Mobile personal entertainment and edutainment platform based on advanced 3d vr, ar and motion analysis technologies

The proposed project aims at the implementation of platform for the development of entertainment and edutainment applications. The platform will include advanced 3d rendering, depth keying, sensor-less gesture tracking, avatar animation with motion capture and generating 3d models with 3d scanners

A report recently published by Deloitte Consulting LLP states that consumer demand for ubiquitous content access and evolution of new economic models, as well as shifts in how people consume media, are among the trends to watch in the coming years. While the specific forces at play are constantly evolving, the biggest challenge continues to be the pressures and opportunities brought by generation, distribution and consumption of digital content. Rarely has industry-wide business transformation occurred with the speed and impact that is seeing today in media and entertainment. Today’s scenario in this market is one of those rare moments where current and new business models are coexisting. Throughout this transformation, a significant percentage of revenue continues to move from physical to digital channels across the industry. The ecosystem evolving around online —including mobile— substantially broadens the availability and distribution options for content. Smartphones and tablets are directly contributing to this shift and increasingly drive where and how content is delivered. The almost limitless access to content today is forcing evolution away from the long-held model that programmers decide what you will see and when. Consumers are making it clear that they will have a voice in choosing when they wish to view content. The media and entertainment ecosystem has many players, including content creators, physical and digital content distributors, storage and telecom service providers, and intellectual property managers. For incumbents in all aspects of the industry, a key question is how to optimize what you have, compete in the newer channels and shape a business model that capitalizes on increasing demand for content across different platforms without compromising profitability. Today’s content creators are looking at how to speed up the process of generating 3D digital contents and how to tailor the product to the specific platform being viewed. For example, tablets, which represent one of the fastest growing video platforms, are an excellent device for viewing long or short form 3D content (often with higher resolution screens than even high definition flat panel TVs). However, because they are inherently interactive devices, they offer the opportunity for a different, more interactive viewing experience than watching traditional TV such interactive entertainment (video games) and edutainment (serious games) applications. It is in this context where the project proposed in this document has to be positioned. This project aims at the development of a platform that integrates tools for quick and efficient 3D content creation (including 3D object scanning and avatar animation from motion capture), high quality render (including chroma key functions) for mobile devices and advanced gesture sensor-less interaction functions. The platform will allow publishing the content created on computer platforms (personal computers) and mobile platforms such as smartphones and tablets. In the latest platforms it will consider the generation of 3D contents for smartphones making use of emerging tools such as Samsung Gear VR and/or Google cardboard. In order to broaden the market of potential customers the tools will be developed at two levels: professional users and individual users. The project will be developed on top of existing products and tools already developed by the companies which are members of the consortium. These products will be integrated in the contents generation platform. The functionality of the platform will be demonstrated implementing user case corresponding to real applications.
Project ID: 
10 363
Start date: 
Project Duration: 
Project costs: 
2 500 000.00€
Technological Area: 
Visualisation, Virtual Reality
Market Area: 
Leisure and Recreational Products and Services

Raising the productivity and competitiveness of European businesses through technology. Boosting national economies on the international market, and strengthening the basis for sustainable prosperity and employment.