UK-based Interregional Sports Group (ISG) and Supponor have combined with Lega Serie A to scope, build and deploy the most ambitious and advanced integrated virtual media technology project ever attempted in live sports broadcasting.
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Benjamin Lardinoit (CEO & Co-Founder, On-Hertz) discusses virtualization & production workflows.
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In this IABM TV interview, Mike Grieve (Commercial Director, Mo-Sys Engineering Ltd) discusses hybrid virtual technology & the launch of Cinematic XR.
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After recently releasing a report on why dynamic analyst relations is pivotal to business success, Platform Communications' Managing Director, David Lawrence, talks to IABM TV about how AR is changing and why is it more important than ever.
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Virtual set technology has experienced a coming of age for both film, broadcast, and events applications. The last two years have resulted in a steep learning curve for virtual production technology, forever changing the way content is made.
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The pandemic has pushed the world to digitalise almost all industries – from the use of digital video solutions replicating a retail purchase, to remote production within the entertainment sector. In this blog Dhaval Ponda, Global Head, Media and Entertainment Services, Tata Communications, discusses the changing landscape of the sports and entertainment industry and the tech-enabled exciting times that lie ahead.
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IABM Adoption Trends reports annually track the adoption of specific emerging technologies within the broadcast and media sector. The purpose of these reports is to enable member companies to better understand the drivers of emerging technologies' adoption within customer organizations. This should provide member companies more tools to better address the challenges lying ahead, from new product development to marketing strategy. These reports contain a discussion on the state of adoption of the emerging technology in broadcast and media, as well as an analysis of significant customer deployments.
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With this joint IABM/HPA session, the experts covered a wide range of topics including Movie Labs covering new scripted content, next generation architectures and workflows, immersive sound, Opera in VR, what’s changing in business models, acceptable quality and reliability, along with thoughts on security.
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This presentation will explain how 5G creates a new ball game in many domains. The high-speed network capability of 5G will enable UHD experiences, multi-view in HD, as well as high-quality immersive AR and VR video delivery. The low-latency aspect of 5G networks is crucial to allowing high QoE for VR and AR applications. In addition, the session will explore the edge cloud architecture (MEC) supported by 5G, enabling edge processing for use cases such as sports arenas, cloud VR and gaming.
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This presentation will explain how we can deliver new interactive and immersive experiences that will change the way live sports and entertainment are consumed. Attendees will learn about the latest advancements in virtual reality (VR) where the simple 8K viewport-independent VR scheme benefits from the new generation of VR devices and smartphones supporting 8K decoding, as well as the commercial release of 5G networks.
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