OTT Back-end Platforms Age With The Demand of Sport Fans

December 12, 2018

The rise of sports streaming and the evolution of OTT technology seem to follow a similar pattern, with this ever-improving medium providing the perfect viewing outlet for sporting events, games and content of all shapes and sizes.OTT opens new possibilities for sports fans that haven’t been possible with traditional broadcasts.Why do young fans pay for OTT video? PwC has some interesting findings from their 2018 survey:Fans are typically willing to invest more for the content they desire but won’t buy a host of sporting channels. For instance, devoted football fanatics will fork out for a specialist football channel rather than a premium channel that happens to also broadcasts football.That’s why multiple top sports clubs (Juventus, Borussia Dortmund etc.) and leagues (NBA) are launching their OTT platforms. NBA, one of the precursors of sports OTT, is one of the few to keep its digital rights and monetize them throughout the world.

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Falcon Media House

Falcon Media House is a global digital media group, powering the new paradigm in media entertainment for intelligent streaming of live and on-demand video. Its goal is to create an ecosystem where great technology meets great entertainment and delivering the right audience. The Group is capitalising on the explosive demand for digital video, streamed “live” and “on-demand”, known as the Over-The-Top (‘OTT’) video streaming market. Falcon Media House focuses on Technology, particularly Quiptel’s innovative patented software enabling “intelligent streaming” on any network to any device, bridging the “last mile” while dramatically improving Quality of Service (‘QoS’) and Quality of Experience (‘QoE’), and Media that supports brands, creators and rights-holders in bringing unique and exclusive content to a global audience.

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MEDIA AND BROADCASTING

The new chair of the FTC and antitrust 2.0

Article | June 22, 2021

The appointment of Lina Khan on June 15th to chair of the Federal Trade Commission (FTC) is poised to be a transformational one in the history of the world wide web. Khan came to prominence with an article in the Yale Law Journal, Amazon’s Antitrust Paradox, which identified the paradox of hegemonic tech service providers which bypass the US’ strict competition laws by offering lower prices to the end consumer. Under US antitrust law, the driving indicator of market monopolies are higher prices for the consumer – under this strict definition, none of the tech majors which dominate the digital economy are monopolistic. Indeed, some such as Alphabet and Facebook do not even directly charge the end user for their services. So, while both Google and Facebook dominate the global digital ad market, making an antitrust case against them under the current 20thcentury era regulatory framework is nigh on impossible. However, the absence of meaningful competitive challengers to these two incumbents in search and social advertising over the previous 15 years, despite the lucrative high margin business opportunities, implies that the competitive market is not performing according to classical economic theory. Khan has built a subsequent career on trying to square this circle, and now the Biden Administration has empowered her as the key instigator of the sweeping regulatory update required for a digital-first century.

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VR Headsets of the Future Might Be Made With Mirrors?

Article | June 4, 2020

Do you get headaches or feel nauseous while using VR headsets? About 20% of people do. Even if VR headsets don’t cause you physical discomfort, you might feel that your virtual worlds seem flat..That’s because they are flat. VR headsets using close-to-eye displays rely on lenses. While a lot of cool technology goes into them, they really work a lot like television or computer screens. Advancements like eye-tracking and autofocus try to fix these problems. But, they’ll never work. At least not according to Doug Magyari. Magyari and Immy, his company based in Troy, Michigan, believe that they have the solution: VR headsets that don’t use lenses.

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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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Best Oculus Rift Fitness Games 2020

Article | April 22, 2020

No matter what VR headset you own, there are some great virtual reality fitness games at your disposal. However, the Oculus Rift’s stacked catalog and quality exclusives makes it a great option for any fitness enthusiast. From games built around working out to enjoyable titles that make you forget about how active you are actually, there are hundreds of choices. That’s exactly why it can be overwhelming for those that just picked up a headset. To help you find the right fitness title for you, we here at VR Fitness Insider have come up with a list of the best Oculus Rift fitness games 2020. These games are an excellent part of anyone’s fitness journey.

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Spotlight

Falcon Media House

Falcon Media House is a global digital media group, powering the new paradigm in media entertainment for intelligent streaming of live and on-demand video. Its goal is to create an ecosystem where great technology meets great entertainment and delivering the right audience. The Group is capitalising on the explosive demand for digital video, streamed “live” and “on-demand”, known as the Over-The-Top (‘OTT’) video streaming market. Falcon Media House focuses on Technology, particularly Quiptel’s innovative patented software enabling “intelligent streaming” on any network to any device, bridging the “last mile” while dramatically improving Quality of Service (‘QoS’) and Quality of Experience (‘QoE’), and Media that supports brands, creators and rights-holders in bringing unique and exclusive content to a global audience.

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