5 Things You Should Know About 360 Video Resolution

As VR technology becomes more commonplace, video quality helps to make a good user experience. It’s important to understand that screen resolution for 360 videos is different than standard screen resolution.

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Beasley Media Group

Beasley Media Group, Inc. is a subsidiary of Beasley Broadcast Group, Inc. (NASDAQ: BBGI), which was founded in 1961 by George G. Beasley. Today, Beasley Broadcast Group owns and operates 69 stations (50 FM and 19 AM) in 16 large-and mid-size markets in the United States. Approximately 20.1 million consumers listen to Beasley radio stations weekly over-the-air, online and on smartphones and tablets and millions regularly engage with the Company’s brands and personalities through digital platforms such as Facebook, Twitter, text, apps and email.

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Business

Netflix versus Amazon Prime Video – depth versus breadth

Article | July 11, 2022

The first half of 2021 has been a year of continued change and disruption for subscription video. The global incumbent subscription video on demand (SVOD) leaders, Netflix and Amazon Prime Video, have been busy signalling to the financial markets how they intend to entrench their market dominance in light of the ongoing market acquisition pushes unleashed by the D2C disruptors following the D2C ‘big bang’ moment of Q4 2019 – Q2 2021. Netflix announced in January that it was no longer going to borrow on the financial markets to fund its day-to-day operations – specifically for its content acquisition budget, which is now driven predominately by commissioning original content for its service. This leaves the SVOD leader with $14.9 billion of outstanding long-term debt to service as it seeks to live within its means by commissioning future content from its ongoing cashflow. In Q1 2021 alone Netflix spent $500 million on servicing this debt pile versus $1.7 billion in net income generated over the same period.

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Technologies, Business

The productisation of music rights

Article | July 20, 2022

News that New York-based Pershing Square Tontine Holdings is planning to acquire 10% of UMGis the latest in a wave of financial transactions in the music rights space. Alongside this, Believe’s impending IPO has the potential to be one of the biggest things to happen to the independent music sector in some time, and comes as part of a wave of IPOs (e.g.WMG,UMG), SPACs (e.g.Anghami,Reservoir) and no end of catalogue funds and acquisition vehicles. This trend, with good cause, has been referred to as the ‘financialisation of music’ but that only captures part of what is at play here. This is more than simply an influx of capital and debt; financial institutions are now becoming part of the plumbing of the music business, and in turn they are changing the definition of what constitutes success. This shift in objectives and desired outcomes has the potential to rebalance how the music industry operates.

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Technologies, Business

What are the most popular types of YouTube videos in 2021?

Article | August 3, 2022

Withover two billion userslogging onto YouTube every month, brands would be remiss to ignore the platform in their marketing strategy. However, like any marketing initiative, simply uploading a video to YouTube isn’t going to guarantee views, shares, likes, or success. Success comes down to creating therightcontent. A big part of this is understanding the type of content that historically does really well on the platform; in this case, the different kinds of YouTube videos get viewed most, especially by your audience. Mediakix, an influencer marketing agency, broke down the top 16 most popular types of videos on YouTube in a handy infographic below, but is this the right content for marketing your business?

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Technologies

Ongoing transitions in gaming industry

Article | January 19, 2021

The gaming industry is continuously evolving with current transitions derived from VR/AR, blockchain, 5G and cloud computing. The aim of this transition is to fulfill requirements of gamers such as reducing the cost of gaming, developing more immersive experience, converting tools bought in games as transferable assets, enabling gamers to play graphic intensive games on low cost devices. Currently popular games are on the go to create augmented reality versions to be played on AR headsets with their mobile phones. The google stadia platform(a platform where graphic intensive games run in data centers and gamers can play them via web browsers) has also enabled the gaming industry to eliminate the computing limitations imposed by running games in mobile devices. The only barrier in coupling both technologies to have the best of both worlds is low bandwidth of 4G which will soon be expanded when 5G rolls out in the market. TRANSITIONS IN GAMING INDUSTRY The real time game play is currently not possible for games running in data centers and being rendered on web browsers of a gamer’s device as there is latency in reflecting the character’s action on the press of a button. Such a transition will eliminate the need for highly expensive gaming consoles which has been curbing the growth rate of the gaming industry. One more concern from gamers that’s being a barrier in revenue generation for the gaming industry is that the weapons, power packs, kits and tool kits bought in any game are simply virtual and become useless when they are done with the game. The idea to buy such time bound utility becomes insensible for players. So, now the gaming industry is evaluating the option to register these buyouts in games on blockchain which can later be used as a non tangible asset by players to trade easily. The gaming theory that’s getting popularised these days will eventually leverage the AR and VR technology to transform the education industry. The idea to provide customers with user manuals running in augmented reality that can enable a non trained worker to operate the machine is also booming. Solidworks by 3Dplm is one such tool that’s heading in this direction. The transitions mentioned above are quite exciting and the way gaming industry and mentioned technologies are evolving we can expect to get our hands on such exciting gaming technology soon too at a fraction of current costs.

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Spotlight

Beasley Media Group

Beasley Media Group, Inc. is a subsidiary of Beasley Broadcast Group, Inc. (NASDAQ: BBGI), which was founded in 1961 by George G. Beasley. Today, Beasley Broadcast Group owns and operates 69 stations (50 FM and 19 AM) in 16 large-and mid-size markets in the United States. Approximately 20.1 million consumers listen to Beasley radio stations weekly over-the-air, online and on smartphones and tablets and millions regularly engage with the Company’s brands and personalities through digital platforms such as Facebook, Twitter, text, apps and email.

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MediaKind claims first with multichannel 6K 360-degree livestream

FierceVideo | December 10, 2018

MediaKind, the media services company spun off from Ericsson, says it has a first on its hands after a recent multichannel 6K 360-degree livestream of a basketball game.Working with Deutsche Telekom, Tiledmedia and Magnum Film, MediaKind livestreamed a recent match between Telekom Baskets Bonn and EWE Baskets Oldenburg from the Telekom Dome in Bonn, Germany, to customers of Deustche Telekom’s commercial Magenta VR service via a consumer app.Deutsche Telekom commissioned Magnum Film for the on-site acquisition and production of the sports event in 360-degree video to show how 360-degree viewport adaptive ClearVR video can augment the traditional live broadcast consumer experience.“Consumers are always seeking new ways to experience their favorite sports content. Through the rapid evolution of 360-degree technology, we have the potential to push boundaries and take the consumer to the heart of the game itself,” said MediaKind CEO Angel Ruiz in a statement. “The success of this world first live sport event using 6K 360-degree video with ClearVR tiled format is a major milestone for our team of engineers and our partners who turned this around in a short space of time. This demonstration encompasses MediaKind’s singular goal: to enable our customers to create and efficiently deliver immersive media experiences.”

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MediaKind claims first with multichannel 6K 360-degree livestream

FierceVideo | December 10, 2018

MediaKind, the media services company spun off from Ericsson, says it has a first on its hands after a recent multichannel 6K 360-degree livestream of a basketball game.Working with Deutsche Telekom, Tiledmedia and Magnum Film, MediaKind livestreamed a recent match between Telekom Baskets Bonn and EWE Baskets Oldenburg from the Telekom Dome in Bonn, Germany, to customers of Deustche Telekom’s commercial Magenta VR service via a consumer app.Deutsche Telekom commissioned Magnum Film for the on-site acquisition and production of the sports event in 360-degree video to show how 360-degree viewport adaptive ClearVR video can augment the traditional live broadcast consumer experience.“Consumers are always seeking new ways to experience their favorite sports content. Through the rapid evolution of 360-degree technology, we have the potential to push boundaries and take the consumer to the heart of the game itself,” said MediaKind CEO Angel Ruiz in a statement. “The success of this world first live sport event using 6K 360-degree video with ClearVR tiled format is a major milestone for our team of engineers and our partners who turned this around in a short space of time. This demonstration encompasses MediaKind’s singular goal: to enable our customers to create and efficiently deliver immersive media experiences.”

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