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Introduction Open Call Information Teleconference 4 July 2012 Michael Boniface, IT Innovation ([email protected])
13

EXPERIMEDIA project overview

Oct 21, 2014

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Page 1: EXPERIMEDIA project overview

Introduction

Open Call Information Teleconference4 July 2012

Michael Boniface, IT Innovation([email protected])

Page 2: EXPERIMEDIA project overview

Copyright University of Southampton IT Innovation Centre and other members of the EXPERIMEDIA consortium, 2012

Who’s who?

IT InnovationMichael Boniface – Project CoordinatorStephen Phillips – Project Manager

ICCS / NTUA – Construction activity leaderKleopatra Konstanteli

JRS – Open call managementWolfgang Halb

Page 3: EXPERIMEDIA project overview

Copyright University of Southampton IT Innovation Centre and other members of the EXPERIMEDIA consortium, 2012

Agenda

Project overview Michael Boniface

Open call process Stephen Phillips

Technical overview Stephen Phillips

Venue overview Manolis Wallace / Josep Escoda / Peter Höflehner

Questions and answers Over to you!

Page 4: EXPERIMEDIA project overview

Exploring “live” Social and Networked Interaction with the Future Media Internet

1st Open Call Information Teleconference4 July 2012

Michael Boniface([email protected])

IT Innovation

Page 5: EXPERIMEDIA project overview

Media is a key driver for Internet usage

User centricity is increasingly important in research and design

Places that communicate the “how and why of human activity” offer huge potential for all

Page 6: EXPERIMEDIA project overview

Copyright University of Southampton IT Innovation Centre and other members of the EXPERIMEDIA consortium, 2012

EXPERIMEDIA is creating Smart Venues for experimentation with enabling Future Media Internet technology

Page 7: EXPERIMEDIA project overview

Copyright University of Southampton IT Innovation Centre and other members of the EXPERIMEDIA consortium, 2012

EXPERIMEDIA Testbed Concept

A place where people go for experiences, learning and social interaction

A place supporting four foundation elements for experiments Smart Venue Smart Community Live Events Baseline Future Media

Internet Technologies A hub for innovation A target ecosystem

Smart Venue

Smart CommunityLive Events

Baseline FMI Technologies

Page 8: EXPERIMEDIA project overview

EXPERIMEDIA Smart Venues

Copyright University of Southampton IT Innovation Centre and other members of the EXPERIMEDIA consortium, 2012

Schladming Ski Resort

Foundation for the Hellenic World

CAR High Performance Sports Training Centre

Page 9: EXPERIMEDIA project overview

EXPERIMEDIA Ecosystems

Copyright Atos and other members of the EXPERIMEDIA consortium, 2011

Schladming Ski Resort

Foundation for the Hellenic World

CAR High Performance Sports Traning Centre

Schladming

participative community experiences

social media, content delivery,

augmented reality, open data

large scale public

local authorities, event managers,

network operators, service providers, app developers,

advertisers

FoundationHellenic World

cultural and educational experiences

multimedia exhibitions, virtual

reconstructions, serious gaming

medium scale public and pro (curators)

museums, event mgmt, students,

tourtists, curators

CAR

collaborative working

experiences

human sensing, 3D reconstruction,

dynamic metadata synchronisation

small scale professional

students, permanent

athletes, sports federations,

coaches

the

expe

rienc

eth

ete

chth

esc

ale

the

ecos

yste

m

Page 10: EXPERIMEDIA project overview

Copyright University of Southampton IT Innovation Centre and other members of the EXPERIMEDIA consortium, 2012

Future Media Internet

Create value by linking people to each other and to locations in ways that capture popular imagination

We have defined three technical scenarios associated with Live Events

Live and augmented investigating production, management and delivery of user-

generated content with augmented reality for participative community experiences at large scale public events.

Live and online exploring the relationship between real-world and online

communities, and how such online communities can be used to adapt and provide efficient management of media content and improved personalised social experiences.

Live and 3D nvestigating the production, management and delivery of

high quality media content (largescale in terms of size of content), 3D Internet technologies and metadata management for professional collaborative working and experiences

Page 11: EXPERIMEDIA project overview

Copyright University of Southampton IT Innovation Centre and other members of the EXPERIMEDIA consortium, 2012

Experimental Technologies

The EXPERIMEDIA Approach

Smart Venue Ecosystems

Infrastructure Services

FMI Architectural Vision

Baseline FMI Technologies supportingMixed Content Lifecycles

Experiment Content Com

ponent

Outcom

e

Social ContentCom

ponent

Audio/Visual Content Com

ponent

Pervasive ContentCom

ponent

3D Content

Component

insights into thebehaviour of FMI

systems

socio-economicimpact on target

ecosystem

Experimental FM

I SystemD

esign

Page 12: EXPERIMEDIA project overview

Copyright University of Southampton IT Innovation Centre and other members of the EXPERIMEDIA consortium, 2011

Accelerate research, development and exploitation of innovative Future Media Internet products and services through testbeds that support experimentation conducted closer to the real world which explores new forms of social interaction and experience in online and real world communities.Exploring new forms of

“live” social interaction and experience enabled by the Future Media Internet

Engaging with users from culturally diverse communities through the R&D cycle

Accessing a multi-disciplinary team of experts from sociology, economics, legal, ethics and the Future Internet

Demand stimulated through open calls, world class venues and exciting live events

Competitive Calls2012/2013

(1M Euros)

Live Spectator SportsCollaborative Sports Training

Cultural and Educational Productions

Page 13: EXPERIMEDIA project overview

Copyright University of Southampton IT Innovation Centre and other members of the EXPERIMEDIA consortium, 2011

Objectives of the Call Experiments that want to trial FMI technologies

organisations results from R&D projects SMEs with beta technology academics with innovative technology in computer science

Each experiment: must target a single venue and demonstrate impact to stakeholders (e.g. quality of life through communication, visitor experience, sports performance, learning/education, etc); must include users and motivations/incentives for their participation; must consider the relationship between real-world and online interaction where real-world actions have real-world impact through the FMI; must explore the relationship between QoS and QoE; must use two or more EXPERIMEDIA baseline components together as enablers of the FMI; must contribute to the future vision of the FMI; must drive the evolution of the EXPERIMEDIA facility.

Innovative usage scenarios exploiting the multiple dimensions and scale of the EXPERIMEDIA facility, including system level experiments

A clear positive impact for users and other stakeholders within the venue ecosystems.