An end-to-end system for the production and delivery of photorealistic social immersive virtual reality experiences - VRTogether [EU H2020-ICT-19-2017 Project]
October 2017 - ongoing
VR-Together will offer new ground-breaking virtual reality experiences based on social photorealistic immersive content. For this purpose, it will develop and assemble an end-to-end pipeline integrating state-of-the-art technologies and off-the-shelf components. The challenge of VR-Together is to create photorealistic truly social virtual reality experiences in a costeffective manner. Immersive media production and delivery through innovative capture, encoding, delivery and rendering technologies. It will introduce new methods for social VR evaluation and quantitative platform benchmarking for both live and interactive content production, thus providing production and delivery solutions with significant commercial value
Project Cairo: an intelligent soft-robotic jacket
NWO Humanities - Knowledge Innovation Mapping (KIEM)
October 2017 - ongoing
Project Cairo is a joint effort between CWI, AMOLF, and the Dutch textile designer SME Byborre to create an urban jacket that pushes the state-of-the-art of smart-textiles. The jacket will sense and reason about the wearer activity, profile and external conditions to trigger changes in its structure and insulation. To build it, we will exploit new materials developed by AMOLF, i.e. soft-robotic matter, as a way of changing the physical properties of textiles. This will be added to the proven expertise in merging sensor technology and artificial intelligence, developed by CWI, with the innovative textile design and fabrication techniques of Byborre
Delivering Single & Multi-Screen Content Services for Immersive, Customised and Shared Experiences in Homes and Social Spaces - 2-IMMERSE [EU H2020-ICT-2015]
December 2015 - ongoing
Surveys show that although around 80% of people are using a second device (phone, tablet or laptop) when watching TV only 20% of them are engaging with ‘companion content’. The 2-IMMERSE project will innovate around the delivery of experiences that are created to be multi-screen in production yet delivered to be flexible across single and multi-screens and responsive to the preferences of individual audience members. We will build and trial services that delivery multi-screen experiences of high value content including theatre, Grand Prix motorcycle racing and live professional football in the home, in school, and in public venues.
W3C Standardisation Activities
January 2010 - ongoing
CWI has worked with the World Wide Web Consortium (W3C) ever since its establishment in 1994. The presence of researchers as well as R&D projects in the development of Web technologies and standards has always been seen as essential in the development of the Web; CWI is proud to have contributed actively to this evolution. Researchers from the CWI have been active in the past in the development of technologies and standards such as HTML, CSS, SMIL, RDF, RDFa, XForms, OWL, R2RML and SPARQL. Beyond the participation in the relevant Working Groups, representatives of the DIS group also acted as Working Group (co-)chairs, as well as activity leads for HTML and the Semantic Web as part of the core staff of W3C. The current activities at W3C concentrate, on the one hand, on the further development of the XForms standard and, on the other hand, taking the role of activity leadership in the newly created Digital Publishing Activity at the W3C. This latter aims at a new generation of Interactive Digital Documents on the Web as well as for offline use (e.g., in eBook readers). This work is done in strong cooperation with the International Digital Publishing Forum (IDPF), the developers of the international standard for electronic books and documents (EPUB3).
Personalized Aftermovies and Festival Experiences
NWO - Creative industry - Knowledge Innovation Mapping (KIEM)
January 2017 - December 2017
A multidisciplinary and collaborative project with the Lectoraat CrossMedia Hogeschool van Amsterdam, Fonk Mobile and Festival deBechaving. The project looks into the technical challenges and the appropiate bussiness models to enrich the experience of festival visitors. In specific, it focuses on the impact of after movies.
An exploration of the future of club culture. ByBorre Private-Public Partnership.
August 2016 - October 2016
As part of the Amsterdam Dance Event the Distribute and Interactive of CWI was asked to utilize technology to explore how the club of the future could react to the levels of excitement of the clubbers. The group developed a system that could capture the energy levels of the crowd and feed them in real time to a visualisation engine as well as alter the stimuli of a room to match the activity levels of the crowd. Furthermore, the logged data was summarised in personal experience summary artefacts, delivered to the guests after the event.
Xinhuanet Private-Public Partnership
October 2014 - September 2016
CWI will be helping Xinhuanet to build the first advanced user experience laboratory in China. Both institutions will explore the use of sensor technology to better assess the user experience during media consumption. Offering rich, personalized media content is a major research topic in the creative industry. The Distributed and Interactive Systems (DIS) group at CWI, a major international player on user experience research, will help improve Xinhuanet’s media offerings. Traditional evaluation methodologies like questionnaires do not always lead to accurate and reliable results. By using biosensors, like skin conductance sensors, the level of attention of the users can be reliably measured. Collecting and analysing this data provide Xinhua with valuable insights for applications ranging from media content to remote teaching and precision marketing.
REal and Virtual Engagement in Realistic Immersive Environments - Reverie [EU FP7 IP Project]
September 2011 - June 2015
REVERIE revolutionizes the way of immersive media distribution from a passive centralized context to a personalized highly distributed framework. The research outcome of REVERIE will provide for the individuals new ways of 3D/immersive media sharing and distribution under a socially aware, personalized, collaborative and distributed framework. REVERIE maintains the quality of media content and offers to the individual’s high definition immersive media experiences under, however, an optimized end‐to‐end approach. These research outcomes will strengthen the positioning of European Industries especially SME’s in the area of immersive and interactive multimedia content / services delivery. Within REVERIE, we believe that the time is ripe to push social networking towards the next logical step in its evolution: to immersive collaborative environments that support realistic inter‐personal communication.
Video Communications for Networked Communities - Vconect [EU FP7 STREP Project]
December 2011 - November 2014
The Vconect vision is the adoption of high-quality enriched video as a medium for mass communication within communities. Vconect is building a video communication platform which models and supports the complex communication topologies that characterise conversations between group members. The system will take intelligent decisions to mediate the communication at the level of audio-visual choices, screen layout and network capabilities. Vconect is ensuring the wide applicability of the platform by implementing, testing and evaluating it in the context of two different use cases. The first based on the integration of video conferencing into social networking services, the second based on group mediated performance.
February 2008 - March 2012
The TA2 vision: Making communications and engagement easier among groups of people separated in space and time. How can technology help to nurture family-to-family relationships? This was the question asked by the collaborative project “Together Anywhere, Together Anytime”(TA2). For many people, families form the key social unit. Many of our enduring experiences, holidays, celebrations and moments of fun and laughter are framed as family events. This is something that current technology does not address well: modern media and communications serve individuals best, with phones, computers and electronic games devices tending to be individually owned and providing individual experiences. TA2 tried to redress this imbalance, by exploring how technology can support group to group communication.
Interactive Networked Experiences in Multimedia for You - iNEM4U [EU FP7 STREP Project]
January 2008 - December 2009
In a perfect world, networked electronic media enable individuals and groups of users to share their interactive media experiences in an intuitive and seamless manner, regardless of their choice of device and networks. iNEM4U will design, prototype and evaluate a distributed service infrastructure that supports these goals. To accomplish this, the project will extend and combine existing services from different technology domains, such as Web 2.0, IMS, peer-to-peer and IPTV services. In particular, iNEM4U will investigate innovative solutions in three areas: new generic services that facilitate cross-domain interoperability (identity management, media synchronisation and metadata integration), user-centric services for enhanced shared media experiences (context-dependent cross-domain recommendation system, community management), and business models that provide benefits for the entire content distribution value chain.
BRICKS PD-3 [NWO Project]
November 2005 - June 2009
In our current and future knowledge society, ICT plays a key role. Examples of important developments already omnipresent in society are fixed and mobile networks, distributed ubiquitous computing, personalized information systems with context awareness, ambient intelligence systems, etc. These developments are driven by high-level, innovative research which in turn generates new challenging research questions addressing new issues of economic and societal relevance; for example, increased attention for security, dependability, authentication, identification and privacy protection. Innovations in the ICT sector lead to new products and services and thus to economic activities and wealth creation. ICT improves products, services and labor productivity in many different sectors: industry, commerce, transportation, health care, education, safety, and the environment. BRICKS is addressing the need for a strong impulse in fundamental research in informatics. This impulse is necessary for improving the innovation climate in the Netherlands and for generating sustainable economic growth driven by ICT.
Service Platform for Innovative Communication Environment - SPICE [EU FP6 IP Project]
March 2006 - July 2008
SPICE (Service Platform for Innovative Communication Environment)is addressing the still unsolved problem of designing, developing and putting into operation efficient and innovative mobile Service creation/execution platforms for networks beyond 3G. This project will research, prototype and evaluate an extendable overlay architecture and framework to support, easy and quick service creation, test and deployment of intelligent mobile communication and information services. Building on significant advances in IT technologies, the SPICE platform will support multiple heterogeneous execution platforms allowing for new, innovative services to be spread across different operator domains and over different countries realizing a variety of business models.
Passepartout [EU EUREKA ITEA Project]
November 2005 - June 2007
PASSEPARTOUT focused on bringing tailored high-definition (HD) media content into the lives of the family. Results not only help to make sense of the input available but also to select, filter, scale and schedule HD content for presentation in the best possible way in the networked home on multiple large and small display devices. Work included seamless integration into home media centres and networks, with smart graphic displays controlling systems operation and interactive contents packaging.