A next step in the connected world is to enable any human being to teach, be taught and execute actions remotely. In this way, human skills can be delivered or acquired without any physical boundaries, spreading knowledge globally at a faster and more efficient way. This is commonly referred to as the Internet of Skills and is expected to be a key component of the future digitalized world.
In Ericsson Research, we believe that richer metadata on multimedia content is a key to enabling people to engage with their media in a more interactive and natural way. In recent years, progress in computer vision and deep content analysis has been phenomenal but the field remains wide open, and taking a pure data analytics approach to identify best use-cases is very challenging. With the help of our colleagues working in Human-Computer Interaction, we determined what video consumers may like and avoided working on the wrong problem.
If you watch movies and TV series on Netflix, Hulu or Amazon Prime Video (to name just a few), you may have noticed that it has been a while since a new paradigm was introduced in terms of how media content is discovered.
A common procedure we follow when looking for something to watch on video-on-demand services is to select a genre and then browse through the titles on display there until you find something you like the look of, right? Then, if there’s nothing there of interest (or you have seen all the movies listed in the genre you chose), you select another genre. And repeat. We’ve all done it.
When video-on-demand services have thousands of titles to choose from, rather than being a way to relax, the search process can become a headache for end users. We wanted to try something a little bit different.
Sports graphics can create many opportunities for media companies to attract viewers and develop content. Using Ericsson knowledge and experience in that area, we decided to look into the future and investigate how sports data visualization can evolve and provide more immersive experience.