Journal 124

Contents:

Empowering creativity at scale with remote production innovation

Densitron and PHABRIX discuss their “highly creative collaboration” 

Evergent: Partnering with Content Providers to Expand Streaming Boundaries

Unlocking Remote Creative Collaboration for Filmmakers

How KVM is helping creative collaboration

Poised for mass adoption? Synthesized voices for the media and entertainment industry

5G and the Future of Broadcast

Tips from A+E Networks EMEA on moving to a cloud-native media supply chain

Editshare: Collaborating Where You Want

Accedo: Balancing Monetization and Sustainability

Evergent: Partnering with Content Providers to Expand Streaming Boundaries

Source Elements: Designing Remote Collaboration systems for Humans

Jigsaw 24: Why technical support is heading for a perfect storm

Vizrt: Why quality customer success can drive business growth

Synamedia: Pirates ain’t afraid of no ghosts – how comedy blockbusters are keeping streaming pirates in high spirits

eSports 2.0: revolutionising eSports through the cloud

From video codecs to a complete Real-time Streaming platform: nanocosmos’ journey and transformation in the media industry

BTS: Behind the Scenes – The Impact of Diverse Talent in Broadcasting

Chyron: How Accessible Training Translates to Talent – Building, Leveraging, and Keeping It

Amagi: How FAST Enables Creative Collaboration and Transformation Across the Industry

Codemill: Combining Media Evolution and Revolution

Dalet: Turning Old Archives Into New Revenue Opportunities

Object Matrix: The Media Transformation Paradox

Red Hat: Digital Transformation: Staying Relevant in the Digital Age

Spicy Mango: And now for something completely different

Three Media: To IP or not to IP? That can’t be your only question

24: How a local news portal benefits from x-news

In Conversation with nanocosmos

IABM’s Darren Whitehead interviews nanocosmos’ CEO Oliver Lietz about their 25-year experience in the pro AV industry, how NanoStream Cloud is addressing low latency streaming, their partnership with Osprey for 4k real-time streaming and their strategies for staying ahead in the real-time streaming technology industry.

IABM's Darren Whitehead interviews nanocosmos' CEO Oliver Lietz about their 25-year experience in the pro AV industry, how NanoStream Cloud is addressing low latency streaming, their partnership with Osprey for 4k real-time streaming and their strategies for staying ahead in the real-time streaming technology industry.

MediaTech Radar – Content Distribution & Monetization

March 2023

MediaTech Radar is a monthly newsletter put together by IABM’s Head of Knowledge Lorenzo Zanni. It focuses on a spotlight topic in MediaTech and reflects on a series of past, present, and future business developments in the industry. In this edition, our spotlight topic is Content Distribution & Monetization.

Survey Alert: MediaTech Business Tracker & Disruption Poll

Share your views on MediaTech trends to gain market intelligence.

  • I invite you to take part in the latest IABM MediaTech Business Tracker to share your views on the most relevant trends in the MediaTech industry, including technology revenue, investment, and adoption trends. The survey should take between 12 and 15 minutes. The information you provide will be treated with complete confidentiality by IABM analysts. Everyone who completes the survey will be able to have an exclusive first look at the results to gain an in-depth understanding of the market, from new product development to marketing campaigns and geographical expansion.
  • I also invite you to take part in the Disruption Poll we have created to track three sources of current and potential disruption for MediaTech businesses. This should take 2-3 minutes.
  • Thank you for your continuing support. Your contribution to our surveys is essential to enable IABM to continue provide independent business intelligence reporting on MediaTech, including this newsletter.

MediaTech Spotlight: Content Distribution & Monetization

A spotlight topic in MediaTech.

  • IABM has just published a report analyzing content distribution and monetization trends. Below, I have included some of the main highlights of the research.
  • Streaming maturity, convergence, and aggregation became the driving forces in content distribution and monetization in 2022. Investment in Publish and Monetize saw the largest year-on-year increase among content chain segments in 2022 according to IABM research, with the fastest-growing categories of spending being non-linear publishing and programmatic advertising.
  • Streaming maturity: Competition in the OTT space is driving market fragmentation, forcing viewers to stack subscriptions to access content scattered around different streaming platforms. This, coupled with inflation, has slowed down subscriber growth at the largest SVOD platforms, forcing them to diversify revenue streams by launching ad-supported offerings. This push for diversification has made AVOD and free ad-supported streaming (FAST) channels the focus for media businesses.
  • Convergence: Streaming maturity and the generational shift in media consumption have put gaming and consumer interactivity at the center of the media ecosystem. With the convergence of gaming, betting, and social media sectors, media businesses are investing more in general-purpose (not media-specific) technologies, aiming to augment/diversify revenues through better engagement.
  • Aggregation: Broadcasters and Pay-TV operators are increasingly partnering to create bundled SVOD services. Aggregators can attract viewers with direct billing options to control payment terms, margins, and viewer data.

MediaTech Watchlist: Supply Chain, Layoffs, NAB Show 2023 and more…

A watchlist of selected past, present and future business developments in MediaTech.

  • In earnings calls held in January and February respectively, MediaTech suppliers Haivision and Harmonic highlighted continued supply chain pressure despite improved conditions. For example, Haivision CFO Dan Rabinowitz said: “To address what we believe to be a fundamental change in supply chain, we have imposed a price increase effective October 1.” Both suppliers highlighted that increased stockpiling has been key to managing supply chain risk, consistent with past IABM research on this topic (and our new poll).
  • This LA Times article contains a distressing roundup of layoffs at major media organizations. fyi is another good source to track this trend (use the “Industry” filter and select “Media”). At the time of the writing, Synamedia was the latest technology business to cut its workforce by 12%. At the start of March 2023, 436 technology companies had laid off 122,341 employees, which is already about 76% of all employees laid off in 2022.
  • NAB Show 2023 is set to celebrate its 100th anniversary on 15 April, when it will open its doors to visitors and exhibitors. NAB’s EVP Chris Brown said in February that he (or it) expects the show’s total attendance number to jump to 70K from the nearly 55K reached last year.
  • I’ll be at the show with my colleague Martin Redhead to talk to different businesses about MediaTech intelligence, including our upcoming research around MediaTech market sizing. If you are interested in this and you’d like to discuss it, please book a slot in our calendars.
  • I expect the show to reflect the mixture of reality and buzz we usually witness at these industry events. Efficiency is set to be a major focus due to a darkening macro-outlook and streamers’ existential crisis (and consequent cost-cutting). I am pretty sure that there will be a lot of buzz around Generative AI, as well as some examples of how this technology can really support the industry’s never-ending drive towards efficiency. It will be interesting to see if this focus on efficiency sets back the development of next-gen immersive technology such as the Metaverse. Other trends on the spotlight at the show should include the usual suspects such as Cloud.
  • We’ll talk about these trends and technology business models at IABM’s flagship State of the Industry session on Sunday 16 April. I hope to see you there!

Thank you for reading this newsletter. If there are topics you would like me to cover or have information/ideas you’d like to share, please get in touch with us.

Lorenzo Zanni

Head of Knowledge

IABM

IABM at HPA Tech Retreat 2023

IABM’s CTO Stan Moote attended the Hollywood Professional Association Tech Retreat and put together a video overview the event for IABM members along with the Innovation Exhibit area.

Metaverse: Fad or a new digital world of opportunities for broadcasters?

By Shaun Lim

In a utopian future, billions of people inhabit immersive digital environments, spending most of their time working, socialising, and playing games inside virtual and augmented worlds.

If you were thinking of an imagined world out of a fictional novel, think again. Instead, the above describes the metaverse vision of Mark Zuckerberg, CEO of Meta, who declared in 2021, “Metaverse isn’t a thing a company builds. It’s the next chapter of the internet overall.”

Since that proclamation however, the story has made for grim reading for Zuckerberg, with Meta continuing to lose billions of dollars on metaverse investments.

Yet, it may not be all doom and gloom for the metaverse, which could be a US$800 billion-dollar industry by 2024, research by Bloomberg in 2021 predicted.

Citing this figure in a new white paper, Access Partnership, a public policy firm dedicated to opening markets for technology, wrote, “The metaverse has the potential to facilitate accessibility from the comfort of people’s homes, breaking down boundaries and democratising access to key goods, services, knowledge, and experiences.”

Bondee, a new social networking app created by Singapore-based company Metadream Tech, for instance, is taking Asia by storm. In a metaverse setting, users can create 3D avatars to stimulate living and interacting in a digital community with friends.

Can the broadcast and media industry emulate the success of platforms like Bondee to introduce new content and strengthen relationships with their audience?

To enter the metaverse, broadcasters must consider ROI & interactivity 

While the white paper by Access Partnership looked at the possible use cases the metaverse can offer — primarily from a virtual reality (VR) perspective — in the areas of healthcare, enterprise, and education, it is clear that the jury is still out on the metaverse from a broadcast and media perspective.

While not dismissing the potential offered by metaverse offhand, Dr Ahmad Zaki Mohd Salleh, Director of Technical Operations, Media Prima, asked, “Can the metaverse improve my ROI?”

Examining the application of the metaverse through the lenses of augmented reality (AR) and VR, Dr Zaki told APB+, “From a cost perspective, AR and VR will reduce basic production costs for building sets and props. The turnaround time for studio usage will also improve because if studios are all based on green screens and virtual sets, back-to-back production can be carried out, improving studio utilisation and shortening production time.

“AR and VR will also bring new opportunities for sponsorships because sponsors can now advertise their products without facing the difficulty of actually bringing in the products. For example, car manufacturers can advertise their vehicles in virtual studios and property agents can conduct virtual tours of their real estate.”

On the other end of the scale, Dr Zaki highlighted the cost of procuring the hardware and software required to produce AR and VR elements in studios, while reminding broadcasters that technology is only as good or bad as the people using it.

He continued, “Any implementation of new technology must come with new skills and understanding. It will not be advantageous for anyone to acquire new technologies without providing the skills training and development for producers and artists.

“Investing in new technologies must be done with a clear and rational consideration and the ROI needs to be well understood.”

To fully harness the power of the metaverse, interactivity will be key as broadcasters take advantage of metaverse technologies to build relationships, particularly with younger viewers, said Stan Moote, CTO of IABM.

Speaking with APB+, he explained, “The potential for more viewership is strong and there are several revenue streams related to the metaverse. To better appreciate this, the key is to understand the drivers behind potential younger viewers.

“It isn’t about the metaverse specifically. Instead, it’s about wanting to be in a group or community with their friends. Pandemic lockdowns were actually a stronger driver that took hanging out together online to a much higher level beyond gaming.”

Operating in the metaverse will also require broadcasters to think of more interactive ways of telling stories, as Moote described, “Broadcasting is typically made for passive watching, so a new type of storytelling is needed in the 3D space.”

He was quick to distance this “3D space” from the brief sojourn 3DTV enjoyed in the consciousness of broadcasters in 2010, when a slew of 3DTV screens hit the market, driven largely by the popularity of Avatar.

While that 3D experience proved to be a short-lived one, the 3D space Moote refers to is about creating a world filled with interactivities. To build this world, broadcasters need to seek assistance with newer production styles and move away from just making TV programmes.

“When developing a new programme — not necessarily just a TV show — broadcasters must plan from day one, how the content will live across the metaverse, social platforms and TV. During the planning process, they should also have technology people in the room to provide assistance and guidance as to what is possible and practical,” said Moote.

With the wearing of 3D glasses contributing to many viewers’ refusal to accept 3DTV as a companion platform to consume content, it is also worth noting that the metaverse is not restricted to VR and what may amount to cumbersome headsets for some viewers.

As Access Partnerships noted in its white paper, the possibility remains that the metaverse will prompt the creation of completely new forms of technology. For instance, Disney has filed a patent with the US patent office for a virtual world simulator, which will incorporate 3D projections to create a virtual environment around multiple visitors without the need for headsets.

The example of Bondee, the social media app, is another example of how broadcasters can create a community of viewers and fans, starting with an element of gaming that does not require headsets to be used.

Hardware aside, broadcasters will do well to take a leaf out of the gaming community’s book and focus on creating interactivity, Moote emphasised. “Broadcasters must pay attention to the current issues of network speeds and latency.

“Learning how to understand and respect the gaming world will also help to gain the trust of younger viewers and provide the all-important brand recognition required to keep these viewers.”

While 3DTV ultimately proved to be more hype than reality, broadcasters will continue to explore new technologies that can drive down operating costs and potentially give them an advantage in the race for eyeballs.

Therefore, while questions will continue to be asked about the feasibility of metaverse in the broadcast and media space, broadcasters are likely to continue to explore the possibilities offered by the metaverse, as Parminder Singh, Chief Commercial Officer and Digital Officer, Mediacorp, told APB+, “Mediacorp has taken deep strides in exploring new digital technologies and assets across our multiple platforms, keeping pace with the vast and exciting potential that these may hold for our industry.

“We are currently in the midst of developing innovative solutions and strategies to harness the power of the metaverse and other emerging platforms and technologies for our clients, and will share them in due course.”

Watch this space …

(Article published on APB News, February 2023)

MediaTech Spotlight: ISE 2023

MediaTech Radar

February 2023

MediaTech Radar is a monthly newsletter put together by IABM’s Head of Knowledge Lorenzo Zanni. It focuses on a spotlight topic in MediaTech and reflects on a series of past, present, and future business developments in the industry. In this edition, our spotlight topic is ISE 2023.

MediaTech Spotlight: ISE 2023

A spotlight topic in MediaTech.

  • I attended Integrated Systems Europe (ISE) 2023 on 31 January and 1 February 2023, as the show returned to its usual dates – it was held in May last year. This event is always a good mirror of MediaTech convergence as it features the application of various audio-visual (AV) technologies in multiple non-media industries such as corporate and education. For anyone interested in making historical parallels, I dedicated a MediaTech Spotlight last year’s show as well. However, I would like to focus here on the main highlights from the latest show.
  • Attendance: ISE attendance was 58.1K, up by 33% from last year – you can see last year’s MediaTech Spotlight on ISE for a historical analysis on attendance. Although attendance was inevitably higher due to the timing of the show being farther away from the worst pandemic days, it felt like there was some organic growth contributing to its expansion as well – more on this below. The show looked very busy, particularly on Wednesday when crowds queued for 30-60 mins to enter the venue – this was one of the major pain points in an otherwise good experience for visitors. This may have been caused by a lack of enough entry points. Finally, physical badges made a comeback at this year’s show, as digital badges were not particularly liked by exhibitors last year – both a physical and a digital badge were compulsory to enter the venue, which may have exacerbated the speed of entry.
  • Location: Anecdotal feedback on the location was overwhelmingly positive. The Fira Gran Via in Barcelona is a very big venue (it is 198,500 m2 vis-à-vis the 112,200 m2 of the RAI in Amsterdam), making the navigation experience more “relaxed” for visitors compared to other locations. Most seemed to be happy about staying in Barcelona as well (I certainly was, as it meant no travel for me), particularly as everyone was provided with a free transport ticket to easily move around the city (a sustainable choice as well).
  • Exhibition: The exhibition was organized in different Technology Zones as last year, with technology used in specific sectors grouped in the same hall. This organization helps navigation and trendspotting for visitors. Hall 2 and 3, dedicated to Residential & Smart Building and Multi-Technology respectively, were arguably the busiest halls. If I had to create a word cloud based on the messages I saw in these two halls, it would have the word “hybrid” standing out from the others. Many companies showcased their solutions for hybrid experiences in sectors such as conferencing, events, and education. “Hybrid,” along with other words such as “immersive” and “data,” definitively represented a growing trend at the show across different halls. Hall 5 was also dedicated to Multi-Technology (as hall 3), though it continued to increasingly look like the broadcast technology hall. This Hall featured broadcast technology used in non-media markets such as KVMs, with trends such as the transition to IP networking remaining a clear driver for these products. However, this hall also began to incorporate streaming platforms for hybrid events and virtual production for corporate content capture.
  • Trends: I believe that the drivers of ISE attendance are here to stay. As I highlighted in my presentation on MediaTech Convergence delivered in the Content Production & Distribution Summit at the event, trends such as the continuation of hybrid experiences and the increasing use of video in corporate communications are catalysts for convergence. And by this, I mean convergence between non-media technology and MediaTech. There were more signs of this at the show – including the launch of the Content Production & Distribution Summit exploring this trend. As noted earlier, Hall 5 remains a good benchmark for measuring the progress of MediaTech convergence. It featured more exhibitors, though less traffic than some of the other halls. Some MediaTech suppliers highlighted the need for educating ISE buyers in high-end MediaTech, which is a potential area for improvement. Though, they will also have to build technology that is more versatile and usable to attract them, as I highlighted in my presentation at the Summit. The ubiquity of collaboration tools such as Teams, Zoom and Meet throughout the show, and particularly in halls 2 and 3, reflected a greater penetration of these systems in AV workflows, though it still seemed like most have yet to figure out how to make hybrid experiences work at their best for users. I noticed a greater focus by some suppliers on engagement through interactivity, and immersion in a few cases, to improve these experiences. There was still talk about supply chain disruption, a macro trend affecting most technology sectors. Although this seems to have improved due to adaptation by suppliers, it is a trend that should stay with us this year. The recent buzz around ChatGPT and generative AI drove interest in AI/ML though, apart from this, there was real focus on data and analytics by exhibitors in most halls. This reflected the progress done in this area and the increasing importance of data in AV workflows, as data capabilities were highlighted in most booths. Finally, the show featured much more virtual production, which is a testament to the growth of this activity in the last few years.

MediaTech Watchlist: Disney, Backlight, Gen Z and more…

A watchlist of selected past, present and future business developments in MediaTech.

Thank you for reading this newsletter. If there are topics you would like me to cover or have information/ideas you’d like to share, please get in touch with us.

Lorenzo Zanni

Head of Knowledge

IABM

MediaTech Spotlight: ISE 2022 

MediaTech Radar  

May – 2nd edition 

MediaTech Radar is a bi-weekly newsletter put together by IABM’s Head of Knowledge Lorenzo Zanni. It focuses on a spotlight topic in MediaTech and reflects on a series of past, present, and future business developments in the industry. In this edition, our spotlight topic is ISE 2022.  

MediaTech Spotlight: ISE 2022 

A spotlight topic in MediaTech. 

  • I attended Integrated Systems Europe (ISE) 2022 on 11 May. The show was buzzing and looked very busy in most halls of the Fira Gran Via in Barcelona. Registered attendees were about 50K, with a total of 800+ companies exhibiting at the show – figures on actual visitors published post-show indicated a 43.7K attendance. Attendance was down from about 81K in 2019 and 2018, and 73.5K in 2017, when the exhibition was however held in Amsterdam. NAB Show, which took place just a few weeks before ISE 2022, also attracted a similar (registered) attendance (52.5K), down from 91.5K in 2019, 93K in 2018 and 103K in 2017 – NAB Show was also buzzing I thought.  
  • Although both shows attracted roughly 50K (registered) attendees in their first post-pandemic editions, it is useful to look at these numbers from a historical and trends-based perspective as well. Eight years ago, in 2014, ISE was roughly half the size of NAB Show (50K vs. 98K). Since then, ISE attendance has grown significantly more than NAB Show (and IBC). As reported in the figures above, NAB Show attendance has declined from 2017 onwards. Moreover, the impact of the pandemic has strengthened some of the positive drivers of ISE attendance, which include MediaTech convergence and the increasing use of sophisticated audio-visual communications in corporate, regardless of the natural decline in the 2022 attendance. Conversely, while the pandemic drove a streaming and content boom in the media industry, it also led to a de-prioritization of broadcast-specific technology (this is however finding its way into parallel markets – more on this below). While these shows remain different, it is useful to reflect on the potential of ISE based on recent industry trends.  
  • I entered ISE through at digital badge (i.e., a QR code on the ISE app), just like I did at Mobile World Congress (MWC), though the app wasn’t as nearly good as the one I used at MWC. Digital badges are not particularly liked by exhibitors as they lead to a reduction in scans at the booth – hence providing less data/ROI from the show.  
  • The venue was very big – it is 198,500 m2 vis-à-vis the 112,200 m2 of the RAI in Amsterdam – even though not all the available floor space was occupied by exhibitors. The size of the venue made the navigation experience more “relaxed” than usual, even though the event still looked busy. 
  • The exhibition space at the Fira Gran Via was organized in six Technology Zones (see picture below). Technology used in specific sectors such as education or residential was therefore grouped in the same hall. Although this will never be a perfect exercise, it definitively helps navigate the show floor. The video linked above cites navigation complaints, though I really liked the layout – and I was a first-time visitor of the show. This organization of the exhibition space enables buyers to more clearly identify technology that pertains to specific use cases – and analysts to map trends to different sectors or technology sets. For example, hall 2 (“Unified Communications & Education Technology”) was all about hybrid working and learning as well as merging physical and digital worlds in corporate. The booths of large technology suppliers dedicated to serving the office such as Microsoft and Logitech were focused on streamlining hybrid meetings, something that evidently hasn’t been well figured out yet.  

Source: ISE 

  • Audio technology was concentrated in hall 7, with some complaining that its distance from the centre of the exhibition was at odds with its centrality in business discussions – audio quality in meetings was a big topic at the show 
  • Hall 5 was labelled as the multi-technology hall along with 3. However, it really looked like the broadcast technology hall, hosting a significant group of MediaTech suppliers that are increasingly selling their products and solutions to parallel markets such as corporate. The main trend there was arguably IP technology and broadcast-grade production being marketed to these parallel markets, something I had already seen at some stands at NAB Show. As previously reported by IABM research, these suppliers are increasingly pivoting to parallel markets as spending on broadcast-specific equipment dwindles. Although this hall was less busy than the first 3 halls located near the entrance of the show (because of their location and the fact that most brands there are more known to attendees), it got very busy in the afternoon.   

MediaTech Watchlist: Virtual Production, Netflix, Backlight and more… 

A watchlist of selected past, present and future business developments in MediaTech. 

  • Downloads of Unreal Engine grew by 40% between January and December 2021 according to Epic Games. Unreal Engine is a game engine that has increasingly found its way into other industries such as Broadcast and Media. The growth of Unreal Engine is consistent with rising convergence in MediaTech as well as the increasing importance of immersive technologies due to the impact of the pandemic, as reported by IABM. Epic also reported that there were 250 in-camera visual effects (ICVFX) stages in January 2022, up from fewer than dozen in 2020. According to NEP, ICVFX “allows filmmakers to capture and see virtual assets as if they were actually there; making the process as effective as if they were real-world physical assets.” This brings increasing efficiencies to the production process. The growth of ICVFX reflects increasing investment in virtual production technology. 
  • The growth of virtual production is having an impact on a wide range of technology products and services. For example, Oxford Metrics, a provider of smart sensing software for motion measurement and infrastructure asset management, reported in May 2021 that: “in the entertainment market, we experienced increased demand for our tracking systems to enable in-camera visual effects (ICVFX) in virtual production environments.” This has been having an impact on M&A as well. In March 2021, The Carlyle Group acquired a majority stake in disguise, with Michael Wand, Managing Director and Co-Head of the CETP advisory team at The Carlyle Group saying: “the virtual production market is forecast to grow substantially, and we believe the company is uniquely placed to benefit from the accelerated demand for LED-based visual experiences and capture further market share.”  
  • What about virtual production skills? This IBC 365 article from November 2021 cites a StoryFutures Academy’s report arguing that, in the UK, demand for these skills outstrips supply. Some initiatives to address this have sprung up, at least in the UK. I suspect that skills gaps in this sector are an issue not only in the UK but also in other production markets.  
  • Virtual production was a major topic at NAB Show 2022 as well, as reported by this article from TVNewsCheck. And, by the way, I saw a virtual production wall at ISE 2022 as well: check this out. 

Thank you for reading this newsletter. If there are topics you would like me to cover, or have information/ideas you’d like to share, please get in touch with me 

Lorenzo Zanni 

Head of Knowledge 

IABM