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Explore the evolution and benefits of interactive media combined with eInfrastructures. Discover the impact on technology, virtual worlds, social networks, and the distribution revolution in the digital era. Delve into digital cinema advertising, serious games, and simulation practices.
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Interactive media & eInfrastructures Building a successful future Alexis Arragon, Business Track: Cross-Industry SectionEGEE’07, 01-05 October 2007, Budapest, Hungary
A brief history of evolution Why “cheap” is the premise of mass adoption Interactive media & eInfrastructuresEGEE’07 Business Track: Cross-Industry section
Some facts… Access to unlimited online storage: cheap! Better 3D graphics: cheap! Bigger storage capacity: cheap! Interactive media & eInfrastructuresEGEE’07 Business Track: Cross-Industry section
… and some figures HUGEMARKET! Interactive media & eInfrastructuresEGEE’07 Business Track: Cross-Industry section
Future ofInteractive Media Why it can benefit from eInfrastructures Interactive media & eInfrastructuresEGEE’07 Business Track: Cross-Industry section
Interactive media & eInfrastructuresEGEE’07 Business Track: Cross-Industry section
Serious Games & Simulation • Address critical issues for the future • Knowledge management • How to capitalize on staff knowledge, how to store knowledge and train new staff, etc. • Crisis management • How to deal with ecological issues, how to foresee and react to floods, earthquakes, military threats, terrorist attacks, etc. • Risk management • Heavily used by insurance and bank companies • Shared interest from academics and industry • Resources demanding and constrained field • Computations can be done offline… • Clusters of servers, N-cores machines • … or online • SETI, Folding@home, distributed and grid computing • Impact on technology • Realistic modelling: procedural landscape and urban modelling • Pervasive networks and environments Interactive media & eInfrastructuresEGEE’07 Business Track: Cross-Industry section
Virtual Worlds & Social Networks • Biggest trend of the last years: the famous Web 2.0 • Allow users to virtually connect to any social group • MySpace for the music (originally) • YouTube for the video • LinkedIn for business • It’s up to you to build your own social network! • … with any device • PC, home console (PS3 Home), mobile (Disney’s WonderDays in Japan), set-top box? • Users are now content producers • Customisable environment is the key! • By definition, those services need eInfrastructures to expand Interactive media & eInfrastructuresEGEE’07 Business Track: Cross-Industry section
Who’s next? Digital Cinema Advertising • Ubisoft Digital Arts Studio • Former cinematic studio • Short & long film production with dematerialised content and pipeline convergence • “We’ll also see products , where you can jump in and use the interactivity to control and shape what you’re being told as a story” Y. Mallat, CEO • LucasArts / LucasFilm / ILM • Videogame & cinema production pipeline convergence • Might be the latest but also the most eager to enter the game • Google bought recently Adscape for 23m$ while Microsoft had bought Massive just before • New lucrative business opportunities (in-game ads, profiling, etc.) Both will benefit from technology and digital distribution to be delivered directly in the user’s hands. Interactive media & eInfrastructuresEGEE’07 Business Track: Cross-Industry section
Strategic impact • “My best advice is not just to follow new technology developments across the whole value chain but to get into the driving seat. […] I ask that you are open to change and new business models”Viviane Reding on Media 2.0, CeBIT March 2007 • “I believe that Europe needs a strong interactive games industry. […] European interactive games industry is also very much a cultural industry […] an opportunity for cultural diversity”Viviane Reding, ISFE Expert Conference June 2007 Interactive media & eInfrastructuresEGEE’07 Business Track: Cross-Industry section
From ideas to action National and European initiatives Interactive media & eInfrastructuresEGEE’07 Business Track: Cross-Industry section
Technology evolution • What’s in tomorrow’s home entertainment platform? • RAM? Cheap! • PC standard is 2 – 4 Gb • Storage space? Cheap! • 1 Tb disks commonly available, memory cards up to 4 – 8 Gb • Processing power? Cheap! • CELL processor in PS3 • Intel N-core program (Core2Duo as a standard, Quad Core available, 40+ core announced) • Dedicated hardware? Cheaper and cheaper • nVidiaGPUs with SLI technology • AGEIA PhysX card Interactive media & eInfrastructuresEGEE’07 Business Track: Cross-Industry section
The Distribution Revolution • Physical formats are fading • Everything is online • The rise of distribution platforms • Manufacturers • Xbox Live, PlayStation Network • Third-party • Steam, Goa • This is more than just games: Music (iTunes), VOD, IPTV, etc. • The search for new business models • Subscription (WoW, Xbox Live) • Micro-payments (Gran Tourismo 5, Microsoft Points) • Episodic content (Sam & Max) • Media convergence (Ubisoft Digital Arts Studio) • New business opportunities for innovative distribution solutions! Interactive media & eInfrastructuresEGEE’07 Business Track: Cross-Industry section
Interactive media & eInfrastructuresEGEE’07 Business Track: Cross-Industry section
Consumer PLAY ALL edutain@grid Interactive media & eInfrastructuresEGEE’07 Business Track: Cross-Industry section
edutain@grid Why eInfrastructures are a good candidate to being a distribution and execution environment… Interactive media & eInfrastructuresEGEE’07 Business Track: Cross-Industry section
edutain@grid in a nutshell • A scalable QoS-enabled business grid environment for multi-user Real-time Online Interactive Applications • 36 months FP6 project, started Sept. 2006 • Focus on online games and e-learning through pilot applications and interest groups • A new type of applications for grid environments… • Scale application instances for large numbers of concurrent users under real-time constraints • Economically viable and attractive applications • …and a flexible distribution platform • Collaboration between academics (Grid experts) and SMEs (industry-driven pilot applications) Interactive media & eInfrastructuresEGEE’07 Business Track: Cross-Industry section
Business actors Interactive media & eInfrastructuresEGEE’07 Business Track: Cross-Industry section
Runtime steering use case scenario join session leave session deploy session massive join massive leave Market Broker Coordinator Hoster Hoster ROIA session ROIA session migrate Interactive media & eInfrastructuresEGEE’07 Business Track: Cross-Industry section
Facts list • Highly demanding, real-time computation and communication • Thousands of concurrently interacting users • Dynamic control- and data-flow Real-Time Grid Services Real-time Communication Framework Open Market B2C Models Large non-Grid Expert Edutainment Community E-Learning Light-weight Security Models Online Games QoS Negotiation Other ROIA Interactive media & eInfrastructuresEGEE’07 Business Track: Cross-Industry section
PLAY ALL • Objective: Give content creators a complete and next-gen ready tool-chain, covering asset management to digital distribution • Multi-platform • Durable • Open • French initiative funded by Ministry of Industry and Paris’ region • 6,5m€ funding, 2 years project starting now • Studios + Middleware developers + Academics • 14 partners Interactive media & eInfrastructuresEGEE’07 Business Track: Cross-Industry section
Beyond edutain@grid and FP6 Challenging the competition Interactive media & eInfrastructuresEGEE’07 Business Track: Cross-Industry section
Get Europe into the driving seat • Interactive media is a cultural asset • There is a “fight” for “cultural diversity” • Local content is always a winner! • We should prepare for the next evolutions • Processing power, unlimited storage capacity, virtualised resources, bandwidth = cheap! • What about: latency, real-time computing, multi-core machines and parallelisation? • Competition already on • Emergent’s GameBryo + HP, G-cluster FP7? Interactive media & eInfrastructuresEGEE’07 Business Track: Cross-Industry section