2014 FIFA World Cup live streaming
During the 2014 FIFA World Cup, hundreds of millions of sports fans across the globe followed 64 games in 12 venues across Brazil. The tournament draws far more fans and viewers than any other single sport – in 2010, an estimated 3.2 billion people tuned in with over 900 million watching final game alone1. Demand for coverage in 2014 appeared to be even stronger given the record-breaking viewer numbers released for many competing countries that includes several games with well over sixty percent of the national viewers tuning in2.
Over the last four years, consumers have embraced new technology and devices that have influenced their viewing habits. Over half the global audience was projected to watch coverage online for 20143. Given that growing trend, sports broadcasters, media production partners and software technology companies like Aspera have worked together to combine their best technologies to create a revolutionary cloud-based content delivery workflow that enabled viewers to consume live HD media in ways they never have before.
A TEAM OF INNOVATION
For the first time in history, this World Cup has introduced a large-scale system for high-resolution end-to-end live streaming in the cloud to second screens. While “second screen” is not new to global sport, this architecture is indeed a first. The basic digital broadcast workflow for each game can be summarized as follows: Live video feeds captured from up to 24 cameras (EVS C-Cast) are transferred in real-time using high-performance WAN transport (Aspera) from Brazil stadiums into the cloud platform in Europe (AWS running Aspera On Demand) for real time processing into multiple formats and bit rates through a scale-out cloud video platform (Elemental Cloud) for processing into a range of online viewing formats and are delivered to regional broadcasters and streamed to online viewers across the world.
The platform takes advantage of the latency and packet loss resilience of the Aspera FASP protocol, the Aspera Direct to Cloud storage transfer capability, and the Aspera auto-scale platform, to deliver consistent transfer of the live feeds in spite of heavy round-trip latency and packet loss (over 200 milliseconds and 10% packet loss from Brazil to Europe AWS).
Consumers enjoy live and near-live coverage of the games from any laptop or mobile device with optimized viewing, and from multiple camera angles. Unlike the past, consumers no longer have to settle for one live feed on a television.
With this new architecture, regional broadcasters with rights to the televise have access to all live camera feeds from the game rather than only one live stream from the game’s central production site, which provides the broadcasters far greater freedom in what online live streaming and edited content they can distribute.
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They're the standings....
They reflect how well each team is doing in their group...