NM2 DELIVERABLE REGISTRATION

 

Thank you for your interest in the results of the FP6 Integrated Project nm2. The main deliverables of this project are available to everybody without cost. We would however like to know who our customers and users of our results are. Please fill in your address details below.

After pressing the "Submit" button you will receive an e-mail with a link to the downloadable deliverables in pdf format.

The following deliverables are available (as submitted to the European Commission):

Deliverable Title

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"An introduction to narrativity in the interactive environment" (December 2005)

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"Project description" (updated version of August 2006)

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"The market perspective" (February 2005)

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"Market perspectives for interactive and reconfigurable media" (October 2005)

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"An introduction to NM2 production Cambridge City Symphony"  (January 2006)

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"Production Report: Gods in the Sky Choice" (January 2006)

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"Production Report: Cambridge City Symphony" (January 2006)

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"Interactive and Configurable Models in Popular Media Genres" (February 2006)

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"Report on automatic sound identification tools" (May 2006)

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"Market perspectives for ShapeShifted TV (part III)" (October 2006)

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"Interactive Village Production Report" (March 2007)

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"Envisioning the future of ShapeShifted media - Scenarios for 2012"

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An introduction to narrativity in the interactive environment

Abstract

This report provides a preliminary summary of the key issues for developing interactive narrativity for broadband distribution identified in the first two months of the nm2 project. The key issues have been identified through question and answer between the members of the team working on software architectures, realisation engine and delivery platforms, and those working on interactive narrative forms and emerging production processes in computer-supported and enhanced audiovisual narrativity, for access on screen.

The report outlines some of the fundamental challenges and issues the project can realistically hope to tackle, redefining traditional creative production in terms of design process, and bringing together narrative theory and production practice in the context of interactive screen media, as a prelude to mapping together software design and narrative design. The main focus is broadband deliverable interactive narrative, for both information and entertainment. However, since development of new screen types enabled by digital delivery - from the public macro-display through the versatile domestic interactive centre to the personal mobile microscreen - is so rapid, the view taken is broad enough to encompass these emerging formats.

 

Project description

Abstract

This nm2 project description provides an easy to read overview of the nm2 project, its objectives, structure, architecture, methodologies, productions and partners.

Based on the content of this deliverable, a "glossy" brochure was produced. The brochure is available here.

 

The market perspective

Abstract

nm2 develops tools for interactive, personalised and non-linear audio-visual content that will be tested in seven pilot productions. This report looks at the market potential for these tools and productions from a technological perspective, a producers’ perspective and a users’ perspective. The report shows that digital broadcast networks and broadband Internet are rapidly growing, but will probably not reach more than 40% respectively 30% of the households before 2007. There are large national and regional differences in the take up of digital networks, and on the question which will be the dominant technology in a certain country or region (satellite, cable, terrestrial or broadband Internet). Broadcasters and television producers have so far invested little in interactive television, with some notable exceptions such as the BBC and BSkyB. New players are platform operators and ISPs, which increasingly operate as packagers and aggregators of digital content services. Users value interactivity in the form of increasing possibilities for programme management (PVRs, EPGs) and simple forms of interactivity (voting, gambling) by using SMS, telephony or Internet. More complex forms of interactivity (affecting plot lines) are not yet very popular. The results indicate that nm2 productions face a complex task. Promising routes are multi platform and multi media strategies that widen marketing possibilities and popular appeal. Also specific marketing strategies aimed at particular target groups for particular genres need to be elaborated. These can be based on the future pilot evaluations and further market research.

Target audience

In the first instance this deliverable serves as a basis for the nm2 team to estimate and forecast the market and business for the nm2 systems and services. It is interesting for everybody who has a stake in interactive digital media production and presentation.

 

The market perspectives for interactive and reconfigurable media

Abstract

NM2 develops tools for interactive, personalised and non-linear audio-visual content that will be tested in seven pilot productions. This report looks at the market potential for these tools and productions from a technological, a producers’ and a users’ perspective. The report shows that digital broadcast networks and broadband Internet are rapidly growing, but will probably not reach more than 40% respectively 30% of the households before 2007. There are large national and regional differences in the take up of digital networks, and in what will become the dominant technology (satellite, cable, terrestrial or broadband Internet). Broadcasters and television producers have so far invested little in interactive television, with some notable exceptions such as the BBC and BSkyB. New players are platform operators and ISPs, which increasingly operate as packagers and aggregators of digital content services. Users value interactivity in the form of increasing possibilities for programme management (PVRs, EPGs) and simple forms of interactivity (voting, gambling) by using SMS, telephony or Internet. More complex forms of interactivity (affecting plot lines) are not yet very popular. The results indicate that NM2 productions face a complex task. Promising routes are multi platform and multi media strategies that widen marketing possibilities and popular appeal. The report concludes with a number of provisional business models for NM2 type productions and formats.

Target audience

This report is of interest for everybody who has a stake in interactive and reconfigurable media production, publishing and distribution. It also serves as a basis for the NM2 team to estimate and forecast the market and business for the NM2 productions, tools and formats.

 

An introduction to NM2 production Cambridge City Symphony

Abstract

This brief document describes the roots of the project, with reference to the City Symphonies film genre of the 1920s and 1930s, and some of the key characteristics of that form such as a strong dependence on montage and temporal linearity using a dawn to dusk profile. This production has been created after systematically analysing the structure of an existing City Symphony and this generic structure has been used as a template from which to create configurable versions of the City Symphony based on several hours of filming in the city of Cambridge. Please note that this is a first version of the production with some known flaws and limitations. Further footage and updates to this production are anticipated.

Target audience

Everybody interested in an early experimental interactive production based on the City Symphonies film genre.

 

Production Report: Gods in the Sky Choice

Abstract

This report describes the aims, process and results of the concept development and practical implementation of the Pilot Demonstrator Gods in the Sky Choice, a reconfigurable documentary based on 150 minutes of television documentary footage, which was developed using experimental media production tools for editing and reconfiguring video and sound to create interactive stories for delivery over broadband.

Target audience

The target audience is those who may wish to undertake production of interactive reconfigurable infotainment media with high production values using the NM2 system. It is assumed that readers will be somewhat familiar with traditional television production, and interested in the challenges of identifying and using new programme formats in the interactive environment.

 

Production Report: Cambridge City Symphony

Abstract

This document describes the production of the NM2 Pilot Demonstrator production Cambridge City Symphony, an interactive reconfigurable production which seeks to update the screen language of the City Symphonies of the 1920s and experiments with possible applications of this revitalised film genre. The production is developed after a thorough analysis of the shot, plot and screen grammar of the City Symphonies of the 1920s and 1930s and has used experimental production tools for editing and reconfiguring video and sound to create interactive stories for broadband application. This interactive production invites the interactor to make certain choices via a graphical interface in order to create a personalised version of the City Symphony thus refreshing and updating the City Symphony form. The Appendix provides background information to the theoretical research on traditional “City Symphonies” and addresses practical and aesthetic issues that concern digital media in novel, dynamic, interactive environments.

Target Audience

The target audience is those who may wish to undertake production of interactive reconfigurable programmes. It is assumed that readers will be somewhat familiar with traditional television production, and interested in the challenges of identifying and using new programme formats in the interactive environment.

 

Interactive and Configurable Models in Popular Media Genres

Abstract

The production tools developed within NM2 aim to fulfil the rapidly developing requirements of media organisations for on-demand and interactive production. This paper aims to provide an overview of the current context for on-demand, interactive and configurable media in popular genres. It illustrates a range of examples, mostly drawn from the United Kingdom and the United States, from drama, news and current affairs, sport, entertainment and games, sports, games and user-generated content. Much of the current interactively on offer is “low-level” and only in a few drama and documentary prototypes have models been extensively explored comparable to the concerns of NM2 with “deep” interactivity, narrative development and configurability. There are nonetheless valuable lessons to be learned from the current models for the NM2 project and all producers in this developing field.

Target audience

This is a public deliverable within the NM2 project and the targeted audience of this document is the general public. No prior specialist knowledge is necessary.

 

Report on automatic sound identification tools

Abstract

A survey of existing tools for the general classification of audio materials into possible genres and types is made, outlining the strengths and weaknesses of each. A conclusion is reached, whereby the techniques outlined in the Motion Picture Experts Group, MPEG7 standard are chosen as a good candidate to build semi-automated tools which might help audio editors within NM2 productions addressing the future of audiovisual, interactive media.

Target audience

All readers interested in audio and potential ways to automate processes whereby it is used in media production. No professional audio knowledge is needed, but a certain degree of technical knowledge as it pertains to computing is assumed.

 

Market Perspectives for ShapeShifted TV (part III)

Abstract

This report analyses in six case studies the business models of a variety of interactive new media services, ranging from Yarosa’s simple text messaging systems that add interactivity to television programmes to BBC’s Creative Archive that offers access to a large database of audiovisual programme material out of which users can construct their own stories. Other cases are VARA’s (Dutch public broadcaster) cross media comedy productions, the news related chatbot Nieuwskraker, based on MSN software, Jetix’ interactive services related to their (international) children’s’ television channels and web portal and FourDocs, Channel 4’s website where people can upload their own 4 minutes documentaries. These are all services for which new business models are emerging. In some cases the viability is still uncertain. Although none of them offers the kind of sophisticated interactivity that NM2 aims at, these emerging business models can inform NM2 on the current opportunities and bottlenecks in the market. This report is the third part of our ongoing work on market perspectives for NM2 productions and tools. It should be considered as an intermediate report that attempts to formulate some hypotheses on emerging business models and on obstacles in the market. In our final Vision Document (D7.12), to be published in September 2007, the findings of this and earlier work on market perspectives and business models (NM2 deliverables D2.2, D7.2, D7.11) will be integrated with the results of evaluations of NM2 productions and tools.

Target audience

Target audience for this report is a general public, interested in market developments concerning interactive, reconfigurable, non-linear audiovisual media (ShapeShifted TV).

 

Interactive Village Production Report

Abstract

The report describes the aims and rationale of the Interactive Village production of NM2 which is available for viewing through the NM2 website at this address: http://www.ist-nm2.org/media_productions.html The report outlines the theoretical underpinning of the project (derived from Visual Anthropology, a study of narrativity and Ecological psychology); its working methods in gathering audio-visual material; and assembling the user interface. The organisation and adaptation of the material for use of the NM2 tools is discussed, as are the potential and possibilities for further developing the production in the future.

Target audience

Anybody interested in ShapeShifted media productions.

 

Envisioning the future of ShapeShifted media - Scenarios for 2012

Abstract

New Media for a New Millennium (NM2) has explored the potential of digital media by developing new media genres based on reconfigurable and non linear storytelling, genres which the project now calls ShapeShifted media. This vision document explores four future scenarios for media use and media markets in 2012 that will affect the market potential of ShapeShifted media. It builds on market trends and evaluations with users and experts and identifies the main insecurities in the market. Among them are firstly the extent to which users will embrace reconfigurable and non linear formats and services and secondly the type of market players that will become dominant in media markets. Are these the producers of high quality content (‘Content is King’) or the aggregators of this content, where the market value lies in controlling access to the networks and gateways. The four scenarios are labelled ‘Premium Content’, ‘Immersive Interaction’, ‘Social Media’ and ‘Guidance’. For each of these scenarios the impact on the further development, target users and market position of ShapeShifted media are explored.

Target audience

The general public, interested in market developments concerning interactive, reconfigurable, non-linear audiovisual media (ShapeShifted media).