Introduction Open Call Information Teleconference 16-17 May 2013 Michael Boniface, IT Innovation ([email protected]) Who’s who? IT Innovation Michael Boniface – Project Coordinator Stephen Phillips – Project Manager ICCS.

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Transcript Introduction Open Call Information Teleconference 16-17 May 2013 Michael Boniface, IT Innovation ([email protected]) Who’s who? IT Innovation Michael Boniface – Project Coordinator Stephen Phillips – Project Manager ICCS.

Introduction
Open Call Information Teleconference
16-17 May 2013
Michael Boniface, IT Innovation
([email protected])
Who’s who?
IT Innovation
Michael Boniface – Project Coordinator
Stephen Phillips – Project Manager
ICCS / NTUA – Technical Manager
Thanos Voulodimos
JRS – Experiment Activity Leader
Sandra Murg
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Copyright University of Southampton IT Innovation Centre and other members of the EXPERIMEDIA consortium, 2012
Information Call Agenda
 Project overview
 Michael Boniface
 Open call process
 Stephen Phillips
 Technical overview
 Thanos Voulodimos
 Venue overview
 Peter Höflehner (Schladming) – 16 May 2013
 Dimi Christop (FHW), Josep Escoda (CAR) – 17 May 2013
 Questions and answers
 Over to you!
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Copyright University of Southampton IT Innovation Centre and other members of the EXPERIMEDIA consortium, 2012
Exploring “live” Social and Networked
Interaction with the Future Media Internet
 Media
 a key driver for Internet usage
 Real-time experiences
 increased value in real-time vs recorded content
 User centricity
 important for RTD of successful products and services
 Web and Internet Observation
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 understanding how and why human activity occurs at
locations offers large socio-economic potential
Copyright University of Southampton IT Innovation Centre and other members of the EXPERIMEDIA consortium, 2012
EXPERIMEDIA Project
 Three important socioeconomic sectors
 tourism and
entertainment
 culture and education
 high performance
sports
 Six Future Media
Internet (FMI)
technology areas
 testbed management
 social media
 user generated
content
 high quality content
 augmented reality
 3D Internet
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Copyright University of Southampton IT Innovation Centre and other members of the EXPERIMEDIA consortium, 2012
Challenges
Accelerate research, development and exploitation of innovative
Future Media Internet services through testbeds that support
experimentation of new forms of social interaction and
experience in online and real world communities.
 Engage users from culturally diverse
communities through R&D cycles
 Understand social, economic, legal,
and ethical consequences
 Consider socially driven systems,
complexity and uncertainty of use
www.flickr.com/photos/paolomargari/450873331
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EXPERIMEDIA is Unique in FIRE
We are investigating what the FI will be used for
.....not just how it will be operated
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EXPERIMEDIA Testbed Concept
 A place where people go
for experiences, learning
and social interaction
 A place supporting four
foundation elements for
experiments

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
Smart Venue
Smart Community
Live Events
Baseline Future Media
Internet Technologies
 A hub for innovation
 A target ecosystem
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Smart Venue
Live Events
Smart Community
Baseline FMI Technologies
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EXPERIMEDIA Smart Venues
CAR High Performance Sports Training Centre
Schladming Ski Resort
Foundation for the Hellenic World
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EXPERIMEDIA Smart Venues
participative
community
experiences
cultural and
educational
experiences
collaborative
working
experiences
the
tech
social media,
content delivery,
augmented reality,
open data
multimedia
exhibitions, virtual
reconstructions,
serious gaming
human sensing, 3D
reconstruction,
dynamic metadata
synchronisation
large scale public
medium scale public
and pro (curators)
small scale
professional
local authorities,
event managers,
network operators,
service providers,
app developers,
advertisers
museums, event
mgmt, students,
tourtists, curators
students,
permanent
athletes, sports
federations,
coaches
CAR High Performance Sports Traning Centre
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CAR
the
scale
Hellenic World
the
ecosystem
the
experience
Schladming
Foundation
Schladming Ski Resort
Foundation for the Hellenic World
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Stakeholder Impact Priorities
for Experimenters
Experience
Sustainability
Participant
Venue
Operator
Real and
Online
Communities
FMI
Technology
Opportunity
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Technology
Provider
Locations
(Venues)
Observation
&
Measurement
Understanding
Technology
Developer
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The EXPERIMEDIA Approach
Design
FMI Architectural Vision
Infrastructure Services
Outcome
Baseline FMI Technologies supporting
Mixed Content Lifecycles
Experimental FMI System
3D Content
Component
Audio/Visual
Content Component
Pervasive Content
Component
Social Content
Component
Experiment Content Component
Experimental Technologies
insights into the
behaviour of FMI
systems
socio-economic
impact on target
ecosystem
Smart Venue Ecosystems
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Objectives of the Call

Experiments that want to trial FMI technologies



Each experiment:










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SMEs with beta technology
academics with innovative technology (ideally with letters of support from interested commerical
parties)
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 including where appropriate
how such participation would scale throughout the experiment;
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 using EXPERIMEDIA methodology and tools;
must use two or more EXPERIMEDIA baseline components together as enablers of the experiment;
must demonstrate access to the necessary data required for the experiment;
must contribute to the future vision of the FMI and drive the evolution of the EXPERIMEDIA facility;
must have a clear route route to market and exploitation at least within, but ideally beyond the
target venue context.
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.
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Schladming
Requirements
Technical Constraints
Experiments must aim to enhance visitor experience in the region Tracking, training narratives and POI
during winter and/or summer sporting activities.
management where appropriate
must be done using the PCC.
Specific areas of interest include augmented reality goggles
supporting real-time hands-free skier navigation, wearable Community activation and analysis
sensor technologies and mobile devices supporting new types of must be achieved using the SCC.
individual and community ski training applications, route
planning applications and services incorporating live tracking and Experiment control and monitoring
congestion monitoring, crowd sourcing and participatory sensing must be done using the ECC to
for real-time environment monitoring.
capture and understand relationships
between QoS, QoE and QoC metrics
Where mobile applications are
required they are expected to be
published in the relevant application
market place.
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CAR
Requirements
Experiments must aim to enhance training sessions by using
technology to improve the performance of athletes and help
sports scientists design training plans through detailed multifactor monitoring of biomechanics and physiology. Sports
considered include: WaterPolo, Taekwondo, Strength Training and
Conditioning., Gymnastics Swimming, Trampoline, Table Tennis,
Diving
Technical Constraints
AVCC must be used for management
of video data.
Experiment control and monitoring
must be done using the ECC to
capture and understand relationships
between QoS and QoE metrics
Specific technical areas of interest are advanced techniques to
manage athlete performance data acquired from cameras and
multiple WiFi based sensors including
1) systems for high quality video acquisition and management
targeting non-invasive real-time sports analytics and
2) multiple sensor-based performance tracking delivered via
personal mobile and / or WiFi sensor gateways.
Acquired data must be synchronized and integrated to provide
training
sessions
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University of Southampton IT Innovation Centre and other members of the EXPERIMEDIA consortium, 2012
FHW
Requirements
Technical Constraints
Experiments must aim to enhance learning experiences related to 3DCC must be used for depth,
the Historical and Cultural Centre.
skeleton and RGB acquisition of
human actors.
Areas of interest include novel ways to deliver learning
experiences to distributed communities using 3D content where Experiment control and monitoring
human actors (e.g. teachers, experts, students, etc) must be done using the ECC to
participate/interact in virtual worlds as live reconstructions or capture and understand relationships
animations.
between QoS, QoE and QoC metrics
Techniques for compression and streaming of 3D models, and
rendering and visualization targeting online (e.g. threejs) and
immersive presentation technologies (e.g. PowerWall, Cave,
Tholos) must be provided.
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Funding
Target
Venue
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Total
(Euros)
Funding Number of Funding Per
Experiments Experiment
(Euros)
Schladming 200,000
2
100,000
CAR
160,000
2
80,000
FHW
100,000
1
100,000
Total
460,000
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