Friday, 16 February 2018

Draining the online ad swamp: a potential gift to broadcasters


Video Net

Unilever’s threat to withdraw its advertising from online video platforms such as Facebook and YouTube if they cannot guarantee editorial standards is a shot in the arm for traditional media.
Commercial broadcasters and Pay TV operators have been leading a pretty successful counter attack against GAFA (Google, Amazon, Facebook, Apple) over the past couple of years, having been gifted evidence that unmoderated online video sites are brand unsafe.
The chief marketing officer of the world’s second largest marketing spender did not mince his words at the IAB (Interactive Advertising Bureau) conference in California last week. “We cannot continue to prop up a digital supply chain – one that delivers over a quarter of our advertising to our consumers – which at times is little better than a swamp in terms of its transparency,” said Keith Weed.
This goes beyond the panic that gripped the industry in 2016 when online ads were placed alongside brand inappropriate (extremist) content, after which WPP-owned GroupM downgraded its expectations for Internet advertising growth.
This speaks to the growing clamour, now heated in political circles, about pressuring – if not legislating – social media networks to filter posts, videos and threads related to terrorism, misogyny, racism, hate speech of all kinds, paedophilia and even fake news.
Unilever, the consumer goods multinational which spent EUR 7.7bn (£6.8bn) marketing its brands last year, can chalk up some PR brownie points for making its stand public, though it has yet to wield the axe properly on Google and others. Another consumer goods giant, Proctor & Gamble has, slashing 7% ($140m) off its quarterly ad spend to June 2017, the bulk culled from digital channels. Far from harming sales, it recorded a 12% rise in income for the period.
P&G’s stated reason may have been different: that for all its consumer tracking technologies and direct micro-targeting, digital accountability was proving far from perfect. The effect was to cast further doubt on the efficiency and transparency of digital.
The latest intervention plays into the hands of Europe’s broadcasters.  Analysts at Liberum, for example, see an opportunity for ITV to take a bigger slice of the UK online video advertising market. ITV has a 45% share of the UK TV advertising market but only 6.5% of British online video advertising, the investment banking and research company states.
Sky, Scottish broadcaster STV and Channel 4 have all launched targeted ad products which are proving to spur investment. Sky, which was first to bring targeting into the linear broadcast environment, reports AdSmart delivering a 75% return rate, with channel-switching during a targeted advert reduced by 48%. The integration of AdSmart into Virgin Media set-top boxes will give advertisers access to 30 million viewers in the UK and Ireland, and give TV sales teams more scale to compete with social media networks.
Meanwhile, Channel 4 saw digital revenues from its All 4 multiscreen streaming service climb 24% year-on-year to £102m (figures at July 2017) and offers personalised advertising via All 4 across smart TVs, mobile, tablet and games consoles.
One challenge for broadcasters and platforms when offering targeted advertising – and indeed for the wider data-driven marketing ecosystem – will be to stay compliant with the European Union’s incoming data directive (GDPR), which activates in May. By all accounts, the broadcasters have been pretty rigorous about getting buy-in for use of personal data from all VOD subscribers.
Into this space will soon march the European Broadcaster Exchange (EBX) and it could not be more timely. The joint venture of ProSiebenSat.1, Mediaset, TF1 Group and Channel 4 combines the VOD platforms of each member and will claim to reach 160 million viewers a month when it goes live later this Spring. It will offer advertisers the chance to create pan-European campaigns, at a scale currently only offered by Facebook and YouTube, combined with what EBX believes is the strong demand for high-quality and brand-safe video advertising environments.
Delivering a true premium quality of service is the broadcaster’s ace card – not just in terms of viewer experience, but for advertisers too. It is the key differentiator between broadcasters and the likes of Facebook and YouTube, where three seconds is enough to count as an advertising view.
No-one expects an aggressive shift of money from established online budgets to TV, but there is a window of opportunity that broadcasters can exploit. The Internet giants are shaping up to their own challenges. Google, for example, is pouring money into AI in a bid to track and remove offending material as soon as it is uploaded and at an efficiency which is not humanly possible.
Internet advertising promoters are also keen to move the agenda on. “It is now more critical than ever to reinforce the quality of the digital advertising environment to ensure that advertisers have strong confidence, and underpin the delivery of free content,” says Townsend Feehan, the CEO of the Interactive Advertising Board Europe. “Ensuring that viewable impressions are measured correctly and consistently across all markets in Europe is a key first step.”

Intel beams image directly onto your retina with smart-looking smart glasses


 RedShark News 
What if smart glasses didn’t make you look like a techno cyborg jerk? That’s what Intel is making, or as  Ther Verge puts it: smart glasses that won't make you look like a Glasshole. Not designed to conjure 3D projections before your very eyes, nor capable of the rich mixed-reality experience targeted by Microsoft Hololens and Magic Leap, the form and function of these glasses are intended for every day and unobtrusive use – an important lesson to get right if the failure of Google Glass is anything to judge by.
There is a clue in the internal name of the project, ‘SuperLite’, referring to the goal for the glasses to weigh less than 50 grams.
Unveiled as Vaunt, Intel shared details on the prototype in an exclusive interview with The Verge. Rather than integrate a bulky camera, the frame contains a red low-powered laser (VCSEL or vertical-cavity surface-emitting laser) that projects text onto a reflecting area in the glasses' lens. That image, of 400 x 150 pixels, is then beamed into the back of your eyeball, directly onto the retina so you can read it.
All this is claimed to happen at an intensity so low that you should not risk damaging your eye. The iPhone X contains the same laser for facial recognition.
Because the image sits directly on your eye, near- or far-sighted users can see the text as clearly as someone with 20-20 vision. Of course, these users will still need prescription lenses in their Vaunts to see the outside world clearly. 
The plastic frame also contains a battery intended to give 18 hours of life.
Intel says it will launch a developer’s program this year to open up the tech to other services and devices and will eventually integrate voice assistants via a small mic. Vaunt already works over Bluetooth with an Android or Apple smartphone.
Intel says it aims to offer ambient, contextual information when you need it, but the use-cases it outlines don’t exactly sound like things that will persuade many to swap their phone for one; getting directions, checking a recipe, viewing restaurant ratings, an occasional email notification. These are the sorts of basic information offloaded to smartwatches - and who has one of those?
Yet, the notifications appear about 15 degrees below the user’s “relaxed line of sight,” which means the user can easily ignore the display. The second the user looks up, the display disappears. What’s more, there’s no obvious sign to anyone else that the user is checking their dashboard since there’s no need for hand gestures. Instead, you interact with the information with subtle head movements, tracked by Vaunt’s AI.
 The Verge speculates that the device may rely on streaming content from apps based in the cloud, or from your smartphone via Bluetooth, to run its software. This could keep hardware requirements, as well as prices, low.

Intel sells off AR unit

The development also needs to be seen in the wider context of Intel’s business. Just before Vaunt was given its first outing, Bloomberg reported the company’s plan to spin off its augmented reality division into a separate company and sell off a majority of its shareholding.
The main IP in the AR division is Vaunt, itself derived from technology and personnel acquired by Intel in 2015 from AR outfit Recon Instruments.
This could be, as Bloomberg suggests, designed to raise cash and bring in experts who can turn the prototype into a commercial retail device. It may also be because Intel’s core business is making processors and it doesn’t want to shoulder the R&D cost of a peripheral business.
After all, last autumn, Intel shuttered development of mixed-reality headset platform Project Alloy and discontinued the RealSense SDK for Windows, although it continues to market the RealSense cameras which capture depth data from images.
Google Glass, meanwhile, hasn’t gone away. Google has refocused its efforts on the business world with the Glass Enterprise Edition. GE, Volkswagen, Boeing and DHL are among around 50 organisations testing it.
Assuming Intel can find the right investors/partners, then Vaunt is a step in the right direction for wearable VR, short of inserting a chip into one’s optical cortex, of course. There’s probably a division working on that too. Intel Inside.

Wednesday, 14 February 2018

Panasonic Lumix GX9 aims to be the perfect street photography camera

RedShark News
The new Lumix GX9 from Panasonic looks set to build on the success of its compact camera range with much improved stabilisation, 4K photo mode and much more.
Panasonic has introduced a new compact in its Lumix range targeting wannabe paparazzi and discrete street photographers. Given a sleek profile the DC-GX9 is rigged with features for run and gun reportage including a view finder that tilts up 80-degrees offering an extraordinary shooting style.
Retailing at £699 body only from next month, the Lumix DC-GX9 houses a 20.3 megapixel sensor, the same as in the flagship G9, and its 4K video prowess is rated at 3840x2160 in 25p or 24p in MP4.\
However, what marks the camera out is the viewfinder that tilts up 80-degrees and makes for surreptitious photography by enabling you to hold the camera down around the hips and still see more or less what you’re shooting.
This version of the Live View Finder (LVF) has an eye sensor AF which starts auto focusing as soon as it’s in use “to ensure no shooting opportunity is missed”. 
The LVF boasts a 2760,000-dot equivalent resolution, “almost” 100 per cent colour reproduction, 16:9 aspect ratio, a 1.39x / 0.7x (35mm camera equivalent) magnification and 100 per cent field of view.
To save power, the camera will automatically enter sleep mode after detecting the eye is off the LVF’s eye sensor at a designated time. Panasonic claim approximately 900 images per battery charge is achieved with this power-saving function.
It comes with a 3-inch touch screen monitor too of course and this also tilts up 80-degrees and down by 45-degrees, which should make shooting in either high or low angles easier. With a 1240,000-dot resolution this monitor allows you to check composition on screen even in total darkness by boosting the sensitivity.
The Contrast AF System, “excels in both speed and accuracy”, according to Pana, by exchanging a digital signal between the camera and the lens at a maximum 240 frames per second. As a result, the GX9 achieves high-speed AF of approximately 0.07 sec (not quite as fast but darn near it as the G9) and high-speed burst shooting at 9 fps (AFS) / 6 fps (AFC) – useful for capturing those urban riots or police car chases in-focus.
A variety of AF functions including Face/Eye Detection AF and the popular Pinpoint AF function assist with a wide-ranging of shooting situations. For example, the Low Light AF makes it possible to set focus on the subject more precisely - even without the AF assist lamp in extremely low-lit situations down to -4EV.
The 5-axis Dual I.S. (Image Stabiliser) is also carried over from the G9 for more effective suppression of blur. This works in both photo and video mode including 4K and is compatible, as with others in the Lumix G range, with a wide variety of digital interchangeable lenses.
To further reduce motion blur, the GX9’s shutter unit incorporates an electromagnetic drive which is said to reduce the risk of shutter shock by approximately 90 per cent. The sound of the mechanical shutter is also softened in another nod to the desire for street snappers to minimise their presence.
There’s a Light Composition mode which combines a sequence of images in the camera and self-selects and saves the brighter pixel. This makes it possible to produce “more dramatic” images of situations such as fireworks or night scenery, Pana claims.
Another way to quickly select the best shot out of hundreds of frames is via the Auto Marking function. This allows you to jump to a frame where the difference is obvious between consequent frames to minimise the time for choosing the best shot. 
There’s an exposure dial for quick change of exposure setting, a Focus lever for tuning between AFS, AFC and manual without diving into a menu, and Focus Bracketing, which permits 999 images to be shot with different focal distances. 
Also new to the Lumix GX9 is the option to shoot photos with and without creative filter options applied simultaneously. RAWs can be developed in the camera, allowing independence from access to a computer. Sophisticated modes, such as Multi exposure and Time lapse shot/ stop motion animation are also available.
Naturally there’s Bluetooth and Wi-Fi connectivity and once paired with the Panasonic Image App, you can shoot, browse and share images remotely.  Compatibility with Bluetooth 4.2 (also called Bluetooth Low Energy) enables constant connection with a mobile device with minimum power consumption. This enables the camera to activate by simply using a smartphone/tablet or to add GPS geotag on the photos automatically.

Tuesday, 13 February 2018

Assessing the progress of UHD

Broadcast Bridge


The Broadcast Bridge assesses how far UHD has come and finds rollout hindered by being inextricably bound up with the complexities of High Dynamic Range (HDR). The industry will be hoping for 4K consumer displays sales to kick off with the UHD HDR broadcast of the FIFA World Cup from Russia this summer.
“Many consumers have already got 4K TVs in their home, but are often mainly watching upscaled HD, or even SD, content on it,” he adds. “Many probably wouldn’t notice a significant difference in quality, as they don’t necessarily understand picture heights away from the screen, and wouldn’t necessarily get a huge display to make the difference obvious, but know they have ‘the latest technology’.
While Sky and BT have launched successful UHD services without HDR, there is general agreement that 4K needs to be a significant visual improvement over the current technology (i.e. HD) for customers to pay more for it.
“This is especially true on the production and professional facility side of the equation – due to the need to upgrade equipment that can handle the higher bandwidth required for baseband signals (~12Gbps),” says Matthew Goldman, svp, Technology, Media Solutions, Ericsson. “Content providers and operators have therefore been evaluating the ROI on delivering 4K versus the benefit achieved, and this has delayed some deployments.”
But if, as seems the case, the investment in infrastructure needed for HDR is relatively minor and can often be handled in the current equipment, what’s the hold up?
“There are too many different HDR formats being touted, causing industry confusion about how to proceed, which in turn has delayed deployments,” says Goldman. “Industry requests and attempts to simplify offerings (for example along the lines of a ‘grand alliance’ of proposals) have largely gone unheeded.”
Broadcasters have had to pause to evaluate the merits and market adoption of multiple HDR formats the leading trio being HDR10, HLG10, PQ10/Dolby Vision, where 10 reflects 10 bits. It’s assumed that HDR bundles in Wider Color Gamut/WCG).
“If there are too many formats to choose from, then it becomes a content management headache, so just like codecs, broadcasters would prefer fewer, or one, high performance version to work with,” agrees Green.
According to an IABM IBC 2017 survey, approximately 1/3 of those responding had no intentions of launching UHD delivery, the responses virtually unchanged from the same question at NAB 2017. Click to enlarge
When even your latest smartphone can shoot and record 4K the industry must have reached some sort of tipping point. Yet 4K combined with HDR has long been considered the ‘wow factor’ which will open up the next-generation TV viewing experience. As such, there is pent up interest – among broadcasters/producers/operators – to provide and deliver content in this format, rather than just the higher resolution.
“4K UHD rollout is still in its infancy,” says Rob Green, senior marketing manager, at Xilinx. “The camera sensor and display technologies for 4K are readily available, the workflows in more advanced parts of the world are capable of handling UHD. However, getting it to consumers, while making money, is presenting a challenge to broadcasters.”
According to Ericsson’s ConsumerLab TV and Media Report 2017, ownership of HD TVs has increased from around 75 percent in 2012 to almost 85 percent in 2017, and 4K/UHD TVs are now present in over a fifth of all homes.
Consumer demand for 4K content, and the ability for content providers to somehow monetise that demand, are key. The creation of 4K content does not appear an issue. A great deal of content is already being captured in 4K even though it doesn’t make it through the rest of the chain. A lot of YouTube content is being created in 4K for instance, because of phone and low-cost cameras capable of capturing it.
“Part of the issue holding back widespread 4K TV content consumption is the encoding and reuse of existing transmission infrastructure,” reckons Green. “HEVC/H.265 can enable this to some extent and new codecs are appearing, but you need receivers (set tops and TVs) that can handle decoding, which, particularly for set-tops, means investment with a clear ROI.
Consumers are buying new TVs with higher picture quality. Ownership of HD TVs has increased from around 75 percent in 2012 to almost 85 percent in 2017, and 4K/UHD TVs are now resent in over a fifth of all homes. Click to enlarge. Source: Ericsson, ConsumerLab TV and Media 2017.
“Many consumers have already got 4K TVs in their home, but are often mainly watching upscaled HD, or even SD, content on it,” he adds. “Many probably wouldn’t notice a significant difference in quality, as they don’t necessarily understand picture heights away from the screen, and wouldn’t necessarily get a huge display to make the difference obvious, but know they have ‘the latest technology’.
While Sky and BT have launched successful UHD services without HDR, there is general agreement that 4K needs to be a significant visual improvement over the current technology (i.e. HD) for customers to pay more for it.
“This is especially true on the production and professional facility side of the equation – due to the need to upgrade equipment that can handle the higher bandwidth required for baseband signals (~12Gbps),” says Matthew Goldman, svp, Technology, Media Solutions, Ericsson. “Content providers and operators have therefore been evaluating the ROI on delivering 4K versus the benefit achieved, and this has delayed some deployments.”
But if, as seems the case, the investment in infrastructure needed for HDR is relatively minor and can often be handled in the current equipment, what’s the hold up?
“There are too many different HDR formats being touted, causing industry confusion about how to proceed, which in turn has delayed deployments,” says Goldman. “Industry requests and attempts to simplify offerings (for example along the lines of a ‘grand alliance’ of proposals) have largely gone unheeded.”
Broadcasters have had to pause to evaluate the merits and market adoption of multiple HDR formats the leading trio being HDR10, HLG10, PQ10/Dolby Vision, where 10 reflects 10 bits. It’s assumed that HDR bundles in Wider Color Gamut/WCG).
“If there are too many formats to choose from, then it becomes a content management headache, so just like codecs, broadcasters would prefer fewer, or one, high performance version to work with,” agrees Green.
The ‘wow’ factor of HDR is undeniable and can be achieved by delivering 1080p50/60 HDR as the UHD format and have the display upconvert 1080p to 2160p (4K). The reasoning for this is that at least for the foreseeable future the screen sizes used in actual consumer viewing environments are not large enough to resolve the 4K resolution at the distance from which the screen is actually viewed.
“Some broadcasters are considering delivering content in [this format] and if the display supports HDR, then the end result will have a ‘wow factor’ nearly identical to viewing native 4K HDR,” says Hoffman. “As such, this alternative format is by far the ‘best bang for the bit’.”
With 4K already well-established in consumers' minds, the next selling technology may be broadcaster-friendly HDR.
Recorded UHD content is increasing in availability. The content producer will determine the native format and broadcasters (or any intermediary service providers or operators) are able to perform offline conversions as necessary. This removes much of the barrier caused by having too many format options.
Yet this is not the case for live events, due to the need for everything to work flawlessly in real-time. Including HDR in live is additionally problematic because of the issues mixing live with pre-produced content (such as a library of news or sports content, or commercial insertions where the commercials were produced in standard dynamic range [SDR] or in a different HDR format).
“The carriage of HDR metadata through the live plant has some complications as well (although if the hybrid log-gamma [HLG] format is used, there is no metadata generated),” notes Goldman. “The industry can certainly define some universal profiles to simplify matters, but that has not occurred yet. This is partially due to the newness of this technology, but it’s also partially a result of disagreements over which methodology is the best one to use.
Using dynamic metadata – or dynamic display mapping - is also much more challenging to implement in live production. It is therefore unlikely to be implemented in the near term, except as a pass-through of some premium pre-produced content.
“4K HFR is extremely unlikely to be used due to its increased complexity and added baseband bandwidth requirements,” says Goldman. “As more and more UHD services are launched, then more understanding will occur, which will hopefully lead the industry to ‘best practices’ and recommendations.”
The UHD-1 Phase 2 specification also includes Next Generation Audio (NGA), a technology providing some compelling reasons to implement. For example, personalisation of audio objects (such as adjusting the volume of the dialogue track to hear it better), relocatable objects (moving the location of the source of a particular sound), and a life-like 3D surround sound field.
“The availability of consumer ‘sound bars’ also makes it much easier for consumers to realise an impressive 3D sound field without the need for (or the resulting difficultly of installing) a large number of speakers in the room,” notes Goldman. “As such, some deployments will implement NGA, with or following HDR.”
High Frame Rates are a tougher issue because bandwidth and processing power doubles from 60Hz to 120Hz means that the infrastructure needs to be replaced, or codecs need to perform better to keep the bandwidth within current limitations.
“The processing capability is there, and the ability to carry streams even uncompressed is available for facilities to use (100GbE for instance) it’s a matter of balancing the cost of investment with the money you can make from it,” says Green. “HFR seems to be much lower down the list than 4K or HDR at the moment because the visual impact on its own isn’t compelling enough to make viewers pay more for the content, even though new TVs could probably quite easily support faster frame rates.”
OTT operators have the advantage of being able to test new formats over a ‘dumb’ broadband pipe, with the only changes required to process the signal being in the client device (and software downloadable in many cases). So, there already are some services up and running using up to 2160p50/60 (4K) with basic HDR (HLG10, PQ10, or HDR10).
Almost surprisingly is the OTT industry which is leading the UHD service delivery, although the strain it puts on the delivery system, both at the CDN and end-device level, means services are only available to few. Service providers such as Amazon, Netflix, Facebook and YouTube have embraced and promised to offer UHD to their users in an effort to both serve and further generate consumer demand. This is now driving improvements along the whole media delivery chain, including the codec of choice for UHD. The discussion on next generation codec formats, including HEVC, AV1 and PERSEUS, has never been so intense.
“True bandwidth availability is a key factor that will influence the widespread development and adoption of UHD services, especially for connected devices, whether to a mobile or fixed network,” argues Fabio Murra, SVP Product & Marketing, V-Nova. “The problem is that today’s networks still struggle to deliver data at the low latency and high bandwidth required to reliably stream UHD content. This is primarily due both to the large size of UHD video streams and the overall increased demands placed on networks following the rapid rise of IP-based video consumption. While telcos continue with costly and lengthy investments in upgrading and improving their mobile and fixed infrastructure, compression can help service providers improve the quality of their services and launch new ones, like UHD, today.”
The issue of severely disparate regional broadband speeds affects developed countries as much as developing ones. Murra cites Akamai’s State of the Internet report 2017 into the US which indicated that fixed broadband video connections ranges from 12 to 28 Mbps on average. “This often diverges greatly from real bandwidth availability, especially when analysed at peak times,” he says.
A recent McKinsey report consolidating data analytics from large video operators found that 32% of video sessions in fixed broadband households had connections of less than 1 Mbps, with only 10% of video delivered at more than 3 Mbps. With UHD content requirements being placed around an average of 25 Mbps, Murra insists more focus must be placed on how the industry addresses the challenge of real broadband capacity for very high quality content.
“In mobility the experience is even worse, with hardly any service offering resolutions higher than 720p today,” he says. “With 4G networks still falling back onto 3G and EDGE on many occasions and 5G years away from widespread use, it is only recent innovations in video codecs and compression technology that can help providers deliver monetizable high-quality services. We already demonstrated that UHD video can be delivered at 6-8 Mbps, making it a valuable proposition for the mass-market.”


Thursday, 8 February 2018

Amazon and Facebook waking up to the value of live sports content, as EPL bidding starts

Video Net
It is now more than a quarter of a century since Rupert Murdoch vowed to use premium sports content, specifically from the newly-formed English Premier League (EPL), as a “battering ram” to sell Pay TV subscriptions in the UK. It worked, and since then TV providers around the world have built huge paying audiences on the back of exclusive sports content.
Now, on the day that the auction for the next tranche of EPL rights spanning 2019/20–2021/22 opens, the sports rights industry is heading for another revolution. This is one in which the major Internet players – Google, Amazon and Facebook – are waking up to the value of live sports content, and are starting to chase the same distribution rights as established broadcasters.
Since new technology and changing consumer behaviour are driving a shift in how video content is created, delivered and consumed, sports fans now expect flexible options for viewing; broadcasters, rights holders and brands need to create more content and viewing options than ever before.
Comcast Technologies, in a white paper with Akamai, suggests: “The winners will be those most able to acquire, deliver and generate value from premium sports content for a new generation of fans.”
The value of EPL rights this time will probably smash the £5.14 billion which Sky and BT paid between them for the previous round in 2015. Some commentators predict that bids could double and break the £10 billion mark – that is without taking into account the additional international rights which in the last round (2016-19) netted the EPL a further £3bn.
Such an income will far exceed that of the most lucrative league in the world, the NFL. U.S broadcasters, including NBC and CBS, paid $27 billion (£20bn) for NFL matches but that was over the eight-year period 2014-22.
Interest from large OTT players has helped inflate the EPL price. Amazon, in particular, is widely tipped to pick up at least one of the packages the Premier League is offering. Eurosport (reinventing itself as a digital-first service) has also been linked to a bid, although it will not have CEO Peter Hutton at the helm. He has been lured by Facebook, which wants more live sports properties to build communities around its ad-supported premium content platform, Watch. If you want to watch World Surfing, then Facebook is the exclusive home for it.
Media analysts at German investment bank Berensberg believe Amazon will be prepared to take a loss if an EPL deal ultimately puts it in a better position to increase Amazon Prime Video’s share of the global SVoD market.
The linear OTT Pay TV market in Europe had reached 7.4 million subscribers at the end of September 2017 (according to Dataxis) – a growth driven by specialised sports (and kids) content. Subscribers to OTT sports platforms account for a quarter of the total, Dataxis found, and the digital services are proliferating as rights holders and sports properties look to counter flagging linear TV ratings.
The direct-to-consumer approach has been embraced by sports-centric aggregators like Eleven Sports and DAZN and leagues or federations with the MLB.TV, WWE Network, NFL GamePass and NHL TV services.
“They offer fans the flexibility to watch live away from TV, whilst offering rightsholders the ability to own each fan’s personal, shopping and behavioural data, using this to advertise and cross-sell with regional, targeted messaging – a relationship which is missing from linear TV,” suggests Gareth Capon, CEO at Grabyo, which creates and publishes content for sports clients on social media.
Broadcasters are looking to give customers the same flexibility in viewing while also keeping them within the live Pay TV product with their own online services: Eurosport Player, beIN Sport Connect, Fox Sports Go, Sky Go and NOW TV.
The daddy of the them all is about to launch in the U.S. – Disney’s ESPN-branded OTT sports offer will feature Major League Baseball, NHL and Major League Soccer, as well as events not currently featured on the main ESPN channels like rugby and cricket.
With the technical back-end, including customer authentication, under the command of BAMTech, the technology outfit Disney bought from the MLB for $2.5 billion, and a new base for BAMTech Europe in Amsterdam, Disney has a launching pad for the service on this side of the Atlantic. Having already dabbled in EPL broadcasts in 2010, when it picked up the pieces of the failed Setanta operation, ESPN may well be preparing to try again.
After all, if sports rights are a proven battering ram for building a premium business then the EPL is unarguably the best property to do it with in Europe. On the verge of buying Fox, and with it potentially Sky (and its digital products) Disney could do worse than asking Rupert Murdoch.

Winter Olympics will become the first ‘social media games’

Video Net
Internet streaming records may well be broken this week when the Olympic torch lights the official start of the 23rd Winter Olympiad but it will be the avalanche of social media support for the Games action over the next fortnight that should attract most industry attention.
The IOC may be a 124-year-old organisation, but it has never been conservative where production technology is concerned. It is making extensive use of technology such as 4K UHD and High Dynamic Range (even 8K UHD HDR) to present what it considers the pinnacle of sporting achievement in the best light possible.
Nor, to give due credit, is it lost on IOC members that the Olympic brand needs an infusion of youth to sustain its mammoth machinery into the next century. The IOC subsidiary, Olympic Broadcasting Services (OBS), has laid extensive IP circuits around the South Korean venues and, for the first time anywhere, some 5G connectivity for live contribution (both to reduce latency and to deliver more material than ever to the connected platforms of its rights holders). OBS has also prepared its most sizeable social media production yet.
Content+, as the OBS service is called, has been introduced to satisfy its rights holder’s request for more social media-relevant content that can be rapidly browsed, pulled and published. It primarily consists of 1-3-minute video clips, plus items like medals compilations, ‘music and cultural’ compilations, athlete interviews and venue aerials curated by OBS and aggregated for broadcasters to dip into.
Olympic rights holders, don’t forget, are, for the most part, public service and free-to-air broadcasters, a group ring-fenced by the IOC for the value of their massive audience reach. Their primary concern is the live linear HD broadcast, with social media channels playing a supporting role.
This, though, is changing – and nowhere more dramatically than in the decision to award Discovery-owned Eurosport almost exclusive European rights to these and the next three Games for EUR 1.3 billion. While some territories have retained simultaneous free-to-air coverage (the BBC will have a healthy broadcast schedule, but its online commitment has been slashed because of the deal) Eurosport’s then chief Peter Hutton convinced the IOC that it could deliver the growing, younger demographic it needs by making a digital-first play. Hutton’s coup did not go unnoticed by Facebook, of course, which will welcome him onboard once the Games are over.
So Eurosport’s coverage will be scrutinised closely. Its strategy also recognises that social media is critical to the broadcaster’s long-term goal of ramping subscriptions to Eurosport Player and ultimately being the ‘Netflix for Sports’ before Disney arrives with its ESPN branded SVOD.
Eurosport could have topped and tailed the IOC’s Content+ but has instead invested in its own social media content creation effort from PyeongChang. This involves a team of at least 50 on the ground – a mix of editorial crew and digital ‘influencers’ working out of a mobile facility Eurosport has called the ‘Radical Van’. They will create multi-language content to support Eurosport’s 48 territory Games coverage.
Eurosport also appointed U.S agency Cycle to create editorial for publication on Snapchat in Europe as part of a wider agreement that Discovery has for producing mobile-first shows for Snapchat’s Discover platform. (Incidentally, Buzzfeed is performing the same role out of PyeongChang for NBC Universal and its bespoke content coverage of the Games on Snap).
The Eurosport Player will already allow fans to ditch the traditional schedule, to ‘zone-in’ on sports or aspects of sports (augmented graphics tracking of speed skaters, maybe) to customise their own coverage from up to 4,000 hours of total available output across two weeks. Social media chunks this up further in ways which production teams have yet to fathom. Will ‘social’ supplement live action as a second screen? Will it encourage more live views to major moments? Will it prove popular for more esoteric content?
Perhaps the most significant part of Eurosport’s effort is the introduction of a bespoke cross-platform measurement tool to understand just how effective its coverage will be on its linear and digital properties and over social media. Eurosport is giving itself a head-start by slashing the cost of Eurosport Player in some countries, including across Benelux, from EUR 6.99 to 0.99 for February.
The so-called ‘Total TV’ cross-measurement solution was co-devised and is being implemented by French marketing and advertising giant Publicis. “Official audited data from television and online measurement systems are at the heart of the calculation,” explained Chris Jones, Publicis’ Global Lead, Research & Evaluation in its Sports & Entertainment division. “Clever use of survey research allows us to understand the crossover in people who connect with the Games via both TV and digital/social platforms, meaning we can remove any double-counting and determine the true pan-European audience reach of an event for the first time.”

SMPTE to publish IMF for broadcast and OTT delivery

Rohde & Schwarz 


Before NAB in April there will be a new file format available for facilities, broadcasters and online publishers. Based on the existing Interoperable Master Format (IMF), the new specification will be adapted for online delivery rather than the Hollywood Studios cinema and archive focus of the original.



SMPTE joined forces with the UK’s Digital Production Partnership (DPP) on the project which will specify breakdown of different elements — video and audio packages, composition playlists (CPLs), and output profile lists — with references to all relevant SMPTE standards.
Why do we need another file format?
Broadcasters are looking to target new audiences and territories and to monetise their programme assets over a much longer period of time. While they are doing that they also need to maintain quality. So, the need to keep high-quality files for re-versioning for new broadcast and online deliveries is more important than ever.
For UK and US broadcasters there are two primary use cases: incoming, meaning buying content masters for further compliance processing; and outgoing, which is sales mastering. The goal is to implement a system that addresses the myriad metadata requirements of television and OTT while fitting into broadcasters’ sizable existing archives of content.
Different versions
There shouldn’t be too much different between the core workflows for IMF version 1 and the broadcast/online version but there are changes. For instance, a broadcast version will need to transport advertising break information to support stitching of assets at playout.
The TV community also has additional metadata to describe content genres, audio layouts and identifiers that are not used within the cinema world.
There is also a missing unifying aspect to IMF which has prevented it from becoming a true mass-market format. The new version should address this.
IMF delivery standards
Each studio still has their own IMF delivery standards, both input and output specifications, and the broader content creative and delivery community feels that IMF is really more like 5-6 different flavours of a similar standard, since they have to make IMF Flavour A for Netflix, IMF Flavour B for a major studio and IMF Flavour C to feed their finishing/transcoding tool.
In addition, componentized media workflows like IMF are very powerful and drastically simplify operations, but they are very complex in the back end. It requires a good platform and adapted management tools to enable simple, cost-effective solutions to ingest, manage, search/find/retrieve and transform IMF for the necessary workflows. And very few platforms have developed the data model and toolset.
A key requirement for facilities and broadcasters to meet this spec is to have a mastering system compliant with IMF. Rohde & Schwarz’ CLIPSTER meets that need. Since version 5.9 it offers a complete workflow from mastering, versioning to merging and refining IMF packages, which has been continually improved and augmented up to the current release 6.5. And as a member of the SMPTE IMF group, Rohde & Schwarz actively drives the development of the format.
Look out for more information as SMPTE publishes the IMF for broadcast and online in the next few weeks.