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How Broadcasters can get in the VR Game with Sports
Saswat PandaCTO
Michael DaviesSVP, Field Ops
VR Today 2
Google Cardboard Samsung GearVR Google Daydream
HTC Vive Oculus Rift Playstation VR
#foxsportsvr
VR Today 3
VR / AR Software is estimated to be a $45 - $85 Billion market by 2025
*Figures based off Goldman Sachs ‘Augmented reality starts to liven up the VR/AR market’ July 18, 2016 report *Figures based off Super Data Research VR Report
#foxsportsvr
4
• Primary driver of new content formats
• Sports drives innovation in Television
• Surge of Mobile
• Growth of Mobile streaming
• User interaction is Key to VR
Why Sports? #foxsportsvr
5
Deliver the best live sports viewing experience - with or without a headset
• All begins with the Longhorns• Diverse Backgrounds - Sports, Finance & Gaming• Found existing solutions to be reductive to TV• Set out to create an additive experience
LiveLike Story #foxsportsvr
6Workflows #foxsportsvr
7Enter Magic Window #foxsportsvr
8
Progress with Fox Sports VR
OU vs. OSUMulti-Angle w/ Stats
Red River RivalryData Integrations
Big 10 ChampionshipScrimmage Line Cart-Cam
MLS CupLive DVR & Audi Sponsorship
SuperBowlRealtime Highlights & Full-Game Replay
Big East TournamentDirector’s Cut Camera
#foxsportsvr
9
Key Learnings• Magic Window leads to higher viewership than mobile VR• High-End VR (eg. Oculus Rift, PSVR) gets the most user engagement
What’s Next• High-End VR• Mobile VR• Mobile• AR
Product Direction #foxsportsvr
10
Use a Game Engine(Unity or Unreal)
Keep an “Open Book”Mentality
Minimize Product Debt
How do we stay Nimble?
#foxsportsvr
Saswat PandaCTO, LiveLike
Michael DaviesSVP, Field Ops, Fox Sports
#foxsportsvr