Explore the words cloud of the SPACEPORT project. It provides you a very rough idea of what is the project "SPACEPORT" about.
The following table provides information about the project.
Coordinator |
KARINCA TEKNOLOJI VE ILETISIM SANAYI VE TICARET LIMITED SIRKETI
Organization address contact info |
Coordinator Country | Turkey [TR] |
Project website | https://antmedia.io/ |
Total cost | 71˙429 € |
EC max contribution | 50˙000 € (70%) |
Programme |
1. H2020-EU.3. (PRIORITY 'Societal challenges) 2. H2020-EU.2.3. (INDUSTRIAL LEADERSHIP - Innovation In SMEs) 3. H2020-EU.2.1. (INDUSTRIAL LEADERSHIP - Leadership in enabling and industrial technologies) |
Code Call | H2020-SMEInst-2018-2020-1 |
Funding Scheme | SME-1 |
Starting year | 2018 |
Duration (year-month-day) | from 2018-09-01 to 2019-02-28 |
Take a look of project's partnership.
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1 | KARINCA TEKNOLOJI VE ILETISIM SANAYI VE TICARET LIMITED SIRKETI | TR (ANKARA) | coordinator | 50˙000.00 |
Spaceport is a media server capable of capturing and streaming 3D live media. Streaming media is more popular than ever and video streaming registered the highest growth. Until recently the media content, such as sport matches, concerts, live events, has been delivered is in 2D format but as the improvement in the Virtual Reality technology speeds up, 2D contents will be obsolete very soon.
There are 2 main techniques in VR technology: First one is the 360°, the method most commonly used today. Second one, which is a very new technology, is 3D Volumetric Video Capturing technique. Our product Spaceport has been developed with this newest technology and it is the only product-to-be, which is very close to the market, that can capture and stream 3D content based on volumetric video capturing technology. 3D Volumetric capture, is expected to surpass 360° solutions very soon. The main advantage Volumetric video differs from traditional VR or 360° video is that it offers a truly three-dimensional viewing experience.
With existing 360° videos today, audience’s view is locked to a single vantage point. There is no depth of field. Unlike real-time rendered VR games, spectator can’t walk around inside the video. In 3D format, a spectator in VR is able to physically look and move through the scene. In 360-degree video, audience is stuck with the location. Everything’s fixed. With volumetric everything’s possible.
Although our product can be used for various purposes such as trainings, presentations, communication, medical education, and live events, we chose to enter with the media & entertainment sector as it has the highest potential in terms of growth and profitability. The total size of the video market is USD 30.29 Billion in 2016 and this value is expected to reach USD 70.05 Billion in 2020.
Our initial growth assumption is to reach a turnover of revenue of 17 million Euro and create additional employment of 50 people by the third year.
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The information about "SPACEPORT" are provided by the European Opendata Portal: CORDIS opendata.