New Goals for Innovating Live Sports

Sports broadcasting has always been on the forefront of technology both by developing products specifically for the sporting market such as sports graphics, annotation and ball tracking and also by pressing nearly any new technology that comes along into production. The result of this relentless thirst for technology is year-by-year better and better productions done in more innovative and often lower-cost ways.
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OTHER ON-DEMAND WEBINARS

Replicating Human Vision for Accurate Testing of AR/VR Displays

radiantvisionsystems

Near-eye displays – like those used in augmented (AR), virtual (VR), and mixed (MR) reality devices – project visual objects and information in close proximity to the human eye, sometimes encompassing the user’s entire angular field of view. This proximity not only magnifies display projections, but also enhances defects like non-uniformity, line and pixel defects, poor image clarity, and image positioning issues. To accurately test the quality of displays that are viewed so near to the eye, the measurement solution should take into account the position, limitations, and characteristics of the human eye, especially within the unique viewing environment of an AR/VR headset.
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Re-bonding Strategies: Building Loyalty Through Content

Acquiring and retaining viewers is a long game that requires streaming providers to leverage their content to the fullest and through data-informed decisions. In this webinar, you will learn how leading providers are making the most of their content to secure the audience.
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Now you can tie game performance to granular features and game attributes

Used by leading game publishers to create winning, data-driven mobile strategies, App Annie Game IQ provides the most sophisticated game genre classification and deep Feature Tags available in the market.
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Games and Learner Engagement: Gamification, eLearning, and Virtual Reality

crowdcast

When you hear or see the phrase “educational game,” are you envisioning something valuable and engaging? Or a fun activity with little benefit? Too often “fun” and “valuable” are seen on two ends of an educational spectrum. Learning experiences—either in the person or online—can either be useful for the learners, providing opportunities for connecting to the content, or they can be fun games, used exclusively for review. This view is supported, in part, by existing “educational” materials, that are either light on content or unappealing to learners.
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