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www.nem-initiative.org New European Media Strategic Research & Innovation Agenda Tbilisi, 9 September 2015 [email protected]

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www.nem-initiative.org

New European MediaStrategic Research & Innovation Agenda

Tbilisi, 9 September [email protected]

www.nem-initiative.org

Objectives• The NEM Initiative is launching creation of its Vision for the scope of Horizon 2020 and beyond. The

New NEM Vision should include brief overview on technologies, services and applications, as well as further measures and activities, particularly including vision aspects of the creative industry sectors.

• The Vision document is usually created and approved by the NEM Steering Board and it has significant impact on overall expression of the New NEM towards 2020. For this version of the Vision, we are also including our new collaboration partners, representing the creative sectors. Later on, based on the Vision document, the NEM Initiative will work on establishment of its new Strategic Research and Innovation Agenda together with all NEM members.

• A tentative table of content for the New NEM Vision document can be found below. The main task we have now is to identify the main NEM drivers building the New NEM Vision and therefore we are asking all of you to provide information on the New NEM drivers as follows:

– Technical aspects – status today, what do we want to achieve in time frame 2020 and beyond, and brief statement on how we can get there

– Socio-economic aspects – current status and perspective, in particular if the vision becomes reality

Please, note that the term “Technical aspects” does not necessary mean that the vision is technology-oriented only, where we can also consider inputs on strategies, frameworks, processes, etc. The “drivers’” can be understand as particular technological items related to NEM, areas of activities relevant to the NEM community, future collaboration principles, etc.

2NEM SRIA - 2014

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Vision hot topics

• Sectors :– creative industry who are the stakeholders,

– what are the content ?

• Trends :– User : nb of connected people, nb of connected devices/object, nb of tera bytes

of creative/media content

– Business & market : content industry, sectors covered (fashion, A/V, gaming, publisher, …)

– Technologies : • Networks (wired/wireless/satellite)

• Devices

– Evolution of the business value chain

• Needs : – users (societal challenges : Where do the technologies facilitate the user life),

– business (workflow)

– Which vertical markets ? entertainment, education, health, tourism, ...

NEM SRIA - 2014 3

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Foreseen innovations– Content creation

• Professional, user generated, smart objects (IoT), collaborative/crowd creation, storytelling, Open data

– Content personalisation & recommendation• Personal data, privacy

• Emotional monitoring, user behaviour

– Content processing• Storage, cloud

• Brokering, aggregation

• New formats (UHD, 3Dvideo&sound, holographic) , virtual & augmented reality, metadata,

• Post production

• Accessibility

• Data analytics

• Content search

• Compression performance

– Content distribution• ATAWADAx on any networks seamlessly

• Application able to configure the network according to needs (bandwidth, latency, security, ...) (linked to business model)

– Content consumption• Rights management, content protection

• User interaction/accessibility/Interface design/natural interaction

• Transaction (payment,

• Immersive devices (connected TV, glasses, windscreen, ...)

• Translation

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www.nem-initiative.org

Research topics versus WP 2016-2017

• Creation of Audio/Visual Content ICT20

• Digital Cinema ICT19, ICT22

• Publishing, Books and Text-based Digital Media ICT20

• Emotional monitoring, user behaviour ICT23• Open& Big Data Big Data PPP• User personalisation and individual experience ICT23• Storage, cloud Big Data PPP• Brokering, aggregation ICT20• New formats (UHD, 3D video & sound, holographic), virtual & augmented reality ICT20• Metadata ICT20

• Post production ICT20

• Data analytics Big Data PPP

• Content search ICT20

• Compression performance ICT20

• Secure content

• Content delivery ICT19

• Rights management

• User interaction ICT23

• Visualization end points ICT23• Media convergence ICT19• Transaction (payment)• Translation ICT23• Accessibility ICT23

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www.nem-initiative.org

Immersive & Interactive Content Public Private Partnership

Tbilisi, 9 September [email protected]

www.nem-initiative.org

Creative and

Vertical sectors

End users

I²C objectives

Provide an Immersive and interactive environment responding / anticipating to the user needs to improve productivity and cross/intra domain collaboration

I²C PPP, Paris, 24 June 2015 7

Content

I²C Platform

Applications

Developers

www.nem-initiative.org

Overall objectives 2024

I²C PPP, Paris, 24 June 2015 8

• Speedup the process from the idea to production, improving efficiency in term of cost, time and impact in any sector

• Richer and augmented user experience (Massive content is relevant in any sector)

• Collaborative innovation environment for professionals and consumers

• Immersive systems to support any type of communication / interaction between people

• Immersive working environment

• Immersive Home, urban, … environments

www.nem-initiative.org

Responding to theDigital Economy and

Society strategy

• At the Parliament’s hearing of Commissioner Oettinger, several positions have to be taken into account :

• “… I believe I am in good position to help the development of creative industries and of a successful European media and content industry able to reach out to new audiences, adapt to the digital era and thrive in the connected Digital Single Market. Because content is not just about leisure time. it’s also about the kind of software and applications that power industry 4.0. …… I will ensure, in close cooperation with my colleagues in charge of Education, Culture, Youth and Citizenship, that the variety of instruments under my responsibility are mobilised in favour of both the cultural sector and the cultural and creative industries…”

I²C PPP, Paris, 24 June 2015 9

www.nem-initiative.org I²C PPP, Paris, 24 June 2015 10

I²C platform should beused by any creative industry for their ownbusiness but also by any verticalsectors (eHealth, transport, energy,manufacturing, …)

www.nem-initiative.org

ICT PPP complementarity

I²C PPP, Paris, 24 June 2015 11

5G PPP

Big Data PPP

Future InternetPPP

I²CPPP

FI PPP : - Vertical use cases- NGSI APIs- IoT broker

Big Data PPP :- Content storage- Content search- Content analysis

5G PPP :- Network configurability- E2E QoE- Latency

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Impacts

I²C PPP, Paris, 24 June 2015 12

• Business & economic Impact– figures

– State of the art worldwide

– Open new market for ICT

– Quick response to new and sustainable market opportunities based on converged business models between content, telecom, broadcast and consumer electronics industries.

– Increase business opportunities for SMEs (when do they have to be involved – Clusters)

• Societal impact– Vertical sectors

– End users (privacy, security, …)

– Boost the effectiveness of the communication and interaction.

– Enhanced quality of life through new usage forms contributing to social, intellectual and leisure well-being.

• Technological impact– Devices (capture/input of media & interaction data, presentation/output)

– New format for representing immersive content

– User interface

– Tools to create new forms of content

– Networking for interactive content (5G)

– Orchestration for end device

– Reconstruction (content aggregation) engine

• Other impacts– User experience (psychological model for understanding immersion)

www.nem-initiative.org

Thanks

for

your

attention !

NEM SRIA - 2014 13

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Research topics (1/6)• Creation of Audio/Visual Content

– Immersive Content formats for both video (UHD and 3D) and audio.

– IP-based studios and content capture.

– Object-based media formats, systems and tools so that raw content can be easily captured once and repurposed many to give different versions/perspectives. These will facilitate the production of personalised content that meets the requirements of individual users’ preferences, range of user devices and other user contexts.

– Research into the use and relevance of new forms of wearable devices.

– Personalisation - user and device context aware content and supporting metadata

– Systems and tools for new storytelling paradigms.

– IoT – applied to the capture of user-generated content – the prosumer and social networks and in the profession environment of object-based media

• Digital Cinema– Production and post-processing in the Cloud looking at infrastructure, accessibility, security and reliability, aimed at

gaining the trust of the industry.

– New formats and transcoding for a secure and fast exchange of content and data without degradation of quality.

– New formats that provide novel immersive user experiences.

– Professional tools and applications aimed at the digital cinema and audio-visual production industry sectors.

– Ways of processing and analysing content data at all stages of the value chain - pre-production, production and post-production stages, including systems and tools for searching for, storing and accessing digital audio-visual content.

– Secure and practical IP Rights Management systems and protocols applicable along the entire content/data value chain.

• Publishing, Books and Text-based Digital Media – Development of new non-linear story telling tools.

– Interaction and convergence – the integration of text and A/V media.

– Accessible forms of media.

– eLearning services : including MOOC and serious gaming

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• Emotional monitoring, user behaviour– AudioVisual search - new ways for crowd sourcing, social network contribution, etc;

– Natural interaction including brain computer Interface, gesture, dialog;

– Natural Human Machine interaction & Value added contents - Augmented reality experience on advanced devices (glasses, windscreen, TV, mobile, 3D/holographic content and displays);

– Intelligent interface “concierge” services incorporating social awareness, geography, social media, personal preference and user behaviour and knowledge;

– Real-time translation - Multilinguality, language agnostic systems and interfaces

– Tele-Immersive digital environments providing new ways to access and combine content;

– Immersive technologies - Immersive communication

– Shared (collaborative) media experiences and integration with social media.

– Dissemination of augmented reality in various sectors such as Industry, Tourism, Health could be a way to foster innovative and creative experiences.

– Gamification and crowdsourcing could be a way to foster creativity processes and culture as a game;

– Adaptive and personalised storytelling - collective memory and heritage built on-the-fly combining different content formats;

– Learning to Culture and Creativity- fostering culture and learning as fundamental assets of the user experience.

• Open& Big Data– Semantic Web technology, semantic data analysis (learning, data analytics, data mining) making big data smart; usage of

metadata to track the movement of content;

– Data storage and transfer infrastructures e.g. cloud computing and its application to data analysis;

– Data architecture for semantic search in large data bases and crowd sourcing solutions for search

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Research topics (2/6)

www.nem-initiative.org

• User personalisation and individual experience– Ad hoc themes : “here” and “now”, authoring– Social innovation : accessibility from the ? within the content + service production process -> personalization (cross devices)– harnessing and standardizing the power of social media as the new pathway to content– Towards a digital life (adapted content – terminal, location, situation; privacy)– optimization of advertising models leading to personalized advertising recommendations (eg Netflix)– Personalization of content without compromising privacy– Multi-screen service, individualization/personalization of services– Adaptive and personalised Storytelling (memory and collective heritage built on the fly combining different content format)– Contextualization to take personalization a step further by adding situation, predictive, and real-time elements to existing tenets of

personalization..– Delivering service and content recommendations for customer segments is no longer enough. Users --used to interactive experiences -- demand

real-time relevancy that is tailored to their device of choice and individual situation / context.– Right functionality, content for the right persona at the right moment adapted to device– No longer targeting a niche, or segment– New model of predictive applications analyzing big data in near real-time– Digital disruption taken to the extreme : a world of individual experience and intensified personal control

• Storage, cloud– Data transfer infrastructure (e.g. cloud computing and its application to data analysis)– Archiving and preservation– Cloud storage solving the European infrastructure versus personal solution question– A European Asset Repository, creating a central repository of global assets, with metadata standards

• Brokering, aggregation– Aggregation tools– Data format definition and standardisation– IoT data APIs– Open data brokering tool

• New formats (UHD, 3D video & sound, holographic), virtual & augmented reality– 3D/holographic capture, manipulation and consumption for content and person to person communication (immersive communication)– 3D Virtual/augmented reality using new devices (glasses, 3D Screen, windscreen display, ..)– 3D Printing

• Metadata– Interoperable metadata if it is not possible to get standardized Metadata– Automatic generation of metadata (open data, IoT data, ….)– Use of metadata to track the movement of content 16

Research topics (3/6)

www.nem-initiative.org

• Post production– Interoperability (platforms, APIs, standards, etc, ...)– Arrays of video sensors that capture multiple perspectives of a scene which can then be manipulated by the

production team to allow any virtual perspective to be generated– Ultra HD TV, 4K, end to end production tools

• Data analytics– Semantic data analytic techniques– Semantic language analysis for semantic indexation and automatic production of formal knowledge (link with

semantic web and automatic language analysis)– Data mining– Semantic web technology, especially around learning and data analytics, modelling user behaviour and

experiences and processes

• Content search– Data architecture for semantic search in large data bases– Content search and discovery– Multimedia search in big data infrastructure and in Cloud environment– Discoverability of e-books

• Compression performance– New compression tools and standards

• Secure content– DRM interoperability (or standard solution)– On demand exhaustive withdrawal of content from the internet– Multimedia content homomorphic encryption– Voice signature

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Research topics (4/6)

www.nem-initiative.org

• Content delivery– See conclusions of The Joined NEM/Networld2020 WG

• Rights management– digital rights management and content protection, in particular with the development of user-friendly systems

that offer protection without hampering the user experience while at the same time communicating clearly all the relevant information

– automated expression of rights (digital rights information management), machine-readable, in order to facilitate identification, negotiations and transactions concerning protected digital works

• User interaction– Natural and intuitive user interfaces– New ways of interaction in complex working environments – Embedding new ways of interaction in storytelling– User Experience of new products– Natural interaction including brain-computer interface, gesture, dialog, …

• Visualization end points– High quality displays, able to reliably and faithfully render more immersive 2D visual content such as UHD,

HFR, HDR, large colour gamut content, etc.. Not only new display technology but also connectivity & interfaces should be addressed. For the future of Cinema, especially high dynamic range (HDR) projection systems with higher contrast ratio and especially peak brightness somewhere between 10x and 15x the maximum brightness of current projectors are sought, providing cinema gurus and audiences with much brighter and more natural images

– Regarding 3D displays, technological advances are required to reach high resolution, full parallax and multi-view (>100views of eye limiting resolution) auto-stereoscopic 3D displays, yet cost-effective.

– Immersive devices (connected TV, glasses, windscreen) will be increasingly used and need to be advanced.

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Research topics (5/6)

www.nem-initiative.org

• Media convergence– Immersive devices and technologies– Internet of things– Big data management – Digital Design and creativity– Mobile Technology – Geo localization– 3D: Stereoscopic and CGI– Motion Capture– Augmented Reality– Educating new media professionals...– Interactivity/user engagement– Privacy Issues– Content Security and DRM (Digital Rights Management) issues– Standards and formats– Business models– Data management– Legal issues

• Transaction (payment)– Market and Business models– Different financing models (crowd funding, venture capital, advertising, brand content, product placement, public support or privet invest, ...)– Legal issues

• Translation – Real time solutions for speech and text transcription and translation : Ultra large vocabulary, adaptation to the diversity of languages, reduction

of learning model cost, convergence with text language analysis.– Business models for such solutions

• Accessibility– Automatic translator to sign language– Accessible universal remote control– Screen reader enabling visually impaired viewers to read subtitles– Improving multimedia accessibility by design-for-all

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Research topics (6/6)

www.nem-initiative.org

Work program 2016-2017

• ICT-19-2017: Media and content convergence– Demonstration and validation of new technologies, services and solutions

through large scale demonstrations, pilots or close-to-market prototypes exploiting the convergence, interoperability and integration between broadcasting, broadband Internet-based services, audiovisual and social media. When testing accessibility solution, ,attention should be paid to the diversity of the disabled population, in particular to social characteristics, such as age, gender, and socio-economic status.

– IA : 38 M€, CSA : 1 M€ / Call deadline: 8 Nov. 2016

• ICT-20-2017: Tools for smart digital content in the creative industries– High quality content is the main source of revenue for the Creative Industries

and also instrumental for their competitiveness in a large, international market. The challenge is to maximise the potential for re-use and re-purposing of all types of digital content, for instance, by directly conceiving and creating content usable in different contexts and technical environments; improving its granularity; increasing its ability to dynamically adapt to the users; generating more realistic digital models; embedding semantic knowledge; and other approaches to make content "smarter" thanks to new and emerging technologies.

– RIA : 17 M€ / Call deadline: 25 Apr 2017

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www.nem-initiative.org

Work program 2016-2017

• ICT-21-2016: Support technology transfer to the creative industries– The goal is to increase the competitiveness of the European

creative industries by stimulating ICT innovation in SMEs, by effectively building up and expanding a vibrant EU technological ecosystem for the creative industries' needs and by fostering exchanges between the creative industries SMEs and providers of innovative ICT solutions

– IA : 14 M€ / Call deadline: 12 Apr 2016

• ICT-22-2016: Technologies for Learning and Skills– The challenge is to create an innovation ecosystem that will

facilitate open, more effective and efficient co-design, co-creation, and use of digital content, tools and services for personalised learning and teaching.

– IA : 20 M€, RIA : 11 M€ / Call deadline: 12 Apr 2016

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www.nem-initiative.org

Work program 2016-2017

• ICT-23-2017: Interfaces for accessibility– More effective solutions, designed with people with disabilities and

their carers, are needed to mediate communication experiences or for more natural interactions, including with their environment. Technologies aiming at enhancing cognitive accessibility hold the potential to improve attention, executive functions, knowledge acquisition, communication, perception and reasoning.

– IA : 2 M€, RIA : 10 M€ / Call deadline: 25 Apr 2017

• ICT-24-2016: Gaming and gamification– The challenge is to mainstream the application of gaming

technologies, design and aesthetics to non-leisure contexts, for social and economic benefits. Supporting the expansion of applied gaming and gamification will not only create new solutions and methodologies to address societal issues, but it will also help SMEs to seize new business opportunities.

– IA : 12 M€ / Call deadline: 12 Apr 2016

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