
BRAINSTORM
BRAINSTORM
20 Projects, page 1 of 4
Open Access Mandate for Publications and Research data assignment_turned_in Project2021 - 2024Partners:CTTC, WIT, EKTACOM, Institució dels Centres de Recerca de Catalunya, SCHWEIZERISCHE TELETEXT AG +14 partnersCTTC,WIT,EKTACOM,Institució dels Centres de Recerca de Catalunya,SCHWEIZERISCHE TELETEXT AG,TELENOR ASA,INLECOM INNOVATION,eBOS Technologies (Cyprus),NOVA SMSA,INLECOM COMMERCIAL PATHWAYS COMPANYLIMITED BY GUARANTEE,BRAINSTORM,FOUNDATION FOR RESEARCH AND TECHNOLOGYHELLAS,PIIU,RayShaper,RBB ,AppArt S.A.,NTNU,IQUADRAT,NORIGIN MEDIA ASFunder: European Commission Project Code: 101016714Overall Budget: 7,566,200 EURFunder Contribution: 6,037,940 EUR5GMed5GMediaHUB aims to help EU to achieve the goal of becoming a world leader in 5G, by accelerating the testing and validation of innovative 5G-empowered media applications and NetApps from 3rd party experimenters and NetApps developers, through an open, integrated and fully featured Experimentation Facility. This will significantly reduce not only the service creation lifecycle but also the time to market barrier, thus providing such actors that are primarily from SMEs, with a competitive advantage against their rivals outside EU. In particular, 5GMediaHUB will build and operate an elastic, secure and trusted multi-tenant service execution and NetApps development environment based on an open cloud-based architecture and APIs, by developing and integrating a testing and validation system with two existing well-established 5G testbeds (by CTTC and Telenor) for enabling the fast prototyping, testing and validation of novel 5G services and NetApps. 5GMediaHUB will offer: (i) a DevOps environment for Testing as a Service; (ii) a rich set of Experimentation Tools that offer scheduling, validation, verification, analytics and QoS/QoE monitoring mechanisms; (iii) A set of re-usable vertical-specific and vertical-agnostic NetApps with easy to use APIs that can be consumed by application developers, reducing the complexity and risk of integrations and operations; (iv) a re-usable open-source NetApps Repository; (v) an umbrella cross-domain service orchestrator to deliver cross-domain orchestration of NetApps; (vi) an innovative security framework offering software defined perimeter protection and isolation of NetApps; (vii) incremental validation capabilities of the Experimental Facility evidenced through 3 novel media use cases with 2 scenarios each, over 3GPP R.16 and R.17 5G testbed releases. Our 17-partner consortium (9 SMEs) from 9 countries has extremely rich 5G-PPP experience, since 13 partners have participated in previous 5G-PPP projects and in several 5G-PPP WGs.
more_vert Open Access Mandate for Publications and Research data assignment_turned_in Project2016 - 2018Partners:LINK 2.0, HUNTEMANN OLIVER, CLUB ENTERTAINMENT, BRAINSTORM, UPV +2 partnersLINK 2.0,HUNTEMANN OLIVER,CLUB ENTERTAINMENT,BRAINSTORM,UPV,SQUARE RIVOLI PUBLISHING,UNIPDFunder: European Commission Project Code: 731986Overall Budget: 1,259,380 EURFunder Contribution: 998,262 EURIn today’s entertainment sector, the ability to provide compelling visual animation presentations during musical events in clubs, concert halls and other such venues, is restricted to large scale events promoters, artists, and mega-clubs. The main reason for this is that such visual animation presentations must be designed in advance for a particular event and specifically tailored for the music to be played. Moreover, designing, developing and finally rendering such visual presentations is costly both in terms of time and budget. Such projects require the user to contract expensive video artists to create bespoke animation content and, during the live entertainment event, there is also a need to have an expert operator triggering the content as the music is playing. Such barriers to entry restrict the development and proliferation of real-time 3D Motion Graphics technology amongst creative SMEs in this sector of the mass entertainment market. The aim of project VISUALmusic is to remove existing barriers to entry and extend the use of this technology by developing a more affordable, Real Time 3D Motion Graphics Studio for Creative Music Industry SMEs. The VISUALmusic studio will eliminate the need for expensive design and development expertise in both the preparation and delivery of animation content. Furthermore, the VISUALmusic studio will provide the user with the capability to generate visual animation presentations in real-time as the musical event is in session. In order to reduce costs and improve capability, project VISUALmusic proposes to transfer the power of partner Brainstorm’s real time graphics technology, normally used in the broadcasting industry, to the “live event” sector of the entertainment business. The aim of the VISUALmusic Real Time 3D Motion Graphics Studio for Creative Music Industry SMEs is also to provide experts in motion graphics design and development with a marketplace for new content.
more_vert Open Access Mandate for Publications and Research data assignment_turned_in Project2022 - 2025Partners:CREW, FILMAKADEMIE BADEN-WURTTEMBERG GMBH, FOUNDRY VISIONMONGERS (IRELAND) LIMITED, UPF, BRAINSTORM +3 partnersCREW,FILMAKADEMIE BADEN-WURTTEMBERG GMBH,FOUNDRY VISIONMONGERS (IRELAND) LIMITED,UPF,BRAINSTORM,UHasselt,FILMLIGHT GMBH,ARRI CTFunder: European Commission Project Code: 101070072Overall Budget: 7,468,160 EURFunder Contribution: 6,176,040 EURMAX-R is a 30-month IA that will define, develop and demonstrate a complete pipeline of tools for making, processing and delivering maximum-quality XR content in real time. The pipeline will be based on open APIs, open file and data transfer formats to encourage development and support the integration of new open source and proprietary tools. MAX-R builds on recent research and advances in Virtual Production technologies to develop real-time processes to deliver better quality, greater efficiency, enhanced interactivity, and novel content based on XR media data. The interdisciplinary Consortium of eleven partners from five countries covers the chain from technology development and product innovation to creative experiment and demonstration, and from XR media creation to delivery to the final consumer. It is built around Europe’s leading media technology developers, together with creative organisations operating in AR/VR/MR, Virtual Production, interactive games, new media, TV, video and news, multimedia and immersive performance.
more_vert - BRAINSTORM,NTUA,UORL,UB,CEIT,Stream Vision,MEDETIC SC,SINGULARLOGIC S.A.Funder: European Commission Project Code: 324491
more_vert Open Access Mandate for Publications and Research data assignment_turned_in Project2017 - 2018Partners:IFSTTAR, BRAINSTORM, University of Patras, CTAG, University of Leeds +2 partnersIFSTTAR,BRAINSTORM,University of Patras,CTAG,University of Leeds,SPARKS,Kite Solutions (Italy)Funder: European Commission Project Code: 732068Overall Budget: 1,183,120 EURFunder Contribution: 1,022,210 EURDriving style is seen not only to become a significant cause of greenhouse gas (GHG) and other air pollutant emissions but also a critical parameter regarding road safety, with huge social & financial adverse effects. GamECAR aims to develop a highly innovative and interactive Serious Games platform that will empower and guide users to adopt an eco-friendly driving style. This will be achieved, without distracting users from safe driving, through a multidisciplinary approach aiming at the development of a user friendly, unobtrusive multi-player gaming environment, where the users will not only play collaboratively/competitively using their mobile device but also using the car itself and their own bodies, thus turning eco-driving into an immersive and highly motivating experience. The sensing infrastructure of GamECAR will not only acquire data related to driving from an OBD sensor that will capture a complex set of parameters related to eco-driving, but will also sense environmental and physiological parameters of the driver, so as to better position the state of the system (car) in context (environment, user). The use of virtual user models and cognitive modeling of the users, will further boost personalization and adaptation of the game itself with respect to the needs of the individual driver. The GamECAR system will be quantified and evaluated in test campaigns with drivers in three different sites. Quantification campaigns serve system development and evaluation campaigns demonstrate usefulness and exploitation potential. Finally, the project has a clear exploitation plan through a balanced and highly complementary composition of SMEs that have specific roles in the development of the integrated GamECAR system. The impact of such a holistic and innovative approach is huge and the foundations laid here are expected to result in a widespread adoption of sensor-based gamification platforms in areas going far beyond eco-driving.
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