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Market Research Report

UHD TV (Ultra-High Definition) and Immersive Video: Trends and Prospects for UHD, HDR, VR

Published by IDATE DigiWorld Product code 381436
Published Content info 45 Pages
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UHD TV (Ultra-High Definition) and Immersive Video: Trends and Prospects for UHD, HDR, VR
Published: October 28, 2016 Content info: 45 Pages
Description

Recent technological developments in the audiovisual field, through new formats and innovative equipment, are providing greater immersion and improving our representation of the real world.

This report presents the current state of Ultra-High Definition TV and immersive technologies (360° video and virtual reality).

The concepts and viewing methods are presented along with an overview of current UHD services and the first forays into immersive video.

The impact of the new formats along the video value chain are also analysed.

Finally, we take a detailed look at the major challenges faced by the television, Internet and consumer electronics industries regarding these innovations.

Table of Contents
Product Code: M16267MR

Table of Contents

1. Executive Summary

2. Methodology & definitions

  • 2.1. General methodology of IDATE's reports
  • 2.2. Specific methodology

3. Latest generation video formats

  • 3.1. Video technologies to improve image quality
    • 3.1.1. Context
    • 3.1.2. Definitions
    • 3.1.3. Ways of viewing UHD and HDR
  • 3.2. Video technologies to improve immersion
    • 3.2.1. Context
    • 3.2.2. Definitions
    • 3.2.3. Ways of viewing 360° and VR video

4. Overview of services

  • 4.1. The gradual development of UHD
    • 4.1.1. UHD deployments from TV industry players
    • 4.1.2. UHD deployments from Internet players
    • 4.1.3. UHD deployments from consumer electronics manufacturers
  • 4.2. First immersive video initiatives
    • 4.2.1. 360° video initiatives from TV industry players
    • 4.2.2. 360° video initiatives from Internet players
    • 4.2.3. 360° video initiatives from consumer electronics players

5. Impact of the new formats on the technical chain

  • 5.1. Production and post-production: the equipment required
  • 5.2. Distribution
    • 5.2.1. Compression and speeds
    • 5.2.2. An addressable market
  • 5.3. Devices
    • 5.3.1. To watch UHD content, all devices must be UHD compatible
    • 5.3.2. New product categories required for VR

6. Challenges and prospects

  • 6.1. Challenges for TV and movie industry players
  • 6.2. Challenges for Internet players
  • 6.3. Challenges for consumer electronics players
  • 6.4. Prospects
  • 6.4.1. Prospects for the development of UHD
  • 6.4.2. Prospects for the development of 360°/VR
  • 6.4.3. Conclusions

List of Tables

  • Table 1: Devices and compatibility with immersive content
  • Table 2: Factors impacting the development of UHD
  • Table 3: Factors impacting the development of 360°/VR
  • Table 4: Devices and compatibility with immersive content
  • Table 5: UHD content available on Netflix, May 2016
  • Table 6: Overview of the various subscriptions available for Netflix's streaming service, in the USA
  • Table 7: Recommend speeds based on resolution and frames per second
  • Table 8: Factors impacting the development of UHD
  • Table 9: Factors impacting the development of 360°/VR

List of Figures

  • Figure 1: SD/HD/UHD visual comparison
  • Figure 2: Image resolution in the audiovisual field
  • Figure 3: UHD television standardisation phases
  • Figure 4: Comparison between a classic image and an HDR image
  • Figure 5: Comparison of HD TV and UHD TV colour spaces
  • Figure 6: Ultra-HD Blu-ray player compatibility
  • Figure 7: Example of a UHD Blu-ray title
  • Figure 8: Example of AR video
  • Figure 9: Example of AR using a second screen (Visual SyncAR)
  • Figure 10: Example of VR content (Google Cardboard)
  • Figure 11: Example of an interactive film designed for VR, with two possible choices
  • Figure 12: Example of 360° video
  • Figure 13: Comparison between 360° video and VR video
  • Figure 14: Example of 360° video content accessible from a personal computer
  • Figure 15: Example of downloadable 360° video through an app
  • Figure 16: UHD channel, with the Freebox Mini 4K decoder
  • Figure 17: Launch of HDR technology for KT's UHD content
  • Figure 18: Selecting resolution on the Sky Q Silver set-top box
  • Figure 19: 7680 x 4320 content available on YouTube
  • Figure 20: Sony's Ultra VOD service available on Smart TVs
  • Figure 21: BBC Sport 360, a 360° video app
  • Figure 22: RG 360 interface, a 360° video app
  • Figure 23: Public screening of 360° video
  • Figure 24: Netflix app for Samsung Gear VR headsets
  • Figure 25: Future prospects for VR on Facebook
  • Figure 26: 360° video available on YouTube
  • Figure 27: Samsung VR video service interface (formerly Milk VR)
  • Figure 28: Ghostbusters: Dimension, a VR attraction by Sony Pictures Entertainment
  • Figure 29: Comparison of storage needed for 1 hour of video content, according to image resolution
  • Figure 30: VR post-production software built into Adobe Premier Pro
  • Figure 31: VR post-production software for use on VR platforms
  • Figure 32: Examples of cameras designed for 360° video
  • Figure 33: Growth of ultra-fast worldwide
  • Figure 34: Estimated number of UHD satellite channels for satellite broadcast
  • Figure 35: Growth in UHD installed base and penetration rate worldwide, 2016-2020
  • Figure 36: Example of a UHD Blu-ray player
  • Figure 37: A low-cost VR headset for smartphones
  • Figure 38: Samsung's VR headset for smartphones
  • Figure 39: Example of a premium VR headset with controllers and sensors
  • Figure 40: Example of how a premium headset is used
  • Figure 41: Example of an all-in-one VR headset project, announced for late 2016
  • Figure 42: Members of the UHD Alliance
  • Figure 43: Importance of resolution, based on TV screen size and distance from the consumer
  • Figure 44: Consumer propensity to pay more for UHD content, according to service providers and content producers
  • Figure 45: Growth in AR/VR investment
  • Figure 46: Forecasts for VR equipment adoption are much more pessimistic than the tablet and smartphone market

List of players

  • Amazon Video
  • Apple
  • BBC
  • Comcast
  • Crackle
  • DirecTV
  • Facebook
  • France Télévisions
  • Free
  • Google
  • Imax
  • KT
  • LG
  • Microsoft
  • Netflix
  • NHK
  • Oculus
  • Samsung
  • Sky
  • Sony
  • Sony Pictures Entertainment
  • Virtual Reality Cinema
  • YouTube

Slideshow contents

Emerging video formats

  • Video technologies to improve image quality
  • Video technologies to improve immersion

Development of UHD and immersive services

  • Around 100 active UHD channels in 2016
  • Majority of initiatives focusing on 360° video

Impact of the new formats on the technical chain

  • VR and UHD strongly impacting the technical chain
  • To watch UHD content, all devices must be UHD compatible
  • VR headsets, new product category needed to experience VR content

Challenges surrounding UHD development for industries

  • Challenges for TV and movie industry players
  • Challenges for Internet players
  • Challenges for consumer electronics players

Prospects for growth of UHD and immersive formats

  • Drivers for UHD growth
  • Barriers to UHD growth
  • Drivers for 360°/VR growth
  • Barriers to 360°/VR growth
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