Periodic Reporting for period 1 - spike (Unique Virtual Reality solution recreating live indoor sports to increase audience)
Reporting period: 2019-06-01 to 2019-11-30
Mac-Lloyd already solved some big technical issues developing an accurate and robust indoor tracking and VR system. At the beginning of phase 1, SPIKE technology was standing at TRL 6. The technological work achieved before phase 1 started allowed Mac-Lloyd to reach the desired accuracy, robustness and reliability. It was therefore opening great market perspectives. In this context, SME instrument phase 1 objectives were to address and validate technological, IP and market feasibility before initiating a go to market, targeting indoor sports starting with basketball.
From a marketing point of view, SPIKE responds to nowadays heavy transition from TV sport broadcasts towards multiplied interactive broadcasts on new platforms. Each sport needs the best contents to maintain its attractiveness.
- for sports: a light, low infrastructure, easy to operate, accurate tracker for outdoor and indoor sports. It is as of today the best tracker on the market, the only one to combine the necessary advantages: robustness, accuracy, simplicity. SPIKE tracking system goes along with various options: virtual reality, TV overlay, offline statistics, …
- for security: a robust, very accurate, safe and controlled indoor and outdoor tracking system for military and security market. Thanks to its unique reliability, SPIKE system already awaked the interest of various public and private entities.
Mac-Lloyd also led a strong policy on FTO and PI, filing several patents and validating the necessary norms to operate on its targeted markets.
From a professional point of view, accurate tracking, in any sport, is key to analyse athlete performance, and to optimise training. It helps monitoring each athlete’s data, strength and weaknesses. It also helps to understand what can’t be seen: exact speeds, sectional timings, …
From a media point of view, accurate data is key to immerse the audience a the professional sport universe, to give more insights to gamblers, and to create new types of interactivity and attract new, more involved fans.