UHD TV and Immersive Video: Trends and Prospects for UHD, HDR, VR
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Recent technological developments in the audiovisual field, through new formats and innovative equipment, are providing greater immersion and improving our representation of the real world. This report presents the current state of Ultra-High Definition TV and immersive technologies (360° video and virtual reality). The concepts and viewing methods are presented along with an overview of current UHD services and the first forays into immersive video. The impact of the new formats along the video value chain are also analysed. Finally, we take a detailed look at the major challenges faced by the television, Internet and consumer electronics industries regarding these innovations.
Advances in technology and particularly the miniaturisation of electronic components have now opened new possibilities for increasing immersion, resulting in the emergence and growth of 360° video and virtual reality (VR) content. These new formats offer completely new forms of video consumption.
Advances in technology and particularly the miniaturisation of electronic components have now opened new possibilities for increasing immersion, resulting in the emergence and growth of 360° video and virtual reality (VR) content. These new formats offer completely new forms of video consumption.
1. EXECUTIVE SUMMARY
2. METHODOLOGY & DEFINITIONS
2.1. General methodology of IDATE's reports
2.2. Specific methodology
3. LATEST GENERATION VIDEO FORMATS
3.1. Video technologies to improve image quality
3.1.1. Context
3.1.2. Definitions
3.1.3. Ways of viewing UHD and HDR
3.2. Video technologies to improve immersion
3.2.1. Context
3.2.2. Definitions
3.2.3. Ways of viewing 360° and VR video
4. OVERVIEW OF SERVICES
4.1. The gradual development of UHD
4.1.1. UHD deployments from TV industry players
4.1.2. UHD deployments from Internet players
4.1.3. UHD deployments from consumer electronics manufacturers
4.2. First immersive video initiatives
4.2.1. 360° video initiatives from TV industry players
4.2.2. 360° video initiatives from Internet players
4.2.3. 360° video initiatives from consumer electronics players
5. IMPACT OF THE NEW FORMATS ON THE TECHNICAL CHAIN
5.1. Production and post-production: the equipment required
5.2. Distribution
5.2.1. Compression and speeds
5.2.2. An addressable market
5.3. Devices
5.3.1. To watch UHD content, all devices must be UHD compatible
5.3.2. New product categories required for VR
6. CHALLENGES AND PROSPECTS
6.1. Challenges for TV and movie industry players
6.2. Challenges for Internet players
6.3. Challenges for consumer electronics players
6.4. Prospects
6.4.1. Prospects for the development of UHD
6.4.2. Prospects for the development of 360°/VR
6.4.3. Conclusions
2. METHODOLOGY & DEFINITIONS
2.1. General methodology of IDATE's reports
2.2. Specific methodology
3. LATEST GENERATION VIDEO FORMATS
3.1. Video technologies to improve image quality
3.1.1. Context
3.1.2. Definitions
3.1.3. Ways of viewing UHD and HDR
3.2. Video technologies to improve immersion
3.2.1. Context
3.2.2. Definitions
3.2.3. Ways of viewing 360° and VR video
4. OVERVIEW OF SERVICES
4.1. The gradual development of UHD
4.1.1. UHD deployments from TV industry players
4.1.2. UHD deployments from Internet players
4.1.3. UHD deployments from consumer electronics manufacturers
4.2. First immersive video initiatives
4.2.1. 360° video initiatives from TV industry players
4.2.2. 360° video initiatives from Internet players
4.2.3. 360° video initiatives from consumer electronics players
5. IMPACT OF THE NEW FORMATS ON THE TECHNICAL CHAIN
5.1. Production and post-production: the equipment required
5.2. Distribution
5.2.1. Compression and speeds
5.2.2. An addressable market
5.3. Devices
5.3.1. To watch UHD content, all devices must be UHD compatible
5.3.2. New product categories required for VR
6. CHALLENGES AND PROSPECTS
6.1. Challenges for TV and movie industry players
6.2. Challenges for Internet players
6.3. Challenges for consumer electronics players
6.4. Prospects
6.4.1. Prospects for the development of UHD
6.4.2. Prospects for the development of 360°/VR
6.4.3. Conclusions
TABLES & FIGURES
Table 1: Devices and compatibility with immersive content
Table 2: Factors impacting the development of UHD
Table 3: Factors impacting the development of 360°/VR
Table 4: Devices and compatibility with immersive content
Table 5: UHD content available on Netflix, May 2016
Table 6: Overview of the various subscriptions available for Netflix's streaming service, in the USA
Table 7: Recommend speeds based on resolution and frames per second
Table 8: Factors impacting the development of UHD
Table 9: Factors impacting the development of 360°/VR
Figure 1: SD/HD/UHD visual comparison
Figure 2: Image resolution in the audiovisual field
Figure 3: UHD television standardisation phases
Figure 4: Comparison between a classic image and an HDR image
Figure 5: Comparison of HD TV and UHD TV colour spaces
Figure 6: Ultra-HD Blu-ray player compatibility
Figure 7: Example of a UHD Blu-ray title
Figure 8: Example of AR video
Figure 9: Example of AR using a second screen (Visual SyncAR)
Figure 10: Example of VR content (Google Cardboard)
Figure 11: Example of an interactive film designed for VR, with two possible choices
Figure 12: Example of 360° video
Figure 13: Comparison between 360° video and VR video
Figure 14: Example of 360° video content accessible from a personal computer
Figure 15: Example of downloadable 360° video through an app
Figure 16: UHD channel, with the Freebox Mini 4K decoder
Figure 17: Launch of HDR technology for KT's UHD content
Figure 18: Selecting resolution on the Sky Q Silver set-top box
Figure 19: 7680 x 4320 content available on YouTube
Figure 20: Sony's Ultra VOD service available on Smart TVs
Figure 21: BBC Sport 360, a 360° video app
Figure 22: RG 360 interface, a 360° video app
Figure 23: Public screening of 360° video
Figure 24: Netflix app for Samsung Gear VR headsets
Figure 25: Future prospects for VR on Facebook
Figure 26: 360° video available on YouTube
Figure 27: Samsung VR video service interface (formerly Milk VR)
Figure 28: Ghostbusters: Dimension, a VR attraction by Sony Pictures Entertainment
Figure 29: Comparison of storage needed for 1 hour of video content, according to image resolution
Figure 30: VR post-production software built into Adobe Premier Pro
Figure 31: VR post-production software for use on VR platforms
Figure 32: Examples of cameras designed for 360° video
Figure 33: Growth of ultra-fast worldwide
Figure 34: Estimated number of UHD satellite channels for satellite broadcast
Figure 35: Growth in UHD installed base and penetration rate worldwide, 2016-2020
Figure 36: Example of a UHD Blu-ray player
Figure 37: A low-cost VR headset for smartphones
Figure 38: Samsung's VR headset for smartphones
Figure 39: Example of a premium VR headset with controllers and sensors
Figure 40: Example of how a premium headset is used
Figure 41: Example of an all-in-one VR headset project, announced for late 2016
Figure 42: Members of the UHD Alliance
Figure 43: Importance of resolution, based on TV screen size and distance from the consumer
Figure 44: Consumer propensity to pay more for UHD content, according to service providers and content producers
Figure 45: Growth in AR/VR investment
Figure 46: Forecasts for VR equipment adoption are much more pessimistic than the tablet and smartphone market
Table 1: Devices and compatibility with immersive content
Table 2: Factors impacting the development of UHD
Table 3: Factors impacting the development of 360°/VR
Table 4: Devices and compatibility with immersive content
Table 5: UHD content available on Netflix, May 2016
Table 6: Overview of the various subscriptions available for Netflix's streaming service, in the USA
Table 7: Recommend speeds based on resolution and frames per second
Table 8: Factors impacting the development of UHD
Table 9: Factors impacting the development of 360°/VR
Figure 1: SD/HD/UHD visual comparison
Figure 2: Image resolution in the audiovisual field
Figure 3: UHD television standardisation phases
Figure 4: Comparison between a classic image and an HDR image
Figure 5: Comparison of HD TV and UHD TV colour spaces
Figure 6: Ultra-HD Blu-ray player compatibility
Figure 7: Example of a UHD Blu-ray title
Figure 8: Example of AR video
Figure 9: Example of AR using a second screen (Visual SyncAR)
Figure 10: Example of VR content (Google Cardboard)
Figure 11: Example of an interactive film designed for VR, with two possible choices
Figure 12: Example of 360° video
Figure 13: Comparison between 360° video and VR video
Figure 14: Example of 360° video content accessible from a personal computer
Figure 15: Example of downloadable 360° video through an app
Figure 16: UHD channel, with the Freebox Mini 4K decoder
Figure 17: Launch of HDR technology for KT's UHD content
Figure 18: Selecting resolution on the Sky Q Silver set-top box
Figure 19: 7680 x 4320 content available on YouTube
Figure 20: Sony's Ultra VOD service available on Smart TVs
Figure 21: BBC Sport 360, a 360° video app
Figure 22: RG 360 interface, a 360° video app
Figure 23: Public screening of 360° video
Figure 24: Netflix app for Samsung Gear VR headsets
Figure 25: Future prospects for VR on Facebook
Figure 26: 360° video available on YouTube
Figure 27: Samsung VR video service interface (formerly Milk VR)
Figure 28: Ghostbusters: Dimension, a VR attraction by Sony Pictures Entertainment
Figure 29: Comparison of storage needed for 1 hour of video content, according to image resolution
Figure 30: VR post-production software built into Adobe Premier Pro
Figure 31: VR post-production software for use on VR platforms
Figure 32: Examples of cameras designed for 360° video
Figure 33: Growth of ultra-fast worldwide
Figure 34: Estimated number of UHD satellite channels for satellite broadcast
Figure 35: Growth in UHD installed base and penetration rate worldwide, 2016-2020
Figure 36: Example of a UHD Blu-ray player
Figure 37: A low-cost VR headset for smartphones
Figure 38: Samsung's VR headset for smartphones
Figure 39: Example of a premium VR headset with controllers and sensors
Figure 40: Example of how a premium headset is used
Figure 41: Example of an all-in-one VR headset project, announced for late 2016
Figure 42: Members of the UHD Alliance
Figure 43: Importance of resolution, based on TV screen size and distance from the consumer
Figure 44: Consumer propensity to pay more for UHD content, according to service providers and content producers
Figure 45: Growth in AR/VR investment
Figure 46: Forecasts for VR equipment adoption are much more pessimistic than the tablet and smartphone market