As the Game Developers Conference 2018 ends, it’s time for VRFocus to bring you another edition of This week in VR Sport. With a number of virtual reality (VR) and augmented reality (AR) stories related to sports, this week features a number of topics that you are sure to find interesting. From a free 4K VR stream of mixed martial arts (MMA) combat to a VR video game designed to raise awareness of Paralympic sports and athletes, This Week in VR Sport has it all.
CamSoda Legends Brings MMA Greats to ‘World’s First 4K VR Livestream’
CamSdoa, one of the leading live cam platforms, has announced its very first MMA event which will be streamed for free in 4K VR. Scheduled to take place in Fort Lauderdale on April 26, viewers will be treated to a fight between the former UFC heavyweight champion Ricco “Suave ”Rodriguez takes on UFC veteran Alex“ The Spartan ”Nicholson as well as pride veteran“ Felony ” Charles bennett against Bruce “The Iron Lion” Lutchmedial, in addition to another number of fights on the night.
“Live streaming has quickly become a focal point for heavyweights like Facebook, Snapchat, Twitter and YouTube. At Camsoda, we’re committed to delivering compelling content that directly engages our users. With Camsoda Legends, we’ll bring action-packed, impactful interactive content for combat sports fans around the world. ” mentionned Daryn parker, Vice President, CamSoda.
During the live broadcast, viewers will be able to interact directly with the fighters in real time for the very first time. As the fights unfold, viewers will be able to determine the bonus money and provide an additional incentive for the fighters. The tokens will be available for purchase and allow viewers to take charge of their favorite fighter and increase the price range.
Available in 4K VR, viewers will be able to step into the ring and experience combat like never before. More details on the CamSoda Legends event can be found on their website.
Wheelchair Basketball VR Video Game Created to Raise Paralympic Awareness
To help spread awareness of Paralympic sports and athletes, IMG Studio released an immersive virtual reality wheelchair basketball video game. Created for South Regional Adaptive & Paralympic Sports (STRAPS) and Morgan’s Wonderland, the titles immerse users in the sport to help players train and raise awareness. The title allows a user to have a different perspective on Paralympic sport and experience it for themselves while providing a virtual training experience.
The designers of the title are fed up with making it as precise as possible by using a number of different techniques in the development process to ensure an accurate and realistic simulation. STRAPS Director Brooke Matula commented on the news, saying, “At STRAPS, we are so excited that this emerging technology is putting players in the game virtually and increasing awareness of Paralympic sports.” The title was available to attendees at the San Antonio Spurs game earlier in the week, giving them the opportunity to experience the title.
Emerald Media invests $ 80 million in Global Sports Commerce based in Singapore
Pan-Asian media and entertainment investment firm Emerald Media is entering the sports technology arena with an $ 80 million (USD) minority stake in Singapore-based Global Sports Commerce (GSC). The GSC’s business spans all of Asia, Australia and Europe with a number of subsidiaries providing technology solutions for sponsorship management, fan engagement, AR, VR, streaming and video streaming. drone-based needs. Having worked with FIFA, the English Premier League, Formula 1 and Cricket Australia, this is a proven and reliable solution offering.
With Emerald Media’s investment, GSC will be able to develop next-generation technologies for the sports ecosystem and expand its operations into the rapidly growing digital sports solutions market. Emerald Managing Director Rajesh Kamat commented on the news, saying, “The introduction of digital technology into the world of sports has helped amplify fans’ appreciation for the games and has helped create an alternative source. of revenue for customers, in addition to the games themselves. . “