five of the ten new dedicated 3D TV channels will focus on live coverage of sporting events. It is hoped that this type of content will contribute to increased access to new 3D TVs in the western economy. Screen research shows that by 2014, 25% of homes in western countries will have TVs that can take 3D images. The data maintained by Pedro Navarre, president of Sony Spain, is even more optimistic: “by 2015, 40% of TVs sold will be in 3D.” However, the level of access depends on the availability of customized content viewing for three hundred and five high definition televisions. Consultants estimate that the most anticipated sports are football, golf, tennis and soccer.
But this new technology isn’t just about sports and TV content.
As Sony recently reported, the new Blu Ray is available in two sizes. Additionally, the PlayStation 3 is the first entertainment system to incorporate three-dimensional technology and, according to the company, “3D technology will be applied to existing titles and future video games.” According to James Armstrong, vice president of Southern Europe and CEO of Spain and Portugal at Sony, “the world of video games will expand rapidly with the expansion of 3D technology.”
The first 3D sports broadcast: Roland Garros
This week, in collaboration with the French Tennis Federation, Orange TV and Eurosport released the first 3D broadcast of a major European sporting event, the Roland Garros Tennis Tournament, which will be broadcast live in France via Orange TV and throughout Europe. via the Eurosport, Astra and Eutelsat satellites. Vicente 해외축구중계사이트 President and CEO of Panasonic Spain, stressed that the collaboration between Panasonic, the French Tennis Federation, Orange and Eurosport is a “big step in deployment: one of the ‘commercial sectors in the entertainment sector. 3D TV is best suited. ”
What are the vectors around which all this investment
in the development of technology applied to sport is being channeled? Traditionally, the application of technology to sport has been articulated around four main pillars: the analysis and control of the game (pursuing an improvement in sports performance); audiovisual media; the search for entertainment alternatives within the stadiums; and improved interaction with fans. And while it is true that new devices and tools have been incorporated, these four vectors continue to mark the path of technological development in sport in the age of digitization.
In the field of game analysis and control,
Tracking systems for the individual performance of athletes through GPS and wearable technologies allow technical teams to instantly manage precise information about the performance of athletes, so that coaches they can use all this information in their decision making. But in addition, when this information is also made available to other players in the high-competition sports ecosystem (such as leagues and the media), other areas of use arise that are marked by the development of television broadcasts, for example.
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