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How Broadcasters can get in the
VR Game with Sports
Saswat Panda
CTO
Michael Davies
SVP, Field Ops
VR
Today 2
Google Cardboard Samsung GearVR Google Daydream
HTC Vive Oculus Rift Playstation VR
#foxsportsvr
VR
Today 3
VR / AR Software is estimated to be a $45 - $85 Billion market by 2025
*Figures based off Goldman Sachs ‘Augmen...
4
• Primary driver of new content formats
• Sports drives innovation in Television
• Surge of Mobile
• Growth of Mobile st...
5
Deliver the best live sports viewing experience - with or without a headset
• All begins with the Longhorns
• Diverse Ba...
6
Workflows #foxsportsvr
7
Enter Magic Window #foxsportsvr
8
Progress with Fox Sports
VR
OU vs. OSU
Multi-Angle w/ Stats
Red River Rivalry
Data Integrations
Big 10 Championship
Scri...
9
Key Learnings
• Magic Window leads to higher viewership than mobile VR
• High-End VR (eg. Oculus Rift, PSVR) gets the mo...
10
Use a Game Engine
(Unity or Unreal)
Keep an “Open Book”
Mentality
Minimize
Product Debt
How do we stay
Nimble?
#foxspor...
Saswat Panda
CTO, LiveLike
Michael Davies
SVP, Field Ops, Fox Sports
#foxsportsvr
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How broadcasters can get in the VR game with sports

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With new distribution deals from the NFL on Twitter to ESPN on Sling ­ how we watch TV is now driven by the consumer demand to do more while we watch tune in to watch our favorite team. Enter virtual reality. VR is the first truly transformative technology for sports broadcasting in years – to date, the biggest improvements we've seen have been HD (just better picture) and ""the yellow line."" With VR, we can actually take you to the game, like you're sitting courtside or on the 50­year line, while still being able to check their Twitter, trash talk and follow their team in real­time.
Speakers : Saswat Panda, CTO, Livelikevr and Michael Davies, SVP Fox Sports

Publié dans : Technologie
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How broadcasters can get in the VR game with sports

  1. 1. How Broadcasters can get in the VR Game with Sports Saswat Panda CTO Michael Davies SVP, Field Ops
  2. 2. VR Today 2 Google Cardboard Samsung GearVR Google Daydream HTC Vive Oculus Rift Playstation VR #foxsportsvr
  3. 3. VR Today 3 VR / AR Software is estimated to be a $45 - $85 Billion market by 2025 *Figures based off Goldman Sachs ‘Augmented reality starts to liven up the VR/AR market’ July 18, 2016 report*Figures based off Super Data Research VR Report #foxsportsvr
  4. 4. 4 • Primary driver of new content formats • Sports drives innovation in Television • Surge of Mobile • Growth of Mobile streaming • User interaction is Key to VR Why Sports? #foxsportsvr
  5. 5. 5 Deliver the best live sports viewing experience - with or without a headset • All begins with the Longhorns • Diverse Backgrounds - Sports, Finance & Gaming • Found existing solutions to be reductive to TV • Set out to create an additive experience LiveLike Story #foxsportsvr
  6. 6. 6 Workflows #foxsportsvr
  7. 7. 7 Enter Magic Window #foxsportsvr
  8. 8. 8 Progress with Fox Sports VR OU vs. OSU Multi-Angle w/ Stats Red River Rivalry Data Integrations Big 10 Championship Scrimmage Line Cart-Cam MLS Cup Live DVR & Audi Sponsorship SuperBowl Realtime Highlights & Full-Game Replay Big East Tournament Director’s Cut Camera #foxsportsvr
  9. 9. 9 Key Learnings • Magic Window leads to higher viewership than mobile VR • High-End VR (eg. Oculus Rift, PSVR) gets the most user engagement What’s Next • High-End VR • Mobile VR • Mobile • AR Product Direction #foxsportsvr
  10. 10. 10 Use a Game Engine (Unity or Unreal) Keep an “Open Book” Mentality Minimize Product Debt How do we stay Nimble? #foxsportsvr
  11. 11. Saswat Panda CTO, LiveLike Michael Davies SVP, Field Ops, Fox Sports #foxsportsvr

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