The objectives in this challenge started with the core premise that wearable tech and geo-located content ('the real-world metaverse’) are set to become crucial drivers of content innovation.
It sought to answer some of the questions that arise from this understanding:
* What happens when audiences are free to move around audiovisual content as they see fit, and how can broadcasters create compelling interactive experiences that are manageable across new and old distribution chains?
* How can broadcast content be created and adapted for a world that enables such 6DOF content, and how can this material be utilised ‘down-stream’ in more traditional workflows - as reusable transmedia assets that complement ‘real world’ experiences with versions that can be deployed across more standard distribution platforms allowing broadcast audiences to interact with the content.
This 2022 Challenge developed on themes first explored in the 2021 IBC Accelerator ‘Immersive Audio and Sound Imagery’ project, where the consortium - including Audible/Amazon, BBC, Kings College London/Braud.io, Omnilive, MagicBeans, CTOiC and Twickenham Film Studios - explored how immersive audio (via spoken word and classical music) can best be deployed to increase engagement and immersion for audiences using fixed and dynamic (head-tracked) binaural audio.