Nov 28, 2016 Pauliina Martikainen
OZO Live enables immersive live VR broadcasting. With the OZO camera and OZO Live software we extend our VR solution offering live VR – allowing consumers to enjoy their favorite sports events or music concerts from the best seat in the house and offering unique new views to content and events.
The OZO Live solution is a result of interacting and working closely with early partners, learning the client requirements and user needs, and targeting to bring a live solution quickly to the market. Early partners such as Universal Music, Disney, Elemental and Akamai provided important insights into productizing a live VR solution.
We have seen significant interest for Live VR in multiple segments such as sports, music, news and corporate events. The target market includes broadcasters, production companies, content owners and publishers. We have already seen strong interest for the product in the market, having it been used for broadcasting the Pope at World Youth Day, Austin City Limits music festival and the Country Music Awards.
The key element we learned from our clients during the Live product development was the desire to support existing production workflows by offering a solution that can easily be scaled from small one camera productions to large multi-camera events, and gets it all done in high quality 3D 360 video. So, we created the OZO Live product to be compatible with existing 4k video production tool chains, so that the reuse of existing production equipment such as encoders, switchers and color correctors would be possible, thereby lowering the barrier to enter the world of VR.
I consider VR to be a key future platform and medium that can redefine storytelling, entertainment and communication. It can transport audiences on stage with their favorite artist or directly to the red carpet of an awards show. Live VR opens a new vehicle of immersion for consumers and new monetization opportunities for content owners.
Having the ability to capture and relive moments in the most natural and immersive way is one direction, and allowing VR to be used in creative ways, mixing virtual and synthetic content, could be another example of what the future holds for it.
We continue to invest in immersive digital media and want to enable the best VR experiences possible for consumers and our customers. Our newest addition to the OZO product family is a multi-platform Player SDK which enables seamless creation of player solutions across all major VR platforms. Another important part of our product portfolio is the focus on both superior audio and video as part of the immersion.
We want people to enjoy VR created by OZO both at the Slush event and more broadly via social media. At Nokia’s booth you can experience real-time live VR being streamed from the Slush stage, create and share your own VR experience and view the latest VR films shot with the Nokia OZO camera.
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