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2003-2004 Work Programme
2.3.2.7 Cross-media content for leisure and entertainment
Objective
To improve the full digital content chain, covering creation, acquisition, management and production, through effective multimedia technologies enabling multi-channel, cross-platform access to media, entertainment and leisure content in the form of film, music, games, news and alike. It will accelerate take up in B2B, B2C and C2C, currently hampered by insufficient productivity, convergence and high cost.
Focus is on
- Developing technologies supporting the creation of new, compelling forms of content for interactive, creative or artistic consumption. Research should aim at advancing imaging technologies and audio-visual representation, multi-dimensional immersive environments and experience portals, as well as virtual, augmented and mixed reality technologies featuring higher levels of quality and accuracy. Device adaptivity and contextualisation, personalisation and (emotive) feedback, and ability to capture real-time, multimodal and multisensorial input will be embedded as needed.
- Developing integrated content programming environments allowing to retrieve content from different sources, types and locations, and to store, compress and categorise it, with a view to realising programming appropriate to a particular audience and delivery channel, including interactive TV, e-cinema, radio, online games and music.
Integrated Projects will address the full RTD spectrum outlined above, also covering workflow issues, versioning and re-purposing, user needs and acceptance, business models, DRM, security and privacy. Networks of Excellence are expected to explore radically new forms of content and associated experience models. All instruments should aim to mobilise relevant media value chain players, in particular content creators and aggregators, and broadcasters and publishers.