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Sports venues advance goals, enhance fan experience with data analytics

CIO

Sports fans today have more ways than ever to watch their favorite teams beyond the traditional, live stadium experience, including television, streaming services, even highlights on social media. In response, sports teams and venue operators are working hard to improve and differentiate the in-stadium experience.

Sport 246
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How 2 Australian sporting brands leverage human-centric digital innovation to drive new fan experiences in and out of the arena

CIO

Creating new revenue streams, identifying untapped audiences and better engaging fans onsite and all year-round are just some of the wins iconic Australian sporting events are chalking up thanks to human-centric digital innovation. Here, we explore two stellar examples in the Australian Grand Prix and Australian Open.

Sport 245
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6 Tech Trends that will reshape Media & Entertainment in 2021

Trigent

in 2023 with eSports being touted as the future of sports. Currently, Asia and North America are the largest eSports markets and with greater adoption of AR/VR, this segment too will see fresh developments. Legalized sports betting will also see a surge with 5G technology, and several sports stadiums and similar arenas in the U.S.

Media 98
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A year on from Russia’s invasion, Ukrainian startups show astounding resilience

TechCrunch

After 2 months in an underground shelter they have also used their technology to register evidence of war crimes and provide the ability to immerse oneself into Ukraine to experience it, it’s now developing applications for psychological trauma treatment, VR medical trainin, combat surveillance systems and making the de-mining process safer.

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How Much Does It Cost to Create a Mobile VR App?

Mobilunity

When looking at the future of the technology industry, virtual reality (VR) is seen as one of the leading fields. As a result, businesses are increasingly looking to hire virtual and augmented reality developers for new and innovative VR apps. The global virtual reality (VR) and augmented reality (AR) market was expected to reach 18.8

VR 52