evs sports - EVS Broadcast Equipment

EVS
SPORTS
EVS ENABLES THE FIRST-EVER
CONNECTED APPLICATION
FOR A MULTISPORT EVENT
CASE STUDY
SEPTEMBER 2015
EVS ENABLES THE FIRST-EVER
CONNECTED APPLICATION
FOR A MULTISPORT EVENT
THE APP HAD
317,618
EVS
SPORTS
40%
OF THE APP’S VIDEO
VIEWS WERE OF
USERS
CONTENT
HIGHLIGHTS CUSTOMER PROFILE
CUSTOMER
>> Singapore Southeast
Asian Games
Organising Committee
(SINGSOC)
INDUSTRY
>> Sports
CHALLENGE
>> Provide international
viewers with live and
near-live coverage
of the SEA Games on
televisions as well as
connected devices
SOLUTION
Last year, the 2014 FIFA World Cup in Brazil set a new
precedent for an end-user multimedia application as
millions of consumers worldwide engaged with secondscreen content. This idea was expanded for the SEA
Games, a biennial multi-sport event involving 11 countries
of Southeast Asia. During planning of the games, held this
year in Singapore, the Singapore Southeast Asian Games
Organising Committee (SINGSOC) knew they wanted to
give audiences the first-ever mobile application for an
international multi-sport event.
MEETING THE MULTISPORT
CONTENT CHALLENGE
>> A live multimedia
production system
integrated with
EVS’ C-Cast cloudbased second-screen
delivery platform
Broadcasters, event organizers and rights holders
around the world are learning that to keep audiences
interested in a live broadcast you need make sure it’s as
engaging as possible. One way that sports, in particular,
is providing a more immersive experience is through the
aggregation of multimedia content to mobile devices.
RESULTS
These connected apps are quickly becoming less of
a secondary platform for content viewing and more
of a primary device on which to consume and enjoy
entertainment.
>> Live multimedia
production for
content delivery to
viewers’ televisions
and second screens internationally
>> First-ever multi-sport
multimedia app
>> 317,618 users
>> 37+ million sessions
of video and data
consumption
>> 90% of users returned
after their first use
THE SOLUTION:
A GOLD-MEDAL SOLUTION
FOR A NEW EXPERIENCE
parallel to the live broadcast a near-live experience
consisting of multicam clips and rich metadata. Based
on EVS C-Cast technology, the multimedia system
allowed the production of hundreds of hours of sports
coverage with worldwide delivery directly to the app.
Partnering with SINGSOC, EVS designed a cloudbased second-screen delivery platform that allowed
users to access live games, near-live multicam clips,
highlights and replays on a mobile app designed
by NETCO SPORTS. This app featured content
from all 36 sports at the SEA Games, including
swimming, boxing, rugby, cycling and table tennis.
EVS was the prime service provider for the overall
multimedia production, based on two XT3 live
production servers and five IPDirector asset
management suites. The EVS C-Cast infrastructure
connected five venues to a private cloud. This
meant that content from five sports could be
edited on the fly at any time for delivery by
C-Cast. All key actions were segmented live
on IPDirector, triggering a fast, automatic
and remote extraction of the multicam
angles. Within seconds, action from the
broadcast feed – plus multicam angles
– were uploaded to C-Cast Central.
The live multimedia production system provided by
EVS leveraged the EVS replay servers deployed at
each venue and IP connectivity between the venues
and the Games Headquarters (GHQ) to produce in
CENTRAL
MEDIA SERVER
VENUE 1
SINGAPORE NATIONAL STADIUM [SNS]
PRODUCTION FACILITIES
EVS EQUIPMENTS
x3
Xsquare
IPDirector
XStore HE
GIGABIT
MULTIMEDIA
CONTENT ACCES
EVS EQUIPMENTS
KAI’S
ROOM
x2
IOS/Android
Central Media Server
Provided by HBS
EVS EQUIPMENTS
NETCO SPORTS
Application
x2
ENG
Camera
Web
VENUE 4
SINGAPORE INDOOR STADIUM [SIS]
x2
DB 3RU Backup
Connected TV
IPDirector
PRODUCTION FACILITIES
IPDirector
with Local storage (NL) for
File Import from KAI’s team
IBC Browsing IPD
VENUE 3
OCBC ARENA [MP1]
PRODUCTION FACILITIES
HBS
EVS ROOM
C-Cast Central
IPDirector
x2
GIGABIT
C-Cast
Final Cut (3x)
Tablet
EVS EQUIPMENTS
MULTIMEDIA ROOM
EVS OPERATORS
x2
IPDirector
x2
x2
x2
x2
x2
VENUE 5
OCBC AQUATIC CENTRE [AQC]
PRODUCTION FACILITIES
EVS’ C-Cast – among the EVS live production solutions
implemented at the Games – was easily able to cope
with the tremendous amount of content produced for the
mobile application. C-Cast provides unseen, exceptional
content to sports fans and is the only platform that can
deliver this level of live content in a compelling fashion.
Live Streaming
MEDIACORP
VENUE 2
JALAN BESAR STADIUM [JBS]
x2
The constant scheduling changes provided
additional challenges for operators. These new
start times meant infrastructures had to be flexible
to work quickly, efficiently and without error.
x3
x3
IPDirector
x2
The challenges posed by producing and distributing
content for an event of this size and scale were not taken
lightly. EVS operators had to produce content from five
competitions at any given time on up to 20 productions
a day for 15 straight days. The pace of undertaking this
kind of challenge is certainly a different kind of beast to
that of producing a football tournament where there’s
only one round in which two games happen at once.
x4
x2
PRODUCTION FACILITIES
The operator would then review the content using C-Cast
Workspace to select the best angles and tag them
with the appropriate metadata to describe the action.
Once approved, the SEA Games TV App was
immediately updated with these
latest clips for viewers to
consume from their devices.
EVS EQUIPMENTS
x2
IPDirector #1
IPDirector
GIGABIT
IPDirector
#2
IPDirector #3
IPDirector #4
IPDirector #5
When planning an event like the SEA Games, preparation
time always seems short and the speed required by facilities
always high. The decision to engage EVS technology into
our broadcast facilities helped us alleviate those issues
and concentrate on new innovations. When we planned on
building a multimedia platform for the games, we knew EVS’
involvement would be vital.”
Thomas Lim, head of the Information Operations Centre,
SINGSOC
EVS ENABLES
THE FIRST-EVER CONNECTED APPLICATION
FOR A MULTISPORT EVENT
RESULTS: USERS USE
AND RETURN IN RECORD
NUMBERS
This first-ever multi-sport multimedia app
generated an incredible amount of demand and
consumer usage figures support that.
Across the two-week period of the games,
the mobile application had a total of
317,618 users. It was available on both
Android and iOS devices with these platforms
taking a 60%/40% split respectively.
Over that same period, users generated
more than 37 million sessions of video and
data consumption. 50% of this was from
Singapore itself with the other half of views
shared across the rest of the world. 90% of
the applications’ users returned after their
first use – a huge consumer retention rate.
Of all of these sessions, the average time was
just over eight minutes, nearly 30% longer
than that of similar sports consumption
apps in 2014 – proof of a growing interest in
consuming sports on mobile devices. 80%
of video views were of live feeds, 40% of
which were multi-camera angles chosen by
the viewer. This tells us that the option to
watch sports live from a number of angles is
important to those users of the application.
Of the 36 sports at the games, football
(with 1,500,000 video views), basketball
(600,000 views) and swimming
(500,000 views) were the three most
popular on the SEA Games TV app.
THE NEXT GENERATION
OF SPORTS FANS
The popularity of the application and its content
is an indication to the sports world, including
media rights holders, of what their audiences
want. The huge reaction to the SEA Games TV
app is even further proof of an international
audience that uses their mobile devices as
primary content consumption platforms. Live
production infrastructures now need to ensure
they’re fit-for-purpose to provide the kind of
content delivery audiences are increasingly
expecting. C-Cast is proving that by delivering
the best quality video possible to virtually all
connected devices, audiences can be kept
engaged. It’s also proving that it is as reliable
as the EVS solutions already being used at
major sports events. C-Cast, and the options
it opens up, will likely become a standard
component in live production, just like the
XT3 live production server.
IT CLOCKED UP A TOTAL
OF MORE THAN
90%
37MILLION
SESSIONS OF VIDEO
AND DATA
CONSUMPTION
OF USERS RETURNED
AFTER THEIR FIRST USE
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CASE STUDY SEA Games
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