Media and Broadcasting

Protecting the Media and Entertainment Industry with the Fortinet Security Fabric

July 20, 2022

Protecting the Media and Entertainment
Media and entertainment (M&E) firms are increasingly vulnerable to cybercrime.
Breaches and hacks against firms can result in compromised emails, early release
of films or transcripts, and diminished employee productivity due to system
downtime. Protecting content and intellectual property (IP) is at the forefront of
the M&E industry. Yet, the risk does not stop there. When content is compromised
as a result of a cyberattack, the companies face myriad implications.

Spotlight

Sports Entertainment Network

Sports Entertainment Network is a dynamic sports and entertainment business. We connect brands with fans across multiple platforms including radio, television, digital, publishing, stadiums and events – reaching over 3.5 million people each week. Our owned network of 15+ radio stations around the country is further supported by our syndicated live sport and specialist programming broadcast via our hundreds of broadcast partners. As well as our mighty digital platforms: the SEN app and sen.com.au which provide up-to-the minute sports headlines and stories; live sport streaming and on-demand podcasts.

OTHER WHITEPAPERS
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2020 Sports industry outlook In an Olympic year, “golden” opportunities abound throughout the sports industry

whitePaper | March 3, 2020

In December 2000, reports began to circulate within intelligence communities in the United States and Europe of a powerful new technology acquired by Iraqi dictator Saddam Hussein. It would allow Saddam to upgrade his guided missile programme and place many targets in the west within reach, went the whisperings. The name of the technology was the Sony PlayStation 2. Speculation that Saddam was “hoarding” hundreds of box-fresh PS2s in order to harness their extraordinary processing power was eventually debunked. But not before the Pentagon had thoroughly investigated the rumours.

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Sony Highlights its Evolution as a “Creative Entertainment Company with a Solid Foundation of Technology” at CES 2020

whitePaper | January 21, 2020

Sony seeks to deliver products, content, and services that resonate with people and affect a positive impact on society, based on its Purpose to "fill the world with emotion, through the power of creativity and technology." Sony Corporation President & CEO Kenichiro Yoshida spoke at the Sony press conference held ahead of the exhibition's public opening, stating that "Creativity is a powerful driving force that moves Sony forward. When it is combined with our technology, it is unstoppable." He then proceeded to introduce Sony's latest offerings and new developments from our electronics and entertainment businesses.

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3GPP achievements on VR & ongoing developments on XR over 5G

whitePaper | November 13, 2019

Definition of client architecture and API for VR streaming services. Set of operating points covering the large range of device capabilities from Carboards to high-end tethered HMDs. Definition of Media profiles: mapping of operating points to DASH delivery. System metadata is added to support rendering of 360 experiences on 2D screens, including the aspects of rendering without pose information.

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Metaverse as unique as its users

whitePaper | July 15, 2022

Neos is a virtual reality peer-to-peer metaverse for creators, educators and communities that reinvents and generalizes the way immersive social experiences, applications, games and other various virtual creations are built, to let them all coexist in one shared space. Users can build and distribute content right within Neos. The innovative underlying architecture - based on simple, yet powerful building blocks in an expandable future-proof way - is designed to dynamically synchronize complex worlds and behaviors

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Enabling the Metaverse

whitePaper | August 22, 2022

The Metaverse is on everyone's lips. After all, it is being treated as the successor to the Internet. Companies around the world are investing millions in its development. But so far it is unclear whether the preferences of people from different parts of the world about the Metaverse coincide or diverge. Therefore, over 1,500 people from Germany, the US and China were surveyed about their preferences in using the Metaverse. The results are presented in this whitepaper. The causal justification of these results is not the focus of the whitepaper. In addition, an introductory overview of relevant functions and technologies is given and, following the survey results, it is shown what impact the Metaverse can have on companies' business models and innovation processes and how they can approach the Metaverse

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Gaming and the Future of Experience Design

whitePaper | April 2, 2020

As digital interfaces become more immersive, game design is the paradigm we need to adopt to best serve our customers. A bold statement, yes, but the evidence is in accelerating trends on user engagement, ubiquity of technology, and maturity of experiences. Video gaming leads all other forms of entertainment For a dramatic illustration of how important game design has become, just check the high scores. The medium has outpaced all other entertainment categories in revenue and profit, pulling in $116 billion globally in 2017, compared to $105 billion for TV and streaming TV, $41 billion for movies, and $17 billion for music.

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Spotlight

Sports Entertainment Network

Sports Entertainment Network is a dynamic sports and entertainment business. We connect brands with fans across multiple platforms including radio, television, digital, publishing, stadiums and events – reaching over 3.5 million people each week. Our owned network of 15+ radio stations around the country is further supported by our syndicated live sport and specialist programming broadcast via our hundreds of broadcast partners. As well as our mighty digital platforms: the SEN app and sen.com.au which provide up-to-the minute sports headlines and stories; live sport streaming and on-demand podcasts.

Events