1st choice workshop in china on immersive and

Discussing China-EU cooperation in the field of
Immersive and Interactive Media
March 31, 2015– Beijing, China
www.euchina-ict.eu
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www.euchina-ict.cn
1ST CHOICE WORKSHOP IN CHINA ON
IMMERSIVE AND INTERACTIVE MEDIA
POST-WORKSHOP REPORT
MARCH 31, 2015
BEIJING, CHINA
AUTHOR:
EUPIC
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Discussing China-EU cooperation in the field of
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March 31, 2015– Beijing, China
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Executive Summary
The CHOICE project is funded by the 7th Framework Programme of the European Union, with a
duration of 24 months, in order to provide continuous inputs and define the common priorities
in the ICT R&D field between EU and China, to address the potential collaboration opportunities
and follow-up the possible concrete outputs through varied CHOICE events, The CHOICE project
plans to organize four thematic workshops focused on different selected hot ICT topics and two
big events one in the EU and one in China.
The first CHOICE workshop in China took place on March 31, 2015 in Beijing, discussing about
China-EU cooperation in the field of Immersive and Interactive media. This post- workshop
report summarises the background, concept and objects of the workshop, describes the main
activities in the pre- workshop stage and during the workshop. It is trying to draw an outline to
include the current development stage in the immersive and interactive field and look for
possible common interests between EU and China in collaboration in this field.
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Discussing China-EU cooperation in the field of
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Contents
EXECUTIVE SUMMARY ................................................................................................................ 2
1. INTRODUCTION .................................................................................................................. 4
2.
3.
1.1
About Immersive and Interactive Media .................................................................................................... 4
1.2
Background of the Workshop on Immersive and Interactive Media ........................................................ 5
1.3
Workshop concept and objectives .............................................................................................................. 5
WORKSHOP PROGRAMME.................................................................................................... 7
SESSIONS OUTPUTS............................................................................................................. 8
3.1
Opening Session........................................................................................................................................... 8
3.2
Session on Interactive Media content personalisation – Connected TV, IPTV, OTT ..............................10
3.3
Session on Immersive and Mobile Media Content and Services ............................................................14
3.4
Concluding Session.....................................................................................................................................20
3.5
Workshop Summary...................................................................................................................................20
3.6
Post Event Feedback Survey......................................................................................................................21
4. CONCLUSIONS AND LESSONS LEARNT..................................................................................... 24
APPENDIX I ............................................................................................................................ 26
APPENDIX II ........................................................................................................................... 27
APPENDIX III .......................................................................................................................... 29
APPENDIX IV .......................................................................................................................... 40
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Discussing China-EU cooperation in the field of
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March 31, 2015– Beijing, China
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1. Introduction
1.1
About Immersive and Interactive Media
The public media services have focused on 2D audio visual data due to technological limits and
high costs for a long period. However, with the rapidly developed economy and technology, the
demands of human beings have changed a lot. The traditional 2D audio visual data alone can no
longer satisfy the end users. They are looking for advanced hardware and software to improve
the vividness of media services.
Immersive media describes a new generation of media services inclusively across all story- driven
media, from film and interactive media to live audience environments. It refers to a class of
digital multimedia services and indicates the data overcoming the spatial -temporal limitation of
traditional media. As examples of immersive media, there are computer graphic models, 3D films,
multi-channel audio services, haptic data and information for the sense of smell.
Immersion can be defined as virtual reality, which is a perception for the end users of b eing
physically present in a non- physical world. To create a sense of full immersion, the five senses of
human beings, namely sight, sound, touch, smell and taste, must perceive the digital
environment to be physically real. Immersive technology can perceptually fool the five senses
through: panoramic 3D displays (visual); surround sound acoustics (auditory); haptics and force
feedback (tactile); smell replication (olfactory) and taste replication (gustation).
Interactive media normally refers to products and services on digital computer based systems
which respond to the end users’ actions by presenting content, such as text, graphics, animation,
video, audio, games, etc.
Interactive media can be defined as a method of communications, in which the output from the
media service responds depends on the input of the end users. The end uses’ participation and
reaction to the digital computer based systems count as the key part of interactive media. The
final result is varied due to different reactions from end users, which brings interesting features
to the systems for a better enjoyment of services provided.
Apart from the better enjoyment of daily entertainment, immersive and interactive media has
further positive effects on communication services for people with disabilities, such as hearing
and/or sight impairment; or helps children with particular visual, verbal, auditory and tactile
learning styles.
The most common immersive and interactive products are 3D films and the iPhone. It is easy to
find out through these two examples, how immersive and interactive media changes our life.
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1.2
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Background of the Workshop on Immersive and Interactive Media
The 1st CHOICE Workshop “Discussing China-EU cooperation in the field of Immersive and
Interactive Media” took place on March 31, 2015 in Beijing, China. The purpose of this planned
workshop was to explore the scope of potential collaboration opportunities and discuss China-EU
cooperation in the field of Immersive and Interactive Media. As planned, each CHOICE project
workshop shall focus on a specific theme. This first thematic CHOICE workshop in China was
designed to support EU-China policy dialogue and discuss about the opportunities in the field of
immersive and interactive media, with the support of New European Media European Technology
Platform (EU) and Interactive Media Industry Alliance (China).
The 1st CHOICE Workshop in China was attended by 32 participants. The full attendees’ list is
attached as Appendix I. These participants represented main stakeholders from Europe and China,
involved in or interested in exchanging information and strengthening cooperation in immersive
and interactive media innovation between the two regions, including:
 Industrial companies;
 Consultancies specialised in technology innovation and transfer;
 Official representatives of Ministry of Industry and Information Technology (MIIT);
 Researchers in the ICT field from top universities and research institutes;
 Experts from other EU funded projects;
 CHOICE project partners.
This report provides an overview of the activities of the workshop and presents the conclusions
drawn and lessons learned from these activities.
A post workshop survey and workshop agenda were printed in paper form and distributed to all
attendees before the meeting, asking them to evaluate different aspects of the workshop. The
feedback received was processed to assess both the success of the 1st CHOICE workshop in China
“Discussing China-EU cooperation in the field of Immersive and Interactive Media” and the
overall perception of the CHOICE project. Nineteen replies to the evaluation survey have been
received after the workshop and these responses are summarised in Appendix III to this report.
1.3
Workshop concept and objectives
The Networked and Electronic Media initiative was established as one of the European
Technology Platforms under the European Union’s Seventh Framework Programme, aiming at
fostering the convergence between consumer electronics, broadcasting and telecoms in order to
develop the emerging business sector of networked and electronic media. In order to respond to
the new needs and requirements of the Horizon 2020 programme, the NEM initiative enlarged its
focus towards creative industries and changed its name to New European Media.
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The NEM constituency includes all major European organisations working in the networked and
electronic media area, including content providers, creative industries, broadcasters, network
equipment manufacturers, network operators and service providers, academia, standardisation
bodies and government institutions. Those actors share a common Vision and have been
producing a Strategic Research and Innovation Agenda (SRIA) as well as position papers, in order
to accelerate the innovative development of the new sector in a harmonised and fruitful way and
to place European industry at the forefront of the information e ra.
The NEM Initiative is supporting Europe’s activities on the Future Internet and is actively
contributing to the definition of the related research and innovation areas. In particular, the
Future Media Internet has been identified by the NEM community as its major innovation area.
China Interactive Media Industry Alliance (IMIA) was founded on December 14, 2007. IMIA was
initiated and organized by content providers, service providers, network providers,
manufacturing, chip and software enterprises, and aims at promoting technology innovation of
domestic enterprises in broadband and multimedia fields and speeding up the combination of
the information industry with traditional service and manufacturing industry.
The IMIA currently consists of 21 members. Its members have made progress in IPTV, mobile
stream-media, Internet multimedia services, online games, online advertisement and E-home.
IMIA provides a good platform for the development of relevant industry domestically and is
looking for overseas opportunities in the interactive media industrial field.
The objective of the 1st CHOICE workshop in China was to identify opportunities to begin
processes leading to innovation in the field of immersive and interactive media through EU-China
collaboration. Considering the progressively increased cluster effect, this workshop is planning to
build a bridge connecting the NEM on the European side with the IMIA on the Chinese side. The
information exchanging and communication between these two major platforms aims at
integrating and coordinating industrial resources and social resources the development. One of
the main goals of calling for international cooperation is to provide end-users with more
user-friendly immersive and interactive services and communication environments, including
user-generated content, in which the quality of access to value-added and creative content as
well as services is the key enabling factor.
Another objective of the workshop was aiming to promote the identification of such
opportunities by highlighting through presentations examples of what potentially could be done ,
leaving subsequent discussion on what cutting edge immersive and interactive media can be
exploited through EU-China collaboration to industry and the wider commercial sector to
sessions promoting matchmaking intended to lead to concrete cooperative actions (in the
perspectives of the new Horizon 2020 funding programmes for Research and Innovation) to be
undertaken after the workshop.
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2. Workshop Programme
The idea of organizing the first CHOICE thematic workshop in China on immersive and interactive
media was proposed by the CHOICE project in early February, 2015. The proposal aimed at taking
advantage of the intention of the NEM to establish a Public Private Partnership (PPP) in
Immersive and Interactive Media as an opportunity for a targeted cooperation initiative. On the
other hand, the IMIA has a close relationship with one of the CHOICE project partners, CAICT/
MIIT (original known as the CATR/ MIIT). The timing for organising a thematic workshop on
immersive and interactive media could not have been better.
The first version of the tentative workshop programme was drafted in the middle of February
2015. This version confirmed the main structure of the workshop. In this version, the first CHOICE
workshop was planned to be held over two days, divided into four thematic sessions, including
Internet video/ immersive, interactive applications; Internet TV/ set; mobile TV on 4G and video
applications and video technological innovations in transportation, agriculture, medical and other
professional fields. This fruitful tentative programme seemed overloaded for a thematic
workshop targeting around 15-20 persons. CAICT proposed to compress the programme to one
day, March 31, in order to conduct better discussions and achieve positive effects. Therefore, at
the end of February, just after the long Spring Festival break in China, the workshop p rogramme
was revised by CAICT. The venue and date were confirmed as well. To ensure all participants had
a good understanding of presentations, a simultaneous interpretation service was agreed to be
provided.
The webpage introducing the workshop on immersive and interactive media was created in both
the English and Chinese languages on the CHOICE project website in early March and was
regularly updated. Meanwhile, a registration page on EventBrite, a free online community to
share events and provide a registration service, went online to invite attendees and count the
number of participants.
The European speakers were confirmed soon after an invitation letter was sent out and all the
European speakers’ slides were uploaded online before the workshop day. However, the Chinese
speakers’ list was pending during the whole preparation stage; the last Chinese speaker was
changed at the last minute on the workshop day. This is a common phenomenon in China, which
shall be paid more attention to in the future events.
The final workshop programme was in both the English and Chinese languages, and is attached as
Appendix II of this report. Photos taken during the workshop are saved in photo album attached
as Appendix IV.
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3. SESSIONS OUTPUTS
3.1
Opening Session
This session was moderated by Ms. Xueli ZHANG, CAICT. X. ZHANG welcomed all participants to
the first CHOICE workshop in Beijing, introduced the China-EU cooperation in the field of
immersive and interactive media and the keynote speakers for this session.
Welcoming speech by Mr. Kun YANG, CAICT and China Interactive Media Industry Alliance
This workshop was officially opened on March 31, 2015 at CAICT by Kun YANG, Chief Engineer of
CAICT and Vice-General Secretary of the Interactive Media Industry Alliance (hereinafter referred
to as IMIA), China, who welcomed the participants and introduced the workshop agenda.
K. YANG made a brief introduction regarding the IMIA, which was established in 2007 by CAICT.
IMIA is working on triple play IPTV, mobile TV, online game services provided on public platforms
and websites. He emphasised that the implementation of the first pilot schema in China was
started in the year of 2010. This schema has been scaled up nationally around China.
According to K. YANG’s introduction the main purposes of IMIA include to promote technology
innovation and launch products. He mentioned that, there have been a lot of new technologies
promoted by IMIA but the current challenge is industrial cooperation on different formats. As he
explained, telecom and broadcast systems are separately managed in China, which means
cooperation faces more non-technical challenges in China than in the EU. He pointed out that,
IMIA is seeking for market mechanisms to address these problems. Then K. YANG moved on to
the third area of IMIA activity, namely the new media services, e.g. smart manufacturing, smart
agriculture, etc., he pointed out that, a lot of areas need modern ICT channels with dedicated use.
It is not possible to have a single channel per industry. The problem is how people use existing
channels to match the industrial needs.
K. YANG summarized his speech by outlining the members of IMIA. The IMIA consists of 21
members, who are in different steps of the supply chain of the new media, including content
providers, telecom operators and chip producers, video and games providers, smart household
appliances and smart manufacturing solution manufacturers.
Opening speech by Mr. Thomas OWENS, Brunel University London
As the CHOICE project coordinator, Thomas OWENS began his opening speech by welcoming all
participants attending the first CHOICE workshop in China and expressing appreciation to the
speakers, who are willing to make presentations and demonstrations both from EU and China.
After introducing the general facts about CHOICE project, T. OWENS emphasized that the role of
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CHOICE project is to strengthen EU-China industrial ICT R&D cooperation, it focuses on
cooperation in a context of policies driven research, and on dialogues towards standardization
and regulatory initiatives that have the potential for initiating economic sustainable cooperation
with China outside of European funded research programmes. An overview was provided of
CHOICE’s achievements to date with an emphasis on its ‘hard’ outputs. The online database of
China - EU MS/AC projects and relevant EU projects created and updated by CHOICE was
promoted. T. OWENS summarized the primary mission of the database is to collect the ongoing
and concluded China-EU member states and associated countries (EU MS/AC) projects and
relevant EU projects which promote the cooperation between China and EU on ICT R&D.
The motivation for the workshop was presented in the following terms: From both the Chinese
and European perspectives ICT R&D excellence cannot exist in isolation from excellence in
innovation. In the context of this workshop this means innovation in design, processes and
organisational models in manufacturing and services. The workshop seeks to identify
opportunities to begin processes leading to innovation in ICT through EU-China collaboration. It
will promote the identification of such opportunities by highlighting through presentations
examples of what potentially could be done. The target area of cooperation of the workshop is
interactive and immersive media with both the Immersive/Interactive Media – NEM ETP and
IMIA represented.
Opening speech by Mr. Pierre-Yves DANET, Orange Lab/ New European Media
Pierre-Yves DANET is the Head of collaborative projects at Orange Lab. However, he spoke with
his New European Media (NEM) European Technology Platform (ETP) hat on as the Vice-Chair of
NEM. The strategy of NEM as well as a series of slides on NEM was presented. P. DANET
introduced the core function of NEM as the Horizon 2020 ETP dedicated to content. The EU has
asked NEM to take on board creative industries, it has been one of the EU’s most dynamic sectors
having important growth potential as the internet develops. NEM accounts currently for around
3.5 % of the GNP of the EU and some 3.8% of its workforce, namely 5 million jobs.
An overview of the NEM membership was presented and its strategic vision. Helping the EU to
set up its Horizon 2020 Work Programme (WP) in NEM was emphasized by P. DANET as one
major objective of the NEM. To address the willingness to research in a particular area of interest
to its industrial members and push it to the strategic research agenda of the NEM is the basic
method used by the NEM to design the Work Programme for EU. The NEM has over 1000
members, covering the industry sector, universities, research institutes and SMEs. It has
membership from outside the EU.
The NEM was defined as a cluster of clusters (regional clusters that help SMEs and single workers
push their own programmes); a cluster of associations; a cluster of platforms; a cluster of clubs
and a cluster of projects in P. DANET’s presentation. Varied definitions but the integrating
principle of the NEM is to deal with connected, converging and interactive media and creative
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industries.
The generic mission of ETPs was presented. Then P. DANET moved on to the NEM strategic
Research & Innovation Agenda which was updated at the end of last year to inform the 2016-17
WP, in which the sectors, trends and needs identified should appear. NEM is seeking to identify
‘hot topics’, for example, the IoT is a way to provide content.
P. DANET emphasized that progress needs to be made in the content consumption field, the
content needs to be available anywhere anytime. There is a need to address topics such as media
accessibility, protection (IPR), and interaction.
A short focus was made on a proposed Public Private Partnership (PPP). A PPP is a large
programme addressing a specific topic, in this case Immersive and Interactive Content (I 2C). Such
a programme is 50% public funded and 50% industry funded and the proposed PPP is planned to
be funded through the EU’s 2018-2019 WP. The overall objective is to provide an immersive and
interactive environment responding to/anticipating the user needs to improve productivity and
cross/intra domain collaboration. Content can be real-time or stored, IoT, video, audio, drawing,
text.
The proposed I 2C platform would be an open platform with APIs allowing anyone to develop
applications using enablers connected to delivery networks with the ability to configure the
network. The potential business and economic impact, societal impact, etc. was highlighted in P.
DANET’s presentation. I2C complementary PPPs are in Future Internet, Big Data (content storage,
search, content analysis), 5G (Network E2E QoE, Latency).
The NEM is specifically designed for the media and content industry. It is a centre of convergence,
innovation, influence, and networking, as summarized by P. DANET. He concluded with a
presentation of NEM global activity: it has an objective of cooperation with any region of the
world. There are common interests with China and it was emphasized that EU and China can
share a common vision.
Tea break – Demonstrations
3.2 Session on Interactive Media content personalisation – Connected TV,
IPTV, OTT
This session was moderated by Xueli ZHANG. X. ZHANG noted that, the evaluation survey for the
CHOICE workshop on immersive and interactive media was printed and placed on the table. She
reminded the participants to fill the feedback survey after the workshop to help the CHOICE
project make better events in the future. Then she opened this session of thematic presentations
by introducing the keynote speakers.
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Keynote speech by Mr. Jian HAN, Cyber Cloud
A brief introduction was given to Cyber Cloud activities in the field of interactive media by Jian
HAN, the CEO of Cyber Cloud. He began his presentation by introducing the background, namely
the rapid growth of the information consumption industry in China. As a result of the strategy of
internet plus in China, smart earth, smart cities, smart homes are being promoted and will ensure
further huge growth. J. HAN raised the question about the obstacles facing the information
consumption industry. He mentioned that, the biggest problem in China is that devices, terminals,
and services are not a match between each other. In particular a lot of set top boxes do not meet
peoples’ needs for accessing internet services. He pointed out that, frequent change of set-top
box is not good but that cloud deployed services can be used to get around this. In the EU there
is also a plan for a virtual set top box; easy to set up but not promoted widely.
Cloud plus terminals in the IT industry were presented. A typical solution is for the gaming
industry. By using a simple device people will be able play console games. Cloud plus hopes all
screens can be provided with good access to the internet. J. HAN introduced their current effort
on targeting the TV screen with their platform. 80,000,000 users are covered in China. However,
their services are more gaming orientated. Games characterized by key words like family-friendly,
interactive multiplayer available, are offered by Cyber Cloud. They are interested in providing
services more suitable to the Chinese household: Interactive education - for preschool children,
the elderly, or professionals, or to address the need to simulate the operation of training. The aim
is to make the learning process more fun; Interactive Fitness - fitness equipment and TV
applications as a peripheral in the home or community centers. J. HAN summarized the aims of
their activities from different perspectives. On the interactive side, the aim is to make movement
more fun. By providing services to a variety of live events, performances and other interactive
events it is possible to more fully exploit their commercial value. The aim is targeted marketing,
e.g. cultural heritage via virtual re-construction. Cyber cloud is interested in restoration of
historical sites using augmented reality so people do not need to rebuild physically.
J. HAN concluded his speech by listing requests for co-operation with Europe on a slide:
Gaming, education, health/fitness
Cultural heritage – 3D reconstruction
Question: Mr. Campos asked for technical details of how to set up access to augmented reality
through the Cloud plus platform, are there authoring tools to provide this content?
Answer: The application must be provided to the Cloud plus platform first.
Keynote speech by Mr. Christopher KRAUSS, Fraunhofer FOKUS
A brief introduction regarding Fraunhofer in Germany and worldwide was presented by
Christopher KRAUSS, senior project manager R&D at Fraunhofer FOKUS to open his keynote
speech on how HbbTV leverages smart TVs in Europe. In his brief introduction, it was emphasized
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that the Fraunhofer organisation is cooperating with Huawei in Beijing. Fraunhofer is a member
of NEM. C. KRAUSS presented the areas on NEM that FOKUS is working on. A booth for
demonstration and user experience was available for the workshop attendees.
Then, C. KRAUSS moved on to his thematic speech on HbbTV. A slide showing internet traffic in
Germany focusing on internet video to TV traffic was given. The graphic has shown that mobile
video traffic was increasing faster than traditional data traffic and became greater in 2014.
It was emphasized that TV app platforms are different due to different service providers. HbbTV
draws from open standards. HbbTV is a European standardisation body trying to define a
common stack. February 2015 saw the introduction of HbbTV 2.0. It enables hybrid app delivery.
There are broadcast independent applications (TV portal services) and broadcast related
applications (press the red button services). HbbTV 2.0 will be adopted legally in the UK soon.
C. KRAUSS emphasized the HbbTV market in Germany by announcing that over 10 million HbbTV
devices are active in Germany including 97% of smart TVs. A HbbTV-based portal was the winner
of the IPTV 2013 award for most innovative technology.
A short video shown on how to use a second screen and a paired tablet was played.
After the video, four of ten golden rules for connected TV app development were presented: e.g.
ten-foot user experience; simple app interaction; video is king (using video, pictures and icons
instead of text) and test on real devices. C. KRAUSS concluded his speech by promoting the 5th
Media Web Symposium in May 2015 hosted by FOKUS.
Question: How to implement HbbTV on a mobile phone and a TV set top box?
Answer: Using HTML 5 to implement HbbTV on a mobile phone and for a set top box HbbTV is
based on HTML and a standard Java stack.
Keynote speech by Mr. Yanxiang ZHANG, LMTW
Yanxiang ZHANG, CEO of the LMTW presented the development situation of IPTV/ OTTTV in
China. LMTW believes that, IPTV/OTTTV is the future of TV in China. Y. ZHANG noticed that, the
government has tidied up the policy and regulatory environment in recent. The broadband
national strategy has resulted in users using optical fibre (better quality connections). The
Premier has stressed the importance of the Internet plus strategy. However, China is different
with heavy censoring and some TV content has other objectives. There is more monitori ng of TV
content than of phones, emphasized Y. ZHANG. Approval was needed before broadcasting is a
requirement. IPTV is the new growth point and taking the lead in driving OTT.
Y. ZHANG introduced the current vertical integrated delivery chain. All contents go through an
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integrated platform for censorship and control. Government 181 decree sets out requirements
on OTT providers. Licenses are issued which are contents licenses and secondly integrated
contents licenses are issued. So far, seven integrated licenses have been issued in China.
The market place has been consolidating according to the policies. Government has cleaned up
non complaint videos providers and addressed inconsistencies in the market. Seven licenses have
been issued for integrated content. If any content is to be aired to the public then it has to be
through one of these providers. Building own platforms is not allowed in China. Set top boxes
must have user codes following the principle of one code per user.
Y. ZHANG introduced the diversification of devices with a variety of features including gaming in
China. Video is the main application, while games are the second largest. He made a conclusion
about the development situation of OTT in China by pointing out that, OTT in China is now in its
fourth stage of rational and orderly development. Y. ZHANG ended his presentation by
emphasizing that OTT is the main driver, while the internet and traditional media are being
integrated in China.
Keynote speech by Mr. Gion LINDER, Swiss TXT
SWISS TXT is an enterprise of the public broadcaster in Switzerland introduced by Gion LINDER,
Head of Access Services, SWISS TXT. Mr. Linder is participating in the HbbTV4ALL project, a
European project, co-funded by the European Commission. G. LINDER came to the workshop to
present the HbbTV4ALL project, which lasts 36 months starting from December 2013.
G. LINDER began his presentation by defining HbbTV as a European standard adopted by most
broadcasters, which can support customized services for various target groups, e.g. accessibility
services for sensory impaired persons. He emphasized that the object of the HbbTV4ALL project
was to transform the vision of accessibility for all into reality.
A map showing the amount (%) of broadcast services in Europe with subtitling (UK leads) was
shown. Access services on HbbTV are available in very few countries in EU, introduced by G.
LINDER. The only legal requirements on access service provision are in France and the UK. Mr.
Linder talked about two selected objectives of the project. One is to deploy pilot services and
validate them. The other one is to evaluate interoperability in a multi-platform environment.
G. LINDER moved on to the kinds of services and the target groups; Subtitling, signing, clean
audio, audio description are the main services provided for sensory impaired persons. He added
that in smaller countries in the EU, programmes and videos are not dubbed only subtitled.
Examples of accessibility services were given. One was the Eurovision song contest which is seen
in China. In 2015 one of the sign language interpreters will be in Chinese. G. LINDER finished his
presentation by summarizing the challenges that the HbbTV4ALL may face and the expected
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target outcomes.
Question: Can the target group cope with the HbbTV user interface?
Answer: This year Samsung will provide a TV with an acoustic interface. Could this be used by
blind persons to access HbbTV.
Question: Are access services dependent on public funding?
Answer: Yes, these are for relatively small and often poor target groups.
Question: What is the link between project and the ITU?
Answer: None, except in the sense of standardization.
Lunch – Demonstrations
3.3 Session on Immersive and Mobile Media Content and Services
This session was hosted by Dr. Thomas OWENS, CHOICE project coordinator. T. OWENS invited all
attendees to get back to their seats from the demonstrations and briefly summarized the
morning sessions and introduced the keynote speakers for this session.
Keynote speech by Mr. Javier CAMPOS, eDiamSistemas
Javier CAMPOS opened his speech about the VENTURI project by explaining the meaning of
VENTURI, which originates from immersiVe ENhancemenT of User-woRld Interactions. VENTURI is
an EU project of 8 partners that addressed three use cases over 3 years, 1) 3D Tracking and
occlusion as well as 3D reconstruction technologies; 2) Indoor guidance system; 3) Outdoor
guidance and Augmented Reality (AR) experiences. The project concepts of VENTURI were listed
by J. CAMPOS on a slide: e. g. content creation; context sensing; ensuring a good quality of
experience for the user; mobile hardware and software platforms, etc. These were presented
regarding VENTURI project. Demonstrators for the three use cases were shown.
The second part of the presentation was on the services of eDiamSistemas including marketing,
healthcare, cultural heritage, real estate, manufacturing and retail projects or events. However,
the main activity of eDiamSistemas was to apply new technologies like Augmented Reality,
geolocation or indoor and outdoor guidance to the mobile world.
This presentation was ended with the displaying of some marketing, healthcare and cultural
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projects that have been done.
Session Chair: There has been great interest in Mr. Campos’s demos so many thanks for those.
Question to Mr Campos: Please give an example of a business model, e.g. number users for AR.
Answer: Perhaps 40% of people with mobile phones would use it. It works well in medium to high
level devices. Everyday people are using AR more as they come to know about it. Young people
particularly seek out such experiences.
Keynote speech by Mr. Yiqiang CHEN, Institute of Computing Technology, Chinese Academy of
Sciences
Prof. Yiqiang CHEN spoke about the iHome project which provides a distant immersive interactive
platform. To open his speech, Prof. Y. CHEN introduced the Institute of Computing Technology of
the Chinese Academy of Science, which he works for. CAS institute developed the Longsong
processor and high performance computer mentioned in a United States white paper as very
disruptive technologies.
Prof. Y. CHEN explained the background to the iHome project. Migrant workers in China were a
special but large group who have suffered from emotional and psychological health problems due
to family separation – their children also face the same problems. Prof. Y. CHEN emphasized this
has become one of the big social problems in China.
iHome was proposed by the Institute of Computing Technology of the Chinese Academy of
Science in 2011. It was developed to provide migrant workers with contact with home. It is a low
cost, immersive, easy to operate, Hi-Fi remote natural interaction platform (with better quality
video than on a PC). It has a cooperative video transmission model.
iHome has four types of devices including a mobile version, a software version, a business version
and a ultimate version. The system was put in a school where a lot of workers in a company come
from a particular village. Over 60 of these platforms have been deployed and it is used by
disabled people in Beijing so they do not have to come into city centre to request/get support.
Sign language can be presented on such platforms. Smart glasses for such platforms are being
developed. This could serve elderly, blind, deaf people.
Prof. Y. CHEN mentioned that the research team is cooperating with hospitals on rehabilitation
guidance. He concluded his speech by expressing his expectation of that the system would
become a “Zero distance” interactive platform bringing advanced technology into daily life.
Question: P. DANET asked what the minimum bandwidth requirement of the system is.
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Answer: Minimally it is 500kb – For 4 persons in the same room, it means minimally 2 MB.
Keynote speech by Mr. Jon ARAMBARRI, Virtualware Group
Jon ARAMBARRI introduced the Virtualware group to begin his presentation, which is a business
group of technology companies that specializes in the development of hardware and software
solutions based on immersive and interactive technologies. It applies interactivity in corporate
business units for training in e-Health. It is present in a number of countries.
J. ARAMBARRI highlighted the training products offered by Virtualware, including VirtualTriage
which trains people how to manage an emergency, including classifying injured people,
presented as a ‘game’ on the training system. VirtualCPR is an innovative tool which offers an
effective and validated training method for Cardiopulmonary Resuscitation geared towards
general public. There is a surgical checklist trainer, which is a training tool to help show how to
properly fill out a Check- List for surgical safety. It is not just an exercise to fill in a record; it is also
meant to check and coordinate the team involved in the process, e. g. nurse, surgeon,
anesthetists, to improve overall patient safety.
Virtualware cares about the health problems, mentioned by J. ARAMBARRI. He went on to
introduce the health products developed by Virtualware. There are serious games developed for
rehabilitation of people with serious physical and mental impairment – VirtualRehab, is a
cloud-based platform to assist in physical rehabilitation. It combines modern Microsoft® Kinect
motion capture techniques with videogames technology in which the user becomes the controller.
Immersive videogames for health care professionals, patients and caregivers with different
objectives were developed. Medical Apps for clinical purposes including: learning, training,
diagnostic, monitoring and patient- physician communication were designed. These were
presented by J. ARAMBARRI in detail.
J. ARAMBARRI finished his presentation by talking about the ongoing and future projects of
Virtualware. He briefly described the four on-going EU funded projects that Virtualware is
involved in and raised Virtualware’s main open question which is how would these games fit with
real-time TV content and the research challenges faced by their team which include what will
deliver natural interaction and what is the role to be played by Gamification and Augmented
Reality?
Question: Independent living support for the elderly, is that for their home or in care?
Answer: Aim is to keep people out of hospital and in their own home.
Keynote speech by Mr. Mingxuan WANG, Starchina
Mingxuan, WANG, CEO of Starchina first introduced his company, which is a joint venture that
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offers one of the top ten free applications for OTT viewing. It is ranked 2nd in China in terms of
volume of downloads. It can be used on a mobile platform targeted at younger users.
Currently the OTT viewing service is for free with advertisement, Starchina is moving to a
subscription type charging system. The next step will be with one button, it will be able to link
with social media platforms and users will be able socialize with this platform through so called
self-media, users will be able to provide feedback on, for example, how a programme is going.
This App is going to aggregate all the resources that can be provided. This technology can help to
save bandwidth. The mobile phone can link with OTT and enable viewing on a big screen.
Question: P. DANET asked what the business model is. Advertising income or service fees?
Answer: Adverts are part of it but secondly we have the joint operation were you can download
games and other products which generate a share of the profit of the copyright owner and we
also collect the fees for the copyrights.
Question: J. CAMPOS asked how can people use or customize your tool for use in the EU. Do you
have a developer tool?
Answer: My partners and I discussed this topic and felt TV programmes are linear but new
technologies are explosive and we are interested in contacting you because we feel the show
should become a ‘circus’ and we are interested in what AR can bring to the show.
Keynote speech by Mr. Pierre- Yves DANET, Orange Labs
Mr. Pierre- Yves DANET made his second presentation for the CHOICE workshop on immersive
and interactive media focusing on introducing the FIWARE project. FIWARE is the largest EU
programme to develop and bring to the market an open service platform. He listed the tasks that
FIWARE project should complete with 400 people working full time across Europe from 2011
through to 2016, including using case requirements, building the FIWARE Platform, and 13 large
scale Use Cases for validation of the FIWARE technology and setup of a federation of Future
Internet Infrastructures.
P. DANET emphasized that the idea of the FIWARE open service platform is to facilitate the
development of innovative applications over the internet in areas such as the IoT and big data.
He defined the FIWARE as an application based on a set of generic enablers and specific enablers
alongside with additional application- specific software components.
P. DANET went further on explaining FIWARE in detail. The first step was to identify use case
scenarios. These include Logistics, Smart Cities, Safety, Traffic and Mobility etc. Generic enablers
for innovative applications have been identified. FIWARE is a platform that provides these
generic enablers; software blocks people can use in different ways for their own platform. He
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emphasized again that FIWARE is completely open source.
The whole processes of FIWARE include three phases. Phase 1 focused on technology foundation
and infrastructure development and phase 2 was large scale trials to validate this technology:
FIcontent, Hitman, FIstart, FIspace. FIWARE has finished phase 1 and 2 of technology focus and is
now transitioning itself from innovation to market take-up while 16 FIWARE accelerators are
being set up. New developments would focus on specific enablers in order to make them open
source; there may be copyright type barriers in some cases. FILab is a demo of the FIWARE
platform which is easy to use and available on the internet. FIWARE ops are a collection of tools
freely available that ease the deployment and set up of FIWARE instances. These were presented.
There are 17 currently FIWARE lab nodes in the EU and there is specific collaboration with Mexico
and this network is planned to be expanded so if there is interest in China this is a good
opportunity proposed Mr. DANET. He highlighted that FIWARE is completely documented. Its API
is free. Its license models were designed as 70% are open source so people can contribute. 80
million Euros are to be distributed to reach 2000 companies to accelerate the set-up of
innovative services on the FIWARE platform. Accelerators are domain based e.g. smart cities,
logistics, media and content. Several accelerators have already made their open call.
P. DANET spoke about the strategy of FIWARE for the next 2 years which is to accelerate the
technology, industrial cooperation, and FIWARE international engagement (FIWARE MUNDUS)
and vertical sectors. The Smart city is the principal target of going global. There are already
successful applications running trying to make business in different sectors. FIWARE is already
going truly global, in Latin America with first contacts with Uruguay and Peru, initial advances in
Chile and Brazil, and first kicked off in Mexico. FIWARE has initiated contacts with Africa and is
active elsewhere in the world. He invited the attendees to participate into FIWARE MUNDUS and
wrapped his speech up.
Keynote speech by Mr. Yi XIAO, SOHU CHINA
SOHU is the top video platform in China, said Mr. Yi XIAO, general manager of SOHU TV/ OTT
department. He went further on this point by sharing some marketing data regarding online
videos and business features. These could be integrated with Virtual Reality (VR) and A ugmented
Reality (AR).
China has the most internet users. Y. XIAO posed a question about how the Chinese consume
data on the Internet. He then answered this question. Online video has been 6 years in China;
one provider company is listed in NASDAQ. 66.7% of internet users use video. Tablet and TV do
not have a high usage but iPad is a complementary way of accessing video. SOHU thinks iPad has
big possibilities.
Y. XIAO talked about the usual way of service delivery of Chinese video providers is to put a 30
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seconds advertisement in front of a 3 minutes video for mobile and offer it for free but this
makes for a lot of traffic. Users are no longer dominated by TV; they tend to consume on-line
services suited to their interests and age group.
He moved on to speak about China’s Internet Plus strategy, which is targeting increased
consumption of data. Users increasingly have diverse needs. In China, video services consume 80%
of the bandwidth. There is a gradual movement to fee paying for video content. Lifestyle changes
are radically changing video content consumption usage models. Y. XIAO expressed his
expectation on SOHU TV/ OTT by saying that, SOHU will be rolling out OTT through 2015.
Question: J. CAMPOS: Imagine you have a performance by a singer you are attending and you can
scan the ticket and see a video. How can there be a business model for this without charging
fees?
Answer: There are 2 reasons users will pay: for more and better content or you optimize the
scenario. Our strategy is to work with Hollywood so their latest releases are available in China 2
weeks after release in the USA. This is very quick so users are prepared to pay. For sports events
users want enhanced data but we do not push this at all users. Chinese users are picky, they want
their personal preference, to get them to pay it needs to be some extraordinary or additional to
their particular interests.
Question: P. DANET: Is there an interest in 3D content?
Answer: We are very interested for social networking. White bear is an immersive 3D app for
your mobile phone that has attracted much interest in China. However, these sorts of apps are
only fads. We are interested in providing services such as shopping synchronized with a popular
programme e.g. targeted at teenage girls, but the synchronization means this will be a lot of work
to provide.
Keynote speech by Mr. Peng YANG, PPTV
Mr. Peng YANG introduced himself briefly and opened his presentation about PPTV, which is a 10
year old company delivering content to TV, mobile, and tablet. After a short presentation on the
history of PPTV, P. YANG presented the new service of PPTV, named PPCloud, which will provide
content to screens 1.3 to 130 inch. He emphasized that PPCloud has a huge user base of
hundreds of millions, including windows clients, web users, pad users, phone users, etc.
PPCloud has 5 data centres across China. They have hundreds of giga bandwidth usage. PPLive
carries more than three hundreds TV stations online at any one time. PPTV is now using a Big
Data Intelligence Platform (BIP) to reduce its costs. This is used to analyze on-line usage patterns.
When there are abnormal pattern of usage e.g. due to a football match these can be explored. It
is being used for advertisement delivery optimization. BIP is being used for Smart QoS Control,
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Smart Bandwidth Control, Smart QoS endurance. These applications were presented.
Mr. Yang spoke also on operational good practice. The PPADS video player was presented.
Question: P. DANET: By multi-view do you mean the user can select camera they want to see?
Answer: In house video is a bit different, so for sports we have that feature. The other case is that,
some customers request their users see 2 or 3 screens, normally for education purposes. We are
currently implementing a PPP call service.
3.4 Concluding Session
Dr. Thomas OWENS, the CHOICE project coordinator made the concluding remarks. He thanked
the attendees for their participation. He noted the very high quality of the presentations and that
it was very clear there were many opportunities for cooperation in this area. He emphasized that
he had prepared notes of the meeting which would be online along with all the slides as part of
the report on the workshop. These could be used to identify if slides would be of interest to
reader. He had also prepared what would have been a summary had time allowed but that it was
best to leave some time for further networking. However, he asked the participants to please
complete the workshop evaluation survey.
3.5 Workshop Summary
Summary remarks written by Dr. Thomas OWENS:
Kun YANG spoke on the work of the Chinese Industrial China industrial media alliance and
highlighted that the challenge is industrial cooperation on different formats. Here cooperation
with NEM would offer real benefits.
Pierre-Yves DANET spoke on the work of the NEM ETP and short focus was made on a proposed
PPP, on Immersive and Interactive Content anticipated to be funded through the 2018-2019
Horizon 2020 WP. He concluded by highlighting that NEM global activity has an objective of
cooperation with any region of the world. There are common interests with China and we can
share a common vision.
Jian HAN of Cyber Cloud focused on the potential of a cloud based ‘virtual’ set-top box for IPTV
services. Going forward Cyber Cloud is interested in providing services more suitable to the
Chinese household. The potential for ‘virtual’ restoration of historical sites using augmented
reality so there would be no need to rebuild physically is also interesting. Here cooperation with
the EU offers many potential benefits.
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Christopher KRAUSS of Fraunhofer FOKUS spoke on HbbTV which provides a platform for
broadcast independent applications (TV portal services) and broadcast related applications (press
the red button services). HbbTV is important because draws from open standards and is an
important example of wide use of interactive media.
Yanxiang ZHANG (LMTW) Talked about the IPTV market in China expressing the view IPTV/OTT is
the future of TV in China. IPTV is the new growth point and taking the lead in driving OTT (over
the top content). There is now a vertical integrated delivery chain for IPTV in China.
Gion LINDER of SwissTXT introduced the Hbb4All Project and accessibility services giving some
examples of accessibility services. He emphasised that with an ageing population China will soon
be looking hard at such services.
Javier CAMPOS of eDiamSistemas spoke on the EU VENTURI project and presented the 3
applications of VENTURI which included 3D and augmented reality. He then presented the
services of his company including marketing, cultural, real estate, manufacturing and retail
projects.
Dr. Owens noted there had been great interest in Mr Campos’s demos so many thanks for those.
Pierre-Yves DANET highlighted FIWARE is going global so this is a great opportunity for Chinese
involvement.
Yi XIAO of SOHU presented on-line video services in China and their business features. The key
cooperation point is these could be integrated with VR and AR. There is a gradual movement to
fee paying for video content and this gives rise to a huge market. Lifestyle changes are radically
changing video content consumption usage models so OTT will be very important in 2015.
Peng YANG of PPTV introduced PPTV and highlighted that PPCloud provides content to screens
1.3 to 130 inches and has a user base of hundreds of millions of users. PPTV is now extensively
using a Big Data Intelligence Platform (BIP) to reduce its costs in a very sophisticated way. For
example, it is being used for advertisement delivery optimization.
3.6 Post Event Feedback Survey
A post-workshop evaluation survey was printed in paper form and disseminated to each attendee
on the workshop day. Two reasons for this non- environment friendly action: Firstly, considering
the scale of the workshop is limited to around thirty persons, the quantity is not big. Secondly,
most of the participants are Chinese. It is hard to ensure that an email sent to ask for a response
to an evaluation survey will be treated seriously. To achieve better effectiveness and receive as
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much feedback as possible, the CHOICE consortium decided to print the evaluation survey for
every participant. The replies regarding the evaluation survey are summarized in Appendix III.
The post workshop feedback survey was drafted to meet two goals; one is to collect assessments
from participants of the first CHOICE workshop in China focused on immersive and interactive
media. The other one is to address the shortcomings of the workshop and the requirements from
the stakeholders to improve future CHOICE activities.
Twenty eight attendees have registered into the workshop through the registration page on
EventBrite before the registration was closed. Therefore, thirty evaluation surveys were printed
for the workshop attendees. The evaluation survey contains fourteen questions, and it was
edited in both English and Chinese languages. Question number one is asking the participants to
fill in personal information. This is an optional part. The next two questions are about the
profession and the field of interest of the participants. These questions were set to explore the
potential stakeholders and priority thematic field. Question number four to question number ten
are summarized to evaluate the workshop in Beijing. Questions from number eleven to number
thirteen focus on the CHOICE project. The last question here is asking for further comments and
suggestions that may help the CHOICE consortium improve the CHOICE activities in the future.
The actual number of participants to the workshop was 32. 30 evaluation survey were prepared
while 19 replies were received, which means the effectiveness of evaluation survey is about 63%.
Among the 19 replies, over 80% of the participants were from ICT related industry, while most of
them were specialized in interactive and immersive media sector. Apart from the priorities
selected for the thematic workshop, IoT, mobile applications, E- health, smart city as well as
computer simulations were mentioned in the evaluation survey to be fields of interests. About 42%
of the participants have collaboration experience with EU/ China in the past. When asked about
the overall assessment of the CHOICE workshop on immersive and interactive media, about 74%
of the participants were strongly satisfied while the rest of all were satisfied. The satisfaction
degree has achieved 100%. From this point of view, the first CHOICE workshop organised by the
CHOICE project could be considered a success.
Over 60% of the replies indicated that, the participants were coming to the workshop to look for
EU-China cooperation opportunities in the field of Immersive and Interactive Media. 20% were
attending for information regarding EU- China cooperation, 20% were there to learn more about
the CHOICE project. About 60% of the feedback received from the participants assessed that the
speakers and presentations were very relevant and interesting, while the rest 40% described the
speakers and presentations as quite relevant and interesting. Two thematic sessions, i.e.
immersive media – content and service as well as interactive media- content personalization
were high praised. This is an indicator that, the thematic workshop is highly qualified and all
participants are satisfied with the topics. Only a few participants suggested that the workshop
programme and invited speakers could be managed better. Regarding the topic that the
participants would like to see at the next CHOICE workshop, over 50% of the participants gave up
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to sharing their ideas. E- Health and ICT for industrial application were mentioned twice,
wearable computing, 5G, games, HPC were requested to be the subject of a future CHOICE
workshop.
Almost half of the participants learnt about the CHOICE project through varied promotion
channels like CHOICE website, ICT events or social media. The CHOICE online database of
information supporting EU-China cooperation on ICT R&D, the thematic workshops and webinars
showcasing EU-China excellence in ICT R&D and developing networking opportunities for future
cooperation actions as well as the online resources (i.e. presentations, deliverables, reports,
useful documents and links) are highly valued. When asked about the contributions that the
CHOICE project could make to EU-China collaboration in ICT R&D&I, the listed three options were
roughly the same. Both the B2B matchmaking activities and EU- China policy dialogues were
areas that participants felt CHOICE should be more active in. The last question asked for further
comments and suggestions. Only three of the nineteen responders chose to reply.
The above analysis is based on the nineteen received post workshop evaluation survey responses
in which 19 participants made their own choices on evaluating the workshop. The overall
feedback was positive. Detailed information on the evaluation survey results is provided in the
Appendix III to this report.
To summarise briefly the results of the post workshop evaluation survey:
Based on previous experience of distributing evaluation surveys at EU-China events, it is
necessary to prepare the materials in both English and Chinese editions. Most Chinese prefer
being addressed in their mother language. Therefore, the printed evaluation survey was prepared
in two languages.
Few participants chose to respond to the open question at the end of the questionnaire asking
for comments and/or suggestions. Actually, any questions that need to be answered in words or
sentences are less favourable to the participants, even in the multiple choice (“tick box” type)
questions, if the option “others” needs to be clarified in detail, over 95% of the participants will
ignore the blank for clarifying after clicking “others”. This highlights the importance of seeking
feedback through well thought through multiple choice (“tick box” type) questions the results of
which can give useful feedback. People may just be too lazy to write with pens in e-times but a
more plausible reason maybe time limits. The evaluation survey should be finished within ten
minutes after the workshop. People may not want to spend too much time on this, they prefer to
networking with others. Hence they complete the survey as soon as possible, in case their
potential partners have been caught by others or have left the workshop.
Furthermore, among all the replies, the smart city, the IoT, 5G, and E- Health are keywords, which
indicate the directions in which further steps of CHOICE project should proceed.
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4. Conclusions and lessons learnt
After careful consideration of the CHOICE Event in Chengdu in last October, the CHOICE
consortium has been aware that, the basic need of the most participants is to look for real
collaboration opportunities in the ICT industry. Hence, most of the invited speakers to the first
workshop in China on immersive and interactive media came to the workshop with a sincere
willingness to explore collaboration opportunities and brought their rich project and international
cooperation experience.
The first CHOICE workshop in China was designed to connect two platforms i.e. the NEM on the
European side and the IMIA on the Chinese side. Both of these are cluster- forming organisations,
which integrate resources in the new media and creative industries. The first thing learnt from
the workshop is, the benefit sourced from such clustering for an organisation is much more than
from the organisation seeking to establish cooperation activities independently. This is the
so-called network effect, in which network externality has been defined as a change in the
benefit, or surplus, that an agent derives from a good when the number of other agents
consuming the same kind of good increases.
The presentation of P. DANET from Orange/ NEM emphasised that the NEM is the Horizon 2020
European Technology Platform dedicated to content dealing with connected, converging and
interactive media and creative industries. 2015 is the first year of the Horizon 2020 programme.
As has been highlighted before, the European Commission is encouraging Chinese participation in
the Horizon 2020 programme. All calls are open to Chinese participants. As a FP7 funded project,
CHOICE helps to promote the new policies of Horizon 2020 and provides a platform for Horizon
2020 related initiatives, e. g. for the NEM to promote its current outputs and future plans in this
context.
A demonstration session was a highlighted activity of the first workshop in China. C. KRAUSS of
Fraunhofer FOKUS and J. CAMPOS of VENTURI led a successful demonstration show on
immersive and interactive media. The lessons learnt from the demonstration session are as
follows:

Demonstration is an intuitive way to show the products and technologies themselves. This
enables the potential cooperation partners to have a better understanding of the current
development stage of the offer. Especially the market maturity of the offer which is currently
driving towards an increased focus on user experience and design.

The demonstration can win a bonus when the stakeholder is looking for a certain project.
Traditional business to business matchmaking is just two counterparts in face to face to talks
about the technology or product with the help of printed materials or even nothing. One
matchmaking meeting lasts usually 15-20 minutes. In such a short time, complex technology
methods and varied advantages are difficult to describe in detail. Mass follow- ups are
required for a single matchmaking meeting. However, matchmaking alongside a
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demonstration session is not only attractive but also effective. Stakeholders can experience
the technology and product directly and discuss with the providers regarding every single
point on- site. Demonstration makes matchmaking more targeted and effective.

Apart from its commercial advantages, demonstration is a good way for technological
innovation. Experts from the related sectors can exchange comments and the demands on
certain technology. Demonstration shows on one hand the developed technology, and
provides an open opportunity to receive critical and innovative ideas from others on the
other hand.
The CHOICE workshops are designed for varied ICT hot topics, which emphasise the importance
of topic selection. The first CHOICE workshop in China on immersive and interactive media has
achieved a success due to the support from NEM and IMIA. The common interests in new media
industry and creative industries are valued by both European and Chine se policy makers. The
different aspects towards new media are dynamic between EU and China. In the EU, the new
media is more functional and user- oriented. Home entertainment, remote medical treatment,
marketing and cultural projects are highlighted for the use of immersive and interactive media.
However, in China media including traditional and new media industry is more policy- driven.
New media is designed for solve social challenges, e. g. the emotional and psychological health
problems caused by long- term separation among migrant workers and the educational problems
of their left- behind children. These challenges are very typically Chinese. One more lesson learnt
from the workshop is that consumption habits in China are changing. More and more consumers
are choosing to pay for the OTT service instead of watching 30 seconds of advertisement before 3
minutes of video. This change makes OTT services more commercial. This may be an indicator
that, the OTT service in China may be in a process of transforming from a policy- driven to a more
commercially oriented service.
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Appendix I
Attendees’ List
First Name
Last Name
Organisation
Yuming
Gion
Sonia
Alley
Wenhuan
Johnny
Richard
Shanhua
Chris
Thomas
Jon
Pierre-Yves
JAVIER
Takebumi
Jake
Finja
xueli
Kun
Jian
Yanxiang
Peng
Yiqiang
Mingxuan
Yi
Jia
Song
Weidong
Xilin
Chunning
Hong
Jingwei
Yun
GE
LINDER
SAGRISTA
ZHAO
XIA
PAN
DENG
CAI
KRAUSS
OWENS
ARAMBARRI
DANET
CAMPOS
ITAGAKI
JIA
ZHANG
ZHANG
YANG
HAN
ZHANG
YANG
CHEN
WANG
XIAO
WU
LUO
WANG
CHEN
JIANG
CHEN
MIAO
CHEN
CAICT
SWISSTXT
CIMNE
transpacificip
transpacificip
SPI
SPI
PCITC
FOKUS
Brunel
virtualware
Orange Labs
eDiamSistemas
Brunel
JakeEngine
EUPIC
CAICT
CAICT
Cyber Cloud
LMTW
PPTV
CAS
Starschina
SOHU
AZJJH
CAICT
BUPT
CAS
CAICT
IMIA
CAICT
CAICT
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Discussing China-EU cooperation in the field of
Immersive and Interactive Media
March 31, 2015– Beijing, China
www.euchina-ict.eu
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Appendix II
Workshop Programme
09:00
Warm Welcome from CAICT and China 欢迎致词及互动媒体产
Interactive Media Industry Alliance, 业联盟介绍- 杨菎 (中
YANG Kun (CAICT - CN)
国信息通信研究院)
Opening
Session
开场致辞
10:00
10:30
Introduction of CHOICE Project and CHOICE 项目及现有成果
Results so far – Thomas OWENS (Brunel 介绍- Thomas Owens ( 伦
University London- UK)
敦布鲁内尔大学– 英国)
欧洲技术平台及公私合
ETPs and PPPs - Pierre-Yves DANET
作介绍- Pierre-Yves Danet
(Orange/NEM – FR)
(Orange/NEM – 法国)
Tea Break - Demo/Poster 茶歇- 展示/ 海报
Interactive
Media
content
personalisation
– Connected
TV, IPTV, OTT
互动媒 体–内
容 个 性化 –
连接电视机,
互联网电视
Jian HAN (Cyber cloud– CN)
韩坚 ( 视博云 CEO)
Future Applications and Media –
Christopher KRAUß (Fraunhofer –
InstitutfürOffeneKommunikationssysteme
FOKUS - DE)
未来的应用和媒体ChristopherKRAUß( 弗劳恩
Yanxiang ZHANG (LMTW – CN)
张彦翔 (流媒体网 CEO)
霍夫开放通讯系统研究
所 – 德国)
Hbb4All 项目及无障碍获
Hbb4All Project and accessibility service取服务介绍- GionLINDER
GionLINDER (Swiss TXT - CH)
(Swiss TXT – 瑞士)
12:15
Lunch Break – Demo/Poster 午餐- 展示/ 海报
14:00
欧洲移动增强实境科技
Presentation of the VENTURI Project– 项目介绍- Javier CAMPOS
Javier CAMPOS (eDiamSistemas– ES)
(eDiamSistemas – 西 班
Immersive and
牙)
Mobile Media 陈益强 (中科院计算技
content
and Yiqiang CHEN ( Prof. ICT/CAS)
术研究所 研究员)
service
Virtualware 介 绍 –
实境和移动媒
Presentation
of
Virtualware– JonARAMBARRI
体 - 内容和 服
JonARAMBARRI (Virtualware Labs – ES)
(Virtualware Labs – 西班
务
牙)
Mingxuan WANG (Starschina– CN)
27
王明轩(国广星空 CEO)
Discussing China-EU cooperation in the field of
Immersive and Interactive Media
March 31, 2015– Beijing, China
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FIWARE 项 目 介 绍 –
Presentation of the FIWARE Project –
Pierre-Yves
DANET
Pierre-Yves DANET (Orange/NEM – FR)
(Orange/NEM – 法国)
肖轶 ( 搜狐家庭娱乐事
Yi XIAO (SOHU – CN)
业部总经理)
Peng YANG (PPTV- CN)
16:20
Concluding
Speech
总结致辞
杨鹏(PPTV )
CHOICE Project Co-ordinator
CHOICE 项目统筹人
Thomas OWENS (Brunel University Thomas Owens (伦敦布鲁
London - UK)
内尔大学– 英国)
16:30
Network Session with Poster/Demo 网络会话与展示/ 海报
17:00
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Discussing China-EU cooperation in the field of
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March 31, 2015– Beijing, China
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Appendix III
Evaluation Survey
The evaluation survey for the CHOICE workshop on immersive and interactive media in Beijing
has been sent to all the 32 participants and 19 replies have been received so far. These responses
to the survey are summarised here.
Q1: CONTACT DETAILS (optional) (The contact details are omitted here.)
Q2:
Q2:What is your profession?您的专业领域是什么?
答案
NPO
ICT
Communications
network
IoT and smart city
information technology applications
tech transfer
international technology transfer
new media
engine
Computer applications, interactive,
Ubiquitous computing
IT/ CTO
Head of Access Services
senior project manager
ingenieur
General Manager
university senior lecturer
cloud computing
video media
受访人数:19
29
Discussing China-EU cooperation in the field of
Immersive and Interactive Media
March 31, 2015– Beijing, China
www.euchina-ict.eu
Q3:
Q3:What is you field of interest?您对什么领域感兴趣?
答案
ICT
ICT
Internet
content of service
IoT
mobile applications, virtual reality
E-health, mobile health, smart city
E-health, mobile health IDT, smart city
Multi screen interactive
all new technologies
immersive and interactive media
augmented reality
Access Services, new media
connected TV, data mining, HBBTV
ICT media
computer simulations
communication
interactive applications and services
interactive technology
受访人数:19
Q4:
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Discussing China-EU cooperation in the field of
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March 31, 2015– Beijing, China
www.euchina-ict.eu
答案选项
NO 没有
-
www.euchina-ict.cn
回复情况
11
YES 有过
受访人数:19
8
在选项 YES 有过 中填写的内容
CHOICE
coordinator of several FP7
projects
Huawei
VENTURI PROJECT
dragstar project
probe-IT
IoT
CHOICE project
Q5:
答案选项
回复情况
I amstrongly satisfied我非常满意
14
Iam satisfied我基本满意
5
The event did not entirelymeet myexpectations这次活动没有完全达到我的预
0
Iam strongly unsatisfied我非常不满意
0
受访人数:19
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Q6:
答案选项
回复情况
Looking for information regarding EU-China cooperation on H2020了解H2020框架下
的中欧合作最新信息
Looking for EU-China cooperation opportunities in the field of Immersiveand
Interactive Media寻找中欧在实境和互动媒体领域的合作机遇
6
12
Learning more about the CHOICE project了解更多CHOICE项目信息
6
Others/ 其它
4
受访人数:19
在选项 Others/ 其它 中填写的内容
i am coordinator of CHOICE
speech about HBBTV
i was invited
eu-china cooperation opportunities
32
Discussing China-EU cooperation in the field of
Immersive and Interactive Media
March 31, 2015– Beijing, China
www.euchina-ict.eu
Q7:
答案选项
回复情况
Speakers and presentations were very relevant and
interesting 演讲嘉宾和演讲内容都非常有意思且切合实际
11
Speakers and presentations were quite relevant and
interesting演讲嘉宾和演讲内容比较有意思且切合实际
8
Speakers and presentations were neither relevant nor
interesting演讲嘉宾和演讲内容没有意思也不切合实际
0
受访人数:19
Q8:
33
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Discussing China-EU cooperation in the field of
Immersive and Interactive Media
March 31, 2015– Beijing, China
www.euchina-ict.eu
答案选项
Opening session 开场致辞
Immersive Media - content and service 实境媒体-内容与服务
Interactive Media - contentpersonalization 互动媒体-内容个性化
Network Sessionwith Poster/Demo网络会话与展示/ 海报
受访人数:19
回复情况
2
10
14
9
Q9:
答案选项
回复情况
The workshop program 研讨会会议议程
4
The identified topics 演讲主题
2
The invited speakers 演讲嘉宾
4
The workshop venue, facilities and/or catering会场、相
关设施或/及餐厅
0
Others/ 其它
12
受访人数:19
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Discussing China-EU cooperation in the field of
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March 31, 2015– Beijing, China
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在选项 Others/ 其它 中填写的内
容
none
none
workshop agenda could have
been finalized earlier
none
none
none
none
cooperation channel
open discussion session
b2b preferrable
b2b preferrable
none
Q10:
Q10:Please indicate if there is any topicthat you would you like to see at next CHOICE workshop:
请问您希望在下一次CHOICE研讨会中讨论哪些主题?
答案
5G
none
none
communicate with policy makers
none
none
E-HEALTH
E-health, mobile health, IDT on health
EU-China cooperation on Game
dissemination of information
Wearable computing
none
none
none
none
HPC,ICT for industiral applications
unclear consideration
none
application of interactive technology
受访人数:19
35
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Discussing China-EU cooperation in the field of
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March 31, 2015– Beijing, China
www.euchina-ict.eu
Q11:
答案选项
回复情况
Through the CHOICE project website or social media
CHOICE项目网站或其他社交媒体
4
Through promotion during other ICT Events
其它ICT活动中的宣传
1
Know about CHOICE from the others
从别人那儿听说CHOICE项目
6
Others/ 其它
受访人数:19
8
在选项 Others/ 其它 中填写的内
容
as CHOICE project coordinator
EURAXESS Network
i was invited
Speaker
advisory board member
Advisory board member
mail
CHOICE project partner
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March 31, 2015– Beijing, China
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Q12:
答案选项
回复情况
The online databaseof information supporting EU-China cooperation on ICT
RD
为中欧ICT研发合作提供信息资源的在线数据库
9
The thematic workshops and webinars showcasing EU-China excellence in
ICTRD anddeveloping networking opportunities forfuture cooperation
actions主题研讨会和网络研讨会,展示中欧ICT研发成果,为未来的合作拓展网络
资源
12
The actions supporting policy dialogueand facilitating interactions between
officials from Europe and China支持中欧双边政府进行政策对话,促进互动的活
动
6
The online resources (presentations,deliverables, reports, useful documents
and links)在线资源(演讲、研究成果、报告、有用资料及网络链接)
14
The Ask an Expert webpage网页版专家在线服务
2
Others/ 其它
1
受访人数:19
在选项 Others/ 其它 中填写的内容
cooperation channel
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Discussing China-EU cooperation in the field of
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March 31, 2015– Beijing, China
www.euchina-ict.eu
Q13:
答案选项
回复情况
Business-to-business matching making activities
商业性质的对接会活动
Information exchange on the www.euchina-ict.eu
platform CHOICE项目网站www.euchina-ict.cn作为信息交
流平台
Support to EU-China policy dialogues 支持中欧政策对话
Others/ 其它
10
9
10
4
受访人数:19
在选项 Others/ 其它 中填写的内容
cooperation project
none
discussion about technology
roadmap
none
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Q14:
Q14:Do you have other comments/suggestions? (optional)如果您对我们还有任何建议,请告诉我们。(选填)
Organise different events focused on different topics
If varied technology roadmaps could be discussed, there may be more
different opinions.
I am really interested in EU-China business opportunities.
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Appendix IV
Photo Album
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