In the process to update our SRIA, the editing group would like to collect inputs from NEM participants

Please, provide your inputs under the provided categories and topics or add a new topic. The inputs should identify research and innovation topics of interest for the NEM community in the next period.

For each of the topics of interest for you, please, add or extend details on particular research and innovation activities to be performed in the next period.

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1) Focused programme on Immersive and Interactive Content (I2C)

Note, that the I2C focused programme has already been defined as presented here. However, additional inputs for these areas are also welcome (in the boxes below).

1.1) Content Generation

Storytelling Creation for I2C

  • Media generated from various sources (Games, Film, Arts, Broadcast, CAD etc) are finding overlap when content material for immersive systems is considered. This is leading to new concepts of storytelling, production and distribution.
  • Allows for generation of new concept in content creation and should address different verticals, advertising, entertainment, news, live and time limited experiences and new models of storytelling
  • Includes creating content that is needed using existing technology to capture live-action cinematic content and the tools required to process that data and prepare it for use in an experience. Should include both large company and user-generated content.
  • Includes Immersive Technology analysis of Big Data
  • User testing of what content works/doesn’t work including perception and cognitive studies to evaluate the impact on end users





Content Generation Tools for I2C

  • A platform which includes cost-effective tools created by other parties to be more easily used (either via open hooks or APIs) would accelerate and make such content much more efficient.
  • A set of middleware hardware/software that allows companies/consumers to deliver content to various mainstream immersive tech in the future.
  • If such middleware leads to the creation of a standardized workflow and/or format which will encourage the uptake of the technology then this should be supported. Possible common standards.
  • Shared infrastructure for cross sector content development
  • Tools for content creation may be built on an open platform or instead manufacturers for end viewing devices (Hololens, MagicLeap, etc.) will provide an SDK to deliver content from existing engines like Unity / Unreal and the authoring tools will be built around these engines or existing content creation tools will interface and provide visualisation directly in the hardware.
  • Tools should use Cloud Technology where appropriate to avoid local processing limitations.
  • Automatic generation of content from data e.g. crowd sourced data





Science, technology and arts in Immersive and Interactive Media

  • Establish and facilitate structured dialogue throughout Europe across a network of arts and media centres, research institutions and businesses, to facilitate synchronisation of efforts;
  • Support collaboration between artists and technologists to work together and unconventional and compelling new prototypes of products and services.
  • Fund specific collaborations between artists, technology businesses and civic institutions to explore interaction and immersion in public spaces
  • Organise high profile events with international outreach to showcase cutting edge examples immersive applications, involving industrial players, artists and engineers.
  • Activity more focussed on creation of Narrative, Directing, Action, Writing and conceiving the story/setup required.




1.2) Content Distribution, Processing, Visualization, and Interaction
  • Some forms of future Immersive Experiences will require production of content that mixes both live and CG rendered footage. Such an activity would address the processing requirements to allows for accurate stitching together of both times of footage potentially in real-time.
  • It would also address the 3D positional needs of any immersed viewer via appropriate camera technologies.
  • Consideration of audio is important to make sure experience is truly immersive.
  • Activity would also include technology allowing of tracking of particular object types in either the CG or live content via machine-vision object recognition.
  • Placement technology for advertisements.
  • Conversion of content into an engine that allows for positional movement.
  • Depth capture of environment.
  • Processing of large amount of 3D data into deliverable amount to end user.
  • Important for advertising industry. Application area education & active learning.  News in real-time.




2) Focused programme on Immersive and Interactive Content (I2C)

2.1) Methods and tools for service design and innovation in creative industries




2.2) Applications and services supporting creative industries




2.3) Implementation of use case scenarios for particular creative sectors (film, advertising, etc. – not limited) and trials




2.4) Technology and knowledge transfer to other vertical sectors, supporting societal challenges – implementation and demonstration




2.5) Additional topics?




3) Content production

3.1) Content capturing and rendering
  • IP based studios
  • object based media and new media formats
  • 3D / holographic capturing
  • media centric IoT / IoT content for media
  • multiple camera capture, 360° capture
  • etc.




3.2) Content / data analytics
  • search
  • content personalization
  • user behavior and prediction
  • Audience
  • etc.




3.3) Applications
  • user (not professional) and from Social Media generated content and tools for creation of these types of content
  • digital storytelling, digital (adaptive and personalized) publishing, digital cinema
  • metadata and post-production
  • etc.




3.4) Additional topics?




4) Media convergence and delivery

4.1) User interaction and interfaces
  • Natural interaction
  • Augmented and virtual reality
  • Interaction in specific environments (e.g. complex working places)
  • accessibility




4.2) Devices (displays, etc.)
  • 5G Devices
  • Content IoT
  • Immersive devices
  • Professional devices (digital cinema)
  • PVR
  • etc




4.3) Content Delivery
  • Media orchestration through heterogeneous networks
  • Media delivery at Anytime, Anywhere, at Any Device (ATAWAD)
  • Interactivity and user management
  • Media and content distribution in 5G networks






4.4) Media and content delivery convergence
  • IoT, Big Data, and Clouds – media interaction with these technologies
  • Media for vertical application sectors (automotive, transport/logistics, Health, Education)




4.5) Additional topics?




5) Horizontal issues

5.1) DRM
  • International apporachapproach / standardisation




5.2) Media and content community
  • Networking, community building
  • Strategic road-mapping




5.3) Training
  • Start-up support
  • Introduction of new media technologies to potential users




5.4) Further aspects, which are not in primary NEM focus, but need to be addressed in projects on the topics from above
  • Business and cooperation models
  • Privacy
  • Security
  • Payment including block chain




5.5) Additional topics?




6) Additional Research & Developement Area?




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