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31 August 2018 / TECH BLOG

Recommended Bitrates for 360° Video Using Spin Enc

By Sergio Sanz-Rodriguez, PhD — Virtual Reality (VR)/360° video is one of the hottest topics in the multimedia industry and film production. The real world is captured by an omnidirectional camera consisting of a set of cameras covering different …

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3 June 2018 / ANNOUNCEMENTS

DDD60 European Project Partners Report Significant Advancement for Exhibition Potential for 360° Video

DDD60 – a pan-European research project designed to develop and introduce cutting edge video compression and delivery technology to provide high-quality virtual reality content – today announces its final results.

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28 May 2018 / TECH BLOG

Guidelines for Master File Creation of 360° Films

The purpose of the guidelines presented in this blog is to help Virtual Reality (VR) and 360° content providers to prepare master files with the highest possible quality for submission to film festivals, film markets, online Video-on-Demand (VoD) platforms, or archiving systems. Master files produced according to these guidelines will enable service providers to generate compressed versions for high quality screenings to target viewers.

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3 May 2018 / EVENTS

Spin Digital at NEXT, Marché du Film – Festival de Cannes

Immersify, the European R&D project to develop the next generation of immersive media and tools, will be at NEXT, the innovation hub at the Marché du Film – Festival de Cannes, from Tuesday May 8th to Sunday 13th.

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1 March 2018 / EVENTS

Spin Digital at Tampere Film Festival 2018

Spin Digital will participate at Tampere Film Festival 2018, one of the most important European short film festivals, that will take place in the Finnish city of Tampere from March 7th to Sunday 11th 2018.

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18 January 2018 / ANNOUNCEMENTS

Immersify: European R&D Project to Develop the Next Generation of Immersive Media and Tools

Virtual Reality (VR) has what it takes to be the next big game-changer in the media sector. In stark contrast to video, TV and the movies, VR applications promise experiences that are not only more intense but, above all, interactive and individual too. Be that as it may, a considerable amount of R&D work still needs to be done to haul VR out of the niches it’s been confined to and launch it on its way to a huge consumer market share.

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