Another year, another successful IBC in the books! As usual, it was an event filled with industry innovations and newly emerging technologies being showcased across the RAI’s 15 halls. Sunday was one of the show’s biggest nights as hundreds gathered for the IBC Innovation Awards Ceremony. Split into three categories, the award winners are recognized for the “best applications of technology to achieve a real goal for the broadcaster or media company”.
We’re very proud to work with three of the nominees. Keep reading to learn more about their groundbreaking projects.
A perfect example of “content everywhere”, PlayRenfe is the first “TV anywhere” project in Europe in a high-speed rail environment.
Renfe, Spain’s national railway operator, worked with our partner, Telefónica, to provide its 19 million rail passengers with access to premium content and live TV on trains and at stations.
“PlayRenfe provides passengers with a wide range of the latest content (films, series, documentaries, programmes, courses, books, games and music), including Telefónica’s own productions, which are only available on PlayRenfe and its pay-TV platform. This content provision has a variety of programming and a catalogue that is almost the same as what passengers could enjoy in their own homes.”
Groupe Média TFO and Epic Games, Signiant customers since 2013 and 2016 respectively, have joined forces to create the Laboratoire d’Univers Virtuels (LUV). Launched in the fall of 2016, LUV, the first and only virtual studio in the broadcasting industry, uses the latest video game technologies to produce French-language educational resources to over two million students and teachers across Canada. LUV uses the power of Epic Games’ Unreal Engine, which allows TFO to produce up to 40 short videos in real time every day. The Canadian broadcaster is able to create a countless amount of virtual sets at the click of a button.
“The virtual sets eliminate the high costs associated with physical sets, and the real-time production power means that complex scenes can be shot live with no need for post-production, further driving down costs. Special effects and CG elements can be added to a scene instantly and will interact with characters in real time, allowing for much greater flexibility with creative decision-making.”
Congratulations to Telefónica, TFO, and Epic Games for being recognized by their peers for their contributions to the future of media.