SVG
Tuesday, 25 August 2026
AI-powered automated cameras introduced into live host feed for Supercup
Monday, 24 August 2026
Bundesliga places AI at centre of its media strategy
SVG
article here
Introducing the Bundesliga’s latest showcase of technology innovation Deutsche Fußball Liga (DFL) CEO Steffen Merkel put the emphasis firmly on AI.
“AI is not just
another tech trend for us,” Merkel said. “It is becoming a fundamental
capability that runs through the entire organisation, just as it does in many
other industries—including sports and football.”
The event, held in
Dortmund over the weekend ahead of the Franz Beckenbauer
Supercup, featured presentations, a tour of Boroussia Dortmund’s Signal Iduna
Park and VIP boxes stuffed full of new toys.
“I’m a firm believer
in trying things early and learning from every experiment,” said Merkel, who
oversees the league’s media and digital strategy. “Sometimes a prototype
becomes a product; sometimes it doesn’t. But there is always added value in the
process.”
More than 43 million
people in Germany—almost half the population—follow the Bundesliga, spanning
all demographics, each consuming content differently. Internationally, the
diversity is even greater.
“This makes it clear
why technology is essential to scale, localise, and personalise content for
fans everywhere,” he said.
With around 400
employees across the organisation and roughly 250 dedicated to content
production, the Bundesliga faces a scale challenge familiar to many rights
holders. “When it comes to our international fan base and localisation, it’s
impossible to do that manually. So AI is a huge opportunity for us to close the
gap.”
The raw material
feeding AI are 200 million data points collected for each match. Event data,
positional tracking and 3D tracking feed innovations such as Bundesliga Match
Facts powered by AWS, semi‑automated offside detection and automated event
recognition. “Match data has become ever more intertwined with the media
product,” he added, describing a future where real‑time insights shape fan
engagement, media production, and increasingly the sport on the pitch (through
AI assisted coaching and scouting for example).
From a study into AI
commissioned by the league two commercial trends stood out. “The ones with the
highest probability are personalised content and content scaling,” explained
Professor Sascha Schmidt, Chair and Director of the Center for Sport and
Management (CSM) at WHU – Otto Beisheim School of Management. Experts expect “a
seamless integration of individually curated content in real time” to be
standard by 2030, alongside the ability to “double the amount of Bundesliga
content produced with the same resources.”
AI officiating support
generated the strongest divide. “There was no clear consensus,” Schmidt said,
with desirability scores sharply split.
The study also found
that clubs recognise AI’s potential but feel “only moderately prepared” to
capture its full value due to limited resources, talent and know‑how.
“Our task as a league
is to unlock these potentials and help clubs do the same,” Merkel added. “Some
clubs are already well equipped; others—especially in Bundesliga 2—benefit from
us acting as an early‑stage accelerator.”
Bundesliga tests
localised world feeds
The Bundesliga has
taken a significant step toward reshaping how global football audiences
experience live matches, unveiling early results from a proof‑of‑concept (POC)
exploring localised world feeds. The initiative, led by Tabea Wagner, Senior
Manager Live Product at Bundesliga Media, aims to deliver tailored match
broadcasts for international markets without compromising the integrity of the
league’s central production.
“As a rights holder,
it’s our responsibility to deliver a top‑notch media product—especially for
fans who aren’t privileged to sit in the stadium,” Wagner said. “We want to be the most fan-centric league – but if a Bundesliga match
is not shown because there is no local commentary we cannot create any
engagment.“
Today, the Bundesliga
distributes one English world feed to dozens of markets with different
languages, cultures and viewing habits. While broadcasters often add local
commentary, resource constraints mean localisation is inconsistent.
“Our concept is
straightforward,” Wagner explained. “We want to create many experiences based
on the same feed. To do that, we add new layers—graphics localisation,
commentary localisation, and eventually content localisation.”
Four factors convinced
the league that the timing was right: rising fan demand for personalised
experiences; rapid advances in AI translation and cloud workflows; an industry
shift from satellite to streaming distribution; and growing momentum among other
rights holders pursuing similar strategies. The Bundesliga’s partnership with
AWS provides the technical backbone.
The POC focused on
graphics localisation and audio localisation. Bundesliga Media worked with
workflow‑orchestration startup Logic, running on AWS infrastructure, to
coordinate the process.
Graphics localisation
was tested using two methods and four service partners
·
Template‑driven
HTML5 graphics, translated in advance and triggered by metadata managed by
Vizrt.
·
Computer‑vision
models that detect, translate and replicate graphics in parallel streams
managed by mobii.
Audio localisation
also followed two paths:
·
AI
translation of the existing English commentary into multiple languages provided
by Camb.AI
·
AI‑generated
commentary based on match data, including 3D tracking, from Valka.AI.
Providers were asked
to localise graphics into Arabic and German, translate commentary into Spanish
and German, and generate new English commentary.
What worked—and
what didn’t
“From a technical
perspective, it is working,” Wagner said. But challenges remain.
Latency is a major
obstacle for live environments. Graphics localisation proved more complex than
expected—not in quality, but in how it fits into existing infrastructure. And
language localisation is “not yet market‑ready.”
“Latency must go
down,” Wagner said. “Commentary needs more emotionality and authenticity. And
grammar errors must be eliminated. If the commentary isn’t as good as a human,
we won’t put it into production.”
What’s next?
The league will
continue monitoring service‑provider development and gather feedback from media
partners to build a clear roadmap. Wagner emphasised that the future may not
require more content—just more relevant experiences based on the same content.
“Localisation is a
possible path,” she said. “It’s too early for conclusions, but it’s worth
exploring—and that’s exactly what we’re doing.”
At the Super Cup,
another layer of sign‑language localisation was trialled in partnership with
Synapse.
The more difficult question is whether
personalisation should extend to the live match feed itself. Merkel
acknowledges the tension.
“Given all the content
and visualisation possibilities, the question becomes: do you want every fan to
have their own individual experience, or do you still want a shared, joint
experience? That’s the trade‑off. On one side, you have deep personalisation;
on the other, the common experience that defines football culture.”
He describes this as
one of the central debates in football’s AI future. “This is part of the
journey toward AI. Finding the right balance between individualisation and
togetherness.”
Friday, 21 August 2026
Crafting the Contenders: Adam Bricker, ASC on bringing Hacks home
interview and words for Sohonet
article here
By the time Hacks reached its fifth and
final season, Adam Bricker ASC had spent six years shaping one of
television’s most distinctive visual identities. The HBO Max comedy, created by
Lucia Aniello, Paul W. Downs and Jen Statsky, concluded in May 2026 with 47
episodes, 25 nominations for its final season, and a cinematography profile
that had already earned Bricker five Emmy and four ASC nominations.
“From our earliest conversations, Lucia, Paul, Jen, and I
agreed that being a half-hour comedy didn’t mean the show had to look a certain
way” says the DP who lensed every single episode. “The scripts are so funny and
the performances so perfect that the visuals don’t necessarily need to
underline the comedy. Our cinematic language is naturalistic, sometimes even
moody, and always reflective of where the characters are emotionally.”
That philosophy shaped Hacks from its Las
Vegas origins—following legendary comedian Deborah Vance (Jean Smart) and her
young writer Ava (Hannah Einbinder)—through a journey that eventually took the
characters to Los Angeles, New York, Singapore, and finally Paris.
Bricker and the creators built the show’s early aesthetic
from a mix of references: Steven Soderbergh’s Ocean’s Eleven and Behind
the Candelabra, the Judy Garland biopic Judy, and classic Vegas
photography. The goal was a modern image with a nostalgic pulse, a subtle nod
to Deborah’s heyday.
To achieve it, Bricker partnered with Panavision’s Guy
McVicker to rework Primo 70 glass into something more period inflected. “He
engineered a custom lens treatment that softened the highlights, added a bit of
bloom and gave the flares a warm, vintage glow,” Bricker explains.
Carrying the look across five seasons
“Once we established the look in season one, that became our
reference point for the seasons that followed,” Bricker says. “It’s been an
exciting challenge figuring out how to keep the visuals cohesive as the world
expands and evolves in ways we couldn’t have anticipated when we started.”
It helped that Bricker worked with the same core
collaborators throughout including colorist Shane Reed, who runs boutique color
house MOM&POP. That consistency allowed him to treat the show almost like a
long form feature film, evolving the palette and lensing choices as the
characters matured.
He established the look in season one with Gaffer
Christopher Faulkner and Key Grip Randy Garcia. Gaffer Daniel McNutt joined in
season two. Bricker describes the lighting and grip teams as “incredibly
dedicated and talented,” helping evolve the visual language of the series over
five seasons.
The final season took Deborah and Ava to France, and with it
came a major shift in Bricker’s approach.
“The work we did in Paris was the biggest departure from our
standard operating procedure,” he says.
Without the ability to bring the full Los Angeles crew
overseas, Bricker and director Lucia Aniello leaned into a more agile, intimate
approach. “In Paris, the story really narrows its focus to Ava and Deborah,” he
explains. “We talked about approaching it more like an indie film—staying close
to them and creating a sense of intimacy in those key, pivotal moments.”
Instead of transforming locations into heightened worlds, as
they often did in Las Vegas, Bricker embraced Paris as it was.
“Working with found light, real spaces, and a smaller crew
created a tonal shift that felt right for where the characters were
emotionally.”
A cinematic farewell
It’s unusual for a single cinematographer to lens every
episode of a multi-season series. Bricker embraced the challenge.
“I loved these characters. I loved the way Jen, Paul, and
Lucia told their story. I couldn’t imagine not being a part of it,” he says.
“By the time we reached the fifth season, there was
something really satisfying about being able to make choices with a sense of
the whole — looking at a script and connecting a palette or a lens to something
we’d established years earlier. You start revisiting the work from those first
seasons and realize that some of those early choices were setting up things
you’re only now getting to pay off.
“But there’s also a wonderful freedom in trusting your
intuition — going with your gut and believing those instincts will keep
everything cohesive, because that’s what we’d relied on all along to tell the
story.”
The final episode even mirrors the pilot which opened on a
oner on Deborah Vance’s back. Episode 47 opens on Ava’s back.
“We knew early on that we wanted to connect the two shots as
much as possible, so [Production Designer] Rob Tokarz counted Deborah’s steps,
and designed the set so that Ava would take the same number. It was shot by
Steadicam Operator Joel Marsh who worked with me on every episode, and with the
same focus puller, Jamiel VanOver, another longtime collaborator, and on the
same custom 35mm lens we designed six years earlier.
“You can really feel that continuity,” Bricker says. “We all
gave so much to the show over those six years, so for me it was genuinely
special to have the opportunity to see it all the way through. And of course,
it’s not just me. The continuity of this incredibly talented and dedicated crew
is a huge part of the show. You can put on any episode and immediately feel
that consistency.”
He adds, “We all really grew as filmmakers over the course
of making this show. Getting to do that together, over five seasons, has been
one of the best experiences of my career.”
Bricker’s other work includes Netflix culinary-doc
series Chef’s
Table (for which he earned an ASC nomination and two Emmy
nominations), and Netflix true-crime mockumentary American
Vandal.
Wednesday, 19 August 2026
Network Control: Turning 5G into a production tool
IBC
Monday, 17 August 2026
Inside Euphoria’s Editorial Heart: Aaron I. Butler, ACE on craft, collaboration and controlled madness
Interview and copy written for Sohonet
article here
“Our priority was making the best, most powerful, most
meaningful story possible,” says Aaron I. Butler, ACE, of
shaping the fever dream intensity of Euphoria. The HBO drama’s
unflinching look at underage sex, drugs, and loneliness is one of television’s
most visually and emotionally ambitious shows, created/written/directed by Sam
Levinson and shaped by its editorial team into a multi-award-winning
phenomenon.
Season 3 alone shot 348 hours of footage, largely on 65mm
film, which the editorial team compressed into nine hours of television.
“That’s a crazy ratio,” Butler says. “We like to play with and push the
material to see where we can take it.”
Joining the Euphoria family
Butler is a six-time Emmy Award-nominated, two-time Emmy
Award-winning, and three-time ACE Eddie Award-nominated editor and PGA Award
nominated producer who joined Euphoria in its second
season.
He first met the show’s Supervising Editor Julio Perez IV,
ACE, Levinson’s longtime collaborator, at a diner. They talked for two and a
half hours straight and ended with a hug.
“We were instant friends,” he recalls. “We went right to the
deep emotional stuff. We both had family trauma. Both our parents struggled
with addiction. For a show like Euphoria, that’s important. It’s
emotional and raw, and you have to be able to talk about these difficult
subjects.”
That shared emotional vocabulary became foundational across
the editing team for season 2, who together won the Primetime Emmy for
Outstanding Single-Camera Picture Editing for a Drama Series for the episode
‘The Theater and Its Double’.
For Season 3’s eight episodes, all 4 editors are credited on
every episode (this season’s editors include Perez IV, Butler, Aleshka Ferrero
and Nikola Boyanov), which is unusual for a tv series. They worked as a
collective, responding to footage as it arrived. Part of the reason was
practical too because the whole season was shot as one big block.
A collaborative editing culture
Perez acted as Levinson’s proxy while the show runner was on
set. Butler explains, “Julio watches everything. It all gets in his head.
Sometimes he’ll do selects, sometimes he’ll assign scenes based on who he
thinks is right for them. Other times I’ll say, ‘Julio, I really want to do
this scene.’”
Once an editor finished a first pass, they screened with
Perez, then with the entire team. “Usually once a week we’d get together, all
the editors, and watch everything. We’d give each other feedback. We’d see how
the scenes were playing into each other. It’s incredibly collaborative.”
This collaboration extended to Levinson himself. “Sam will
come in during shooting and watch scenes we’ve cut. That’s very unusual. Most
show runners don’t watch anything until there’s a first assembly of an entire
episode.” Levinson, however, uses editorial as part of his creative process.
“He’ll rewrite things, add things, or shoot different things based on what we
do. Editorial and production are informing and inspiring each other along the
way.”
Butler calls it “a unique kind of editorial process,” one
that demands flexibility, experimentation, and trust.
Finding the style in the finale
Season 3 brought a major stylistic shift and a five-year
time jump. “We like to have the footage come in and affect us,” Butler says.
“We sat together listening to music — Western themes, Mexican cowboy music, old
Hollywood noir. We were trying to feel the world of this season.”
Once the dailies started arriving, instinct took over. “We
react to it and see how the characters have changed.”
The season 3 finale ‘In God We Trust’, which is
Emmy-nominated for Outstanding Picture Editing For A Drama Series, is a feature
length 93 minutes. It was the first episode the team completed. “Creatively,
that’s not a bad thing,” Butler says. “You know where everything is headed.”
His biggest challenge was the Ali–Alamo duel, a sprawling,
multi-character sequence inside a strip club. “It was a huge amount of footage
and a really complicated sequence,” he says. “You’re in this room with two
people having a duel, but there are all these other people in the room.
Preserving the sense of space, being on the right person at the right time, was
a complex dance.”
Levinson later told him it was the scene he was most excited
to shoot and that Butler’s cut surprised him. In the script, Alamo (Adewale
Akinnuoye-Agbaje) fires early, discovers his gun is empty, curses Bishop
(Darrell Britt-Gibson), and then Butler was expected to cut to Ali (Colman
Domingo) raising his gun before shooting him. “I cut it that way first,” Butler
says. “But I thought, there’s something I can do here to make it even better.”
Instead of showing Ali raise his gun, Butler cut straight
from Alamo’s curse to Alamo getting blasted with Ali’s gunshot. “I cut it so
that the shot comes out of nowhere. The audience isn’t expecting it.” Levinson
was totally surprised when he saw the first cut of the scene. During a 600
person New York screening of the finale, when Alamo gets suddenly shot, Butler
says, “The theatre just gasped. Then everyone screamed and cheered. That made
me feel like mission accomplished.”
Documentary instincts
Butler’s documentary background is central to his approach.
“In documentary, the editor is the writer,” he says. “You have 300+ hours of
footage and you’re literally writing the story line by line.”
That mindset shapes his scripted work. “A good scripted
editor will cut the scene as written. But a really good editor - especially one
with documentary experience - doesn’t stop there. You ask ‘how can I make it
even better? How can I elevate this?’”
He offers an example from Season 3 where Ali and Natasha
Lyonne’s character are shadowboxing in a drugged-out haze. “Sam shot it like a
mini-doc. They were just playing.” The scripted transition cut from their
drugged chaos to Ali waking in a hospital bed after heart surgery. Butler felt
the cut needed more escalation.
“I thought: addiction feels like fighting yourself. My
parents struggled with addiction. I saw them constantly in this internal
battle.” So he found one random shot in the footage where Ali fell down on the
hotel bed. Then he recut the shadowboxing footage so Ali starts punching
himself in the face and then knocks himself out and then falls into the hotel
bed (“a symbolic collapse”). Then it cuts right to Ali in the hospital bed, his
chest full of stitches. “Sam never expected that. Julio said it was so innovative.
The audience will never know it wasn’t scripted that way.”
The Idol
If Euphoria blends scripted precision with
improvisational looseness, The Idol leaned almost entirely
into chaos. “The biggest difference is that Euphoria had eight
scripts. On The Idol, we had two full scripts. The rest was
outlined.” Levinson received the project late, Butler says, and time was short.
“The Idol was shot like a documentary. They’d
throw the actors in a room and just shoot. Sometimes we had four hours of
footage for a two-minute scene.” Scenes moved all over the place.
“It was all made in the edit room,” he notes. “But all of
the editors had documentary experience. That’s why we could do it.”
A life built for storytelling
Butler’s path into filmmaking began on a small ranch in
Atascadero, California. “My escape was going out into the fields with my dog
and making up stories in my head,” he says. He loved movies and books,
especially fantasy and science fiction.
His first spark came in seventh grade, when he wrote a
creative story for English class inspired by a rose growing outside his bedroom
window. It was so accomplished, his teacher accused him of plagiarism. “She
said, ‘There’s no way you wrote this.’ It really crushed me.” Despite his
parents showing the teacher the drafts he had made she didn’t believe him. “I
didn’t want to be an artist after that.”
But what doesn’t break you makes you stronger. Butler’s
father bought him a Hi8 video camera. “I fell in love with making little short
films. My friends were blown away. I loved making them laugh. I got addicted to
it.”
At UC Berkeley, he studied pre-law and theatre but kept
making films. “I got a little cult following,” he says. That led him to the
Saul Zaentz Film Center in 1997, where he edited his first documentary Learning
to Fly with two-time Academy Award-nominated director Bill Jersey. The
film won Gold Medals at the New York Festivals and U.S. International Film
Festival and aired on PBS. In 2002 Aaron edited on Jersey's documentary
series The Rise and Fall of Jim Crow, which won the Peabody award,
the IDA Award for Best Limited Series, and was nominated for three Emmy Awards.
Other projects he has edited include the 2013 HBO
documentary feature American Winter, the Sundance and HBO
documentary Cries From Syria, the IMAX short film Jesus is
King for Kanye West, the Sundance feature I Am Michael starring
James Franco, and the Toronto International Film Festival feature J.T.
LeRoy starring Kristen Stewart and Laura Dern, which was the closing
night film in 2018.
Whatever the project, Butler approaches every
scene the same way, with curiosity, empathy, and a desire to surprise. “How can
I add layers of meaning?” he says. “How can I elevate this? How can I make the
audience feel something deeper?”
Thursday, 13 August 2026
BBC R&D bid to bring interactivity to the TV
Streaming Media
article here
A new technology being developed by BBC Research & Development aims to reclaim attention by bringing interaction back to the TV screen itself.
“We want to guide viewers back to the heart of the viewing experience,” says Laura Harrison, principal product manager in BBC R&D. “Interaction you actually want to take part in.”
Signals made a public debut as a test during the BBC’s recent coverage of Wimbledon 2026, adding a live, interactive data layer directly onto Centre Court broadcasts. Built by BBC R&D’s Future World Design (FWD) team, Signals blends real‑time ball‑tracking data, dominance graphs, serve‑speed overlays, winners maps, quizzes, polls, and audience participation into the same frame as the action.
“We were trying to think about, with all of this distraction happening on second screens, how can we bring people back to the primary screen?” explains Harrison. “Audience expectations have changed. Watching sport is no longer enough; people want to respond, interact, and feel part of what’s happening in the moment.”
Part of BBC R&D’s remit is to explore how internal technology can be commercialised and scaled beyond the BBC.
“From the start, we were thinking about how Signals could work for other broadcasters, rights holders, or partners and not built solely on BBC infrastructure.
“Initially, we explored whether Signals could sit as a layer on top of Freely interacting with other broadcasters’ content.”
Freely is the internet-based free TV platform that carries the live streams of BBC, ITV, Channel 4, and
The goal was to build a genre and delivery-agnostic platform that could sit on top of broadcast TV and work across BBC and non‑BBC environments.
“We weren’t thinking of sport specifically,” Harrison explains. “We were thinking quite broad about how we can use engagement and interaction to bring audiences outside the broadcast environment into the room.”
The opportunity to collaborate with the All England Lawn Tennis Club (AELTC) ahead of the BBC’s 100‑year Wimbledon anniversary accelerated the sports use case. Tennis, with its rich ball‑tracking data and clear momentum shifts, offered fertile ground for experimentation.
The technology wasn’t quite ready for use on TV but was instead deployed both on the BBC Sport website and at Wimbledon.com, proving it could run on external platforms with keyboard and mouse interactions.
“We had our own landing page on BBC, but we also worked with the All England Tennis Club to have an instance on their website,” Harrison says. “Proving we could publish externally was a key part of the next step.”
Signals runs as an internet‑delivered layer alongside the broadcast stream. It is agnostic of the TV’s media player, making it easier to integrate and scale. In case of Wimbledon, the system ingested real‑time ball‑tracking data from official third‑party providers — including Hawk‑Eye — and processes it through a custom Signals hub.
Synchronisation was the hardest technical challenge. Wimbledon’s broadcast stream can carry a delay of around 30 seconds, while ball‑tracking data arrives in real time.
“If we’ve got a tennis serve coming in at 100 miles an hour, and you’ve got a 30‑second delay on the stream, it’s really key to get that synced up exactly,” Harrison says. “Timing was probably the most difficult thing.”
Two‑way participation
Signals overlays during Wimbledon included a ‘Dominance graph’ showing who is in control, updated continuously; Serve performance cards comparing serve metrics and a animated serve‑speed overlay reacting instantly to every serve, plus quizzes and polls triggered during breaks in play.
“Tennis produces a huge amount of data, but much of it has traditionally been out of reach during live play,” Harrison says. “Signals turns that data into clear, timely stories that make matches easier to follow and more engaging. Signals is about two‑way participation — letting audiences respond to key moments and see the collective reaction unfold in real time.”
Audiences response was encouraging. “Interaction varies by match and by tournament stage — second‑week matches, especially with British players, saw spikes in usage.”
BBC R&D say 66% of users rated Signals five stars (the overall rating was 4.5/5). Average dwell time was an impressive 19–20 minutes.
For comparison, previous BBC interactive experiences — such as the World Cup 3D model — saw average engagement of around 5–6 minutes.
Serve‑speed overlays and quizzes were standout features, but Harrison notes a clear audience split. “Entry‑level fans gravitate toward quizzes and fun interactions and data‑driven fans dive into dominance graphs and detailed stats. Signals is designed to serve both.
“Two‑way participation is key editorially. If audiences respond in certain ways, that can influence the types of quizzes or polls editors push out, both in the moment and in future matches. Some questions might be driven by real‑time data — serve speeds, spin, rally length — helping fans understand the sport better. Others might be more light‑hearted for entry‑level viewers. Audiences could see responses coming in live, so they felt part of a group rather than interacting alone.”
Next steps
BBC R&D is already prototyping experiences for entertainment formats and current affairs. Instances include viewers scoring a routine on Strictly at the exact moment the judges reveal their scores. Or choosing which route contestants should take in reality game show Race Across the World, building a living map of their journey. Or responding live to discussion points on current affairs flagship Question Time, generating a real‑time snapshot of national sentiment.
Signals also integrates emerging R&D technologies such as time‑addressable media and ‘claim extraction’, a new R&D project which identifies factual claims within speech. In a talk‑show context, viewers could jump directly to moments where specific topics were discussed.
Voice, gesture, and ATSC 3.0
Future trials will take Signals to the TV screen with viewer interaction enabled by the TV remote control.
“As TVs become smarter, with more sensors and AI on the edge, we’re exploring voice, gesture, and other new ways audiences might interact.”
Signals is also being explored for international deployment. In the US, that could mean integration with ATSC 3.0 / NextGen TV, which supports interactive layers and data‑enhanced broadcasts.
BBC R&D sees multiple commercial pathways: TV manufacturers, rights holders, distributors, or broadcasters. Wimbledon itself is a good example — the BBC is the UK distributor, but the AELTC works with NHK in Japan and ESPN in the Americas. Signals could sit at different points in that chain.
“We’re still working through opportunities. After Wimbledon, we had a lot of incoming interest from external companies. Internally, we’re exploring how Signals could integrate with BBC product and editorial teams.
Externally, we’re looking at partners who might move quickly — likely in sport, at least in the near term. But we’re also thinking about other genres such as entertainment, current affairs, talk shows.”