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Telco plays in live entertainment

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Live entertainment is evolving fast, as greater connectivity and digitisation allows for new experiences for both the audience at the venue and the people watching online. How can telcos play a more valuable role?

Description

Format: PDF filePages: 43 pagesCharts: 18Author: David PringlePublication Date: January 2022

Table of Contents

  • Executive Summary
  • Introduction
  • Opportunities to enhance live entertainment
    • Amateur entertainment – a B2C play
  • Delivering high-definition/360-degree video
    • New broadcast technologies
    • Real-time encoding and compression
    • Traffic management and net neutrality
  • Real real-time coverage and stats
    • More data and more stats
    • Personalised advertising and offers
  • Edge computing and the in-event experience
    • Refereeing automation/support
    • In-venue security and safety
    • Wi-Fi versus 5G
  • Augmented reality – blurring the lines
  • Conclusions
    • Tech can enrich people’s experience of live events
    • The role of telcos
  • Index

Table of Figures

  • Figure 1: New services that are enhancing live events
  • Figure 2: The enablers required to deliver new services to enhance live events
  • Figure 3: The opportunities to use new technologies to enhance live events
  • Figure 4: Amateur events may want to buy many of the services used by professionals
  • Figure 5: NTT’s real-time remote cheering trial used large screens for life-size images
  • Figure 6: Qwilt says its edge platform is deeply embedded in telcos’ networks
  • Figure 7: The projected rise of in-game betting during sports matches
  • Figure 8: AWS and the Bundesliga offer new stats, such as the passing profile
  • Figure 9: The AWS architecture used to analyse the performance of Bundesliga players
  • Figure 10: Processing of live video streams is set to shift to the network edge
  • Figure 11: How 5G and AWS Wavelength could bring edge computing to live events
  • Figure 12: AT&T enables fans to have their pictures taken with virtual NFL players
  • Figure 13: NTT projected a hologram of badminton in real-time to a remote venue
  • Figure 14: Viewing angles in the projection venue mimicked those in the actual venue
  • Figure 15: Odience is designed to enable people to purchase items in a VR stream
  • Figure 16: Odience’s platform for interactive live event streaming
  • Figure 17: Robust connectivity and analytics are set to be high value services
  • Figure 18: Amateurs may pay a premium for robust high-speed connectivity

Companies: AT&T, AWS, BT, NTT, Olympic Broadcasting Services, Phenix, Qwilt, Sky, Tiledmedia, Veo, Verizon

Keywords: 5G, AI, amateur events, AriSports, artificial intelligence, AT&T, Augmented Reality, automated highlights, AWS, B2B2C, B2C, Broadcasters, BT, concert halls, content caching, Data analytics, digital broadcast technology, e-sports, edge computing, event organisers, event venues, events, high resolution video, holographic projections, Hyperscalers, image recognition, immediacy, immersive, in-game bets, In-game gambling, interactive, interactive virtual reality services, Internet of Things, live 360-degree, live broadcasts, live entertainment, live events, live streaming, massive displays, metaverse, net neutrality, NTT, Olympic Broadcasting Services, outside broadcast vehicles, Payments, Personalised advertising, Phenix, Private 5G, Qwilt, real-time data, Real-time encoding and compression, real-time images, real-time streaming, refereeing automation, remote experience, security and safety, Sky, Stadia, Summit Tech, ticketing, Tiledmedia, traffic management, Veo, Verizon, video footage, virtual experience, virtual reality, virtual tickets, Wi-Fi 6