Use Case #4: 360° Video Streaming

The UC involves installing one or more 360° cameras at the location of a live event in a flexible way so that the positioning of the cameras can be selected based on the specific needs.

Users will be able to experience the event from different viewpoints, enjoying a fully immersive experience either at the event itself or in proximity or online using a streaming platform supporting 360° cameras like YouTube.

Users can also create live videos for sharing with others or project them onto screens in arenas or stadiums. For specific sport events, a dedicated application compatible with Virtual Reality (VR) headsets, such as Samsung Gear, empowers users to interact with a virtual environment, selecting cameras and accessing additional content like game statistics and player performances.

The solution entails hosting a video stream management application on the Local MEC (Multi-access Edge Computing) to ensure service delivery to users connected with VR devices and to online streaming platforms.

 

The UC design will consider the integration of the 360° cameras into the audio/video system of the university and the support to external audio/video platforms for the collaboration with media production.

Particular attention will be put on the design of the uplink of the network using millimetre wave technology for ensuring that the network has enough capacity for the streaming of the very large traffic flows generated by the cameras.

For the provision of the technology for managing the processing and live streaming of audio/video from cameras the use case will take advantage of the collaboration with Vodafone.