LIveLike: Startup Company Introduces Innovative Sports VR Technology

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LIveLike: Startup Company Introduces Innovative Sports VR Technology

LIveLike: Startup Company Introduces Innovative Sports VR Technology

While the promises of virtual reality is coming to life in the gaming, film, and a few other multimedia industries through ground-breaking equipment such as expensive consoles and rifts—a startup company quietly chose to take another route to delivering the wonders of virtual reality’s technology to sports fans.

Instead of being in the competitive and chaotic pool of producers and manufacturers of VR tools and gadgets, LiveLike VR chose to take advantage of the same promising technology in another way: through broadcasting. The company is also to commend for having identified its market that’s sure to take delight in the service LIveLIke offers: sports fans.

As a matter of fact, it would not really take a true sports fanatic to picture the significant difference of TV-viewing and being physically present in a game.LiveLike VR strives to provide its clients the promise of being able to immerse in the game as if they were actually present in the stadium through broadcasting technology.

LiveLike VR’s method can be simply thought of as your regular mobile streaming subscription that features your favorite sport in virtual reality. It starts with an on-site, wide-lens and camera that captures the area/stadium as the game happens. The data captured is transmitted through c-cast and broadcasting channels towards LiveLike servers. Finally, LiveLike servers share the amazing stream of fans’ favorite sports matches to its subscribers.

While other innovators and entrepreneurs scurry around to come up with ways to advance in the virtual reality scene, founder and CEO of LiveLike, Andre Lorenceau touched base on tapping broadcasting companies who are expected to want to partner with LiveLike VR. As the company’s official website puts it, they are a “San Francisco based startup building an application related to live sports watching in virtual reality.” The LiveLike team calls their application to be “more than a simple 360 video” that has, as stated in their website, “drawn serious interest from major teams and broadcasters across the globe.”

Lang tells the details of his first-hand experience with LiveLike VR and describes it as a surprisingly impressive prototype. LiveLike VR, although still impossible to give the actual stadium feel, allows for slow motion and zoom capabilities, to name a few.

 

Lang commends the outcome of a single camera and lens on-site for producing a video quality that makes its viewers feel present in a stadium. Lorenceau has also been mentioned as telling Lang that the process of video capturing is easy on the part of the actual person doing it. Lang’s feature of LiveLike VR gives technical definitions, current ups and downs of the product, while getting also getting Lorenceau to admit to their plan of launching LiveLike Social—a platform for friends to virtually hangout as they watch their favorite virtually “real” game.

The potential of LiveLike to grow and evolve beyond broadcasting sports games in virtual reality is tremendous. It is easy to imagine the countless media industries that can take advantage of the technology put together by LiveLike.