March Madness online resets the record books with 17.8 million hours of live viewing

Screen Shot 2015-03-10 at 6.37.28 PMTurner Sports and the NCAA said that online viewing of the 2015 men’s NCAA basketball tournament once again set new records, showing (again) that the demand for live sports online is still growing steadily with no top in sight.

From the round of 64 to One Shining Moment this year’s March Madness Live audience racked up 17.8 million hours of online viewing, according to figures released by Turner Sports and the NCAA Tuesday. The 80.7 million individual live streams were an increase of 17 percent over the 2014 tournament coverage, and the total hours watched was up 19 percent from last year.

Things really ramped up online for this past weekend’s Final Four games, with the Saturday semifinal doubleheader recording 6 million live video streams (an increase of 59 percent over 2014) and 1.5 million hours (an increase of 53 percent) of online watching, according to Turner and the NCAA. Monday’s championship game saw 3.4 million video streams started, with 1 million hours of live video consumed — totals that increased 66 percent and 69 percent, respectively, from 2014 figures. Overall, the NCAA and Turner Sports also said that mobile-only viewing also surged, increasing 20 percent in both views and hours from last year, though they did not provide a breakout figure for mobile-only viewing.

What is helping the increase in online watching? For one the ease in which March Madness could be consumed — watching this year on various platforms I noticed that the sign-in procedure with my cable contract info didn’t need to be repeated — ever — on my desktop or on my mobile device; in previous years the sign-in technology had been somewhat of a gating factor, and in the earliest years the extra-charge fee for watching games online almost certainly kept the audience much lower than it could be.

And now that fans know the games will be available online in an easy to find place — MarchMadness.com — they seem to know to go there for the early games that take place during work hours. In fact, the most-watched game online after the Final Four was a Round of 64 game between Notre Dame and Northeastern, which took place in the morning of March 19 — with 3.9 million video streams, it was clear that people at work got wind of the potential upset in the making and tuned in.

For once I have no complaints about the technical parts of the online March Madness offering — I watched the entire second half of the gripping Notre Dame-Kentucky regional game on my phone over Wi-Fi, and had no glitches, buffering or any other transmission problems. The only nit I would pick is why broadcasters like Turner feel it’s OK to impose technical control over online viewers, like blocking the mute button on the video screen during commercials, or by floating the little “Pizza Hut” icon on the left of the screen during game play, a small annoyance but noticeable. You’d be crucified for trying stunts like that on broadcast TV, so why insult viewers online just because you can?

Will Periscope and Meerkat swamp stadium networks?

Three thoughts to start your week off, of a completely unrelated nature. First one up is about a couple of live video-streaming services that you might have heard of or seen, Meerkat and Periscope. I successfully avoided watching any super-selfimportant types video themselves using Meerkat from SXSW, and I’ve been too wrapped up in March Madness to care yet about Periscope. So far I haven’t seen any coverage that details how much bandwidth the apps use up. Probably not much if you are livestreaming something all by yourself. But what if a bunch of people decide to livestream, and they’re all in the same place? So I do wonder how stadium networks will handle the idea of live video streams.

Will the Wi-Fi and DAS networks be able to handle the traffic? Anyone looking into this yet? Discuss. You can do so in the comments, or send me some longer thoughts via email and I will relay them to the crowd. Will Periscope and Meerkat be banned in-stadium? If so how can that happen? Will live video streams be the final straw that makes teams and leagues realize that Twitter may not be such a great content partner after all? I don’t have any answers yet but I assure you this is a question that will be asked the rest of the year in stadium IT shops — as well as in the lawyers’ offices where content and TV rights are negotiated and protected. Selfies may be fine, and Vine may be OK. But live streams of sports events are bound to get someone’s attention, fast.

Thought No. 2: Twenty-three years ago, I remember exactly where I was when I saw this:

I was in Beaver Creek, Colo., in a swanky hotel room that I normally couldn’t afford, watching the Duke-Kentucky game after covering pro ski racing during the day on the slopes of Beaver Creek. Because it was near the end of the ski season the still-new Beaver Creek wasn’t too full, so us members of the media got special rates to stay in the slopeside hotel rooms that now will cost you an arm, a leg and maybe a first-born. That is not important to this thought, though. What is important is that I remember watching the game on a nice TV. Which was the only way you could watch, 22 years ago.

Fast forward to Saturday night, when another classic NCAA tournament match involving Kentucky came down to the wire, and a last-second shot, on the exact anniversary of the Laettner shot. That Kentucky prevailed this time in another classic also doesn’t really matter here; what does is how I watched the second half — on my phone in my backyard while cooking dinner on the grill, over a Wi-Fi connection to a router inside the house. The thing I thought about afterwards was how completely normal it seemed to do something that was unthinkable 22 years ago, namely watch a live game via a handheld device through multiple connectivity junctures — and it all just worked. In the future I will probably remember the game more, and the key free throws and the crazy defense of the last play. But right now I’m still a little in wonder in how far the idea of watching sports on your phone has come.

Third thought: Some more history here — does anyone out there remember the 2009 version of SXSW, when Foursquare was launched and the huge influx of attendees using Twitter on their iPhones brought the AT&T network to its knees? Here’s another link to the historical moment when AT&T got pantsed publicly for not knowing how much bandwidth its customers would need at a gathering like SXSW.

Fast forward again to this year’s SXSW, and man, was AT&T ready for record network usage. Not only did it trot out the huge big-ball cellular antenna that it used at Coachella last year, it beefed up regular network connections and brought in a whole herd of COWs (cell trucks on wheels) to satisfy a mobile bandwidth demand that doesn’t seem to be able to stay flat or go down. According to AT&T, its network saw 37 terabytes of data used during the SXSW event — that’s like three-plus Super Bowls worth of traffic, and this is just on AT&T’s networks, so not counting other carrier traffic.

We concentrate a lot here on stadiums and the particular problems for wireless communications caused by a tight geographic grouping of device-holding people. But what about towns with festivals like SXSW, or other big gatherings? Is your event ready for massive wireless bandwidth needs? If not what is your plan going forward?

YinzCam’s Super Bowl stadium app will have instant replays, Super Bowl commericals, stadium maps and more

Screen shot of Super Bowl app for this year's game.

Screen shot of Super Bowl app for this year’s game.

We’ve been waiting for official word on what the YinzCam-developed app for the Super Bowl will look like, and though there’s no press release the page where we are guessing it will eventually be available is offering some details, like the availability of instant replays from different camera angles, video of Super Bowl commercials, and stadium maps.

On the Seahawks.com site we found a good how-to story for fans going to the game, which included a link to this page, where we are guessing the Super Bowl stadium app will be available for download. Here is the boilerplate:

New for Super Bowl XLIX, the Super Bowl Stadium App Presented by Verizon aims to take the fan experience inside University of Phoenix Stadium to the next level. Features that will enhance Super Bowl ticketholders’ experiences include exclusive in-stadium video content such as Super Bowl commercials and replays from four different camera angles, stadium seating and concession maps, once-in-a-lifetime gameday opportunities visible only to fans inside the stadium and the option to receive up-to-the-minute gameday notifications. Available on iOS, Android and Windows. Goes Live 23rd January 2015

(Looks like the app is already available in the App Store and in Google Play, but nothing is live; we downloaded the app and the only three buttons available, for highlights, commercials and memories, all say they will be available on Feb. 1 at the stadium, so no idea what the “goes live” on the splash page above means yet.)

Screen Shot 2015-01-23 at 11.40.41 PMYinzCam founder and CEO Priya Narasimhan had told us earlier this year that a Super Bowl app was in the making, and apparently it will contain features found in some of the latest YinzCam app deployments, such as the Seattle Seahawks’ new stadium app, which has multiple camera angle replays. The Super Bowl app is different from the Arizona Cardinals’ regular stadium app, which was also built by YinzCam, which also features instant replays.

We were able to download the app for iPhone (it’s free) and apparently you will need to be connected to the stadium Wi-Fi (which has the clever SSID of “Stadium WiFi”) in order to view highlights and other video options.

The good thing for fans at the big game, there will be plenty of networking horsepower to keep the app running, no matter where you are. If you’re inside the stadium there is a new Wi-Fi network and a refurbished DAS deployment to keep fans connected; stay tuned next week for our big breakdown of DAS deployments and carrier plans to keep the Super Bowl crowds super-connected.

Stadium Tech Report: AT&T Stadium network a winner at CFP Championship game

Inside AT&T Stadium at the College Football Championship game. Credit all photos: Paul Kapustka, MSR

Inside AT&T Stadium at the College Football Championship game. Credit all photos: Paul Kapustka, MSR

It’s late here in North Texas and you know by now that Ohio State beat Oregon to win the first non-mythical college football championship. Behind the scenes at AT&T Stadium Monday night, the wireless network in AT&T Stadium was also a winner, standing up to the challenge of the 85,000-plus crowd on both the DAS and Wi-Fi front.

We’ll have a more thorough stadium report when we get time to digest all the info we gathered at the game (and get the network stats back from the AT&T Stadium tech crew) but one thing we learned before the game was that since November, the Wi-Fi network at AT&T Stadium grew by more than 280 access points, on top of a total somewhere in the 1,200 range. According to AT&T network folks the stadium here in Arlington, Texas, has been seeing game-day totals of 3.3 Terabytes of data carried on the Wi-Fi network — leading some here to believe that Monday’s championship game could well surpass 4 TB of data used at a single game, an unofficial record as far we know for a single-day, single facility network.

As guests of AT&T we also got a quick demonstration of LTE broadcast technology, which basically slices the available cellular spectrum into a channel that can provide live streams of video. We’ll have more on this new technology in another separate report, but it is something to watch for facilities that want video options but don’t want to go whole hog on Wi-Fi.

AT&T LTE Broadcast demo, showing a live streaming broadcast of the game

AT&T LTE Broadcast demo, showing a live streaming broadcast of the game

Even though we were housed in a field-level suite your intrepid MSR crew wandered all over the massive facility, and basically found great connectivity wherever we were. Two places stick out in my mind: At the very top of the nosebleed section in the south end zone the Wi-Fi dipped to just 1 Mbps, probably because the roof is so high there is no place for an access point. However, at that same spot the AT&T 4G LTE signal was around 7 Mbps, providing great connectivity in a tough to configure spot.

The other notable spot was in a “star level” suite (about the 6th level of the building), where we got a Wi-Fi signal of 28 Mbps download and 59 (no typo!) Mbps on the upload. Yes, suite people have it better but all around wherever we went we got consistent Wi-Fi signals in the high teens or low 20s, and LTE cellular signals (including Verizon 4G LTE) just under 10 Mbps. Like the Ohio State offense, the network at AT&T Stadium works really well and may have set a new record Monday night. More soon, and more images soon as well. For now, Elvis has left the building.

Outside in the frozen tundra of North Texas, aka Arlington

Outside in the frozen tundra of North Texas, aka Arlington

This place was humming all night long

This place was humming all night long

AT&T 4G LTE speedtest, from the top of the stadium

AT&T 4G LTE speedtest, from the top of the stadium

The view from the nosebleed section

The view from the nosebleed section

Some "suite" Wi-Fi speeds

Some “suite” Wi-Fi speeds

YinzCam gains huge access to college market with Learfield partnership deal

Sports stadium app developer YinzCam, the Pittsburgh-based concern that has numerous app development wins across the NFL, NBA and NHL, scored a big entree to the collegiate market with a deal that makes YinzCam the “preferred supplier” of mobile apps for Learfield Sports, the giant marketing firm that sets up media, sponsorship and promotional deals for many of the nation’s top universities.

In a press release announcing the deal, Learfield said YinzCam would become a preferred solutions provider for the nearly 100 colleges and conferences Learfield represents — a list that stretchs alphabetically from the Alabama Crimson Tide to the Xavier Musketeers — as well as for the 750 college programs that use Learfield subsidiary Sidearm Sports‘ digital production services for websites and other sports-related content.

While YinzCam has already scored several college-app development deals thanks to its NFL experience (like the recent Baylor University app and a forthcoming app for Texas A&M University), YinzCam founder and CEO Priya Narasimhan said the Learfield deal could provide a far more rapid expansion path into the university mobile-app market.

While we are working on a much deeper in-depth profile of YinzCam — coincidentally, we just finished a long (and long in planning) interview earlier this week with the always-busy Narasimhan, who provided some background information on how YinzCam has basically come from nowhere to leading the stadium mobile-app development field in its 5 years of existence. One thing we’ve always wondered about is how a 30-person company in Pittsburgh is able to develop apps for 20 NBA teams and 25 NFL teams, among its 91 customers. The secret? Automation.

According to Narasimhan, YinzCam is able to scale well because it automates most of its core app functionality — for instance, when it comes to making replays available to the mobile device, Narasimhan said a YinzCam algorithm breaks down the video feed, instead of having someone doing the task by hand. Narasimhan also said that the company uses all its clients as a kind of crowdsourcing idea pool, and quickly shares any new innovations with all existing clients. Narasimhan also said that YinzCam’s core app has “well documented third-party guidelines” for integrating outside feature-apps like ticketing and seat upgrade programs, which can then be melded into an overall YinzCam-produced team app.

One final YinzCam nugget for now:

— Where did the name come from? Narasimhan says YinzCam is a mashup of the Pittsburgh term “You ones” (a linguistic equivalent of the Southern “y’all”), which when pronounced quickly in a Pittsburgh accent sounds like “Yinz” and “camera” for the personal video the app supplies.

Stay tuned for more on YinzCam and the Learfield deal…

Stadium Tech Report: Nebraska adds Cisco-powered Wi-Fi, IPTV to Memorial Stadium

Memorial Stadium, University of Nebraska. Credit all photos: University of Nebraska.

Memorial Stadium, University of Nebraska. Credit all photos: University of Nebraska.

The state of Nebraska might not have a professional football team, but University of Nebraska fans now have a pro-style wireless experience at home games thanks to a high-density Wi-Fi network and IPTV features recently installed by the school at the 85,000-plus seat Memorial Stadium.

Combined with a new mobile app that delivers multiple live video streams and replay options, the loyal Cornhusker fans — who’ve come to Lincoln, Neb., and filled Memorial Stadium to the brim every game day since the 1960s — now have a wireless fan in-game experience among the best anywhere, collegiate or pro. Installed for use this season by CDW, the new network features Cisco Wi-Fi gear and Cisco’s StadiumVision and StadiumVision Mobile systems, as well as a new app developed by NeuLion and additional video-streaming capabilities from EVS.

“We have the most loyal fans in the country,” said Kelly Mosier, director of digital communications for the University of Nebraska athletic department. Part of putting in a high-definition wireless network, Mosier said, was to meet growing fan connectivity needs and to “stay ahead of the curve” in stadium experiences. “We wanted to reward the fans for being so loyal, and give them a new experience to brag about,” Mosier said.

A look at video options in the Husker app

A look at video options in the Husker app (click picture for bigger view)

One of the first collegiate programs to install big TV screens in its stadium, Nebraska now has a Wi-Fi network with more than 800 access points, both inside Memorial’s seating bowl as well as outside, at entrance and parking areas. In addition to synchronized IPTV broadcasts on stadium flat-panel screens, Nebraska fans also have access to a wide range of live video and video replays of game-day action, thanks to the new game-day app.

According to Dan Floyd, director of information technology for Nebraska athletics, the new network is already a hit, with a peak of 25,000 simultaneous users during the second game this fall. And even though Floyd and Mosier are aware of some problem areas, as Floyd said there has already been “a lot of positive feedback” from the technology upgrades.

Better sound, better connectivity

The network deployment was part of a recent $12.3 million upgrade to the football facility, which has been the home of the Huskers since 1923. Included in the total spend was also a revamp of the public-address and sound systems, but according to Mosier “the biggest chunk” of the spending went to cover the Wi-Fi deployment.

The need for better connectivity became apparent a few years back, Mosier said, and it set in motion a “very long process” of a couple years in length in which Nebraska officials looked at other existing stadium deployments and technology choices before making their decisions. One of the easier picks was selecting Cisco as the main Wi-Fi gear supplier, since Mosier said that most of the rest of the school’s campus was already wired with Cisco networking gear. And a recent deployment of Cisco stadium Wi-Fi at Pinnacle Bank Arena in downtown Lincoln, Neb., where the Husker basketball team plays, helped further push the football decision toward using Cisco.

“We wanted to provide a seamless experience for fans between multiple venues, and to play well with the rest of the campus,” Mosier said. “It was just a no-brainer to use a Cisco [Wi-Fi] product.”

Also in Cisco’s favor was its StadiumVision digital display system and its StadiumVision Mobile product, which both bring advanced IPTV features to static stadium screens as well as to mobile apps. StadiumVision allows for synchronization of programming across a wide array of networked displays, while StadiumVision Mobile supports several live broadcast channels that can be used to provide live content to mobile apps. The Brooklyn Nets use StadiumVision Mobile to bring live action channels to fans who visit the Barclays Center for games.

“We wanted to not just provide the networking infrastructure, but on top of that provide something extra,” Mosier said. “Our fans are pretty savvy, and they are looking for things beyond what the casual fan might be looking for. StadiumVision and StadiumVision Mobile makes sense for our fan base. The ‘extra screen’ approach really lets them control their own video experience.”

Some additional replay options in the Husker app

Some additional replay options in the Husker app

On the Huskers’ game day app, Mosier said, fans at the start of the season could choose between three StadiumVision Mobile-powered “channels” that showed the big-screen broadcast, an alternate angle view, and an “all-22” camera that is like what coaches view to see the players across the entire field. A “phase II” of the app live video, which had not yet launched at the time of our interview, will include further user-controlled selections for more camera angles and replays. According to Mosier, the Phase II capabilities are supported by the C-Cast system from EVS. The entire new app, he said, was built by developer NeuLion.

Though Mosier said the live video production for the app was “definitely a growing process” that will require further tuning and learning, he said the system already has impressive performance, with delays between live action and app action at “a second to a second and a half.” Mosier said that Nebraska also plans to bring more live action to the mobile app for basketball season, with multiple camera angles including a “slam cam” based near the rims.

Handrails and fan interference of Wi-Fi signals

While the 800 Wi-Fi APs give Nebraska pretty good coverage throughout the facility, Floyd said the IT team knew it would have connectivity challenges in the north and south end zone stands, since neither of those sides have any structural overhangs.

“Since the north and south sides [of the stadium] don’t have overhangs we knew they would be problematic,” Floyd said. One option used in venues including AT&T Park and Levi’s Stadium, the under-the-seat access point, wasn’t an option at Memorial Stadium, Floyd said, because the seats there aren’t high enough to meet safety requirements for keeping bodies away from the antennas.

One creative way CDW and Nebraska brought Wi-Fi to the north and south stands is via Wi-Fi antennas inside railing enclosures, but those are not without their own challenges. Though the railing antennas get a signal close to fans, the long rows of seats at Memorial Stadium — up to 30 in between rows — means that the “waterbags,” or human bodies, can act as signal-blockers for fans in the middle of the rows.

“The first 10 or 12 people on either side get a pretty good signal,” said Floyd, but he added that the fans in the middle are still a challenge to reach. Both Mosier and Floyd said Nebraska will continue to seek ways to upgrade the Wi-Fi network, including possibly putting APs on top of towers or in other creative deployments.

“We knew it would need tuning, and some tuning is easier than others,” Mosier said. “We know we still have pockets of [connectivity] problems. We knew that when we put in a system like this, it wasn’t going to be perfect on day 1.”

Something to brag about

According to Floyd, Memorial Stadium has had a Verizon DAS in place for several years, which fulfilled most of the fans’ basic cellular connectivity needs since he said that “70 to 75 percent” of Cornhusker fans were Verizon customers. However, the new sound system, with its big speaker arrays, has also given room for AT&T and U.S. Cellular to add some DAS equipment of their own, with antennas mounted right inside the speaker enclosures.

Unlike other schools or teams, the Cornhuskers are not pressed to make money off their wireless network, given the stadium sellout streak that dates back to Nov. 3, 1962. But Mosier said that even the Huskers aren’t immune to the lure of the living room couch, with its comfort, HD screen and close-by food and drink.

“We definitely have a blessed situation [with the sellouts],” Mosier said, while allowing that some fans might still prefer sitting at home. “But you can’t match the experience of being at the venue,” he added. “If we can address the connectivity issues, plus add to the stadium experience [with technology], it’s a win-win for us.”

Using the app at Memorial Stadium

Using the app at Memorial Stadium

https://duwit.ukdw.ac.id/document/pengadaan/slot777/

https://mtsnupakis.sch.id/wp-content/zeusslot/

https://insankamilsidoarjo.sch.id/wp-content/slot-zeus/

https://smpbhayangkari1sby.sch.id/wp-content/slot-zeus/

https://alhikamsurabaya.sch.id/wp-content/slot-thailand/

https://mtsnupakis.sch.id/wp-content/bonus-new-member/

https://smptagsby.sch.id/wp-content/slot-bet-200/

https://lookahindonesia.com/wp-content/bonus-new-member/

https://ponpesalkhairattanjungselor.sch.id/wp-content/mahjong-slot/

https://mtsnupakis.sch.id/wp-content/slot777/

https://sdlabum.sch.id/wp-content/slot777/

https://sdlabumblitar.sch.id/wp-content/bonus-new-member/

https://sdlabumblitar.sch.id/wp-content/spaceman/

https://paudlabumblitar.sch.id/wp-content/spaceman/