IS DEEP VIRTUAL REALITY THE NEXT BIG MARKET DISRUPTER?

| June 26, 2019

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In The Attention Merchants (2016), Columbia law professor Tim Wu argues that there are only two ways to gain share in an attention market. The first is to do something different; the second is to convince users to spend more of their time paying attention (p. 134). The pattern of new media since the 1800s—when media began to be shaped explicitly to gain attention—is that new media does something different until it reaches saturation by largely displacing existing media. Then it begins to find “edges” where increasing amounts of attention can be extracted from its audience.

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For more than 35 years, Bexel has supported major broadcasters in bringing the most important events to a global audience. Our team of technicians and engineers build custom, scalable broadcast solutions for a range of services including production equipment rentals, RF audio, 4K technology, fiber optic solutions, virtual production, systems integration, product sales, and auction services.

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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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Super-bundle plans reportedly missing from Apple Music’s new deals

Article | March 14, 2020

This is the ‘super-bundle’ that we (and the wider industry) have been speculating about ever since Apple revealed plans to launch subscription services for video, news and games – Apple TV+, Apple News+ and Apple Arcade respectively. From Apple’s point of view (not to mention its customers’) a single, discounted subscription covering its range of services makes a lot of sense. Music rightsholders are wary, however, with plenty of uncertainty around how the royalties from such a super-bundle would be divided between the different forms of entertainment.

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What's Really Holding Virtual Reality Back?

Article | March 18, 2020

It's been nearly four years since HTC and Facebook's Oculus launched this generation of virtual reality (VR) with the Vive and Rift headsets, respectively. They were supposed to be revolutionary products that would open up a new world of innovation that would disrupt nearly every aspect of our lives. Instead of being in every home, as hoped, VR is still a novelty with only a few million headsets in the market. HTC and Oculus are actually trailing Sony's (NYSE:SNE) PSVR, which recently surpassed 5 million headsets sold since launch. And the number of headsets being used on a regular basis is well short of that number. So why hasn't VR taken off, and can HTC and Oculus fix what's ailing the industry?

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Hulu Is Now the Biggest Name in Live-Streaming

Article | February 13, 2020

Not so long ago, would-be cord-cutters faced a tough choice: There was no streaming alternative to cable or satellite. It was the pricey bundle with a long-term contract or nothing at all. But the streaming revolution was approaching, and satellite provider DISH Network (NASDAQ:DISH) chose to hasten it rather than hunker down and fight it. DISH debuted something new in 2015: Sling TV, a "skinny bundle" live TV streaming service that offered a slimmed-down and streaming version of a cable or satellite bundle.

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Bexel Global Broadcast Solutions

For more than 35 years, Bexel has supported major broadcasters in bringing the most important events to a global audience. Our team of technicians and engineers build custom, scalable broadcast solutions for a range of services including production equipment rentals, RF audio, 4K technology, fiber optic solutions, virtual production, systems integration, product sales, and auction services.

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