The adventure of a tennis VR immersive experience
YBVR has an outstanding expertise of video VR experiences around tennis tournaments. Davis cup in 2018, Australian Open in 2019 and Mutua Madrid Open in 2018 and 2019 are the most important milestones in YBVR’s journey. They are convinced that tennis is a privileged test environment for develop a video VR experience. The size of the court gives a good opportunity to get the best of video VR capabilities, also, the exclusivity of first-row boxes adds an important value to the opportunity to share this immersive experience with a wide group of excluded fans and high skilled public.
YBVR installs some 360 and 180 degrees cameras into the court, covering the general overview of the venue and also some first-row positions: close to the net, behind the players, aside the court judges… getting a high quality video source (8K at 60fps). A live production set compounds the content, adding digital and graphic information as the score board, players bio, match analytics, graphic advertisement and other data. Additionally, they insert the TV signal as a giant screen over the horizon, showing close-up images and replays.
Tennis fans following the matches from outside of the main court could wear the VR headsets and watch the game into VR. YBVR technology allows experiencing 8K-60fps quality into a conventional VR headset by live streaming, giving an immersive feeling of what is happening in the court. The user can also decide what camera to watch from, in a non-interruptive transition. A map with different camera position is offered to the user to be chosen whenever.
Last May, in Mutua Madrid Open 2019 tournament, more than 4,500 people visited the experience. Users could watch some live matches and the highlights of the previous days. Average time of watching was 4,9 minutes per visitor, increased to 7,1 minutes during live streaming. Other outstanding data is that more than 63% of users of this experience were kids and teens, that shows the power of VR to connect with young audiences.
But notice that the main power of this technology is to be based on streaming, with bandwidth below 20Mbps per headset. This opens the experience to be enjoyed from home, maybe in a virtual-ticket model or a fan-immersive-channel subscription. We hope to see soon these kind of offerings in the VR world, joining VR high quality (8K/60fps), live events, interactive experience (camera change), data enrichment (TV screen, match analytics, score board, players bio…) and easy to use and access.