Tuesday, 12 February 2019

VR: A work of art

Content marketing for NewTek
The incoming 5G network promises near instantaneous, high fidelity, high bandwidth video communications to open up tremendous possibilities for interactive remote learning and new immersive experiences. One of the more adventurous demonstrations of its potential to date is currently on show at Russia’s State Hermitage Museum in St. Petersburg where delicate artworks are being restored remotely by robot.
The first of its kind 5G Trial Zone is intended as a future technology demonstrator that mixes live stream immersive VR video with an interactive haptic setup controlling a remote robot arm.
The design, code and build of the project was by AR, VR and AI platform provider Room One, which in turn approached Focal Point VR to provide a 360° video camera rig, live stitching and streaming solution for the installation.
The full immersion of the live 360° 4K video stream was to be transmitted to Oculus Rift head mount displays over a local high-speed network with the direct mirroring of separate haptic devices enabling remote presence for art masters and their students.
Focal Point has developed its own end-to-end VR streaming platform, called Ubiety, which supports everything from delivering an HD 360° stream to YouTube through to multi viewpoint 360° and stereo VR ultra high-resolution event coverage.
Such was the pinpoint precision required of the remote art restorer operating a robotic arm interacting with fragile artworks, an ultra-low latency solution was called for.
“The aim was to give the user the sensation of being involved and to give art restorers the sense of touch – something which is only possible with extreme low latency,” explains Paul James, Head of Production, Focal Point VR. “We did a lot of testing with various protocols but none had the stability or absolute minimal latency we were looking for. RTSP, for example, exhibits a problem with packet loss in which audio and video can get out of sync.
“The target was super high-quality video transmitted at 200Mb/s. Plus, it had to work constantly without skipping a frame for the entire 18-month duration of the project’s installation.
“The only possible solution was NDI®.”
NewTek’s NDI® (Network Device Interface) is a royalty free software standard that enables video compatible products to communicate, deliver and receive broadcast quality video in a high quality, low latency manner that is frame-accurate and suitable for switching in a live production environment.
Focal Point VR’s programming team says it found the NDI® SDK offered by NewTek was easy to implement with initial testing showing NDI to be stable and working well at ultra-high resolutions.
“Integrating NDI® into our 360° workflow was a very simple task. We wrote software to customise our VR player for NDI playback over Oculus Rift headsets and the whole NDI network just worked straight out of the box.”
Running over a GigE network, the camera lens to headset display latency was less than 200ms enabling real time interaction with the remotely controlled robot.
Increasing number of clients
Focal Point VR says it is being approached by an increasing number of clients looking for a low latency, high reliability 360° live streams to create varied projects from shared VR to 8K cylindrical 360° video experiences – among them, the Royal Holloway University and the University of York, while it recently partnered with handset developer Huawei to test further 5G applications.
“We’re certainly seeing more museums and universities keen on exploring VR as a very effective way of enhancing someone’s knowledge and experience,” says James. “NDI® is a core part of these solutions.”
Jonathan Newth, CEO at Focal Point VR, adds, “We are also talking to NewTek about how to integrate NDI® more completely into our multi camera VR workflow, replacing traditional fibre SDI with a more flexible network backbone. We are looking forward to continuing our work with the NewTek team.”

Monday, 11 February 2019

Griiip strikes first broadcast deal for disruptive race car series


SVG Europe
Many observers believed Formula 1 was overdue for broadcast re-invention when Liberty Media took it over a couple of years back but Griiip, the start-up behind fledging motorsport series G1, aims to show that the apex of the sport has stalled on the grid.
Initiatives of the new G1 Series, which begins in early April, include drivers competing in virtual simulator races for championship points; a complete low budget data-driven live streaming production; free online access to all footage collected from each race for creation; and sharing of user-generated content.
 “We are creating the first smart connected race car to deliver enhanced content to fans and the first budget broadcast motorsport series,” says Gilad Agam, chief technology officer with Griiip (pictured below).
 “The problem with F1 and all motorsport is that coverage suffers from a lack of engagement and intimacy. Viewer’s don’t want dry data. They want the story and the juice. They want to feel really connected to the emotion of the sport and its stars.”
New gateways
Griiip is an Israeli company, established in 2015 to design and manufacture race cars targeted at the entry-level racing market.
Founder and chief executive Tamir Plachinsky, who is a mechanical engineer, says Griiip “acts as a development platform and gateway for new technologies into the world of motorsport.”
The company’s G1 single-seater series, which is powered by an engine from Italian motorcycle company Aprilia, made its debut last July in the inaugural G1 Series.
“G1 2018 was an internal pilot mainly for us to see if the concept was feasible and working,” says Agam.
“2019 is a step ahead. It’s not yet a mainstream series but it will be the first season of an official series.”
Fourteen drivers, some as young as 14, will compete in seven races from April to November on tracks in Italy, beginning in Cremona.
“Northern Italy is the hub of world motorsport,” he says. “Motorsport culture is very active here. Its roots go way back and we think it’s the perfect place to start a series in Europe.”

Virtual racing
While Formula-E has its drivers compete in an esports event at e-Prix and makes use of fan-powered social media to give drivers a speed boost during races, G1 has gone further and put virtual races on par with the track.
Using simulations of some actual G1 race venues (such as Autodromo Riccardo Paletti near Varano in Parma which is also Griiip’s test circuit), drivers will compete head to head in simulator games. They will score points (half those scored for real-world races) toward the Championship.
Says Agam, “We’ve modelled the G1 car for course simulations and are continuing to fine-tune its behaviour to exactly match the real car. This is the first step toward a more open approach between fans and the sport.”
Race sims are already used at the top level of the sport as a training aid.
Agam says Griiip has set up a dedicated server for the virtual G1 series for drivers to compete online. It doesn’t build the simulators or write the game software but it does set the rules and recommend drivers wear VR headgear to get the best experience (for checking the virtual car mirrors, for example).
Griiip is also running a separate G1 virtual series that is open to the public.
The plan is that the winner will be offered some way of transferring “into the real world and to participate in the G1 series,” Agam says.
“The top virtual driver will get a taste of the real thing and maybe with enough backers also get to compete in G1.
“There is a whole world of gamers playing race simulators but until now it’s been quite disconnected from real racing. The stars of virtual have never driven a real car and vice versa. We’re taking this community of really good simulator racing drivers and trying to create a community in which real and virtual drivers are the same.”
G1 data tech
Griiip makes all the real cars so that drivers start with a level playing field. Cars can be bought for around €50-60k (or leased) and are operated by a small team with some drivers privately funded). They have a low life-cycle cost rather than the very expensive team of specialists required in other Formulas.
Although drivers have some flexibility on tuning, tyre pressure, dampers and springs and geometry the idea is that the driver’s performance will shine through, rather than the money behind designing an engine or perfecting aerodynamics.
“It’s the best thing for beginner drivers,” Agam believes.
“In all motorsport, the richer you are the more chance you have to win. Money can buy you a faster car. With G1 you get the same car so young aspiring drivers who are not millionaires will be able to make the move from carting to an open-wheel racing event and attain their career goals.”
If they do well, G1 drivers can look to get additional sponsorship for the next season’s races.
Equipped with sensors
Each G1 car is equipped with 33 sensors, data from which is uploaded from the track to private cloud. What is unique, according to Agam, is the way in which Griiip is interpreting the data to form fresh editorial that informs the audience about the race.
“We are trying to tell the story of the race to the average viewer so that they can experience motorsport like a pro,” he explains.
“We’ve developed the data analysis and graphical tools so that a viewer is able to understand, from one glimpse of the screen, what is going on in the race and understand the context of the action. We generate a driver specific graphics layer so when you switch the video you switch the data. So, if you the director chooses to show driver number 1 you will see that driver’s telemetry, and switching to driver number 2 will automatically sync driver 2’s data charts.”
There are no sensors on the drivers themselves, but this is planned for 2020.
“It is surprising how much you can learn about a driver purely from car and geolocation data,” he continues.
“In boxing, we don’t know the mind of the boxer but by observing them good commentators can help us with insight. Race cars have so many sensors that we can understand things like how aggressive a driver is, their virtuosity, their confidence or nervousness at different times in the race, or under pressure, and how that changes throughout a session or a season.
“You can understand so many emotional aspects and tell stories with this information – provided you know how to extract and interpret the data.”
Learning machines
For this season the algorithmic interpretations are being done manually and using pre-race data.
“AI – or rather machine learning – is absolutely the next step. Machine Learning is our goal which we will introduce toward the end of the year.”
Agam says Griiip had devised software allowing end-users to switch between driver feeds but decided to drop it.
“When you watch a race you want someone to tell you a story. 99.9% of viewers don’t have the capacity or motivation to tell themselves the story of the race in real-time. They want to be informed about what is happening.”
F1 has helicopters, so G1 has a drone. Where F1 has onboard cameras, G1 has fitted each of its cars with a GoPro and two microphones.
Like F1, it is able to overlay live graphics for speed, rpm, gear and track position but it has proprietary software that syncs the data and the video “at a fraction of the cost.”
LiveU and remote production
A key partner is LiveU which is providing LU200 portable transmission units weighing 500 grams for each GoPro and a LU600 camera-operator unit for coverage of the event including pitlane.
Says Agam, “We’re not reliant on installing technologies at the track but on cellular data transfer. We are working with LiveU because it does live links better than anyone. They are able to transmit HD video from any spot on the globe, very reliably, by splitting the signal between up to four cellular modems and combining them on servers without almost any infrastructure needing to be installed. If we need more cameras or more drones, we just add a LiveU.”
The system is essentially set up as a remote production allowing Griiip or other production teams to switch feeds and produce the live event from anywhere.
“Broadcasting from another country to that of the race is a non-issue,” he says.
Griiip plans to grant free access to its servers to any viewer post-race for generating their own content. That’s in stark contrast to Formula 1 where Liberty Media is facing a backlash for placing more and more of its content behind a paywall.
“You can go to all the source footage and data after the race from any event and edit your own video,” Agam explains.
“No fan of any sport has access to everything that was broadcast let alone everything that was not broadcast. We will enable them to take any footage to reconstruct the event from their point of view, to focus on a driver or on technical aspects. They will have full control. No-one gets that in any other sport.”
It’s all part of the strategy to connect fans to the event. “UGC will be far richer as a result,” he says.
Broadcast partners
SVG Europe also learns that Griiip has signed its first broadcast deal. It’s with an Israeli sports channel which will take live and VOD (Agam calls it “off live”) for its website, mobile and TV.
“We are in advanced negotiations with a big US broadcaster,” he reveals. “There’s also interest from Russia and the UK.”
The first races of 2019 will be live streamed to Facebook; later ones to the G1 series’ own website.
Virtual races will be streamed live too. “We want to make virtual races as similar as possible to the experience of the race so that by the end of the year you won’t necessarily be able to tell which is real and which is a simulation.”
G1 and the FIA
The G1 Series has been set up outside the FIA and in competition to the Automobile Federation’s lowest rungs.
“The type of car we chose to develop adheres to the US standard F1000, a category which is not part of FIA,” says Agam.
“If we take our car, which is 400kg in weight and delivers 200hp and try to match it to FIA rules we’d have to add 100kg and reduce the horsepower by 50hp.
“We want to keep own car since we consider it superior to the entry level (Formula 4) of the FIA.”
There’s another reason too. “The FIA is a big global organisation and we are small and agile but if we want to stay ahead of the market we need to operate outside of the FIA. That’s not to rule out our technology appearing in an FIA event in future or the FIA linking with G1.”
To put the G1 series in perspective, an aspiring driver currently pays between €20,000 and €40,000 per year in pro-carting and if they progress to Formula 4 (the traditional stepping stone to F3, F2 and F1) they need to find €200k- €650,000 per season.
“Our advantage is that we can compete roughly in price with carting per season for an experience that is better than F4,” Agam says. “Our vision is to be a very good alternative to the standard ladder of the FIA.
G1 drivers for this season have either come from carting or F3 and F4 series “where they’ve not had the money to continue to participate,” he adds.
“When drivers arrive in G1 they don’t think it’s an experiment. They think participation can seriously help them to progress to achieve their career goals in motorsport.”


Friday, 8 February 2019

ISE 2019: The impact of visual communication


IBC

Professional audio visual show Integrated Systems Europe exhibits a market rocketing upwards on video tech.

Pro AV is a bustling sector and by 2023, the industry is predicted to be worth U$230 billion dollars. This is up from U$180bn today, according to AV trade group, AVIXA, with video the reason for much of AV’s expansion.
Pro AV is largely about business to business communications in markets outside media and entertainment.
That includes hotels, the military, banks, government, retail and education. Video has become the essential media in all of them whether that’s on digital signage, internal training, remote meetings, command control, surveillance or in more exotic applications like holography.
This is evident at AV trade show Integrated Systems Europe (ISE) where some halls resemble Times Square or the Las Vegas strip, so packed are they with giant screens displaying eye-popping images of everything from glaciers to astronauts.
Automated video production
Unlike film and TV, however, the production of video is not a core skill for most corporate enterprises. The responsibility for installing, managing and maintaining video kit as well as shooting, packaging and distributing it often falls to under-resourced AV and IT departments.
NewTek and Blackmagic Design among others have come up with inexpensive solutions for this that make a virtue of being relatively easy to use with little training while delivering professional quality video.
A Sony innovation unveiled at ISE goes further by using motion and face detection to analyse the input from multiple pan-tilt-zoom cameras. The REA-C1000, which Sony likens to a ‘brain’, can extract handwritten objects from black and white boards using an object detection algorithm.
A chroma keyless function can extract a presenter from the video and overlay them onto any background without the need for a dedicated green screen. The device can also detect and move/zoom into the gestures of audience members and track presenters in frame.
Altia Systems announced PanaCast 3, dubbed the world’s first intelligent panoramic video system. This integrates three 13-megapixel cameras and will automatically stitch a 4K resolution 180-degree field of view. It’s for mounting on top of a digital display or on a wall and is intended for video conferencing or meeting collaboration. It too is AI-enabled “which is critical for companies to improve participants’ experience autonomously, automate workflows, and generate data lakes of valid information,” said CEO Aurangzeb Khan. It only costs U$895.
Related new technologies include a complete video production station from Datavideo housed in a small 8kg suitcase. The HS-1600T has scope to live switch up to three cameras (not included) and has a built-in encoder for streaming.
Magewell debuted an HDMI streaming encoder intended to make live streaming “remarkably simple” for non-professionals. The Ultra Stream can be controlled by smartphone app, record files to a USB drive and is capable of taking in 4K 60fps and down-converting to HD for streaming.
Signage explosion
The past twelve months has seen digital signage become a U$7bn industry in EMEA alone. Global sales of large-format commercial displays shot up 21 percent last year to total $14.6 billion.
“We’ve seen 55-inch screens become the new norm, LED is starting to encroach on what was LCD territory, especially in video walls, and increasingly digital signage is part of a wider omni-channel marketing strategy,” explained Florian Rotberg, chair of ISE’s digital signage summit.
Such is the sophistication of digital signage today that it can capture key metrics such as how many people looked at the sign, how long they looked at it for, how they reacted to it and even their gender and age. It can even modify the messaging in response to that data. Networks are being managed in the cloud and screens themselves can be morphed into all sort of shapes, structures and sizes.
Fashion retailer Primark, for example, now features LED screens rather than merchandise in its front windows, has transformed escalators into a LED feature and created large video walls on which content is sensor-triggered to attract the attention of shoppers.
The sector is experiencing a significant amount of disruption, however, with changing consumer behaviours and expectations driven by the likes of Facebook, Amazon, Netflix and Google.
Stefan Schieker, managing partner at Result MC, explained: “These companies taught consumers to use touch, now they’re trying to teach us to use voice and not to care about owning things, but to share it. That’s having a deep impact on the retail industry and how we use signage to convince consumers to do, use and buy stuff.”
Halo is a new voice assistant from Spanish developer Beabloo that combines AI with conversational natural language processing and computer vision to present personalised digital screen marketing.
LED makes cinema impact
LED screens are making an impact in theatrical exhibition where the technology could be an eventual replacement for traditional projection. Direct View LEDs are now installed in about 20 theatres worldwide.
“Cinema is expected to be one of the fastest growing markets because Direct View is a potential upgrade path for theatres and because of digital signage investment in cinema lobby areas,” said Sean Wargo, AVIXA’s senior director of market intelligence.
Cinema chains are adding more and more technology into auditoria in a bid to attract more people to an experiential experience. They have to, since the average cinema-goer in Europe only spends about five hours in a cinema a year, according to analysts IHS Markit.
“The range of technologies from 4D seating to Premium Large Format are multiplying in cinemas because there is so much other competition for our time. It has to grab our attention,” said IHS’ David Hancock.
Fusing physical with digital
The consumer market hasn’t embraced VR because the industry hasn’t nailed the storytelling, according to location-based entertainment VR expert Bob Cooney, speaking at ISE’s XR Summit.
Disappointing consumer take up, however, has not stopped B2B firms from experimenting with immersive technologies.
A successful case-in-point he mentioned was location-based amusement park, The Park Playground in Antwerp, Belgium which has integrated a TV series into one of the Park’s experiences, involving a bank robbery that goes wrong.
Futurist Amelia Kallman predicted that WebAR – which uses mobile devices to provide Pokemon Go-style augmented reality experiences – will be one of the biggest trends in AV in 2019.
“For years retailers have tried to bring physical and digital experiences together. Now, you will be able to create events such as scavenger hunts in-store, which people can share on social media.”
The fashion and luxury brands industry is eyeing AR with interest. In one experiment, the London College of Fashion worked with LucasFilm’s immersive entertainment lab on a series of digital garments. The college’s head of Fashion Innovation Agency, Matthew Drinkwater, believes that entire virtual collections could soon be created as a means to engage the public with new designs.
“In a decade, mixed reality glasses will be consumer facing and then, when you can add digital content to the real world it will open up whole new business models.”
Holography is predicted to dominate AV “when someone cracks it,” says Evan Grant of AR/VR design company Seeper. “The way you can bring human storytelling into the environment to create a realistic human 3D avatar or hologram has huge potential. The entire goal is to create a sentient bot that you can converse with.”
Amy Winehouse will feature as a hologram in an upcoming tour. A projection of the late singer will “perform” digitally remastered arrangements of her songs, backed by a live band, singers and what the production company Base Hologram calls “theatrical stagecraft”.
Adding AI to holography is another AV tech trend. Immersive experience firm Tiger Heart is working with artist Sara Pope to make a holographic pair of lips fused with AI. “The idea is to create an emotive experience where the user engages with the lips,” said Tiger Heart founder Sanj Surati, who said he was pitching Scarlett Johansson to be the lips’ voice. “It’s just one example of the fantastic engagement that needs to be transposed to other parts of AV.”
There was a warning, though. “There will be less than a handful of AIs in the world,” Grant said. “Amazon, Google will basically give their AI-hardware away because what is valuable to them is data about all of us. Developers will have to use AIs from Amazon, Google and in doing so they become an even greater gatekeeper.”
Holoportation
As in other industries, 5G is anticipated to be a huge game-changer. The super-speed data network promises realtime collaboration and ‘holoportation’, a sort of Skype on steroids.
This could be enabled by devices like Microsoft Hololens, version two of which is due to be announced later this month. In one example, a person is filmed in 360-degree 3D video with data sent over 5G for viewing over a Hololens by an executive in another country for a virtual face to face meetins. This is possiblenow but only when heavily pixelated and with unworkable delay, but 5G will cut latency, increase quality and render the experience holographic.
Smart homes
AI and facial recognition will play an increasing role in the personalisation our homes. That was a key takeaway from an ISE conference about Smart buildings.
“Smart buildings shouldn’t just automate functions such as light or temperature control – they need to engage the inhabitants within,” argued Oliver Lltisberger, managing director of Swiss AV tech provider ABB’s smart buildings division.
Instead of sensors and interfaces, smart home developers should think about the performance of people in a space, suggested Michael Schnieder, creative technology chief at architectural consultancy Gensler.
“It’s not just lights, sound, temperature but people, storytelling, communities and social elements which are core to smart buildings,” he said.
Such a ‘human-centric’ approach might mean we’ll have robotic or holographic avatars as the interface to the smart home rather than the bodyless voice control of Alexa.

Professional audio visual show Integrated Systems Europe exhibits a market rocketing upwards on video tech.
Pro AV is a bustling sector and by 2023, the industry is predicted to be worth U$230 billion dollars. This is up from U$180bn today, according to AV trade group, AVIXA, with video the reason for much of AV’s expansion.
Pro AV is largely about business to business communications in markets outside media and entertainment.
That includes hotels, the military, banks, government, retail and education. Video has become the essential media in all of them whether that’s on digital signage, internal training, remote meetings, command control, surveillance or in more exotic applications like holography.
This is evident at AV trade show Integrated Systems Europe (ISE) where some halls resemble Times Square or the Las Vegas strip, so packed are they with giant screens displaying eye-popping images of everything from glaciers to astronauts.
Automated video production
Unlike film and TV, however, the production of video is not a core skill for most corporate enterprises. The responsibility for installing, managing and maintaining video kit as well as shooting, packaging and distributing it often falls to under-resourced AV and IT departments.
NewTek and Blackmagic Design among others have come up with inexpensive solutions for this that make a virtue of being relatively easy to use with little training while delivering professional quality video.
A Sony innovation unveiled at ISE goes further by using motion and face detection to analyse the input from multiple pan-tilt-zoom cameras. The REA-C1000, which Sony likens to a ‘brain’, can extract handwritten objects from black and white boards using an object detection algorithm.
A chroma keyless function can extract a presenter from the video and overlay them onto any background without the need for a dedicated green screen. The device can also detect and move/zoom into the gestures of audience members and track presenters in frame.
Altia Systems announced PanaCast 3, dubbed the world’s first intelligent panoramic video system. This integrates three 13-megapixel cameras and will automatically stitch a 4K resolution 180-degree field of view. It’s for mounting on top of a digital display or on a wall and is intended for video conferencing or meeting collaboration. It too is AI-enabled “which is critical for companies to improve participants’ experience autonomously, automate workflows, and generate data lakes of valid information,” said CEO Aurangzeb Khan. It only costs U$895.
Related new technologies include a complete video production station from Datavideo housed in a small 8kg suitcase. The HS-1600T has scope to live switch up to three cameras (not included) and has a built-in encoder for streaming.
Magewell debuted an HDMI streaming encoder intended to make live streaming “remarkably simple” for non-professionals. The Ultra Stream can be controlled by smartphone app, record files to a USB drive and is capable of taking in 4K 60fps and down-converting to HD for streaming.
Signage explosion
The past twelve months has seen digital signage become a U$7bn industry in EMEA alone. Global sales of large-format commercial displays shot up 21 percent last year to total $14.6 billion.
“We’ve seen 55-inch screens become the new norm, LED is starting to encroach on what was LCD territory, especially in video walls, and increasingly digital signage is part of a wider omni-channel marketing strategy,” explained Florian Rotberg, chair of ISE’s digital signage summit.
Such is the sophistication of digital signage today that it can capture key metrics such as how many people looked at the sign, how long they looked at it for, how they reacted to it and even their gender and age. It can even modify the messaging in response to that data. Networks are being managed in the cloud and screens themselves can be morphed into all sort of shapes, structures and sizes.
Fashion retailer Primark, for example, now features LED screens rather than merchandise in its front windows, has transformed escalators into a LED feature and created large video walls on which content is sensor-triggered to attract the attention of shoppers.
The sector is experiencing a significant amount of disruption, however, with changing consumer behaviours and expectations driven by the likes of Facebook, Amazon, Netflix and Google.
Stefan Schieker, managing partner at Result MC, explained: “These companies taught consumers to use touch, now they’re trying to teach us to use voice and not to care about owning things, but to share it. That’s having a deep impact on the retail industry and how we use signage to convince consumers to do, use and buy stuff.”
Halo is a new voice assistant from Spanish developer Beabloo that combines AI with conversational natural language processing and computer vision to present personalised digital screen marketing.
LED makes cinema impact
LED screens are making an impact in theatrical exhibition where the technology could be an eventual replacement for traditional projection. Direct View LEDs are now installed in about 20 theatres worldwide.
“Cinema is expected to be one of the fastest growing markets because Direct View is a potential upgrade path for theatres and because of digital signage investment in cinema lobby areas,” said Sean Wargo, AVIXA’s senior director of market intelligence.
Cinema chains are adding more and more technology into auditoria in a bid to attract more people to an experiential experience. They have to, since the average cinema-goer in Europe only spends about five hours in a cinema a year, according to analysts IHS Markit.
“The range of technologies from 4D seating to Premium Large Format are multiplying in cinemas because there is so much other competition for our time. It has to grab our attention,” said IHS’ David Hancock.
Fusing physical with digital
The consumer market hasn’t embraced VR because the industry hasn’t nailed the storytelling, according to location-based entertainment VR expert Bob Cooney, speaking at ISE’s XR Summit.
Disappointing consumer take up, however, has not stopped B2B firms from experimenting with immersive technologies.
A successful case-in-point he mentioned was location-based amusement park, The Park Playground in Antwerp, Belgium which has integrated a TV series into one of the Park’s experiences, involving a bank robbery that goes wrong.
Futurist Amelia Kallman predicted that WebAR – which uses mobile devices to provide Pokemon Go-style augmented reality experiences – will be one of the biggest trends in AV in 2019.
“For years retailers have tried to bring physical and digital experiences together. Now, you will be able to create events such as scavenger hunts in-store, which people can share on social media.”
The fashion and luxury brands industry is eyeing AR with interest. In one experiment, the London College of Fashion worked with LucasFilm’s immersive entertainment lab on a series of digital garments. The college’s head of Fashion Innovation Agency, Matthew Drinkwater, believes that entire virtual collections could soon be created as a means to engage the public with new designs.
“In a decade, mixed reality glasses will be consumer facing and then, when you can add digital content to the real world it will open up whole new business models.”
Holography is predicted to dominate AV “when someone cracks it,” says Evan Grant of AR/VR design company Seeper. “The way you can bring human storytelling into the environment to create a realistic human 3D avatar or hologram has huge potential. The entire goal is to create a sentient bot that you can converse with.”
Amy Winehouse will feature as a hologram in an upcoming tour. A projection of the late singer will “perform” digitally remastered arrangements of her songs, backed by a live band, singers and what the production company Base Hologram calls “theatrical stagecraft”.
Adding AI to holography is another AV tech trend. Immersive experience firm Tiger Heart is working with artist Sara Pope to make a holographic pair of lips fused with AI. “The idea is to create an emotive experience where the user engages with the lips,” said Tiger Heart founder Sanj Surati, who said he was pitching Scarlett Johansson to be the lips’ voice. “It’s just one example of the fantastic engagement that needs to be transposed to other parts of AV.”
There was a warning, though. “There will be less than a handful of AIs in the world,” Grant said. “Amazon, Google will basically give their AI-hardware away because what is valuable to them is data about all of us. Developers will have to use AIs from Amazon, Google and in doing so they become an even greater gatekeeper.”
Holoportation
As in other industries, 5G is anticipated to be a huge game-changer. The super-speed data network promises realtime collaboration and ‘holoportation’, a sort of Skype on steroids.
This could be enabled by devices like Microsoft Hololens, version two of which is due to be announced later this month. In one example, a person is filmed in 360-degree 3D video with data sent over 5G for viewing over a Hololens by an executive in another country for a virtual face to face meetins. This is possiblenow but only when heavily pixelated and with unworkable delay, but 5G will cut latency, increase quality and render the experience holographic.
Smart homes
AI and facial recognition will play an increasing role in the personalisation our homes. That was a key takeaway from an ISE conference about Smart buildings.
“Smart buildings shouldn’t just automate functions such as light or temperature control – they need to engage the inhabitants within,” argued Oliver Lltisberger, managing director of Swiss AV tech provider ABB’s smart buildings division.
Instead of sensors and interfaces, smart home developers should think about the performance of people in a space, suggested Michael Schnieder, creative technology chief at architectural consultancy Gensler.
“It’s not just lights, sound, temperature but people, storytelling, communities and social elements which are core to smart buildings,” he said.
Such a ‘human-centric’ approach might mean we’ll have robotic or holographic avatars as the interface to the smart home rather than the bodyless voice control of Alexa.




OTT streaming in Middle East and North Africa ready for lift off

Content marketing for Rohde & Schwarz

A large, youthful and technically savvy demographic should make the Middle East and North Africa (MENA) a rich zone for internet OTT (Over-The-Top) streaming services – and 2019 is shaping up to be the breakthrough.


In MENA, OTT penetration is still at low levels due to constraints such as broadband quality and payment infrastructure. Low disposable incomes and piracy are also significant hurdles to OTT growth. Indeed, the region’s total OTT subscriptions reached about 5 million last year, according to IHS Markit, from a market potential of 400 million viewers.
This is anticipated to change rapidly as a number of new developments combine. At its heart is a clash between Netflix and locally grown OTT services, itself part of wider issues of realpolitik.
Netflix launched in the Middle East in 2016 and had amassed 1.7 million users as of last year ranking third in paid VOD behind Lionsgate-backed Starz Play and MBC’s Shahid Plus service.
Major pay-TV broadcasters, OSN and beIN, have also launched OTT services and there is further competition from Dubai-based Icflix, Kuala Lumpar-HQ’d Iflix, Selevision’s Seevii, PCCW-backed Viu and Amazon Prime Video.
Matters are being shaken up by the Saudi government which has ambitions to grow its media output. After taking majority ownership of MBC, the region's largest TV network, it instructed Saudi Telecom subsidiary, Intigral, to launch digital entertainment service, Jawwy TV. The service, which includes exclusive rights to the Saudi Professional soccer league until 2028, is also launching in Kuwait and Bharain with integration with Shahid Plus underway.
Ostensibly part of a national plan to beef up Saudi digital skills, the strategy is also designed to counter Qatar’s state-funded BeIN Media in promoting the nation to the wider world.
The proxy battle being played out by the Kingdom and Qatar is clear from the tussle over the pirating of BeIN Group’s sports and entertainment content by Saudi Arabia-based pirate outfit BeoutQ, which BeIN alleges is supported by the Saudi government.
Netflix has also had its fingers burnt for controversially removing an episode of comedy show Patriot Act With Hasan Minhaj from its platform in the KSA, after a request from Saudi authorities.
Regardless, the success of international SVODs and the broadcaster-run OTT operations alike will be based on finding distribution partners and originating Arabic content.
That’s why Netflix first Arabic original, the series Jinn, is so important. The teenage supernatural drama featuring young Arab talent and created by a Lebanese producer is due later this year. In terms of carriage deals, Netflix has pacts with UAE telcos du and Virgin Mobile, and with OSN.
Jawwy TV meanwhile has a library of acquired Arabic content to which it may add its own productions produced by MBC Studios into which the Saudi owners are pumping money. Like Jinn, such productions will have to more away from the region’s prevailing telenovela-style entertainment if they are to reach the region’s massive youth population.
It’s also worth noting the digital infrastructure on which all this OTT activity rests. It is, by and large, a mobile play.
Qatar, ramping up its broadband networks ahead of hosting the World Cup in three year’s time, posted mobile download speeds of 59.57 in December 2018 – the fifth fastest in the world, according to Ookla’s widely accepted Speedtest. The UAE is not far behind with 48Mbps in 11th. Speeds in the Lebanon average 38 Mbps, Oman 34 Mbps, Kuwait 32 Mbps, Iran 30 Mbps and in 51st place is Saudi Arabia with 29.3 Mbps - still higher than the global average of 25 Mbps. Below this come Israel, Morocco and Tunisia around the 20-23 Mbps mark.
Fast fibre networks are far less prevalent in MENA although Israel posts a decent 75 Mbps (23rd in the global league table). The UAE is 38th with 50 Mbps, just below the worldwide average.
Taken together, the region is primed for OTT growth with Digital TV Research, putting this at 11 million SVOD subscribers by 2023. The geo-political situation makes the outlook difficult to predict with certainty but forging partnerships, expanding local content production and tackling piracy could all hold a key to unlocking future growth for the industry.

Thursday, 7 February 2019

British Pathé TV reboots SVOD with StreamAMG


StreamingMedia

Looking for full analytics and greater in-house control, the legendary British media company is partnering with StreamAMG and its MediaPlatform and Cloud Pay as it continues to build its niche SVOD service.

First launched in 2016 and now costing £5.99 (US $7.77) a month, the OTT service is available worldwide, featuring classic movies and full-length documentaries. The company says it wanted greater in-house control and transparency of its video solution with full analytics and is achieving that with StreamAMG products.Renowned media company and classic movie archive owner British Pathé has partnered with StreamAMG to reboot its SVOD service British Pathé TV, this time featuring full analytics and an improved payment management platform.

Media Platform is StreamAMG’s online video platform, hosted in Europe and built on Kaltura’s Community Edition (CE) codebase. The codebase is hosted on Amazon AWS infrastructure with auto-scaling and delivered via Akamai and CloudFront CDNs. It includes StreamAMG’s HTLM5 player suitable for desktop, mobile and connected devices.
Cloud Pay, described as a “comprehensive payment and user management platform,” integrates video data into user retention recommendations and adds rule creation, package creation, CRM, reporting, and anti-churn mechanisms.
British Pathé TV says it is now seeking affiliate marketing partners to help the service reach its target audiences.
“StreamAMG’s Media Platform gives British Pathé TV what it needs to grow and to solidify itself as the specialist alternative to the mainstream broadcast channels,” said Alastair White, CEO of British Pathé in a press statement. “We now have the tools to build a stronger relationship with history buffs, royal watchers, cinema aficionados, train enthusiasts, and other specialist audiences that conventional services are failing to cater for.”
British Pathé runs a successful footage licensing business including representing the Reuters historical collection.
British Pathé TV complements the existing British Pathé newsreel archive, which remains free-to-view on its website. 

Tuesday, 5 February 2019

Sony’s clever new AI brain makes live production easier than ever

RedShark
Sony's new AI aims to make realtime pro AV video production easy for people with limited resources and training.
In schools, large businesses and government offices, video has become an essential communications tool. Indeed, the professional AV industry is several times larger than that of broadcast with non-media and entertainment uses of video tech outpacing that of film and TV. The difference, of course, is that video production is what film and TV producers do but the skills are not core in other markets where the responsibility for installing, managing and maintaining kit falls to under-resourced AV and IT departments.
NewTek, Blackmagic Design and others have come up with generally inexpensive solutions for this that make a virtue of being relatively easy to use with little training while delivering professional quality video.
Sony has gone a step further, introducing AI into the mix with a new solution targeted expressly at the budget end of corporate and educational video production.
The product, which debuts at Europe’s leading proAV exhibition ISE next week, is robotically titled REA-C1000 and is built to allows users to create video in real time, without the need for specialised training, additional staff or equipment.
The base model uses motion and face detection and colour and shape to analyse the input it receives from cameras then automatically extracts the object in focus to combine it with other images in real time. Effectively this makes the REA-C1000 the brain connected to any camera and AV setup.
What is particularly interesting about the product, which is being sold later this spring, are its range of software add-ons which have been designed with the Pro AV market in mind.
So, for example, there is an option to extract handwritten objects from black and white boards using a claimed ‘unique’ moving/unmoving object detection algorithm. This, says Sony, allows audiences to clearly see written content and diagrams, while simultaneously being able to see the gestures and expressions of the presenter – useful for lecture theatres or remote learning where students aren't physically in the same room as their teacher.
There’s a chroma keyless function that can extract the presenter and overlay them onto any background without the need for a dedicated green screen. The unit can be set to smoothly track a presenter so that they constantly stay in frame and in focus throughout a presentation.
Another optional function, Focus Area Cropping, allows an image from one camera to be simultaneously shown as two different output images. Users are able to get an overview image in 4K and a cropped image in HD. The cropped area is selectable to be static or dynamic to follow the speaker’s movement.
The REA-C1000 can also detect and react to the gestures of audience members, showing both the whole image and zoomed image in real time. When an audience member stands up, the ‘brain’ can trigger the camera to electronically auto-zoom in on that person -perhaps to measure students’ reactions or cover audience Q&A sessions.
The unit will connect directly to Sony’s PTZ cameras and also its XDCAM camcorders and via an HDMI connection it can be integrated with AV setups involving multiple displays, large screen projections with monitors, or even live-streaming projects.
Presumably the recorded output will still need to be edited and packaged but it could make content like corporate videos, webinars and e-learning materials more appealing and even hassle-free.

Monday, 4 February 2019

Canon focuses on 4K HDR lenses and tests 8K broadcast chain on rugby

SVG Europe

While Canon’s principal focus at NAB 2019 will be on promoting and extending the capabilities of its 4K HDR broadcast lenses, there will be continued speculation and hints of actual news about its plans for the 8K live market.
The company has been teasing an 8K broadcast product since 2015/16 when it debuted a prototype of a Super35 sensor camera body with 8K lens.
It’s since been testing the technology, along with a workflow that includes an 8K HDR display and signal over optical fibre network (both prototype) including at the Bledisloe Cup rugby union match between New Zealand and Australia at the Nissan Stadium in Yokohama City last autumn.
“It’s a working proof of concept to show that we can do 8K and when the market is ready we’ll have an end to end chain we can bring to market,” says Stephen Hart Dyke, Professional Imaging/B2B product marketing manager, Canon Europe.
Adds Blazej Klacansky, channel development manager, “We have an 8K sensor, we have 8K lenses and we make our own processing chips so image capture is not a problem.
“We know 8K works. On that camera, we output raw 8K 60p via four 6G SDI outputs to four independent recorders. Of course, you don’t need raw. There are other output formats to manage the data better, but this [volume of data] is one challenge the industry needs to overcome.”
The other challenge is the market demand for 8K.
Even Japan’s NHK is only transmitting limited programming in Super Hi-Vision. 2001: A Space Odyssey, with which it launched a channel last December, was rescanned to suit the format
Although it has already made an 8K lens for the 1.25-inch size of Sony’s UHC-8300’s sensor, Hart Dyke says this is purely a Japanese requirement.
“There is literally no demand in EMEA for 8K broadcast production,” he adds.
However, Canon is clearly intent on building out its own 8K broadcast and cine set and is tapping some of the U$3bn the firm has invested over the past year in R&D to make it happen.
“We know image acquisition works, there are 8K consumer displays entering the market this year. and efficient codecs such as HEVC H.265 for transmission,” stresses Hart Dyke. “What’s more, the chain in between is changing rapidly.”
One of these drivers will be 8K activity around the Tokyo Olympics in 18 months. Fan zones around stadia are being lined up as one application for 8K content.
Canon itself has tested wide-angle video captured using an 8K camera and a fisheye lens at the Bledisloe Cup.
The output was transmitted from the stadium, converted in real time for wide-angle projection using multiple 4K projectors and viewed live at Canon’s Tokyo HQ.
Canon cooperated with partner companies to produce three-dimensional sound overlaid on the pictures and has plans to develop this technology for immersive sports viewing applications.
However, developing an 8K lens for sports is technically more challenging than that for cinema.
“In the cinema world you have more artistic expression and the lens can have various faults which lend the image distinct characteristics but for sports, you need a best in class image,” says Klacansky.

Constant resolution

Leaving aside trying to make an 8K 2/3 chip camera chain (which no manufacturer has cracked), one of the keys is to achieve a consistent resolution all the way around the frame, not just as its centre which is why all lenses outperform the nominal peak resolution of the sensor.
“You naturally lose some of the light through the optics and in addition lenses are naturally spherical and will deliver a higher sharpness at the centre than at the edge,” says Klacansky.
“On top of that, if you use an extender, of say 2x, you will also reduce the resolution nearly 2x.”
Canon’s 4K premium range lenses, for example, exhibit a 6K or more resolution in their centre delivering at 6K in the centre and corners of the image; its lower end 4K range delivers 6K in the centre and 4K to the corners.
“For 8K you would need a higher spec lens design in the centre of 12K, 14K even 16K depending on the category of the lens you require,” says Klacansky.
“You will also need enhanced optical image stabilisation and to ensure that tolerances are minimal. You’d need different materials [than for building cine lenses] such as more fluorite, different coating and different polishing techniques to make it possible to grind such a large spherical lens. You can’t cheat physics.”


While 8K remains work in progress (some broadcasters are still to transition from SD) Canon is busy enhancing its 4K lens range.
Chief among these are the flagship UHD DIGISUPER 122 and its counterpart UHD-DIGISUPER 111.
“Sports are definitely driving broadcasters to 4K,” says Klacansky. “Consumers want crystal clarity.”
According to Canon, the 122 field zoom broadcast lens can achieve the world’s widest angle, boasts the world’s longest focal length (8.2 mm at the wide end and 1000 mm at the telephoto end and extender can double that) and the world’s highest zoom ratio of 122x. ESPN is among the broadcasters to have tested them.
The UHD DIGISUPER 111offers a 111x zoom ratio and a focal length range of 8.3 mm to 925 mm.
Says Klacansky, “These are not only longest and widest on the market, they mean sports producers from horse-racing to soccer and winter sports can get much closer to the action and achieve wider shots – so they can save money by having fewer lenses in the field.”
Reduced flaring
Both new lenses come with a proprietary Air Sphere Coating (ASC) that reduces flaring and ghosting for shooting in HDR and Wide Color Gamut. ASC was another result of Canon’s U$3bn R&D spend.
Arriving as standard in both lenses from NAB will be a function that enables operators to create bokeh.
More familiar to cinematographers, the effect which delivers an aesthetically pleasing blur in the out-of-focus parts of an image, has been used by programme-makers in Japan but Hart Dyke says sports producers are keen too.
He says: “Operators can control (with an optional macro-control) the speed as well as the depth of bokeh so you can create or move bokeh across the zoom ratio, you can defocus action and enhance the creativity of the image.”
This fits into a trend that Canon has spotted in the production of behind-the-scenes programming with cine-quality production values.
Citing Amazon Prime’s Manchester City doc All or Nothing, Hart Dyke says filmmakers are looking for a more artistic look from cameras like a Canon EOS 300 Mk11 from the touchline, training ground or changing room.
“It means fans get a more emotional and personal look at teams and players,” he says. “I think we’ll end up with much more content like this around these big events.”


Another R&D project for Canon is a Free Viewpoint Video System.
This uses multiple high-resolution cameras installed throughout the stadium to allows fans to view a match from various different angles and points of view. Intel has a similar system but Canon says its technology has superior optics allowing users the option of zooming into the action rather than just picking a fixed viewpoint.
“We’ve successfully produced video footage from a trial of the system,” says Hart Dyke “Visual data from the camera feeds is processed to create video that can be freely manipulated to enable viewing from angles impossible to capture through conventional methods.
“This is an advanced technology and we’re not disclosing further information than this but if a sports producer can combine this tech with Virtual Reality then you can go in and zoom and watch from any angle you want in the stadium then that really is the next big ‘Wow’.”