This document discusses key trends and research challenges in future media. It identifies several trends such as the growth of video traffic approaching the "Zettabyte Era", emerging high-definition user generated content, and recognition of many object classes in images and video. Research challenges include advanced video coding for high resolutions, distributed video coding for mobile applications, and multimedia data analysis. The research group has achieved several projects, spin-off companies, patents, and standardization contributions in these areas of future media.
hcid2011 - RED: a multi-disciplinary approach to experience design - Jarnail ...City University London
This document discusses a multi-disciplinary approach called RED (Research, Envision, Design) for experience design. It emphasizes hypothesis-driven research, capability modeling, and scenario planning to envision solutions. The design process involves concept and product design, workload definition, and user-centered and comparative design. Delivery focuses on proof of concepts, vision demonstrators, and investment cases. Examples discussed include an assisted living innovation platform and projects helping organizations promote digital literacy and envision breakthrough customer experiences.
The document summarizes the activities and research projects of the Integrated Media Systems Center (IMSC) at the University of Southern California. IMSC is an NSF Engineering Research Center that conducts research in multimedia and immersive technologies through partnerships with industry, government agencies, and other universities. Its research focuses on areas like immersive audio, computer vision, graphics & animation, and virtual reality simulations. IMSC also supports education programs and has graduated over 200 students. Its application projects include ImmersiNet for entertainment, InterAct for communication, and 2020Classroom for education.
From file-based production to real-time co-productionMaarten Verwaest
The document discusses how semantic technologies can enable the transition from file-based media production to real-time co-production. It describes some of the issues with current non-integrated production processes and how semantic modeling, linked data, and system integration using semantic technologies can help solve problems around re-use, retrieval and scalability. Examples of applications for semantic technologies in media production workflows from pre-production to archiving are also provided.
The Postcorrection Tool from LMU Munich uses advanced language technology developed in the IMPACT project to improve interactive document postcorrection. It integrates lexicons, matching tools, and profiling to power automated error detection and suggested corrections. Unsupervised analysis of OCRed documents provides document-centric knowledge for identifying error classes. The tool also enables batch corrections of multiple errors at once.
OODVS is Java framework that explores several extensions to object oriented paradigms like the use of adjectives or qualifiers that are similar to notations, that let us work with concepts like threaded methods, proxy methods that can significantly reduce the complexity of distributed, multicore, high concurrency systems.
Virtual Campfire/iNMV Storytelling on the iPhoneYiwei Cao
This document summarizes a workshop on future mobile applications. It discusses the UMIC research cluster, challenges for mobile multimedia management, the Virtual Campfire architecture for mobile multimedia management, and the Virtual Campfire concept. It also summarizes the iNMV application for storytelling on the iPhone and the agenda for the workshop, including presentations on iNMV features, the developing environment, implementation experiences, and installation instructions for workshop participants.
The document discusses the SMARCOS project which aims to improve the usability of communicating embedded devices through user-centric research and technology developments validated in trials. The first results include an experimental mobile application that allows users to add context descriptions to social media entries. Two initial small-scale trials involved developing a mash-up editor and testing smart phone applications for daily tasks. Going forward, four pilot projects will be developed covering aviation, monitoring systems, assistance for disabled people, and complex systems control.
The document discusses loosely-coupled distributed reactive programming in mobile ad hoc networks. It describes using an event-driven architecture and ambient references to allow mobile devices to spontaneously interact and share information even when connectivity is intermittent. Applications can publish and discover objects, communicate asynchronously, and export reactive behaviors to handle dynamic discovery of nearby resources.
hcid2011 - RED: a multi-disciplinary approach to experience design - Jarnail ...City University London
This document discusses a multi-disciplinary approach called RED (Research, Envision, Design) for experience design. It emphasizes hypothesis-driven research, capability modeling, and scenario planning to envision solutions. The design process involves concept and product design, workload definition, and user-centered and comparative design. Delivery focuses on proof of concepts, vision demonstrators, and investment cases. Examples discussed include an assisted living innovation platform and projects helping organizations promote digital literacy and envision breakthrough customer experiences.
The document summarizes the activities and research projects of the Integrated Media Systems Center (IMSC) at the University of Southern California. IMSC is an NSF Engineering Research Center that conducts research in multimedia and immersive technologies through partnerships with industry, government agencies, and other universities. Its research focuses on areas like immersive audio, computer vision, graphics & animation, and virtual reality simulations. IMSC also supports education programs and has graduated over 200 students. Its application projects include ImmersiNet for entertainment, InterAct for communication, and 2020Classroom for education.
From file-based production to real-time co-productionMaarten Verwaest
The document discusses how semantic technologies can enable the transition from file-based media production to real-time co-production. It describes some of the issues with current non-integrated production processes and how semantic modeling, linked data, and system integration using semantic technologies can help solve problems around re-use, retrieval and scalability. Examples of applications for semantic technologies in media production workflows from pre-production to archiving are also provided.
The Postcorrection Tool from LMU Munich uses advanced language technology developed in the IMPACT project to improve interactive document postcorrection. It integrates lexicons, matching tools, and profiling to power automated error detection and suggested corrections. Unsupervised analysis of OCRed documents provides document-centric knowledge for identifying error classes. The tool also enables batch corrections of multiple errors at once.
OODVS is Java framework that explores several extensions to object oriented paradigms like the use of adjectives or qualifiers that are similar to notations, that let us work with concepts like threaded methods, proxy methods that can significantly reduce the complexity of distributed, multicore, high concurrency systems.
Virtual Campfire/iNMV Storytelling on the iPhoneYiwei Cao
This document summarizes a workshop on future mobile applications. It discusses the UMIC research cluster, challenges for mobile multimedia management, the Virtual Campfire architecture for mobile multimedia management, and the Virtual Campfire concept. It also summarizes the iNMV application for storytelling on the iPhone and the agenda for the workshop, including presentations on iNMV features, the developing environment, implementation experiences, and installation instructions for workshop participants.
The document discusses the SMARCOS project which aims to improve the usability of communicating embedded devices through user-centric research and technology developments validated in trials. The first results include an experimental mobile application that allows users to add context descriptions to social media entries. Two initial small-scale trials involved developing a mash-up editor and testing smart phone applications for daily tasks. Going forward, four pilot projects will be developed covering aviation, monitoring systems, assistance for disabled people, and complex systems control.
The document discusses loosely-coupled distributed reactive programming in mobile ad hoc networks. It describes using an event-driven architecture and ambient references to allow mobile devices to spontaneously interact and share information even when connectivity is intermittent. Applications can publish and discover objects, communicate asynchronously, and export reactive behaviors to handle dynamic discovery of nearby resources.
New Trends in Media Literacy – Presentation on FEB2013Jarle Haugland
Media is rapidly changing. Which new trends do we see, and how can we, as followers of Christ, respond to this?
This is not an academic presentation, but an attempt to give a personal view on media use and the Church´s role in this.
Mechsoft Digital technologies pvt ltd. is the technology own organisation which is in the software development and testing field, where information technology comes closer to human intelligence.
We are an ISO certified and have 15 years of experience in development which is itself a kind of expertise and specialty.
The document discusses future trends and insights in customer experience, with a focus on social media. It identifies three areas with the biggest opportunities: experience psychology, neuroexperience, and social media. The rest of the document discusses how customer experience is defined, the role of subconscious signals, stages of social media maturity for organizations, what drives value in social media experiences, and insights from research into personal, business, and customer social experiences. Key findings include that social media is driven by emotions, esteem and feelings of acceptance are important, and customers expect more from social experiences than normal customer experiences.
This document discusses new media trends for 2009. It focuses on trends to watch for that year, including social media and networking. It also provides contact information for Prakash Ranjan of ID8labs regarding 2008 vertical spend and influential online uses.
Future trends in the construction mediawillmann1971
The document discusses future trends in the construction media industry. It predicts that print circulations will continue declining while web traffic increases. Print is likely to focus more on in-depth analytical content and case studies. Companies may rely less on media to reach audiences and more on self-publishing content directly. Content strategies are moving towards business-critical information users will pay for behind paywalls. Social media and new formats like blogs, videos and photos will grow in importance for both media companies and those self-publishing. Search engine optimization and traffic will remain important for free content online.
The document summarizes survey results on media usage by job seekers and discusses various online and social media options for candidates and recruiters to engage with each other, including Twitter, Facebook, LinkedIn, Ning, mobile sites. It provides examples of how some companies and individuals use social media platforms like Ning, Twitter and mobile sites effectively for recruiting and job searching.
Future trends in social media #rethinkingmarketing #dagmar /Starcom Sindre HolmeDagmar
Dagmar #rethinkingmarketing asiakasseminaari. Starcomin Sindre Holme aiheena Future trends in social media. Creativity doesn´t have to be about fancy campaigns. People care about other people.
New trends in media for public information disseminationNancy Cudis
The digital space is a huge potential for the Philippine government to tap on to spread the word about their programs. Are they ready to embrace the digital space?
OBJECT-MEDIA: FROM PERSONALISATION TO A SEAMLESS TV/VR CONVERGENCEJerry Foss
This presentation proposes in-video personalisation using object-based media for the insertion of externally sourced video placements into broadcast content (real-time or on-demand). Placement content is selected in accordance with viewer profiles, and may be produced independently of the source video.
Using this this technology user-object interaction is also possible. Use cases, include personalised product placement, training, education and accessibility for hearing and visually impaired viewers. The technology specifically fits existing distribution platforms (cable, satellite, DTTV, IPTV/OTT) with minimal infrastructure upgrade.
The document provides an overview of the status of MPEG-4 developments and the AIC Initiative. It discusses the goals, history, and architecture of MPEG-4, which aims to code audio-visual objects and scenes to enable interactivity. MPEG-4 extends existing architectures like MPEG-2 and IP to new environments through tools like an interactive scene description and support for new content types and delivery formats. Profiles and levels are defined to suit different applications. Carriage of MPEG-4 over MPEG-2 and IP is also addressed.
The document discusses using collections like ArrayList in Java. It explains that collections allow storing an arbitrary number of objects and provide functionality to add, remove and iterate over items. The document also demonstrates how to use an ArrayList to organize music files by adding, getting and listing files. Iteration over collections using a for-each loop is described. Generic classes are introduced as a way to specify the type of objects a collection contains.
MPEG-4 BIFS is a scene description language standardized in 1999 that builds on VRML by adding 2D vector graphics and other capabilities. A BIFS scene is composed of a tree of nodes with graphical, audio, and other types of nodes connected by routes. Properties can be single values or arrays, and different node types are used to describe shapes, materials, and other visual elements in a scene. BIFS supports animation through nodes like timers and interpolators connected by routes, as well as interactivity through listener nodes routing events to targets.
MPEG-4 BIFS and MPEG-2 TS: Latest developments for digital radio servicesCyril Concolato
This document summarizes recent developments in MPEG-4 BIFS and MPEG-2 transport streams for digital radio services. It describes new nodes added to BIFS like CacheTexture, EnvironmentTest, and KeyNavigator. It also covers extensions to enable carriage of MPEG-4 over MPEG-2 transport streams in a backward compatible way without requiring an object descriptor stream.
Talking at IBRC's Social Media Futures Congress as the opening comment on on "what is the future of #socialmedia?" My thoughts: I'm not sure, anyone who says they know for sure - doesn't know. But... what I do know, is that social and content will become one. It kinda already has.
The document provides an overview of selected current activities within MPEG, including requirements and timelines. It discusses the Mobile Visual Search work item which aims to enable efficient transmission of local image features for mobile visual search applications. It also outlines the MPEG Media Transport work item which focuses on efficient delivery of media to enable content and network adaptive streaming. Additionally, it summarizes the Advanced IPTV Terminal work item and its goal of defining elementary services and protocols to enable interoperability.
The document provides an overview of MPEG-4, a standard that offers both advanced audio and video codecs as well as tools for combining multimedia such as audio, video, graphics and interactivity. MPEG-4's codecs provide high compression efficiency, with its AVC video codec offering half the bitrate of MPEG-2 for similar quality. Its tools allow for rich interactive media experiences by combining different media types. Manufacturers and operators have adopted MPEG-4 due to its excellent performance, open development process, compatibility between implementations, and ability to encode once and play anywhere.
The document provides an overview of IPTV (Internet Protocol Television), describing what IPTV is compared to internet TV, what VOD (Video On Demand) is compared to IPTV, common middleware and video codecs used, common IPTV/VOD models, and other factors to consider like digital rights management and user experience. Key aspects of IPTV covered include it being digital TV delivered over managed networks using internet protocols, providing a TV-like quality of service, and enabling features like video on demand and personalization not available with traditional broadcast TV.
This document discusses research topics in multimedia content creation and transfer. The topics covered include mobile multimedia applications, advanced multimedia applications, metadata technology, and standardization. Examples of projects include a 3D networked virtual environment to help chronically ill children attend virtual classrooms, free viewpoint visual communication technology using virtual cameras, and using graphics processing units to accelerate video decoding and processing.
This document provides an overview of augmented reality technologies and applications. It defines augmented reality as enhancing reality by combining real and virtual images in real-time. Key technologies discussed include optical see-through head-mounted displays, video see-through displays, and tracking methods. Example applications highlighted are medical visualization, manufacturing and maintenance, education, gaming, and marketing. The document emphasizes the importance of user experience design for augmented reality applications.
New Trends in Media Literacy – Presentation on FEB2013Jarle Haugland
Media is rapidly changing. Which new trends do we see, and how can we, as followers of Christ, respond to this?
This is not an academic presentation, but an attempt to give a personal view on media use and the Church´s role in this.
Mechsoft Digital technologies pvt ltd. is the technology own organisation which is in the software development and testing field, where information technology comes closer to human intelligence.
We are an ISO certified and have 15 years of experience in development which is itself a kind of expertise and specialty.
The document discusses future trends and insights in customer experience, with a focus on social media. It identifies three areas with the biggest opportunities: experience psychology, neuroexperience, and social media. The rest of the document discusses how customer experience is defined, the role of subconscious signals, stages of social media maturity for organizations, what drives value in social media experiences, and insights from research into personal, business, and customer social experiences. Key findings include that social media is driven by emotions, esteem and feelings of acceptance are important, and customers expect more from social experiences than normal customer experiences.
This document discusses new media trends for 2009. It focuses on trends to watch for that year, including social media and networking. It also provides contact information for Prakash Ranjan of ID8labs regarding 2008 vertical spend and influential online uses.
Future trends in the construction mediawillmann1971
The document discusses future trends in the construction media industry. It predicts that print circulations will continue declining while web traffic increases. Print is likely to focus more on in-depth analytical content and case studies. Companies may rely less on media to reach audiences and more on self-publishing content directly. Content strategies are moving towards business-critical information users will pay for behind paywalls. Social media and new formats like blogs, videos and photos will grow in importance for both media companies and those self-publishing. Search engine optimization and traffic will remain important for free content online.
The document summarizes survey results on media usage by job seekers and discusses various online and social media options for candidates and recruiters to engage with each other, including Twitter, Facebook, LinkedIn, Ning, mobile sites. It provides examples of how some companies and individuals use social media platforms like Ning, Twitter and mobile sites effectively for recruiting and job searching.
Future trends in social media #rethinkingmarketing #dagmar /Starcom Sindre HolmeDagmar
Dagmar #rethinkingmarketing asiakasseminaari. Starcomin Sindre Holme aiheena Future trends in social media. Creativity doesn´t have to be about fancy campaigns. People care about other people.
New trends in media for public information disseminationNancy Cudis
The digital space is a huge potential for the Philippine government to tap on to spread the word about their programs. Are they ready to embrace the digital space?
OBJECT-MEDIA: FROM PERSONALISATION TO A SEAMLESS TV/VR CONVERGENCEJerry Foss
This presentation proposes in-video personalisation using object-based media for the insertion of externally sourced video placements into broadcast content (real-time or on-demand). Placement content is selected in accordance with viewer profiles, and may be produced independently of the source video.
Using this this technology user-object interaction is also possible. Use cases, include personalised product placement, training, education and accessibility for hearing and visually impaired viewers. The technology specifically fits existing distribution platforms (cable, satellite, DTTV, IPTV/OTT) with minimal infrastructure upgrade.
The document provides an overview of the status of MPEG-4 developments and the AIC Initiative. It discusses the goals, history, and architecture of MPEG-4, which aims to code audio-visual objects and scenes to enable interactivity. MPEG-4 extends existing architectures like MPEG-2 and IP to new environments through tools like an interactive scene description and support for new content types and delivery formats. Profiles and levels are defined to suit different applications. Carriage of MPEG-4 over MPEG-2 and IP is also addressed.
The document discusses using collections like ArrayList in Java. It explains that collections allow storing an arbitrary number of objects and provide functionality to add, remove and iterate over items. The document also demonstrates how to use an ArrayList to organize music files by adding, getting and listing files. Iteration over collections using a for-each loop is described. Generic classes are introduced as a way to specify the type of objects a collection contains.
MPEG-4 BIFS is a scene description language standardized in 1999 that builds on VRML by adding 2D vector graphics and other capabilities. A BIFS scene is composed of a tree of nodes with graphical, audio, and other types of nodes connected by routes. Properties can be single values or arrays, and different node types are used to describe shapes, materials, and other visual elements in a scene. BIFS supports animation through nodes like timers and interpolators connected by routes, as well as interactivity through listener nodes routing events to targets.
MPEG-4 BIFS and MPEG-2 TS: Latest developments for digital radio servicesCyril Concolato
This document summarizes recent developments in MPEG-4 BIFS and MPEG-2 transport streams for digital radio services. It describes new nodes added to BIFS like CacheTexture, EnvironmentTest, and KeyNavigator. It also covers extensions to enable carriage of MPEG-4 over MPEG-2 transport streams in a backward compatible way without requiring an object descriptor stream.
Talking at IBRC's Social Media Futures Congress as the opening comment on on "what is the future of #socialmedia?" My thoughts: I'm not sure, anyone who says they know for sure - doesn't know. But... what I do know, is that social and content will become one. It kinda already has.
The document provides an overview of selected current activities within MPEG, including requirements and timelines. It discusses the Mobile Visual Search work item which aims to enable efficient transmission of local image features for mobile visual search applications. It also outlines the MPEG Media Transport work item which focuses on efficient delivery of media to enable content and network adaptive streaming. Additionally, it summarizes the Advanced IPTV Terminal work item and its goal of defining elementary services and protocols to enable interoperability.
The document provides an overview of MPEG-4, a standard that offers both advanced audio and video codecs as well as tools for combining multimedia such as audio, video, graphics and interactivity. MPEG-4's codecs provide high compression efficiency, with its AVC video codec offering half the bitrate of MPEG-2 for similar quality. Its tools allow for rich interactive media experiences by combining different media types. Manufacturers and operators have adopted MPEG-4 due to its excellent performance, open development process, compatibility between implementations, and ability to encode once and play anywhere.
The document provides an overview of IPTV (Internet Protocol Television), describing what IPTV is compared to internet TV, what VOD (Video On Demand) is compared to IPTV, common middleware and video codecs used, common IPTV/VOD models, and other factors to consider like digital rights management and user experience. Key aspects of IPTV covered include it being digital TV delivered over managed networks using internet protocols, providing a TV-like quality of service, and enabling features like video on demand and personalization not available with traditional broadcast TV.
This document discusses research topics in multimedia content creation and transfer. The topics covered include mobile multimedia applications, advanced multimedia applications, metadata technology, and standardization. Examples of projects include a 3D networked virtual environment to help chronically ill children attend virtual classrooms, free viewpoint visual communication technology using virtual cameras, and using graphics processing units to accelerate video decoding and processing.
This document provides an overview of augmented reality technologies and applications. It defines augmented reality as enhancing reality by combining real and virtual images in real-time. Key technologies discussed include optical see-through head-mounted displays, video see-through displays, and tracking methods. Example applications highlighted are medical visualization, manufacturing and maintenance, education, gaming, and marketing. The document emphasizes the importance of user experience design for augmented reality applications.
Virtual reality (VR) provides an immersive simulated environment rather than the real world. VR has a long history from flight simulators in the 1950s to modern VR systems. There are different types of VR including desktop VR using monitors and immersive VR using head-mounted displays. VR systems have several core components including input, simulation, rendering processors, and a world database. VR has applications in entertainment, medicine, manufacturing, and education for training. While VR offers advantages in interaction and simulation, challenges remain in improving fidelity, reducing costs, and standardizing hardware.
Mixed Reality Interfaces and Product ManagementJeremy Horn
Slides Vikas Batra recently used in his discussion w/ mentees of The Product Mentor.
Synopsis: In this talk Vikas will share recent developments in the field of Virtual Reality(VR) and Augmented Reality (AR) . Share use-cases on how AR is being used by enterprises to help you identify how you could use it to gain competitive advantage in your market.
The Product Mentor is a program designed to pair Product Mentors and Mentees from around the World, across all industries, from start-up to enterprise, guided by the fundamental goals…Better Decisions. Better Products. Better Product People.
Throughout the program, each mentor leads a conversation in an area of their expertise that is live streamed and available to both mentee and the broader product community.
http://TheProductMentor.com
How ABB shapes the future of industry with Microsoft HoloLens and Unity - Uni...Unity Technologies
It's high time for augmented reality to be brought to a wider audience. In ABB, we know that it is not just a gimmick any more. However, with every innovative technology comes new challenges. In these slides, we show how to overcome them and deliver valuable products with Hololens and Unity.
Speakers:
Maciej Włodarczyk - ABB
Rafał Kielar - ABB
Watch the session on YouTube: https://youtu.be/QFsj8Pi_3Ho
DeMarle-MFAEmergent Media at Champlain CollegeAnn DeMarle
Presentation on the implications of technology, the communications landscape and how the MFA at Champlain College in Emergent Media prepares a student for it.
Into the twilight zone innovations for educationCynthia Calongne
Ten Colorado Technical University doctoral students and Dr. Cynthia Calongne presented their paper at the TCC 2011 Worldwide Online Conference April 13, 2011 called Into the Twilight Zone: Innovations for education, virtual worlds and emerging media.
This document provides a syllabus for a 4 credit course on Multimedia. It covers topics such as the basics of multimedia technology including frameworks, devices, authoring tools, and standards. It discusses image compression, audio/video representation and standards like MPEG. It also covers virtual reality applications, requirements, and uses in entertainment, manufacturing, education and more. Suggested readings on multimedia concepts, production, and applications are provided.
The LSMS laboratory at SUPSI focuses on applied research, education, and training in areas related to innovative web technologies and the semantic web. Key areas of research include ontologies, inferencing, semantic web applications and prototyping, knowledge visualization, and more. The laboratory has several collaborations both within and outside of SUPSI. It provides bachelor's courses, continuing education, and training through projects like eLab, a Moodle platform used by USI and SUPSI students.
CONVR 2010 - Visualisation of semantic architectural information within a gam...Pieter Pauwels
This document discusses visualizing semantic architectural information from a building information model (BIM) within a game engine environment. It explores using existing virtual environments and game engines for visualization. It is determined that Unity3D game engine is well suited. The document then discusses implementing functionality to connect a BIM model exported to FBX format to the Linked Open Data cloud for enriched information. Queries can then be made to access BIM and other semantic information from within the Unity3D virtual environment. The objectives of bringing BIM into the semantic web and easily visualizing models while accessing additional linked data are achieved, but further research is needed on connections to linked data and improved user interface.
Rise of augmented reality : current and future applicationsU Reshmi
This seminar presentation discusses the rise of augmented reality, including its current and future applications. It provides an introduction to augmented reality and discusses its implementation through components like head-mounted displays, tracking systems, and mobile computing power. Examples of current augmented reality applications are given in the medical, entertainment, military, engineering, robotics, education and other fields. Challenges like accurate tracking and limited computing power are also outlined. The conclusion discusses the future scope of augmented reality becoming indistinguishable from real world as technology advances.
A generic presentation to give an overview of the current state of virtual dimension. How far are we with repects to ´the future of seeing more´? This presentation is aimed at those that would like to get a first impression on the potential of augmented reality. It is based on internet research. Links are included at the end,
This document provides an assignment brief for a BTEC Level 3 qualification in Creative Media Production. Learners are asked to create a 30-60 second looping digital video advert for a fictional client, Fizzy Drink Inc, to promote their product online. As part of the assignment, learners must complete pre-production tasks including research, assigning roles, storyboarding, and documentation. They are also asked to create a newsletter outlining how digital video technology helps user experience across different delivery platforms. The tasks aim to develop learners' understanding and application of pre-production techniques and principles of digital video technology in interactive media.
This document provides details for an assignment on digital video production for an interactive media qualification. Learners must create a 30-60 second looping advert video for a fictional client, Fizzy Drink Inc, to promote their product online. As part of pre-production, learners must research roles, create storyboards and documentation. They must also produce a newsletter outlining how digital video technology helps user experience across platforms like websites, kiosks and mobile devices. The newsletter must discuss applications and technologies of digital video and be submitted or embedded as evidence.
This document provides an assignment brief for a BTEC Level 3 qualification in Creative Media Production. Learners are asked to create a 30-60 second looping digital video advert for a fictional client, Fizzy Drink Inc, to promote their product online. As part of the assignment, learners must complete pre-production tasks including research, assigning roles, storyboarding, and documentation. They are also asked to create a newsletter outlining how digital video technology helps user experience across different delivery platforms. Sources of information, software, and grading criteria are outlined.
This document provides an assignment brief for a BTEC Level 3 qualification in Creative Media Production. Learners are asked to create a 30-60 second looping digital video advert for a fictional client, Fizzy Drink Inc, to promote their product online. As part of the assignment, learners must complete pre-production tasks including research, assigning roles, storyboarding, and documentation. Learners are also asked to create a newsletter explaining how digital video technology helps user experience across different delivery platforms. Sources of information, software, and grading criteria are outlined.
This document provides details for an assignment on digital video production for an interactive media qualification. Learners must create a 30-60 second looping advert video for a fictional client, Fizzy Drink Inc, to promote their product online. As part of pre-production, learners must research roles, create storyboards and documentation. They must also produce a newsletter outlining how digital video technology helps user experience across platforms like websites, kiosks and mobile devices. The newsletter must discuss applications and technologies of video for interactive media.
This document provides an assignment brief for a BTEC Level 3 qualification in Creative Media Production. Learners are asked to create a 30-60 second looping digital video advert for a fictional client, Fizzy Drink Inc, to promote their product online. As part of the assignment, learners must complete pre-production tasks including research, assigning roles, storyboarding, and documentation. Learners are also asked to create a newsletter explaining how digital video technology helps user experience across different delivery platforms. Sources of information, software, and grading criteria are outlined.
Similar to I Minds2009 Future Media Prof Rik Van De Walle (Ibbt Mm Lab U Gent) (20)
The document discusses a living lab for small and medium enterprises (SMEs) to involve users in the product development process from an early stage. Some key benefits mentioned include detecting unintended problems or opportunities through active user involvement, conducting multi-method research to enrich products academically, and allowing technologies to be domesticated by users rather than just consumed. The living lab offers services to SMEs to help fast track the process from ideation to demonstration through co-creation with various user types and extra funding and support opportunities.
This document discusses the iterative process of co-creating an ontology with stakeholders. Researchers conducted contextual inquiries through documentation analysis, observations, and interviews across multiple healthcare sites. Scenarios were developed and used in workshops with various stakeholders including medical professionals, engineers, and social scientists. The workshops introduced ontologies and involved role playing, decision making, and concept evaluation. A proof of concept was developed using a personal electronic device to demonstrate the ontology. The document reflects on further refining the process and developing the research.
PRoF is a living lab that builds very life-like environments using state-of-the-art products to enable early testing and concept validation. It provides an ecosystem for innovation and business across companies, academia, users, and care actors. PRoF has a long history of collaboration and has had a big impact on innovation in healthcare.
Results of the Apollon pilot in homecare and independent livingimec.archive
The document summarizes the results of the Apollon pilot project evaluating the use of living lab networks for testing homecare and independent living services across borders. The pilot involved transferring three such services between four living labs in different countries. A key finding was that a common cross-border ecosystem model for living labs in healthcare was not feasible due to differences between countries in areas like value networks, organization of healthcare, regulations, and infrastructure. However, living labs could still effectively serve as brokers and matchmakers to enable cross-border collaboration by addressing issues around stakeholders, access to users, liability, ethics, rules, and safety. Based on this pilot, the document advocates for a domain-specific network of smart care living labs to facilitate knowledge
Delivery of feedback on Health, Home Security and Home Energy in Aware Homes ...imec.archive
This document discusses the CASALA Living Lab, which conducts research on delivering feedback to users about their health, home security, and energy usage using sensors in ambient assisted living homes. The CASALA Living Lab has multiple stages, including virtual environments, a facility called Great Northern Haven with over 2,000 sensors collecting data from 16 apartments, and community deployments. The lab aims to understand user behavior from real-world data and provide feedback to empower users. Challenges include lack of market awareness for ambient assisted living and siloed funding, while successes involve end-user involvement and driving education and adoption of these technologies.
The document describes the Emmanuel Haven Living Lab located in Motherwell, South Africa. The Living Lab was established to provide prevention, treatment, care and support to communities impacted by HIV/AIDS, tuberculosis, and diabetes. It aims to mitigate the health, psychological and socio-economic effects of these diseases through the use of information and communication technologies (ICT) and community programs. Some of its initiatives include using mobile technologies to enable home-based care, nutritional education, and skills development for disabled community members. The Living Lab faces challenges such as lack of infrastructure, connectivity and access issues, as well as social challenges like poverty and low literacy levels in the community.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
Health-Lab Amsterdam is a living lab platform focused on testing and improving ICT and healthcare solutions together with users. It has three dimensions: 1) a platform where people can meet and discuss new care solutions, 2) living labs where solutions can be tested with users, and 3) new educational programs focused on implementing solutions. The living lab has apartments equipped with sensors to study user needs, concepts, and acceptance of new solutions. Students from various fields participate in minors to learn about digital health and intelligent environments.
The European Network of Living Labs (ENoLL) is a non-profit international association representing over 300 certified Living Labs across Europe. Living Labs are real-life test environments where users and producers co-create innovations. ENoLL was launched in 2006 and supports various EU initiatives related to aging well, smart cities, and future internet technologies by facilitating partnerships between its member Living Labs. ENoLL is committed to the EU Active and Assisted Living Program and plans workshops and projects to promote interoperability and gather evidence on independent living solutions.
This document summarizes the process and outcomes of the 6th Wave of the European Network of Living Labs (ENoLL). It describes how 72 proposals were submitted and evaluated by 6 teams against 20 criteria on a scale of 0-5. 46 Living Labs were ultimately selected, including 31 from EU countries and 15 non-EU members. The document provides details on the evaluation phases and typical weaknesses seen in applications. It concludes by welcoming the new members and thanking those involved in the evaluation process.
The Connected Smart Cities Network and Living Labs - Towards Horizon 2020 - K...imec.archive
The document discusses how EU Cohesion Policy supports innovation, particularly through the European Regional Development Fund (ERDF). It provides an overview of how over €86 billion was spent on research and innovation during 2007-2013 to build research capacity and infrastructure in all regions. For 2014-2020, there will be a thematic focus on research and innovation, ICT, and SME competitiveness to maximize impact. Regions will develop research and innovation strategies for smart specialisation to concentrate resources on competitive advantages. Synergies between Cohesion Policy and Horizon 2020 are aimed at supporting research and innovation from the idea stage to market.
Apollon-23/05/2012-9u30- Parallell session: Living Labs added value imec.archive
1) Living labs provide meeting places for research, development, and innovation where companies, researchers, specialists, teachers, students, and product users collaborate.
2) Demola is an innovation platform that combines student ideas with needs and support from project partners and customers, turning ideas into product and service demos.
3) Benefits of Demola include real market potential for projects, valuable experience for students, opportunity for students to start their own businesses, and license agreements or partnerships between students and project partners.
Apollon - 22/5/12 - 11:30 - Local SME's - Innovating Across bordersimec.archive
This document outlines a methodology for setting up and operating cross-border networks of living labs to support small and medium enterprises (SMEs) with innovation. It describes a multi-phase process including connecting partners, planning projects, supporting experimentation, and evaluating results. A variety of methods and tools were developed and validated through pilot projects in different domains like healthcare, energy efficiency, and manufacturing. These methods and tools are accessible through an online knowledge center to facilitate cross-border collaboration between living labs.
Apollon - 22/5/12 - 16:00 - Smart Open Cities and the Future Internetimec.archive
The document discusses Lisbon's efforts to become a smarter city through open innovation and citizen participation. It outlines challenges like economic issues but also opportunities from new technologies. Lisbon is promoting spaces and tools for public involvement, including participatory budgeting, living labs, open data, and co-working areas. It also supports entrepreneurship through initiatives like Lx Startup, Fab Lab, and Lx Academy. The city is investing in sustainable mobility and renewable energy programs. Overall, the goal is to engage citizens in developing solutions and make Lisbon a center for creativity, business, and green technology.
Apollon - 22/5/12 - 16:00 - Smart Open Cities and the Future Internetimec.archive
The document summarizes a presentation on smart cities as innovation ecosystems sustained by the future internet. Some key points:
1) Smart cities are not yet a reality, but rather an urban development strategy and vision focused on empowering citizens and creating an "urban innovation ecology."
2) The FIREBALL project aims to bring together cities, living labs, and future internet stakeholders to explore how open innovation and user participation can support experimentation and adoption of future internet technologies.
3) Case studies of smarter cities show examples of technology districts, living lab initiatives, infrastructure development, and efforts to engage citizens. However, challenges remain around skills gaps, funding, and measuring impact.
Apollon - 22/5/12 - 16:00 - Smart Open Cities and the Future Internetimec.archive
The document describes an open data app challenge organized by Open Cities. It invites developers to create apps using European open data sources that solve citizen issues. The challenge runs from February to November 2012, with a submission period in August-September and finals at the Smart City Expo in November. Top prizes include €5,000 for first place. The goal is to promote open data apps and make city living easier through collaboration across Europe.
Apollon - 22/5/12 - 16:00 - Smart Open Cities and the Future Internetimec.archive
The document describes open data platforms and sensor network platforms created by the Open Cities project. It discusses how the platforms provide open data and sensor data from multiple cities through common interfaces and tools. This allows developers to more easily access and build applications using the urban data. The platforms have seen increasing use, with thousands of data sets accessed from cities across Europe. Support is provided to developers through tutorials, code samples and documentation to help them create innovative apps using the open data.
Apollon - 22/5/12 - 11:30 - Local SME's - Innovating Across bordersimec.archive
This document discusses the transition of a large living lab called i-City in Flanders into a spin-off MVNO business. It summarizes that i-City started as a wireless city project with over 500 hotspots and 2000 test users. Some of the alfa community members who received support went on to work for the founding companies. The spin-off took the community-focused approach of i-City and applies it to their MVNO business, which has grown to over 120,000 users through testing with focus groups and an open API. The plans are to expand the business model to other European countries using the same approach of building, testing, and rebuilding with community input.
Apollon - 22/5/12 - 09:00 - User-driven Open Innovation Ecosystemsimec.archive
The document discusses the European Network of Living Labs (ENoLL), which connects over 320 Living Labs across Europe and globally. Living Labs are open innovation ecosystems that engage stakeholders to address societal challenges through user-driven collaboration. ENoLL supports its members through events, projects and services. It also works to expand globally through partnerships and regional networks. The Connected Smart Cities Network was launched to facilitate collaboration between cities on developing smart city solutions using Living Labs approaches.
Apollon - 22/5/12 - 09:00 - User-driven Open Innovation Ecosystemsimec.archive
1) The FIREBALL project coordinates and aligns approaches between future internet research, experimentation testbeds, and user-driven open innovation to promote innovation in smart cities.
2) Smart cities require three components: cities/communities to define challenges, living labs as generators of solutions developed with citizen involvement, and internet technologies as facilitators of communication and information processing.
3) Key FIREBALL activities include developing a smart city vision and cases, building smart city innovation ecosystems and networks, and coordinating medium to long term future internet research with short to medium term applied research and large scale experimentation.
2. Overview
What is this about?
Future media - evolutions and trends
Some key trends
Resulting research challenges / plans
Achievements so far
a lot of projects: please see IBBT website...
spin-off companies & patents
other
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3. Future media – evolutions and trends
Approaching the ‘Zettabyte Era’
by 2012, annual global IP traffic will exceed half a
zettabyte, of which 90% will be video traffic
mobile data traffic will double each year
Super Hi-Vision or UDTV (Ultra High Definition Video)
7680 4320 pixels
Japan plans to deploy
UDTV broadcasting in 2015
requires ca. 600 Mbit/s
with current technologies
3
4. Future media – evolutions and trends
Emerging high-definition user-generated content
multiple versions of online content (e.g., YouTube)
soon to be consumed on high-resolution displays
need for on-the-fly adaptation
Managing huge content collections
automatic detection of concepts
interactive semantic search
multi-modal analysis and
retrieval algorithms
multimedia exploration systems
4
5. Future media – evolutions and trends
Recognition of many object classes,
scalable in the number of classes
(both for training and at run-time)
Limit the need for supervision
5
6. Future media – evolutions and trends
Exploit context information
(scene, other objects, geometry, …)
Couple textual descriptions to image content (nouns-
objects, adjectives-attributes, verbs-actions)
and exploit text to provide contextual information
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7. Future media – evolutions and trends
Distributed smart camera systems
multi-camera analysis, embedded and distributed
processing
applications connect to general purpose video analysis
services
applications concentrate on high-level aspects; camera
system handles low-level and access control
privacy issues
8. Future media – evolutions and trends
In the brain regions always connect bi-directionally,
in computer vision recognition all too often is
the endpoint of a one-way bottom-up pipeline.
Recognition has a pivotal role to play in terms of motion
analysis, 3D reconstruction, inpainting, ...
We need recognition to talk to all kinds of
complementary visual processes.
We even contend that a lot of progress
in these other areas could actually come from
recognition, rather than from further refinements along
the current lines of thinking
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9. Future media – evolutions and trends
Applications based on recognition
automatic resizing
3D city reconstruction
traffic safety
content-based image retrieval
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10. Future media – evolutions and trends
Applications based on recognition
video summarization
virtual editors
surveillance
…
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11. Future media – evolutions and trends
HCI - interactive 3D environments
natural and intuitive interaction
techniques for emerging environments
‘serious games’
(education, therapy, ...)
Video surveillance
cameras are being installed virtually everywhere
video analysis as security sensor
intuitive control room applications
combining all event information
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12. Future media – evolutions and trends
Mobile and context-sensitive interactive systems
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13. Future media – evolutions and trends
Multi-modal interaction in 3D and virtual environments
13
14. Future media – evolutions and trends
Interactive workspaces
14
15. Future media – evolutions and trends
User-centered software engineering
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16. Future media – evolutions and trends
Computer graphics and computer animation
modeling, rendering and animation
video-based CG and animation
stylized drawn animation
volume rendering and information visualisation
Physically based illumination simulation for virtual
Real-time photo-realistic hair
prototyping
and skin for games and movie
special effects
Image based modeling and rendering
for real world objects/subjects/scenes
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17. In conclusion: some KEY TRENDS
Zillions of data
need for efficient indexing mechanisms
Different platforms
content reformatting
User-generated content, interactivity
semantic-level interaction with video content
multimodal data and multimodal interaction
Uncontrolled environments
increased robustness
better generalization
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18. In conclusion: some KEY TRENDS
Towards cognitive image understanding
increase number of categories
reduce level of supervision
integrate cognitive information
in other image processing tasks
global reasoning: relations, context, ...
modular systems
"In 10 years we will have the first systems that can
interpret a never seen photo or video and that can be put
into an unknown environment and react intelligently"
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19. Resulting research challenges
Advanced video coding
coding techniques for very high resolutions
e.g., characteristics of 16x16 pixels
360p 720p 2360p
increasing coding efficiency without increasing
computational complexity (too much)
19
20. Resulting research challenges
New coding paradigm:
Distributed Video Coding
mobile video applications
multi-view video entertainment
visual sensor networks
wireless video cameras
wireless low-power surveillance
20
23. Resulting research challenges
Scalable graphics
move towards real-world applications
design, architecture virtual reality
cartography
education, entertainment
nedicine, modeling
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24. Resulting research challenges
Long-term goal
adaptation and delivery framework for personalized
and immersive interactive multimedia experiences
super HD / 3D
Immersive Multimedia Experience
(“rollercoaster experience”)
sensory effects
Annotation
Universal Multimedia
Experience
Retrieval
Adaptation
Universal Multimedia
Access
Delivery 24
25. Resulting research challenges
Content adaptation and transcoding
HDTV
originally acquired
high definition material
SDTV Mobile (iPod)
legacy applications semantically repurposed
common pan/scan
editing
(AVID)
27. Resulting research challenges
Multimedia data analysis and feature extraction
texture detection and classification
content-based multimedia
information retrieval
multi-camera video surveillance
object detection and tracking
immersive control rooms
27
28. Future media – evolutions and trends
Camera selection:
Making sense of the
information overload
29. Future media – evolutions and trends
Stitching: making sense of it
captured data
30. Resulting research challenges
Metadata technology and exploitation
semantic web technology
W3C activities on media
annotation
Open Linked Data
linking external
domain knowledge
enable reasoning
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31. Resulting research challenges
Metadata technology for media production
metadata is much more than ‘data about media objects’
pursue model-driven product development
better communication: between staff and machines
during acquisition (associating audiovisual material)
for editing and repurposing (automate production tasks)
31
32. Resulting research challenges
Computer Graphics Video/film
+ Scene Editing and Interaction + Ease of capture and visualisation
Add / remove / clone objects Film with camera
Change shape / appearance / lighting Project on screen
Animation + Film “language” well understood
Interaction / Navigation
- Synthetic 3D models - Scene editing difficult, no navigation/interaction as in
realistic modelling is a painstaking task CG.
Video-Based Computer Graphics bridges the gap
(multi-view video as shape & appearance primitive in CG)
34. Resulting research challenges
Game technology
efficient
production tools
(e.g., digital sculpting)
real-time interaction with environment (physics)
34
35. Resulting research challenges
Application domains: virtual communities, gaming,
networked virtual environments, …
Research topics:
scalability issues
scalability assessment
37. Resulting research challenges
Media-aware
security and authentication
watermarking
fingerprinting
content authentication
Applications
control of quality, legitimacy
and authenticity of content
disclosure of digital archives
content distribution control
art authentication and dating
37
38. Achievements - a lot of projects...
HI-MASQUERADE
MUTABLE
IFIP
POKUMON
TELEON
GEISHA
PECMAN
COCOMEDIA
VIDEO Q-SAC
ISYSS
VICATS...
38
39. Achievements - spin-off companies
Androme
Voice and video over IP solutions
iDTV
computer graphics&animation
networked virtual environments
aQuartic
media streaming environment
metadata handling and exploitation
semantic web technologies (RDF, OWL)
content adaptation software platform (‘NinSuna’)
39
40. Achievements - spin-off companies
Eyetronics
systems & services for 3D scanning
high quality
flexible & efficient scanning
main applications: gaming & film production
GeoAutomation
3D acquisition of structural information in cities
based on mobile mapping (vehicle & cameras)
main application: digital surveying
40
41. Achievements - spin-off companies
QuESD
sports and video analysis systems
access control systems, including
embedded devices and video streaming solutions
eSaturnus
digital image acquisition & rendering
main applications: supporting surgery & endoscopy
41
42. Achievements - patents
Patents
active patent policy
while NOT excluding open-source approach!
some numbers:
5 granted
3 pending
42
43. Achievements - other
Strong participation in standardization
still image coding: JPEG
video coding: MPEG / VCEG / VQEG
semantic web: W3C
A lot of contract research
bilateral
various projects (EU, IWT, ...)
Strong collaboration with a lot of
recognized research partners
43
44. Contact info
IBBT Offices
Zuiderpoort Office Park
Gaston Crommenlaan 8 (bus 102)
B-9050 Gent-Ledeberg
Belgium
t: +32 9 331 48 00
f: +32 9 331 48 05
e: info@ibbt.be
Or even better: just talk to one of us during iMinds
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