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Intelligent Content in FP7
        3rd ICT call


         31st January 2008
                 Paris



          Albert GAUTHIER



    DG Information Society and Media
     Unit E2 – Content & Knowledge
Foreword

• Content is important
  – It underpins the Knowledge Society, is the crude oil of our
    economy
  – It’s an expression of our culture, identity, diversity
• Content is big, and growing
  – Europe’s creative & cultural sector accounted for 650 billion
    euro in 2003
  – Media & entertainment industries worldwide expected to
    grow 6.6% per year in the coming years
  – Global games market expected to grow to $46 billion by
    2010
  – A billion songs a day flow over the Internet

                                                             2
Foreword




• Content is changing, rapidly
   – Social media, Web 2.0; file sharing, many-to-many, long tail …
   – Analysts predict that in a few years 70% of the Web content will be
     produced by users


                     More digital bits …

                                                                 3
FP7 & Cooperation Prg.

“ICT for content, creativity and personal
development: novel forms of interactive, non-linear and self-
adaptive content; creativity and enriched user experience; cross-
media content customisation and delivery; combining all-digital
content production and management with emerging semantic
technologies; user oriented use, access to and creation of content.”

“Knowledge systems:             methods and techniques to acquire
and interpret, represent and personalise, navigate and retrieve,
share and deliver knowledge recognizing the semantic relationships
in information for use by humans and machines.”




                                                            4
ICT Challenge 4
Digital Libraries and Content
“Make content and knowledge abundant,
accessible, interactive and usable over time by
humans and machines alike.”
– content must be made available and its long term
  usability, accessibility and preservation must be
  ensured
– effective technologies need to be developed for
  intelligent content creation and management and
  for supporting the capture of knowledge and its
  sharing and reuse

                                               5
Complementary tracks
• Digital Libraries
  – cultural, scientific, scholarly content
  – typically public-interest services
  – networking, accessibility, sustainability …
       acquisition (digitisation, rights)
       curation, preservation
• Intelligent Content
  – media & organisational content
  – mostly private players
  – commercial (creative industries) or competitive
    (enterprises) value
       from creation through to consumption       6
Intelligent Content .1
• 3 axes:
  – boost creativity, enhance experience (« better »)
  – master content (richer & « easier »)
  – dig out « hidden » information (find & correlate)
• 3 forms of content:
  – (social) media content
  – enterprise information
  – scientific data (e.g. biomedicine)
everything is multimedia & networked
  – text, image, video, audio, 3D …
                                               7
Intelligent Content .2

Make digital resources that embody creativity and
semantics (”intelligence”) easier and more cost
effective to produce, organize, search, personalise,
distribute and use across the value chain.
  media professionals, enterprise designers, talented
  amateurs
     more expressive, communicative & participative forms of
     content; enhanced productivity; greater ease of (re)use
  organisations, communities
     more effective acquisition, processing & distribution of
     digital content and machine-tractable knowledge; sharing
     in collaborative environments

                                                      8
Overall approach .1

• research for a purpose, problem
 & objective driven
• centred around users, data & flows
  – a compelling use case is as important
    as the underlying research
• meaningful demonstrator(s), field
 validation & assessment
• active promotion & dissemination of
 results beyond scientific circles
                                        9
Overall approach .2
• address clearly established, widely
  recognised problems
       better quality of output
       save time
       cut cost

• application requirements
  – driving innovative ICT developments

• use of ICT in the application context
  – prerequisites, incentives, repercussions
                                               10
Applications

• key themes:

  – creativity, user experience & control
  – content & knowledge management
  – information access & search
  – collaboration & communities
  – data integration
  – system & process interoperability

                                            11
IST Call 1

• inputs:
   – 148 proposals
   – 1210 participants from 50 countries
   – 473 Meuro requested, 51 Meuro available
• outputs (1:10):
   – 15 proposals retained for negotiation
   – 128 participants from 21 countries
       55% academia & research centres
       45% business & public sector

                                         12
Response
• popular themes:
    content creation & processing, media (film, TV,
    advertising …) & other appls (eg surveillance)
    knowledge management in a range of business
    & public-interest domains
    personalisation & summarisation
   Recurring features: video & 3D; automated extraction,
    annotation & indexing; social approaches …
• gaps:
    creative authoring (eg online games, virtual
    worlds, industrial design …)
    immersive rendering, multimodal consumption
                                                13
Successful proposals

• post-production tools for the film & games
  industry
• semantic coding of 3D objects, sharing of 3D
  models
• semantic wikis as a knowledge management
  tool
• enterprise knowledge aids integrating social
  software & semantics
• distributed, approximate & incomplete
  reasoning
• …
                                          14
ICT Call 3
3rd   Call, same budget (50 M), same WP
• closing date: 8 April, 2008
• evaluation & selection: till mid-June
• negotiation: from mid-July onward


guidance for proposers
• analysis of Call 1 submissions
• synopses of successful proposals
• Call 3 specific guides
• handling of inquiries until mid-March
• series of infodays (next in Luxemburg 12-13 December
  2007)
                                                15
Scope & focus

•   WP defines the scope of the call
        « relevance »
•   Call guidance notes specify gaps &
    requirements after Call 1
        « opportunity »
•   so read carefully both documents before
    delineating your proposal
        especially since we expect many
        submissions!

                                          16
Some details …

(a) Advanced Authoring
•   explore new forms of content, provide enhanced
    experience
•   support creative process & experimentation
•   more interactive, expressive & perceptual content
    borrowing from:
    –   game technology, virtual environments
    –   computer animation, visualisation, simulation
    –   non-linear narratives, interactive storytelling …
•   generate metadata as new content is created/captured;
    find reference & inspirational material, remix, share ...
•   … for professional or personal use

                                                            17
Some details …
(b) Collaborative Workflows
•    from analogue through digital files to feature-rich
     objects:
    – data interoperability across systems
    – metadata based flows
    – storage & management of large-scale resources
    – handling of novel & legacy, local & remote content
    – packaging & repurposing, adaptation to target groups
    – segmentation, summarisation, efficient coding &
       transmission …

•   focus on flexible & robust solutions likely to
    be adopted by the multimedia industry
                                                     18
Some details …
(c) Personalised Distribution & Presentation
•    progress towards more (re)active, adaptive … content
•    in particular, atomic objects acting as a container of
     essence, metadata & ambient intelligence
    – enabling dynamic user, context & device adaptation
    – with in-built privacy preserving logging/feedback datamining
•    where relevant, immersive rendering & multimodal
     interaction
    – exploiting new & upcoming appliances
    – borrowing from games, virtual worlds, etc

•   emphasis on mobile environments & location
    based services
                                                       19
Some details …

(d) Community building & Take-up
• aim is to link research to its broader context
• emphasis on
     Technology assessment, benchmarking
       – as a precondition for S&T progress & technology
         transfer – investigate requirements, coordinate
         ongoing efforts, fill gaps (tasks/media), delineate
         future strategies & infrastructures
     Interactive Media design
       – as a means to foster ICT-enabled Creativity by
         bringing closer together technologists & creatives
• normally implemented as NoE or CA
                                                        20
Some details …
(e) Semantic Foundations

• beyond current knowledge models & formalisms
     approximate reasoning & induction
     temporal, probabilistic & modal modelling

• focus on temporal & dimensional reasoning
• reference implementations incl. web integration of
  heterogeneous data sources
     multimedia resources
     (real-time) data streams
   showing the practical value & power of semantics
                                                 21
Some details …
(f) Knowledge Systems

• architectures, systems & technologies for information bound
  organisations & communities
      very large, fast growing volumes
      multi-source, multi-format, (un/semi-) structured info
• core tasks:
   • extract “meaning” (deep structure, semantic clues)
      from information, social interaction & work patterns
   • make it computer tractable … and use it!
• focus on
   • decision support (industry, business, science, health,
      environment …)
   • collaboration (enterprises, communities)           22
What we don’t do

In Call 3 we do not intend to support research into:

• basic research with no identifiable by-products within 10
  years
• developments addressing immediate commercial concerns
  eg content protection & monetisation
• issues covered by other Challenges eg media networking,
  peer to peer, wireless …
• topics well covered by ongoing & upcoming projects
  (see our website)

      individual proposals can however address one or
      the other of the above issues and integrate
      existing & emerging technologies
                                                        23
Time schedule

• 50 Meuro in total of which:
   – 45 Meuro for IP & STR projects
   –   5 Meuro for NoEs & CSAs

• due to close 8 April, 2008
• evaluation/selection until mid-June
• negotiations from mid-July on
• contract awarding in December
• projects due to start Q1 2009

       highly selective & demanding process   24
Use of instruments

• IPs                                 impact
  – up to 4 years, 5-9 Meuro (EU funding)
• NoEs                                integration
  – up to 3 years, up to 3.5 Meuro
• STRs “research”                     S&T innovation
  – up to 3 years, 2-4 Meuro
• STRs “demonstration”                uptake
  – up to 2 years, 1-3 Meuro
• CSAs   (coordination & support actions)
  – up to 3 years, up to 1.5 Meuro
                                               25
Partnerships

• keep consortium manageable
• compact consortia (8.5 on average in Call 1):
     IPs      7-12   partners
     STRs     4-8    partners
     NoEs     3-4    “core” partners

• select competent, committed & reliable partners;
  geography not an issue!
• industry, SME, academia … participation as dictated
  by project needs
• “launching user” organisations to provide a
  demanding problem & application/validation
  context                                         26
Further info

INFSO.E2 – Content & Knowledge

  cordis.europa.eu/ist/kct/fp7_call_3.htm

   mailto: infso-e2@ec.europa.eu


               Thank you!

                                       27

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iDiff 2008 conference #09 IP-Racine FP7 Call3 presentation

  • 1. Intelligent Content in FP7 3rd ICT call 31st January 2008 Paris Albert GAUTHIER DG Information Society and Media Unit E2 – Content & Knowledge
  • 2. Foreword • Content is important – It underpins the Knowledge Society, is the crude oil of our economy – It’s an expression of our culture, identity, diversity • Content is big, and growing – Europe’s creative & cultural sector accounted for 650 billion euro in 2003 – Media & entertainment industries worldwide expected to grow 6.6% per year in the coming years – Global games market expected to grow to $46 billion by 2010 – A billion songs a day flow over the Internet 2
  • 3. Foreword • Content is changing, rapidly – Social media, Web 2.0; file sharing, many-to-many, long tail … – Analysts predict that in a few years 70% of the Web content will be produced by users More digital bits … 3
  • 4. FP7 & Cooperation Prg. “ICT for content, creativity and personal development: novel forms of interactive, non-linear and self- adaptive content; creativity and enriched user experience; cross- media content customisation and delivery; combining all-digital content production and management with emerging semantic technologies; user oriented use, access to and creation of content.” “Knowledge systems: methods and techniques to acquire and interpret, represent and personalise, navigate and retrieve, share and deliver knowledge recognizing the semantic relationships in information for use by humans and machines.” 4
  • 5. ICT Challenge 4 Digital Libraries and Content “Make content and knowledge abundant, accessible, interactive and usable over time by humans and machines alike.” – content must be made available and its long term usability, accessibility and preservation must be ensured – effective technologies need to be developed for intelligent content creation and management and for supporting the capture of knowledge and its sharing and reuse 5
  • 6. Complementary tracks • Digital Libraries – cultural, scientific, scholarly content – typically public-interest services – networking, accessibility, sustainability … acquisition (digitisation, rights) curation, preservation • Intelligent Content – media & organisational content – mostly private players – commercial (creative industries) or competitive (enterprises) value from creation through to consumption 6
  • 7. Intelligent Content .1 • 3 axes: – boost creativity, enhance experience (« better ») – master content (richer & « easier ») – dig out « hidden » information (find & correlate) • 3 forms of content: – (social) media content – enterprise information – scientific data (e.g. biomedicine) everything is multimedia & networked – text, image, video, audio, 3D … 7
  • 8. Intelligent Content .2 Make digital resources that embody creativity and semantics (”intelligence”) easier and more cost effective to produce, organize, search, personalise, distribute and use across the value chain. media professionals, enterprise designers, talented amateurs more expressive, communicative & participative forms of content; enhanced productivity; greater ease of (re)use organisations, communities more effective acquisition, processing & distribution of digital content and machine-tractable knowledge; sharing in collaborative environments 8
  • 9. Overall approach .1 • research for a purpose, problem & objective driven • centred around users, data & flows – a compelling use case is as important as the underlying research • meaningful demonstrator(s), field validation & assessment • active promotion & dissemination of results beyond scientific circles 9
  • 10. Overall approach .2 • address clearly established, widely recognised problems better quality of output save time cut cost • application requirements – driving innovative ICT developments • use of ICT in the application context – prerequisites, incentives, repercussions 10
  • 11. Applications • key themes: – creativity, user experience & control – content & knowledge management – information access & search – collaboration & communities – data integration – system & process interoperability 11
  • 12. IST Call 1 • inputs: – 148 proposals – 1210 participants from 50 countries – 473 Meuro requested, 51 Meuro available • outputs (1:10): – 15 proposals retained for negotiation – 128 participants from 21 countries 55% academia & research centres 45% business & public sector 12
  • 13. Response • popular themes: content creation & processing, media (film, TV, advertising …) & other appls (eg surveillance) knowledge management in a range of business & public-interest domains personalisation & summarisation Recurring features: video & 3D; automated extraction, annotation & indexing; social approaches … • gaps: creative authoring (eg online games, virtual worlds, industrial design …) immersive rendering, multimodal consumption 13
  • 14. Successful proposals • post-production tools for the film & games industry • semantic coding of 3D objects, sharing of 3D models • semantic wikis as a knowledge management tool • enterprise knowledge aids integrating social software & semantics • distributed, approximate & incomplete reasoning • … 14
  • 15. ICT Call 3 3rd Call, same budget (50 M), same WP • closing date: 8 April, 2008 • evaluation & selection: till mid-June • negotiation: from mid-July onward guidance for proposers • analysis of Call 1 submissions • synopses of successful proposals • Call 3 specific guides • handling of inquiries until mid-March • series of infodays (next in Luxemburg 12-13 December 2007) 15
  • 16. Scope & focus • WP defines the scope of the call « relevance » • Call guidance notes specify gaps & requirements after Call 1 « opportunity » • so read carefully both documents before delineating your proposal especially since we expect many submissions! 16
  • 17. Some details … (a) Advanced Authoring • explore new forms of content, provide enhanced experience • support creative process & experimentation • more interactive, expressive & perceptual content borrowing from: – game technology, virtual environments – computer animation, visualisation, simulation – non-linear narratives, interactive storytelling … • generate metadata as new content is created/captured; find reference & inspirational material, remix, share ... • … for professional or personal use 17
  • 18. Some details … (b) Collaborative Workflows • from analogue through digital files to feature-rich objects: – data interoperability across systems – metadata based flows – storage & management of large-scale resources – handling of novel & legacy, local & remote content – packaging & repurposing, adaptation to target groups – segmentation, summarisation, efficient coding & transmission … • focus on flexible & robust solutions likely to be adopted by the multimedia industry 18
  • 19. Some details … (c) Personalised Distribution & Presentation • progress towards more (re)active, adaptive … content • in particular, atomic objects acting as a container of essence, metadata & ambient intelligence – enabling dynamic user, context & device adaptation – with in-built privacy preserving logging/feedback datamining • where relevant, immersive rendering & multimodal interaction – exploiting new & upcoming appliances – borrowing from games, virtual worlds, etc • emphasis on mobile environments & location based services 19
  • 20. Some details … (d) Community building & Take-up • aim is to link research to its broader context • emphasis on Technology assessment, benchmarking – as a precondition for S&T progress & technology transfer – investigate requirements, coordinate ongoing efforts, fill gaps (tasks/media), delineate future strategies & infrastructures Interactive Media design – as a means to foster ICT-enabled Creativity by bringing closer together technologists & creatives • normally implemented as NoE or CA 20
  • 21. Some details … (e) Semantic Foundations • beyond current knowledge models & formalisms approximate reasoning & induction temporal, probabilistic & modal modelling • focus on temporal & dimensional reasoning • reference implementations incl. web integration of heterogeneous data sources multimedia resources (real-time) data streams showing the practical value & power of semantics 21
  • 22. Some details … (f) Knowledge Systems • architectures, systems & technologies for information bound organisations & communities very large, fast growing volumes multi-source, multi-format, (un/semi-) structured info • core tasks: • extract “meaning” (deep structure, semantic clues) from information, social interaction & work patterns • make it computer tractable … and use it! • focus on • decision support (industry, business, science, health, environment …) • collaboration (enterprises, communities) 22
  • 23. What we don’t do In Call 3 we do not intend to support research into: • basic research with no identifiable by-products within 10 years • developments addressing immediate commercial concerns eg content protection & monetisation • issues covered by other Challenges eg media networking, peer to peer, wireless … • topics well covered by ongoing & upcoming projects (see our website) individual proposals can however address one or the other of the above issues and integrate existing & emerging technologies 23
  • 24. Time schedule • 50 Meuro in total of which: – 45 Meuro for IP & STR projects – 5 Meuro for NoEs & CSAs • due to close 8 April, 2008 • evaluation/selection until mid-June • negotiations from mid-July on • contract awarding in December • projects due to start Q1 2009 highly selective & demanding process 24
  • 25. Use of instruments • IPs impact – up to 4 years, 5-9 Meuro (EU funding) • NoEs integration – up to 3 years, up to 3.5 Meuro • STRs “research” S&T innovation – up to 3 years, 2-4 Meuro • STRs “demonstration” uptake – up to 2 years, 1-3 Meuro • CSAs (coordination & support actions) – up to 3 years, up to 1.5 Meuro 25
  • 26. Partnerships • keep consortium manageable • compact consortia (8.5 on average in Call 1): IPs 7-12 partners STRs 4-8 partners NoEs 3-4 “core” partners • select competent, committed & reliable partners; geography not an issue! • industry, SME, academia … participation as dictated by project needs • “launching user” organisations to provide a demanding problem & application/validation context 26
  • 27. Further info INFSO.E2 – Content & Knowledge cordis.europa.eu/ist/kct/fp7_call_3.htm mailto: infso-e2@ec.europa.eu Thank you! 27