battery), pushing the devices further than the specs they were designed for, high-end models included. Different devices for different specifications makes sense, and this is the path VR headsets are taking. The second news is the Oculus Link. Oculus Quest will be able to become a tethered headset with a USB 3 cable, playing most of the PC content developed for Rift. Then, the user will have the opportunity to choose how to use the headset, as a standalone device, for VR video watching and low requirements VR games, or as a tethered device, getting all the power of the PC. This new hybrid headset concept can change the industry, the customer journey into VR and the way content is produced so far. In the near future, standalone and tethered flavors of the content will be available for the user. The next step is the wireless link, they are working on that and the USB 3 cable will be changed by a radio link. Soon, gamers, today more focused on tethered models, can get the opportunity to enjoy VR far from their PC. Video watchers, now more fans of stand-alone models, could easily step forward to a gamer experience when an equipped PC is available. What is the summary of these two milestones? Smartphone-headset is dead while hybrid-headset has born. VR headset is not more a gadget, VR headset is an independent and first-row device.

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!

Music At The Edge

Music VR

Telefonica, Miss Caffeina and YBVR perform a Music VR experience, using Edge Computing technology and Adaptative FOV. Telefónica and Spanish band Miss Caffeina combined music with technology in Music At The Edge, an initiative of Telefónica’s Global Innovation area that allowed over 100 people to live an immersive 360º video music experience. This experience was deployed using Edge Computing technology in Telefonica’s network and YBVR technology for the Virtual Reality experience in Movistar Riders offices in Madrid. Music at the Edge involved streaming a concert by Miss Caffeina recorded in the highest quality 360º video format (8K@60fps) for the musical TV show Sesiones Movistar+, using YBVR technology. YBVR platform used Edge Computing putting the content closer to the users and improving response time for FOV adaptation. This allowed to the users to have the highest video quality using streaming video delivery. As David del Val, Director of Core Innovation at Telefónica, pointed out, “new video formats such as 4K, 8K and videoVR/360° are beginning to become a reality. Telefónica wants to be at the forefront of technology, which means developing new services and video content, and also being prepared to meet the expected demand for these new formats. For this reason, we have begun to transform our network by betting on virtualization and Edge Computing, technology that we have been developing for nearly two years and users have experienced today”. VR users could use instant camera change feature, choosing the camera to watch the experience, then the user could move from the center of the group to any of the other 4 cameras around the singers, without any stop or split in the experience. From the home menu, the user feels at the center of the stage, surrounded by the artists, with 6 songs available to be enjoyed in the VR experience. VR video, evolving sound and instant camera change, offered a stunning experience of immersive music. Next step is to extend this streaming experience to the home, when VR headsets become a popular gadget for entertainment.