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Can Artificial Intelligence End Your Video Buffering Problems? 29 June 2018

Access to high-speed data and smartphone is disrupting many industries. Interestingly, high-speed data is the single most dominant factor behind the rising content consumption pattern. Tapping into this massive content appetite, online streaming giants such as Netflix, Viu, Balaji Telefilms, Amazon Prime video have disrupted the broadcasting, entertainment & media industry and their long-time rulers …

4K streaming, Augmented Reality, and other OTT trends in 2018 11 January 2018

The year 2017 bade adieu in style with the sensational $52 billion acquisition of Fox by Disney. While the entertainment industry is yet to get past the historical event, 2018 has come up with more promises, bigger expectations and not certainly devoid of risks. The risk in terms of saturation, disinvestments by tiny players,  merger …

OTT ‘2017 – A look back 29 December 2017

The year 2017 has been witness to key trends and major industry movements for the Over-the-Top (OTT) industry. Globally, we have seen staggering numbers in terms of industry growth and forecast. We saw growth of cord-cutting, live streaming and the advent of new trends such as public binging, original content production, platform hybridization, etc. According …

Star India to introduce Virtual Reality for IPL 2018 07 December 2017

One of India’s biggest broadcasters, Star India along with its (Over-the-Top) OTT service Hotstar, is mulling the implementation of Virtual Reality (VR), to heighten viewer experience during the 2018 season of the Indian Premier League (IPL) – one of the biggest sporting events of the region. At the CII Big Picture Summit 2017, Hotstar’s consumer …

VR consumption to grow rapidly 18 October 2017

Ericsson explored the level of consumer interest in virtual reality (VR) for the first time and analyzed its scope in media consumption. The 2017 ConsumerLab TV and Media report revealed Ericsson’s study and uncovered some fascinating findings. One-third of consumers are projected to be VR users by 2020, and Ericsson notes that the VR technology …

STX Entertainment eyes virtual reality project in China 09 October 2017

STX Entertainment, an independent American film, and television studio creates a new infrastructure and ecosystem for its partners to make creative and technological inputs in a virtual reality project. A subsidiary unit of STX called STXsurreal (which they had acquired last year), has formed an alliance with Google to launch a pay-per-view, high-quality mobile virtual …

New VR format revealed by YouTube 26 June 2017

After it first decided to enter into the realm of immersive 360° and virtual reality (VR) viewing, YouTube plans to launch a brand new video format, VR180. The new format is the result of its parent Google’s Daydream team. VR180 video enables focusing on what’s exactly in front of the viewer and displays it in …

Unlimited length 360 Video Streaming introduced by InstaVR 14 June 2017

InstaVR will enable streaming videos of unlimited length via their VR platform and this feature will be extended to 360-degree videos as well. Although videos don’t have a size or length limit, creators only have 500GB of monthly video bandwidth offered at the Pro account tier. Resolutions up to 8K are supported in 2D as …

Facebook launches new VR App 20 April 2017

Facebook’s most interesting Virtual Reality experiment is now available for all –  Facebook Spaces. Facebook Spaces is a Virtual Reality (VR) App where you can hang out with your friends as if there are sitting next to you. The “space” in Facebook Spaces is actually pretty simple. It consists of a table, a single menu and …

AR/VR headset market to reach 100m units 22 March 2017

According to a recent data from International Data Corporation (IDC), new AR/VR device launches, expanding array of content for both consumer and enterprises, and lower price points will propel the augmented and virtual reality headset device market worldwide at a breakneck pace. The total AR & VR headset device shipments are set to reach 99.4 million …

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