{"id":197521,"date":"2017-06-08T23:10:41","date_gmt":"2017-06-09T03:10:41","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/tackling-tech-a-virtual-reality-check-for-nfl-fans-patriots-com\/"},"modified":"2017-06-08T23:10:41","modified_gmt":"2017-06-09T03:10:41","slug":"tackling-tech-a-virtual-reality-check-for-nfl-fans-patriots-com","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/tackling-tech-a-virtual-reality-check-for-nfl-fans-patriots-com\/","title":{"rendered":"Tackling Tech: A Virtual Reality Check for NFL Fans &#8211; Patriots.com"},"content":{"rendered":"<p><p>    True virtual reality has quickly captured the imagination of    content owners, tech vendors and fans. However, capturing    and holding the attention of fans with an immersive experience    does have its challenges .Those who seek to redefine pro sports    viewing will need to overcome core tech and network    infrastructure obstacles.  <\/p>\n<p>    Last week alone, the MLB and NBA announced deals with VR    vendors to deliver a weekly game of the week to fans in virtual    reality. The NFL last year provided game highlights and an    original series in VR on-demand but has yet to stream live    content such as game casts  <\/p>\n<p>      The NFL worked with NextVR to create highlights and      commentary packages available after three games last season.      Source: NextVR    <\/p>\n<p>    VR's promise to provide immersive, super high-resolution images    from advanced cameras of live sports can spell trouble for    bandwidth pipes to the home. Tech vendors are feverishly    working to find ways to deliver more content using advanced    streaming methods and encoding over current broadband    pipes. Read  <\/p>\n<p>    Long-used for online gaming, virtual reality promises to put    sports fans front and center in the game without being at the    game. VR calls this immersion, with \"experiences\" ranging from    a single camera view to watching the action through a number of    cameras placed at different vantage points in the venue.    Individuals need the prescribed vendor's headset and to    download the accompanying app to their smartphone to get going.  <\/p>\n<p>      Virtual reality becomes real for a young Tom Brady fan.      Source: Patriots.com    <\/p>\n<p>    \"I don't think the home has the bandwidth to handle live VR so    it would have to be on demand,\" said one NFL source. That was    the league's approach last year when it partnered with vendor    NextVR to produce short highlights packages for on-demand    access (as in after the game concluded). It also partnered with    Google to co-create a nine-part original series in VR and    available on demand. Read  <\/p>\n<p>    Unlike other sports leagues, the NFL has to date, focused    squarely on short-form content creation for use after games    conclude or with the VR series, at any time via video-on-demand    systems.  <\/p>\n<p>      The NFL and NextVR last season created a series of postgame      experiences available on demand. Source: NextVR    <\/p>\n<p>    When asked if the Now Fun League would continue the projects    for the upcoming season, the answer was a bit unclear and    lacked detail, but seemed hopeful in terms of continued work    and interest in VR.  <\/p>\n<p>    \"The short answer is we liked what we saw across our VR    partnerships last year and will look to continue to do more    this year to build an NFL VR presence, develop internal    capabilities, and test fan interest,\" commented one league    spokesperson.   <\/p>\n<p>      Pro sports leagues and others have used Intel Corp.'s Voke VR      camera to capture captivating content. Intel last week signed      a three-year deal with Major League Baseball to do a game of      the week in VR. Source: Intel.    <\/p>\n<p>    The content capture devices, such as VR cameras from Voke,    which was bought by Intel last year, and NextVR have already    shot live sports action for streaming. It's how that precious    payload is delivered to fans that has received little public    attention Read  <\/p>\n<p>    \"Live football presents very different challenges from other    sports when it comes to a live VR production so we'll continue    to test until we feel we have a quality product for our fans,\"    the spokesperson added.  <\/p>\n<p>    One league source predicted VR streaming of live games is years    away, unless a VR company or network paid a huge sum of money    for the right to deliver a live NFL football game.    Read  <\/p>\n<p>    While the present is full of talk and marketing opportunities,    the NFL has taken what appears to be a more measured and    cautious approach with virtual reality. Instead of teaming to    broadcast live games on VR, the league last November    partnered with NextVR to help create a post-game    experience for fans that was available on demand not long after    three select games concluded.  <\/p>\n<p>    The \"experiences\" were to be about 10 minutes long from the    chosen sites and include a combo of expert commentary and game    highlights. For each production, press materials said, \"NextVR    will work alongside the award-winning team from NFL Films,    utilizing their experience and access to deploy NextVR's    virtual reality cameras throughout each stadium to capture    immersive views of NFL action like never before.\"  <\/p>\n<p>    The league understands well that virtual reality is a rapidly    evolving technology. \"This is a great opportunity for the NFL    to continue experimenting with the capabilities and    distribution of VR experiences,\" said William Deng, Director,    Media Strategy and Business Development at the NFL.    Read  <\/p>\n<p>    Also last season, the NFL produced its first original VR series    - a nine-part undertaking it created for launch on YouTube    using Google Daydream's headset.The league    was quick to say at the announcement last November that the    focus here is promotional.  <\/p>\n<p>    Vishal Shah, the NFL's senior VP of digital media, said of the    undertaking when it was announced: \"We want to get better    acquainted with the technology, the platform, the content we    can actually create and how our fans are engaging in the    content and viewing it.\"  <\/p>\n<p>    NFL Films, an asset other pro leagues lack, produced the 5- to    10-minute episodes which covered players, coaches, executives,    cheerleaders and fans  <\/p>\n<p>    The NFL worked with Google is staff and equipment for the    series. Important to note is that the league and Google teamed    to develop, and is helping the NFL develop the app for the    Daydream View platform. Read  <\/p>\n<p>    In its quarterly State of the Internet report, Content Delivery    Network (CDN) kingpin Akamai Technologies, Inc. reported gains    in Internet connection bandwidth capacity. The average    bandwidth to homes rose to 18.7 megabits\/sec, for the first    quarter of this year, while peak bandwidth rose to 86.5    megabits\/sec.  <\/p>\n<p>    Canada finished behind global leader U.S. with an average of    16.2 megabits\/sec, and a peak of 78.7 megabits\/sec, according    to the comprehensive Akamai report.  <\/p>\n<p>    Intel produces 3-, 5- and 8-megabit virtual reality streams for    Major League Baseball, according to CTO of Intel Sports Group,    Jay Sankar. \"These bit rates are well within reach of a    significant number of homes and the experience is good with LTE    as well.\"  <\/p>\n<p>    The streams also include features including a    picture-in-picture of a zoomed in pitcher batter view, stats,    scores, and more, according to Sankar.  <\/p>\n<p>    The VR undertaking also has adaptive bit rate streaming (ABR)    tech at its disposal in the app. It has long been used with the    delivery of live video over public networks because it enables    the switching between bit rates based on the available    bandwidth at the time. Capacity is known to fluctuate on the    Internet. Read  <\/p>\n<p>    Conspicuously absent from materials\/public discussion\/ is any    mention of network infrastructure needed to deliver live,    multi-hour VR streams to a potentially huge audience. Some ask    if networks can survive.  <\/p>\n<p>    \"True VR is super bandwidth intensive and doesn't tolerate    latency (delay),\" explained Teresa Mastrangelo, Founder of Broadbandtrends LLC, a    network infrastructure and service provider market analysis and    consulting firm in Norfolk, VA. \"Only a small percentage of    homes already have the Internet connection needed to handle    this experience.\"  <\/p>\n<p>    \"What's uncertain is whether or not service providers will be    willing to spend to upgrade their infrastructure for an    application that may prove to be of high value to consumers,\"    she added. \"It's a bit of a Catch-22 situation today.\"  <\/p>\n<p>    Service providers may be facing spending on data center hubs,    optical transport connections, storage and more data centers    close to the network edge. Caching tech and products toward the    edge could help provide an improved viewing experience,    especially for non-live VR content.  <\/p>\n<p>    The NFL's on demand approach with short-duration (minutes)    streams would impose less strain on network and require less    service provider network infrastructure spending. Service    providers would likely focus on adding storage so the VR    programming can be located closer to viewers for a better user    experience. Read  <\/p>\n<p>    As virtual reality is an emerging technology and thus a    work-in-progress. The preferred price is free, be it for    streams of live games or for on-demand content. While this    helps attract fans to the experiences, it's not clear when we    will see an actual revenue model in this space.  <\/p>\n<p>    Models discussed include pay-per-view, inclusion in existing    league streaming subscription services and a standalone    subscription fee for VR content.  <\/p>\n<p>    The fan focused NFL's thinking here is clear as day. The NFL's    Shah said at the announcement of the nine - part VR series last    November: \"the project underscores that it's still early in the    VR game - with the league tapping the tech as a promotional    fan-engagement vehicle, rather than a revenue driver.\" Read  <\/p>\n<p>    There is no race to a finish line when it comes to sports    leagues deploying virtual reality. Determining how to provide    interested fans the optimal user experience they have been    shown and heard about is job one. Achieving this lofty    goal with a revenue plan would be even better.  <\/p>\n<p>    For these milestones to be reached all members of the virtual    reality ecosystem need to focus on ensuring the necessary    network infrastructure and embedded technologies are in place    to handle the top-rate delivery of VR streams and what should    be a resulting vertical increase in fan demand.  <\/p>\n<p>    Stay tuned.  <\/p>\n<p>    Bob Wallace is a technology journalist with over 30 years    of experience explaining how new services, apps, consumer    electronic devices and video sources are reshaping the wide    world of sports. Wallace has specific expertise in explaining    how and why advances in technology redefine the way sports    teams interact with their partners and fans. He's the Founder    of Fast Forward Thinking LLC. Read  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>More here:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/www.patriots.com\/news\/2017\/06\/08\/tackling-tech-virtual-reality-check-nfl-fans\" title=\"Tackling Tech: A Virtual Reality Check for NFL Fans - Patriots.com\">Tackling Tech: A Virtual Reality Check for NFL Fans - Patriots.com<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> True virtual reality has quickly captured the imagination of content owners, tech vendors and fans. However, capturing and holding the attention of fans with an immersive experience does have its challenges .Those who seek to redefine pro sports viewing will need to overcome core tech and network infrastructure obstacles. Last week alone, the MLB and NBA announced deals with VR vendors to deliver a weekly game of the week to fans in virtual reality <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/tackling-tech-a-virtual-reality-check-for-nfl-fans-patriots-com\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":7,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187744],"tags":[],"class_list":["post-197521","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/197521"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/7"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=197521"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/197521\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=197521"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=197521"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=197521"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}